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Cirria wants to go to hell. The problem?

Mistress doesn’t want her back and


she has a banshee on her tail! An adventure for 2nd-4th level characters.

cirria’s gambit
Credits Preface
Adventure Design: Sven Truckenbrodt Dealing with devils is almost always dangerous and can
Editors: Jeffrey Fischer, Trevor Armstrong (Grim Press) only lead to suffering. Succubi are hyper-sexual manipu-
Sensitivity Readers: Alicia Furness, Júlia Raíces lators and driven by their sensuality. Banshees are fallen
Layout: Sven Truckenbrodt and corrupted female elves who failed to use their beauty
to delight the world.
Playtesters: Martin Helm, Tabea Helm, Sebastian Jähne, These are common tropes of fantasy roleplaying
Alexandra Mally, Georg Melichar, Michelle Yeo, Phuc Hung games. Many of these preconceptions carry with them
Hoang
the mindset from the time in which they were first
introduced into the canon of modern fantasy. I have
Cover Illustrator: Gwen Bassett
grown a bit tired of these entrenched portrayals, but
Interior Illustrators: Emily Jaynes, Bartek Błaszczeć, Bob
Greyvenstein, Gary Dupuis, Rick Hershey, Storn Cook, Adela never dared deviate. The fantastic Uncaged Anthology
Quiles, Thomas Budach, Fil Kearney, Susan Goms, Toban collection of adventures has shown me that it is not
Barnes, Nick Gesell, Christian Janke, Nimgyu, Nathanaël only possible and perfectly alright to subvert traditional
Roux, Daniel Reeve, Pixel Sagas, ALMS Digital LLC, DMs Guild tropes – its great success has also demonstrated that
Creator Resources the community yearns for these kinds of re-imaginings.
Cartography: Sven Truckenbrodt Without the inspiring example of Ashley Warren and
the writers of the Uncaged Anthology I would not have
written this adventure in the same way.
In hindsight, it is painfully obvious to me that this
would be the case. The community of table-top role-
playing games has grown and broadened and creators
as well as players from marginalized groups are taking
charge of producing content that is enjoyable to a much
wider audience of gamers. Finally, constantly rehashing
the same old tropes is just boring – we are all dreamers,
we play fantasy roleplaying games to be entertained with
new imaginations.
This adventure is an attempt at presenting succubi and
banshees with a new (and hopefully more interesting)
set of premises. I’m sure I did not always succeed in this
aspiration, but it is an attempt.
My special thanks go to the sensitivity readers of this
adventure, Alicia Furness and Júlia Raíces, who have
ensured that my portrayal of the female lead characters
of this adventure is not completely embarrassing and
helped guide this adventure down much more fun routes.
The responsibility for any remaining issues lies solely
with the author.

