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ELFYPUNK

End Times of Eryndor

Bay of the
Black Wolves
   

Solo Adventure
Play Solo, co-op or in a party.
For one to four players with level 2 characters.
A GM is optional.
Table Of Contents
How to Play this Adventure 2 Map 6
Map of the Realm 3
The Dusklands 4
Meeting at the Gryphon 5

Legal:  
This adventure is compatible with Fifth Edition. This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of the
Credits Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-
document.
© Copyright 2023 Elfypunk.
The SRD 5.1 is licensed under the Creative Commons
Join the Elfypunk Patreon for access to the Dusklands Attribution 4.0 International License available at
series. https://creativecommons.org/licenses/by/4.0/legalcode.
 
Special thanks to these Heroes of the Realm on
Patreon: Urban Hagflayer, Ekkard Human
Images by Midjourney AI

Styling and Layout: Homebrewery

Playtesters: Aiden Ryerley, Cat Aura, Geoff Berman

CONTENTS
1
How to Play this Adventure
 
This adventure is designed to be played solo or co-op, Normal and Heroic Encounters
with one to four players. You may choose to play with or You can choose from two difficulty levels: normal and
without a GM. heroic. If you are a solo player, then normal difficulty is
If you choose to play without a GM you will make best suited for you. Heroic difficulty is intended for two
choices about what your character does, which direction players, or solo players who want to test their skills to
to go and how to interact with people. the limit. Heroic encounters offer additional loot
rewards.
Take a moment to make your choice and remember (or When you encounter an enemy, you might see a section
write it down) before reading on in the adventure. like this:
If you see a section in green like the one below, it Encounter
contains information for your character (or characters if
you’re playing with a friend) about what they see or Guard
hear: Heroic Encounter:
Thug
A guard watches over this area to deter would-be robbers. In Treasure: A turquoise gem worth 10 GP.
the shadowy torchlight ahead you see the glint of what could
If you are playing on normal difficulty, you encounter
either be a steel trap, or the glimmer of treasure.
the Guard enemy, and on heroic difficulty you meet the
Thug. If your adventure group has 3 or 4 players, you
Encounters meet both normal and heroic encounters.
Being captured
There are a few ways you could proceed with each If an enemy manages to incapacitate or knock you
encounter, including: unconscious, you will be captured and taken to a prison
Combat area. Your weapons will be removed and stored in a
You could decide to fight your way in and slay or subdue chest in that area. You will be able to rest and plan your
any who oppose you. escape…
This mechanism is intended to allow you character or
Stealth small party to avoid dying if, for example, an enemy has
You could try to sneak through, keeping only to the a net or a hold person spell, or manages to knock you
shadows. out with burst damage.
When you try to hide, make a Dexterity (Stealth) check. Non-Combat Encounters
Until you are discovered or you stop hiding, that check’s Remember that you don’t always have to kill monsters
total is contested by the Wisdom (Perception) check of to bypass them. You can often achieve your objectives
any creature that actively searches for signs of your through non-violent means, by using skills like Stealth
presence. or Animal Handling.
Passive Perception. When you hide, there’s a chance
someone will notice you even if they aren’t searching. Milestone Experience
To determine whether such a creature notices you, This adventure makes use of milestone experience, so
compare your Dexterity (Stealth) check with that when you successfully complete the adventure, your
creature’s passive Wisdom (Perception) score, which character will progress to the next level!
equals 10 + the creature’s Wisdom modifier, as well as
any other bonuses or penalties. If the creature has This means that you don’t have to keep track of
advantage, add 5. For disadvantage, subtract 5. experience during the adventure.
 

HOW TO PLAY
2
The Dusklands
 
The Dusklands, the areas surrounding Port Dusk, lie in He also sells some healing items:
the shadow of a range of mountains called the Spires.
Dust and ash billow from active volcanoes along the Healing and Arcana
Spires, coloring the atmosphere that gives the
Dusklands its name. Item
Potion of healing (2d4+2 HP)
Price
50 gp
The folk of the Dusklands are a hardy bunch, hard- Potion of healing (Greater) (4d4+4 HP) 100 gp
working and used to defending themselves from the orc Raolin’s black cat stretches sleepily and falls asleep on
and hobgoblin raids which issue regularly from the the counter. As you browse the store’s wares, the feline
Spires down into the valleys and plains of the opens a lazy eye to follow your movement.
Dusklands.
Port Dusk
Your appointment
Port Dusk is a hard-working town on the southern coast Once you have completed browsing through the
of the Kingdom of Eryndor. The Port is a hub of activity available supplies, you hasten towards the tavern where
for adventurers seeking their fortunes in the interior, you have an appointment with an agent of the Crown.
lured by rumors of pirates’ gold and wild magic.
Agent of the Crown
The locals are sturdy, gruff folk who are used to life in Agents who are loyal to the King and Queen of the
the Dusklands - fishers, sailors, trappers, blacksmiths Dusklands hold both lowly and prominent positions in
and traders. The town has a small standing militia, who each of the guilds and in this way, enforce the smooth
look capable of fending off any would-be raiders or running of Duskland society at every level.
pirates.
Sera Runetide
Gathering Supplies You know that Sera Runetide is an agent of the crown
Raolin Dawnsorrow and his family proudly run the and that her contracts are particularly lucrative.
smithy and general store. The Dawnsorrows sell the Perhaps you know her by reputation or have done work
entire range of simple and martial weapons, armor, and with her before.
adventuring supplies. Consult your favorite handbook  
for a full listing.

KINGDOM OF DUSK
3
 

Meeting at the Gryphon The enemy is a group of sea-faring mercenaries, pirates


The Gryphon is a popular inn located in the heart of the called the Black Wolves, and they’ve kidnapped the daughter
town, well known for its hearty food and warm atmosphere. of a wealthy merchant from a nearby town. Your mission is
The inn is decorated with wooden beams and a large
fireplace that is always roaring. to infiltrate the pirate camp and rescue the merchant’s
daughter. You’ll need to be prepared for a fight, as the
There are several tables and chairs and a bar that runs the pirates are not likely to give up their captive easily.
length of one of the walls. The inn is almost always busy,
with people coming and going. My sources suspect that the Black Wolves have been hired
by a rival kingdom to disrupt trade and commerce in the
You enter the Gryphon and scan the room for the woman Kingdom of Dusk, including kidnapping the families of
you’re supposed to meet. Spotting her at a table in the wealthy merchants and holding them for ransom, causing
corner, you make your way over and take a seat. chaos and unrest in the kingdom. If you can, find
information about who the Black Wolves’ sponsor is.

As she sees you, Sera greets you curtly and is


immediately focused on the business at hand. Sera’s eyes sparkle with a glint of danger and
excitement as she explains the plan.
The Quest
Sera tells you: “Gaining access to the Black Wolves’ ship won’t be easy,”
she warns. “You will need to go to a specific rocky cove and
“We’ve received reports that our enemy has made a landing signal their ship using call-signs that you can only obtain
on the rocky coastal cove just east of here,” she says, “and from a select few of the ranking crew members.”
they’re setting up camp as if they’re planning to stay. We
need someone to go and take care of the situation.”
Setting out
She continues: You proceed from the tavern and, after some travel, find
yourself at area 1 on the map overleaf.
 

QUEST
4
Area Map    

MAP
5
 

1: Travel in Style Eventually, the carriage comes to a halt and the driver
gives you a coin purse containing 10 gold pieces. “An
The journey to the Blue Water cove is uneventful, along advance from Mister Brightwell.”
beautiful coastal dirt roads. The carriage was commissioned
With a flick of his wrist, the carriage starts moving back
by the merchant, Tobias Brightwell, whose daughter, Isabella
had been taken by the pirates.
towards Port Dusk.
As you travel, you read the letter given to you by Tobias 2: A Rest Area
Brightwell. The handwriting is shaky and uneven, as if
written in haste and under duress. This area looks suitable for resting.

“Dear adventurer,
During this adventure, after each encounter, you may
choose to come back to this area to rest. In total, the
I am writing to beg for your help in rescuing my daughter events and timeline of the adventure could allow up to
from the clutches of the Black Wolves. She is a young three long rests, with two short rests each day.
woman of eighteen years, with dark hair and a scar above  
her right eyebrow. She was taken from our home in the dead
of night, and I fear for her safety.

The ship that took my daughter had black sails, in the style
of the Black Wolves.

I implore you, brave adventurer, to rescue my daughter from


these vile pirates and put an end to their reign of terror. I will
reward you handsomely for your efforts.”

6
3: A Holding Area
 
The pirate crew have converted a dank sea-cave into a briny
prison by building a makeshift cell with iron bars into the
cave wall.

If you enter without being


captured
A rather disheveled looking guard bars your entrance to the
area.

“This place is off-limits to you! I’m not supposed to let


anyone in, unless you want to end up in the cell, eh?”

If you are captured


If you fall in combat at any point during this adventure,
you will be discovered shortly, stabilized, and
incarcerated in the prison.
Your weapons are stored in a chest at the prison’s
entrance.
Bribe
You can try to bribe the guard with 5 or more gold.
Make a Charisma (Persuasion) check with a DC of 12. If
successful, the guard will let you out of the cell and
return your weapons.
Picking the cell door’s lock
The lock can be picked if you have thieves tools, with a
Dexterity check and a DC of 12.
Pickpocketing the guard
Make a Dexterity (Sleight of Hand) with a DC of 12 to
lift the key from the guard when he passes close to the
cell in his patrol.
Encounter:
Guard
Gold: 7
Heroic Encounter:
Scout
Gold: 14
 

7
Attacking the guard
After some time, the guard comes close to the cell to
give you water. If you attack and successfully manage to
overcome him, you can lift the key from his person.
Remember that your weapons are still in the chest near
the entrance.
Retrieving your weapons
Once you overcome or bribe the guard, you can retrieve
your weapons and equipment from the chest.