Sven Truckenbrodt
November 2019

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Sven Truckenbrodt and published under the Community Content Agreement for Dungeon
Masters Guild.
Table of Contents
About the Adventure 3 Player Handouts 44 General Features: The Red Larch 34
Finale Under Fireworks 44
How to Use this Book 3 Party Invitation 49
A Night to Remember 47
Prelude in the Nine Hells 4 Secret Note (Infernal) 50
Adventure Overview 6 Secret Note (Common) 51 NPC & Creature Stat Blocks
Adventure Contents 6 Diary Excerpts (Lady Kaera – Jamal Farsun, the Fashion
Adventure Hook 6 Elvish) 52 Designer 13
Tie--ins with other Adventures 6 Diary Excerpts (Lady Kaera – Nupperibo 14
Dramatis Personae 7 Common) 53 Hagganoth, the Bearded Devil 15
Dungeon Master Tips 7 Diary Excerpts (Cirria – Infernal) 54 Count Airthuim, a Noble 17
Origin Stories 9 Diary Excerpts (Cirria – Common) 56 Rimvark, the Bodyguard 18
A Bumpy Start 12 Mirror Ring Note 58 Johan, the Majordomo 20
Euphoria Handouts 59 Cirria, the Succubus 21
The Invitation 12 Magic Items 61 Brutus and Bruni, the Hell
Devils on the Road! 14 Story Rewards 62 Hounds 22
Insult to Injury 17 Baron Bertrand Redwood, Lady
Maps
It's a Party! 19 Kaera’s Husband 23
Devil Road Map 16 Countess Nadyia Silmerhelve, a
Invitations, Please! 20 Map of the Red Larch (Ground
Cirria Holds Court 21 Noble and Adventurer 24
Level) 38 Baron Zebedaya Karda, a Noble 28
Nadyia Is Bored 23 Map of the Red Larch (Upper
Let's Go Investigate! 25 Maw Demon 29
Level) 43 Theil, a Socialite 30
Evening Encounters 26 Map of the Red Larch (Cellars) 43 Kim Kao, a Socialite 30
Obstacles and Opportunities 26 Boxes and Sidebars Martilla, the Chef 36
Spicing It Up! 31 Adventure Layout 4 Guy, the Guard Captain 37
The Red Larch 23 Adventure Timing 6 Smirk and Smudge, the Giant
Area Descriptions 33 Determining Party Strength 8 Rats 40
Creature Lore: Succubus/Incubus Guard 41
A Night to Remember 44
and Banshees 9 Lady Kaera, the Banshee 42
Lady Kaera Unleashed 45 Party Planner 20
Confronting Cirria 45 Obstacles and Opportunities:
Not Friends – Not Enemies 46 Evening Encounters 27

on the cover
Cirria and Lady Kaera face off through the mirror of banishment in this dramatic
scene, brought to life by Gwen Bassett. Lady Kaera’s cold fury at being deprived of
her freedom and reminded of the prejudice against banshees she had to endure
from her own family, who kept her hidden away in that very same prison for years,
shows clearly. Cirria, the succubus who took on Lady Kaera’s form and place in
the Redwood estate, is both smug at her momentary victory over the banshee,
but also still concerned about her precarious situation – as long as Lady Kaera is
alive, she can never be sure of her security.
About the Adventure

W
elcome to The Succubus’s Gambit,
a short adventure for Dungeons &
Dragons 5th Edition, providing four to
How to Use this Book
six hours of playtime for 1st-4th level In order to run this adventure successfully, you should
characters! This adventure focuses on keep a few things in mind.
social encounters and exploration in a First, this adventure requires improvisation. Don’t
social adventure setting – but always worry, this does not mean that you have to make up
with the possibility of some fun and challenging combat, content on the spot – all you need to successfully run
depending on how exploration and social encounters this adventure is provided here. It does mean, however,
play out and the decisions the players make. that you have to select when to play out which elements.
The Succubus’s Gambit takes place in Red Larch, the Guidance on how to do this is presented throughout the
remote estate of the retiring Redwoods, rulers of the adventure.
local countryside. The plot revolves around the ploy of Second, this adventure is structured as a mini-sandbox
the succubus Cirria to return to the Nine Hells to get and the information necessary to navigate it is broken up
revenge on her mistress Glasya, the archdevil who rules into chapters which each deal with different aspects of
the sixth layer of hell. Cirria was once her favorite, but the adventure. These are all laid out and explained in the
was banished her after a falling out between them. Cirria Adventure Layout sidebar.
now intends to channel the emotional energy of mortals Third, the sandbox nature of the adventure leaves play-
during a great feast she arranged by impersonating Lady ers a lot of freedom on how to approach and solve prob-
Kaera, the local ruler of the Redwood. There is just one lems. Most players appreciate this freedom, but even
little hitch to her plan – Lady Kaera is a banshee... for the most focused players it is easy to get confused or
This setting provides ample opportunity for combat loose track of their priorities. Should your players appear
with devils, exploration of the distractions provided by to get confused or frustrated, use the tools provided here
the feast, and intrigue and investigation as the players to nudge them onto the right path, in particular in chap-
uncover Cirria’s plot while exploring Red Larch. ters It’s a Party! and Evening Encounters.