Skill Perception +2
Guard Languages any one language (usually Common)
humanoid (any race), monster manual, any alignment Challenge 1/8
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8+2) Actions
Speed 30 ft.
Spear Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or
STR DEX CON INT WIS CHA 5 (1d8 + 1) piercing damage if used with two hands to make a
13 (+1) 12 (+1) 12 (+1) 10 (0) 11 (0) 10 (0) melee attack.

Skill Nature +4, Perception +5, Stealth +6, Survival +5


Scout Languages any one language (usually Common)
humanoid (any race), monster manual, any alignment
Challenge 1/2
Armor Class 13 (leather armor)
Hit Points 16 (3d8+3) Keen Hearing and Sight The scout has advantage on Wisdom
Speed 30 ft. (Perception) checks that rely on hearing or sight.

STR DEX CON INT WIS CHA


Actions
11 (0) 14 (+2) 12 (+1) 11 (0) 13 (+1) 11 (0) Multiattack The scout makes two melee attacks or two ranged
attacks.
Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Longbow Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

   

8
 

4: Strange Runes
You hold your breath, waiting for an unknown horror to
As you approach the rocky outcrop, you notice a series of appear, but nothing does. Instead, you hear the sound of
strange runes carved into the rocks. They are circular in something heavy and lumbering moving away from you. You
shape, with angular lines etched into them that seem to can hear its footsteps receding into the distance, growing
glow with an otherworldly energy. fainter and fainter until they finally disappear altogether.

As you stand before the runes, you realize that you will need You realize that you must have solved the puzzle correctly,
to step on at least one of them to proceed. However, you and that the guardian has been defeated without you ever
also know that choosing the wrong rune could have dire having to face it.
consequences.

Arcana If you trigger one of the ward runes


To attempt to decipher what the runic wards mean, As you trigger one of the runic wards, the room fills with an
make an Intelligence (Arcana) check with a DC of 12. eerie green mist, and you feel a chill run down your spine.

If you succeed, you can make a Dexterity (Acrobatics) You hear a low, ominous growl, and then out of the mist

check with a DC of 12 to avoid the wards as you emerges a massive creature, glowing red with malevolent

carefully step through between them. energy.

If you manage not to trigger the wards Encounter:


Zombie
As you step carefully through the area, avoiding the warded Gold: 5
runes, you hear a deep, guttural growling sound echoing all  
around you, but you can’t see anything.

9
Heroic Encounter:
Gray Ooze
Gold: 10
If you kill the guardian
After a hard-fought battle, the undead guardian finally
falls to the ground, its body dissipating into a green
mist. As the mist clears, you notice that the runes on the
walls and floor of the room begin to fade, their magic
subsiding now that the guardian has been defeated.

Undead Fortitude If damage reduces the zombie to 0 hit points,


Zombie it must make a Constitution saving throw with a DC of 5+the
undead, monster manual, neutral evil damage taken, unless the damage is radiant or from a critical
hit. On a success, the zombie drops to 1 hit point instead.
Armor Class 8
Hit Points 22 (3d8+9)
Speed 20 ft.
Actions
Slam Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Condition Immune poisoned


Senses darkvision 60 ft.
Languages understands all languages it spoke in life but can’t
speak
Challenge 1/4

Amorphous The ooze can move through a space as narrow as 1


Gray ooze inch wide without squeezing.
ooze, monster manual, unaligned
Corrode Metal Any nonmagical weapon made of metal that
hits the ooze corrodes. After dealing damage, the weapon takes
Armor Class 8 a permanent and cumulative -1 penalty to damage rolls. If its
Hit Points 22 (3d8+9) penalty drops to -5, the weapon is destroyed. Nonmagical
Speed 10 ft., climb 10 ft. ammunition made of metal that hits the ooze is destroyed after
dealing damage.
STR DEX CON INT WIS CHA The ooze can eat through 2-inch-thick, nonmagical metal in 1
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) round.
False Appearance While the ooze remains motionless, it is
Skill Stealth +2 indistinguishable from an oily pool or wet rock.
Resist acid, cold, fire Actions
Condition Immune blinded, charmed, deafened, exhaustion,
frightened, prone Pseudopod Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses blindsight 60 ft. (blind beyond this radius) target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid
Challenge 1/2 damage, and if the target is wearing nonmagical metal armor,
its armor is partly corroded and takes a permanent and
cumulative -1 penalty to the AC it offers. The armor is destroyed
if the penalty reduces its AC to 10.

   

10
 

5: The Dwarven Woman


Merla stammers, her words coming out in a jumble. “Ach,
A pirate crewmember stands tall and menacing, his face I’m tellin’ ye, I dinnae ken onythin’! Please, let me go! I’ll no
hidden in shadow as he looms over a cowering dwarf. She tell a soul, I swear!”
trembles with fear, her eyes darting from side to side as she
tries to find a way out of this dangerous situation.
Encounter:
Bandit
“What is your name, dwarf?”
Gold: 8
The female dwarf hesitates for a moment before replying in a Heroic Encounter:
nervous voice, “Merla Tosscobble, sir.” Thug
Gold: 14
The pirate narrows his eyes suspiciously. “And what
Stealth
business do you have wandering around here?”
If you try to sneak, make a Dexterity (Stealth) check
Merla fidgets nervously, “I’m juist a simple dwarf travelin’
against a DC of 12.
throu’ these pairts.” If you succeed, you could choose to get a free attack and
The pirate laughs cruelly. “You think you can fool me, then start combat normally in the next round - or you
dwarf? I know when someone is lying. Maybe a little pain could choose to sneak your way out of the area via one
will help jog your memory.” of the exits.
Combat
He pulls out a scimitar and holds it to Merla’s throat,
If you attack or if you fail a stealth attempt, the enemy
causing her to tremble in fear. will attack you.
“What do you know about the Black Wolves?” the pirate  
growls, his voice deep and grave.

11
Bandit Actions
humanoid (any race), monster manual, any non-lawful alignment
Scimitar Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Armor Class 12 (leather armor) Hit: 4 (1d6 + 1) slashing damage.
Hit Points 11 (2d8+2) Light Crossbow Ranged Weapon Attack: +3 to hit, range 80
Speed 30 ft. ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

STR DEX CON INT WIS CHA


11 (0) 12 (+1) 12 (+1) 10 (0) 10 (0) 10 (0)

Languages any one language (usually Common)


Challenge 1/8

Skill Intimidation +2
Thug Languages any one language (usually Common)
humanoid (any race), monster manual, any non-good alignment Challenge 1/2
Armor Class 11 (leather armor)
Hit Points 32 (5d8+10) Pack Tactics The thug has advantage on an attack roll against a
Speed 30 ft. creature if at least one of the thug’s allies is within 5 ft. of the
creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA Actions
15 (+2) 11 (0) 14 (+2) 10 (0) 10 (0) 11 (0)
Multiattack The thug makes two melee attacks.
Mace Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.

   

12
After the encounter
 

If you defeat the pirate, you can speak to Merla.


“Aye, ye did well in rescuing me. But ye shouldnae worry
about me, I had that bandit right where I wanted him. Ye
see, I’ve been watching the pirates since they came ashore,
and I’ve been pretending to be just another scared dwarf
they captured. But I’ve been feeding them false information
all along, luring them into a trap. And with my help, ye can
put an end to their thievin’ ways.”

Merla winks conspiratorially, then shows you a gesture


with her arms.
“I spied one o’ those pirates makin’ this strange motion wi’
their arms, and shoutin’ ‘Kraken’s Call’ intae the wind. I
dinna ken what it means, but it seemed tae get a response
from the ship.”

Call sign
You have learned one of the pirates’ two call signs. Note
down how many call signs you have learned so far.
After her rescue
“Ye saved me life, and for that I’m thankful. I’ll be headin’
back to Port Dusk to tell the authorities what I’ve seen here.
And just so ye know, my real name is Merla Goldhammer.”

If you flirt with her


Merla is interested in romance with male or female
suitors.
“Aye, ye’ve got a wee bit o’ charm aboot ye, dinnae ye? I
cannae deny, I’m not opposed tae some romance in ma life.
If ye fancy catchin’ up after our adventure, ye can find me at
the Gryphon inn. I’ll be stayin’ there for a week before I find
more permanent accommodation. Just ask aboot for Merla
Goldhammer an’ ye’ll find me.”

Note down that you now have 1 level of attraction with


Merla, which you can improve if you meet her in future
adventures.
 

13
 

6: Mugger!
If you Pay his ‘toll’
You investigate this area, and see nothing out of the Roll 3d6 +12. This is the minimum amount that the
ordinary, when suddenly a pirate steps out from behind a pirate will accept as a payment.
boulder, brandishing a cutlass and sneering at you.
If you fight the pirate
“Well, well, well, what have we here?” he says, his voice Encounter:
dripping with malice. Tribal Warrior
Gold: 3
“Looks like we’ve got a little traveler who’s wandered into
Heroic Encounter:
our territory. It just so happens that there’s a toll for passing
Scout
through. So, how about you hand over your coin and maybe
we’ll let you live to see another day?”
Gold: 6
Combat
The pirate will break and run if it seems the fight isn’t
Make your choice going his way.
You can try persuasion, intimidation, or deception to get He’ll attempt to run north towards reinforcements in
the pirate to leave, you can pay his price, or you can area 7, jumping across the gap in the rocks along the
attack him. way.
Make your choice now, before reading on. Jumping
If you try to convince him You can attempt to jump across to the rock in area 7 by
Choose your approach, and make a persuasion, making a Strength (Athletics) check with a DC of 12.
intimidation, or deception check, whichever is more If you fail the check, you fall into the churning waters
appropriate. You need to succeed against a DC of 14. below. See the description in area 9.
If you fail your check, the pirate will attack you.  