3
Adventure Layout
This book is split into the following conflict of two characters: Cirria, the fun and interesting are the random
chapters, which each contain specific succubus, and Lady Kaera, the banshee. encounters during the night! This
information for how to run the adventure. Knowing these characters’ backgrounds chapter presents a selection of possible
Use this short overview to learn which and motivations will help you roleplay encounters, each of which can help the
information can be found where! them in a more immersive fashion and adventurers in different ways.
• About the Adventure. This chapter present a more compelling story. • The Red Larch. Here you can find
contains background on what happened • A Bumpy Start. You can view this as a detailed location descriptions on every
in this story before the adventuring short and linear introductory adventure, area of the Red Larch estate, where all
group arrives on the scene. It also a prelude to the main story laid out in adventure events after A Bumpy Start
includes helpful information for running the following chapters. take place.
the adventure: an overview of content • It’s a Party! This chapter lays out the • A Night to Remember. This section deals
and timing, the adventure hook, a short main events that need to occur during with the conclusion of the adventure and
overview of NPCs, mechanical elements the mini-sandbox that is the main part provides guidance for likely outcomes,
included in this adventure, suggested of this adventure. The setting is a feast based on the players’ actions.
tie-ins with other published adventures, in a remote country estate, described in • Player Handouts. All handouts for your
and general Dungeon Master tips. more detail in chapter The Red Larch. players are collected here.
• Origin Stories. The story is driven by the • Evening Encounters. What makes a party

mortal world alone was unbearable – not even to speak


Prelude in the of the cold! But Cirria liked being spurned and banished
even less – even if it was at the hands of an archdevil.
Nine Hells So, she started to devise a plan to get back at Glasya.
But how do you get back at the Princess of Hell herself?
Cirria knew that fighting her would be pointless. She
Cirria is a bold and unruly succubus, who had been the needed to humiliate her. She looked down at the two hell
favorite of Glasya, the Princess of Hell. Cirria delighted hound pups, smoldering in her arms. She would rear
Glasya with her sense of humor and lack of respect these into the most fabulous beasts the Nine Hells had
– even mocking and teasing Glasya herself! While ever seen. She would proof that she was right in defying
intelligent and cunning, Cirria was not manipulative or Glasya. Glasya would not be able to discount her without
particularly insightful by nature, however. Cirria failed losing face if she, Cirria, was clearly in the right! But this
to recognize her boundaries and misread the whims of could only happen if she confronted Glasya in front of as
her mistress one too many times… Glasya grew tired of many other devils as possible, the entire court, to raise
her constant insubordination and bored with her strange the stakes for Glasya. And there was still the minor point
lack of cruelty – as novel as both might have been, for a of getting back to the Nine Hells in the first place…
while. Cirria looked up from her two pups – a smile cracking
Glasya thus shoved Cirria from her lap – an act that her face smudged by smoke and tears. Why not combine
did not sit well with the young succubus. She had the the necessary with the pleasurable? These mortals were
audacity – or, more likely, the naiveté – to confront boring on the outside, but there was so much… energy,
Glasya about a minor trifle. One of Glasya’s hell hound pent up just below the surface. She would make these
breeders, the bearded devil Hagganoth, presented her mortals realize all those secret desires they felt, and use
with a promising litter of fifteen –Glasya was pleased the emotional force generated by their release to power
except for two little runts and wanted the litter culled to a portal back to the Nine Hells – and come crashing back
a lucky thirteen. Cirria objected – this was heartless and into Glasya’s lap on this wave of released feelings! What
unnecessary, not even to speak of this silly numerology an entrance! Why, the Nine Hells would talk about it for
superstition unworthy of an archdevil! Cirria was still go- ages!
ing on about how she would take the runts in, completely To achieve this, Cirria, first of all, required a safe place
oblivious to the disbelief of the court and a seething to plot and a power base on the prime material plane to
Glasya, the Princess of Hell’s decree came down – she achieve her successful return to the Nine Hells. Cirria
struck Cirria down and decreed that she would be ban- thought she had found both in a pair of local rulers – the
ished for her insolence. Cirria, lying where she had fallen Redwoods, Baron Bertrand and Lady Kaera. Introducing
among the hell hound pups, stared at her mistress over- herself as a maid, Cirria would start to whisper into the
come with shock – but also rage. How could someone, ear of whomever seemed best suited to realize her plans.
even an archdevil, be this wantonly cruel? As Glasya’s At least that was the idea... But Cirria had not counted
banishment spell hit her, she grabbed the two weakest on one little detail: Lady Kaera was not your typical high-
pups and took them with her, defiant even in defeat. elf noble – she was a banshee. Lady Kaera was nobly
Cirria was both shocked and enraged by her sudden born, to a house in Luruar, and her banshee curse was a
fall from grace. The utter mundanity and drabness of the well-guarded secret. She was kept away from the public,