14
Tribal warrior Actions
humanoid (any race), monster manual, any alignment
Spear Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
Armor Class 12 (hide armor) range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or
Hit Points 11 (2d8+2) 5 (1d8 + 1) piercing damage if used with two hands to make a
Speed 30 ft. melee attack.

STR DEX CON INT WIS CHA


13 (+1) 11 (0) 12 (+1) 8 (-1) 11 (0) 8 (-1)

Languages any one language


Challenge 1/8

Pack Tactics The warrior has advantage on an attack roll against


a creature if at least one of the warrior’s allies is within 5 ft. of
the creature and the ally isn’t incapacitated.

Skill Nature +4, Perception +5, Stealth +6, Survival +5


Scout Languages any one language (usually Common)
humanoid (any race), monster manual, any alignment
Challenge 1/2
Armor Class 13 (leather armor)
Hit Points 16 (3d8+3) Keen Hearing and Sight The scout has advantage on Wisdom
Speed 30 ft. (Perception) checks that rely on hearing or sight.

STR DEX CON INT WIS CHA


Actions
11 (0) 14 (+2) 12 (+1) 11 (0) 13 (+1) 11 (0) Multiattack The scout makes two melee attacks or two ranged
attacks.
Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Longbow Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

   

15
 

7: The lookout Combat


If you attack or if you fail a stealth attempt, the enemy
As you approach the rocky outcrop, you notice that the will attack you in the next turn.
goblin lookout is standing on a large boulder facing out to
However, if you are able to reduce the goblin to less
sea, his back to the land. He seems to be completely
than half of his HP, he will stop fighting and rather try
absorbed in scanning the horizon for any signs of
approaching ships or danger from the ocean, and does not
to negotiate with you.
seem to be paying any attention to the land behind him.
“Aye, ye got me fair and square, but what’s the harm in
lettin’ a clever goblin live, eh? I’ll make ye a deal: spare me
Encounter: life, and I’ll tell ye somethin’ useful. The Black Wolves,
Goblin
Gold: 8 they’ve got a secret call-sign they use - I could teach ya!
What d’ye say, friend? Do we have a deal?”

Heroic Encounter:
If you spare his life
Hobgoblin
Gold: 16 The old goblin leans in and tells you:
Stealth “It’s a two-part signal, starts with three sharp whistles
If you try to sneak, make a Dexterity (Stealth) check vs
the a DC of 10. followed by a bell ringing twice. If ye hear that sound, ye
know they’re making their way over.”

If you succeed, you could choose to get a free attack and


then start combat normally in the next round - or you Call sign
could choose to sneak your way out of the area via one You have learned one of the pirates’ two call signs. Note
of the exits. down how many call signs you have learned so far.
 

16
The rope ladder
A rope ladder descends to the sea below. If sufficiently
threatened, the goblin lookout may decide to take his
chances by sliding down the rope ladder and swimming
to the shore.
See area 8 for more details about the sea encounters.
Skill Stealth +6
Goblin Senses darkvision 60 ft.
humanoid (goblinoid), monster manual, neutral evil Languages Common, Goblin
Challenge 1/4
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft. Nimble Escape The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.
STR DEX CON INT WIS CHA Actions
8 (-1) 14 (+2) 10 (0) 10 (0) 8 (-1) 8 (-1)
Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

Hobgoblin Actions
humanoid (goblinoid), monster manual, lawful evil
Longsword Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 18 (chain mail, shield) target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Hit Points 11 (2d8+2) slashing damage if used with two hands.
Speed 30 ft. Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 9 (-1)

Senses darkvision 60 ft.


Languages Common, Goblin
Challenge 1/2

Martial Advantage Once per turn, the hobgoblin can deal an


extra 7 (2d6) damage to a creature it hits with a weapon attack
if that creature is within 5 ft. of an ally of the hobgoblin that
isn’t incapacitated.

   

17
 

8: The Sea Roll a d6. If you rolled:


The waves crash against the rocky shore with a thunderous 1: The current takes you and threatens to dash you
roar, spraying mist into the air. on the rocks. Make a Strength (Athletics) check with
a DC of 12, or take 1d6 damage.
If you decide to swim 2 or 3 , you arrive at your destination unhindered.
Each time you attempt to swim during the adventure,
read the following: , you are attacked by a creature of the sea:
4 to 6

As you step into the water, the sound of the waves on the
shore fills your ears. You can feel their force pushing against Encounter:
you, but you summon your courage and start swimming. Reef shark
The water is cool and refreshing, and you can see the
sunlight dancing on its surface.
Heroic Encounter:
Giant octopus
As you make your way further out, you notice the fins of a
 
reef shark in the distance, but you push the fear aside and
keep going. The sound of the waves becomes a soothing
background noise as you make good progress, feeling the
power of your strokes propelling you forward.

18
Pack Tactics The shark has advantage on an attack roll against a
Reef shark creature if at least one of the shark’s allies is within 5 ft. of the
beast, monster manual, unaligned
creature and the ally isn’t incapacitated.
Water Breathing The shark can breathe only underwater.
Armor Class 12 (natural armor)
Hit Points 22 (4d8+4) Actions
Speed swim 40 ft.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (0) 4 (-3)

Skill Perception +2
Senses blindsight 30 ft.
Challenge 1/2

Hold Breath While out of water, the octopus can hold its breath
Giant octopus for 1 hour.
beast, monster manual, unaligned
Underwater Camouflage The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Armor Class 11 Water Breathing The octopus can breathe only underwater.
Hit Points 52 (8d10+8)
Speed 10 ft., swim 60 ft. Actions
STR DEX CON INT WIS CHA Tentacles Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (0) 4 (-3)
creature, it is grappled (escape DC 16). Until this grapple ends,
the target is restrained, and the octopus can’t use its tentacles
Skill Perception +4, Stealth +5 on another target.
Senses darkvision 60 ft. Ink Cloud (Recharges after a Short or Long Rest) A 20-foot-
Challenge 1 radius cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute, although
a significant current can disperse the ink. After releasing the
ink, the octopus can use the Dash action as a bonus action.

   

19
 

9: A Misty Portal
If you step into the portal
As you approach the magic portal carved into the rock, you
see a swirling mist emanating from within. Looking closely, As you step through the portal, you feel a sudden shift in the
you can make out a faint image of another rock, similar to air around you. The temperature drops sharply, and a chill
the one you’re on, through the mists. runs down your spine. The world seems to blur and warp,
and for a moment, you feel like you’re being stretched in a
The image seems to shift and waver, as if viewed through a hundred different directions at once.
heat haze. Colors swirl and blend together, creating a
dreamlike effect that makes it difficult to focus on any one There’s a sense of weightlessness, as if you’re floating
point. through a void of swirling colors and shapes.

You feel a sense of otherworldly energy emanating from the Then, as quickly as it began, the sensation ends, and you
portal, as if it were a living, breathing thing. The air around it find yourself standing on a new rock in the sea. Your ears
crackles with energy, and you feel a slight tingle in your skin pop as the air pressure equalizes, and you take a moment to
as you get closer. steady yourself, feeling a little disoriented from the sudden
teleportation.
It’s an eerie and captivating sight, and you feel a mixture of
excitement and trepidation as you contemplate stepping You are now at area 10 on the map.
through the portal to the unknown destination beyond.  

20
10: Many, many legs Encounter:
Giant Centipede
As you step through the magic portal, the scenery around
you changes dramatically. You find yourself standing on a Heroic Encounter:
rocky outcropping jutting out from the crystal-clear waters of Swarm of Spiders
the sea. As you look around the rock you’re standing on, you
notice a giant, centipede-like creature skittering across the If you do anything except step back through the portal,
surface, its many legs undulating in a mesmerizing pattern. the creature will move to attack you.
The creature seems very interested by your presence, as if it
Roll for initiative!
is only used to pirates arriving through the portal.
If you try to return through the portal
The water around the rock is teeming with life, from brightly You find yourself back at the portal entrance in area 9.
colored fish darting through the waves to seaweed swaying After the encounter
gently in the current. The air is heavy with the briny scent of
saltwater, and the sound of waves crashing against the rocks You don’t find anything of interest on this part of the
echoes in your ears. rock, but you notice stacked up chests and supplies in
area 11.

Giant centipede Actions


beast, monster manual, unaligned
Bite Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class 13 (natural armor) creature. Hit: 4 (1d4 + 2) piercing damage, and the target must
Hit Points 4 (1d6+1) succeed on a DC 11 Constitution saving throw or take 10 (3d6)
Speed 30 ft., climb 30 ft. poison damage. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned in
STR DEX CON INT WIS CHA this way.
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

Senses blindsight 30 ft.


Challenge 1/4

Swarm The swarm can occupy another creature’s space and


Swarm of spiders vice versa, and the swarm can move through any opening large
swarm of Tiny beasts, monster manual, unaligned
enough for a Tiny insect. The swarm can’t regain hit points or
gain temporary hit points.
Armor Class 12 (natural armor) Spider Climb The swarm can climb difficult surfaces,
Hit Points 22 (5d8) including upside down on ceilings, without needing to make an
Speed 20 ft., climb 20 ft. ability check.
Web Sense While in contact with a web, the swarm knows the
STR DEX CON INT WIS CHA exact location of any other creature in contact with the same
3 (-4) 13 (+1) 10 (0) 1 (-5) 7 (-2) 1 (-5) web.
Web Walker The swarm ignores movement restrictions
Resist bludgeoning, piercing, slashing caused by webbing.
Condition Immune charmed, frightened, paralyzed, petrified, Actions
prone, restrained, stunned
Senses blindsight 10 ft. Bites Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
Challenge 1/2 the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.