4
banished behind a magic mirror. One day, she learned
the command word to free her from this prison and start-
ed to make excursions exploring the Silver Marches. She
rescued Baron Bertrand from a wild behir while out on
one of these trips and as he sank into her arms after the
fight – the two instantly fell in love. Lady Kaera fled for
fear of being uncovered, but Bertrand tracked her back
to her family and, after many tribulations, the two were
married. They kept the mirror used to imprison Lady
Kaera as a reminder of her plight and to keep it safe
where it could never be used to banish anyone else.
Lady Kaera did not mind their new maid, Cirria in
disguise, making advances towards her husband, Lord
Bertrand – they were both rather amused by her for-
wardness. But when she caught her snooping around
their chambers and inspecting the mirror of banishment
behind its veil, she grew enraged by this invasion of her
most private and vulnerable space, and confronted her –
cold fury in her eyes, white hair flowing around her face
as if suspended in an ice-cold lake… a banshee! Cirria
did not believe that she could take on a banshee! Not, at
least, without entirely blowing her cover and having to
start all over – probably with a bunch of devil hunters
on her tail. She had to act fast – the mirror! She still did
not understand what it was doing here, but she had just
figured out how it worked! As Lady Kaera advanced,
Cirria cast down her eyes and quickly stepped away from
the mirror – all the timid maid. When Lady Kaera moved
after her and into the open space in front of the mirror,
Cirria dropped her own disguise and used that moment
of surprise to quickly shunt through the ethereal plane
and pushed her in from behind – and there they stared at
each other: Cirria disheveled and shocked, Lady Kaera
trapped once more in cold fury.
Cirria then took the place of Lady Kaera and has been
frantically and meticulously manipulating Baron Red-
wood and the surrounding countryside ever since. She
began to spice up the life of the locals: enticing an unhap-
py wife to run off with a passing swashbuckler, escalating
drinking games in local pubs into full-out binge contests,
provoking envy over inheritances – actions calculated to
incense the deepest passions of mortals! The emotional
energy in the area was steadily been approaching the
boiling point over the past few weeks…
Her preparations for the ritual that will bring her back
to the Nine Hells almost complete, Cirria now only needs
to generate one final concentrated outburst of emotion
and focus it to fuel her portal. And she has the perfect op-
portunity as well – the Redwoods’ upcoming wedding an-
niversary! Was there ever a better pretext to invite every
Tom, Dick and Harry in the Redwood’s county – really,
anyone will do, if she can only come up with the slightest
excuse for inviting them – and throw a magnificent feast
to trigger the release of all their emotional energy? This
should fuel the portal like nothing else! Cirria only hopes
that her containment of Lady Kaera will hold up until the
ritual is completed...
Glasya has not taken any note of Cirria’s shenanigans
yet and her new favorite, the incubus Geddo, intends
for things to stay that way. Glasya still sometimes talks