   

21
 

11: The Pirate Stash With the creature in area 10 defeated, the supply stash
You see an impressive display of pirate supplies piled atop
is now completely unguarded.
the rock. Chests overflowing with gold and jewels, barrels of Make your choice
exotic spices and rums, and sacks filled with mysterious
contents. The thought of what kind of loot could be hiding in
You can:
those containers makes your heart race with excitement. Ignore the pirate supplies and proceed to the next
area.
Burn the supplies.
However, you notice strange glyphs etched into the rock
beneath the piles of treasure, and strange markings that
Investigate the supplies.
seem to be warning you away. You realize that this is no Make your choice now, before reading on.
ordinary stash of pirate loot.
If you ignore the stash
If you proceed closer You can proceed to area 12, or back through the portal
in area 10. You could decide to come back to check the
As you approach the pile of pirate supplies, you notice the stash later, although the stash won’t remain unguarded
glint of weapons among the scattered chests, barrels, and for long.
bags. Swords, daggers, and pieces of armor are scattered
If you burn the supplies
haphazardly across the rocky surface, giving an ominous
You may decide to set the stash on fire by pouring oil
impression of the pirates’ intentions.
over it and setting fire to the oil, if you have oil available.
After a while, there will be a small explosion from
It seems that they are preparing for a possible invasion, and within the flames; the pirate stash destroyed. Proceed to
these weapons may be used to defend their newfound area 12, ‘Signaling the Ship’.
territory. You can’t help but imagine the chaos that could  
erupt if these weapons were to fall into the wrong hands.

22
If you investigate the supplies
 
The supplies are trapped by a magical ward that has
been placed on the rock beneath the stash.
Make an Intelligence (Arcana) check with a DC of 12 to
disarm the trap.
Disarming this magical trap doesn’t require thieves’
tools, and can be performed by any class. A part of the
ward needs to be removed, carefully.
If you succeed with the check
You manage to disarm the trap successfully.
If you fail the check
The ward explodes, dealing 2d6 damage to you.
Looting the supplies
The pirate stash contains food supplies, a range of non-
magical pirate weapons and armor (cutlasses, bows,
axes and leather armor), and various coins amounting
to 100 gold.
Once you’ve picked out items that you find useful, you
can still elect to destroy the stash with burning oil, or by
throwing the weapons into the sea.

12: Signaling the Ship


This is an outcrop of rock that affords a perfect view of the
ocean. In the distance you can see a pirate ship flying black
sails.

You can signal the pirate ship if you know both pirate
call signs, or if you burnt the supplies in area 11.
Otherwise, try investigating other areas and return
when you are able to signal the ship.
If you signal the ship
As you gaze across the endless sea, you notice a pirate ship
in the distance. You summon the courage to use the pirate
call signs you’ve learned to signal to the ship. The vessel
begins to draw near, its sails billowing with the winds.

You climb up the ladder, aboard the ship, and as you reach
the top, you are met by a couple of fierce-looking pirates,
who eye you with suspicion.

“The Cap’n wants to see you.”

23
 

Meeting the captain If you accept his offer


With a mocking bow, the pirate captain says, “Allow me to You sail with the pirate crew, and life becomes an endless
formally introduce myself. I am Sorn Darkwater, captain of cycle of pillage and plunder. You witness and participate in
the infamous Black Wolves.” countless heinous acts, from attacking innocent merchants
to raiding coastal towns and cities.
I’m sure you’ve heard of us, yes?” He smirks, revealing his
pointed teeth. “We’re a friendly bunch, really. Just don’t The captain and crew are ruthless, and they don’t hesitate to
cross us, or you might find yourself swimming with the turn on each other if someone steps out of line or gets in
sharks.” their way. As the weeks pass, you begin to question your
allegiance to the crew. Eventually, you decide to leave the
“You’ve made it this far. You’ve learned our call signs.” Sorn crew and strike out on your own.
crosses his arms, weighing you up. “Most impressive, really.
I’d say you pass the initiation. Your adventure ends here.

“What do you say to sailing with the Black Wolves?”


If you refuse his offer
Make your choice Sorn looks genuinely moved by your answer. “That’s such a
pity, really. Now you’ll have to DIE.“
Make your choice now, before reading on.
 

24
The Pirate Captain’s Cabin
 

PIRATE CAPTAIN’S CABIN


25
Combat Turn 3:  
Roll for initiative as the combat with the pirate captain A young woman pirate enters the cabin at position 5.
begins.
She is greeted with deference by the two pirates, and once
The captain, Sorn Darkwater, starts at position 1 on the again you hear the sounds of conflict on the deck outside
map. before the door swings shut again.

Your character starts at 2 on the map. Sorn sees woman too, and calls out to her and the two

Position 3, 4, and 5 start empty but will become guards, “Isabella, attack this fool!”
occupied later in the battle.
Encounter:
You wince, but don’t feel the sudden kiss of cold pirate
steel between your ribs. Instead, it seems that Isabella
Pirate Thug
Gold: 12 and the two guards are busy conferring urgently in
whispers about something.
Heroic Encounter:
Sorn sees their reactions and curses, “Scar damn you
all!”, before attacking you once more with renewed
Pirate Berserker
Gold: 25 vigor.
Turn 1:
The captain leaps up from his chair and vaults across the If you defeat the pirate captain
table towards you!
If you defeat the pirate captain by turn 3, you can search
Normal Encounter’s Attack:
the pirate captain’s desk to find:
3 opal gems worth 15 gold each
Sorn attacks you twice with his mace. 2 Potions of Greater Healing (4d4+4 HP)
Heroic Encounter’s Attack: Turn 4:
Sorn activates his Berserker ability at the beginning of If Sorn is still alive by turn 4, the two pirate guards and
the round and swings his huge greataxe at you, Isabella will join in the combat on your side and help
attacking (once) with advantage. You may also attack you to finish him off.
him with advantage. They all use the Pirate Thug stat block.
Turn 2:
The two pirate guards enter the cabin and stand inside the
The Pirate’s Last Words
doors. Before the doors slam shut, you hear cries from
outside of “Mutiny!” and the sounds of combat. Sorn Darkwater’s last words are “Well played adventurer.
Well played.”
The guards enter and stand at positions 3 and 4 on the
map respectively, but don’t attack yet. You’re trapped! Then looking past you, his eyes focus on the First Mate, to

Sorn appears to also hear the commotion from outside, whom he offers his final word.

and snarls at you, before attacking again, using the


same attack as in Turn 1. “Isabella”

 
Sorn will attempt to make sure that your back is turned
towards his pirate guards, and if possible during the
combat, move you into their attack range.

26
Skill Intimidation +2
Pirate Thug Languages any one language (usually Common)
humanoid (any race), monster manual, any non-good alignment
Challenge 1/2
Armor Class 11 (leather armor)
Hit Points 32 (5d8+10) Pack Tactics The thug has advantage on an attack roll against a
Speed 30 ft. creature if at least one of the thug’s allies is within 5 ft. of the
creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA Actions
15 (+2) 11 (0) 14 (+2) 10 (0) 10 (0) 11 (0)
Multiattack The thug makes two melee attacks.
Mace Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Reckless At the start of its turn, the berserker can gain


Pirate Berserker advantage on all melee weapon attack rolls during that turn,
humanoid (any race), monster manual, any chaotic alignment but attack rolls against it have advantage until the start of its
next turn.
Armor Class 13 (hide armor)
Hit Points 67 (9d8+27) Actions
Speed 30 ft.
Greataxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) slashing damage.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (0) 9 (-1)

Languages any one language (usually Common)


Challenge 2

   

27
The first mate
 
Isabella is a human woman in her twenties. She looks at you
quizzically, as you give her the letter from her father, holding
her hand over her mouth as she reads the words.

The two pirate guards watch her carefully. Finally, one of


them says “We’ll follow your lead, Isabella.”

Isabella, smiles resolutely “Yes, everything is going to work


out just fine.”

You all emerge from the cabin, to a huge cheer from the
pirate crew. The mutiny is a hard-won reality to all now.
Epilogue
The crew of the Black Wolf take down their pirate
colors and sail to Port Dusk, where Isabella and her
father are reunited in an emotional scene on the dock.
You receive a reward of 100g from Tobias Brightwell,
and a further 100g from Sera Runetide for helping to
defend the town.
Isabella thanks you personally and confides in you:
“Thank you for rescuing me! You arrived at just the right
time.

Please don’t tell my father this, but I was only half


‘kidnapped’. I had really wanted to leave home – and the
pirates and the sea were an irresistible lure for me. I was
born to be at sea, that’s how I became first mate with the
pirates so quickly!

I’ll keep sailing the Black Wolf, though under a new name,
“The Grey Wolf”. I’ll even take along the same crew, if they
choose to stay, but their days of piracy will be over. We’ll be
sailing within the law as one of my father’s merchant ships,
trading supplies up and down the coast.”

Isabella winks at you, “If we’re ever in the same port and
you’d like to sail with us, I could have a hammock ready for
you.”

If you flirt with her


Isabella is interested in romance with male or female
suitors. Note down that you now have 1 level of
attraction with Isaballa, which you can improve if you
meet her in future adventures.
 

28
 
Congratulations on completing this
adventure!
The challenges presented by the
adventure completes a story
milestone and so your character
will progress to the next level.
Huzzah!

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