5
about Cirria and he doesn’t understand why she didn’t
destroy her in the first place, instead of only banishing
her. He cannot be sure if Glasya would be more infuriat-
Adventure Contents
ed at Cirria’s continued contempt of her decrees or more This adventure can be run as a completely independent
entertained with the results she has achieved in her de- stand-alone one-shot. However, several elements includ-
fiance. He wants to cement his new position on Glasya’s ed in this adventure are designed to provide long-term
lap, and has dispatched an underling to deal with Cirria, opportunities to continue this adventure or tie it into
before she can turn Glasya’s head around once more... on-going stories:
And who better for the job than someone with some
stake in this himself? Hagganoth, the bearded devil hell • eighteen fleshed-out NPCs
hound breeder, has a reputation to lose if it turns out • player handouts: a Party Invitation, a Secret Note,
Cirria’s runts beat his own prized specimens… Diary Excerpts, Euphoria Handouts, and the Mir-
ror Ring Note (see Player Handouts)
• three story rewards: A Wink and a Kiss, A Ban-
Adventure Overview shee’s Favor and Unlikely Allies (see Player Hand-
outs)
Cirria’s Gambit takes place during the anniversary feast • Three original magical items: the mirror of banish-
of Baron Bertrand and Lady Kaera and includes all the ment, the ring of mirrors and the party cracker
distractions such a setting has to offer: contentious no-
bles, flamboyant socialites, drunken shenanigans, spicy
food and spicier gossip. But behind this veil of merri-
ment, something else is unfolding...
Adventure Hook
A Bumpy Start. The characters have, as local heroes The characters have, as local heroes, all received an
with some reputation, received an invitation to the invitation to the 20th wedding anniversary of Baron Ber-
wedding anniversary party of Baron Bertrand and Lady trand and Lady Kaera at their country estate Red Larch.
Kaera of the Redwood. On their way there, they en- The Baron and the Lady Redwood do not often entertain
counter a group of devils from the Nine Hells who have guests on such a grand scale – never, in fact, come to
waylaid a messenger! What else might this night have in think of it... So, this is not an opportunity to waste! It
store? looks as though this is shaping up to be a feast to be re-
It's a Party! The feast is in full swing when the group membered – the Redwoods have spared no expense, and
arrives and provides distractions galore. As the night seem to have invited just about everyone of note within a
progresses, more and more hints arise that something couple of dozens of miles...
is not as it seems... An investigation of the Redwoods’ pri-
vate quarters finally reveals that the real Lady Kaera is
a banshee and has been imprisoned by a succubus who
now impersonates her – Cirria.
Tie-ins with other
A Night to Remember. During the inevitable show-
down, the party can side with Cirria, the succubus,
Adventures
or with Lady Kaera, the banshee – or they can try to This adventure can enrich many on-going campaigns.
reconcile them (or, typically if they tend towards evil, they The devil theme fits well with the published adventure
might try to pit them against each other and pick up the Baldur’s Gate: Descent into Avernus, either as a lead-up
scraps). The actions the players have taken before this or as an interlude as part of the group’s adventures in
showdown set up how it is likely to play out. Baldur’s Gate, before descending into the Nine Hells.
It might be good to have an ally in the succubus Cirria
Adventure Timing before doing so!
This adventure is designed to be completed in about 4-6 Cirria’s Gambit mentions Duke Vanthampur in the Se-
hours of play time. Depending on the decisions of the cret Note, who plays a prominent role in the initial chap-
group, this might take longer or shorter, of course. If you ters of Baldur’s Gate: Descent into Avernus. You can use
need to watch the clock and want to keep things moving, this as a tie-in. One possibility is to play Cirria’s Gambit
here is some guidance on how long each part is expected with a group of level 2 or level 3 characters before lead-
to take, approximately: ing into the main story of Baldur’s Gate: Descent into
• A Bumpy Start. 60-90 min Avernus. At the conclusion of Cirria’s Gambit, whoever
• It’s a Party! 120-180 min
makes most sense based on the conclusion of this adven-
• A Night to Remember. 60-120 min
ture (see chapter A Night to Remember) asks the group
to find out more about Duke Vanthampur. They are all
connected to the nobility of Baldur’s Gate and know that
one of the Duke’s sons frequents the Low Lantern tavern
there. Proceed with the chapter Low Lantern of Baldur’s
Gate: Descent into Avernus. Alternatively, you could
make one of the Duke’s sons a guest at Cirria’s feast.

6
Dramatis Personae Dungeon Master Tips
This is a very short overview of the NPCs the characters This adventure is designed for three to seven 1st-4th
can meet during the party. level characters and is optimized for five characters of
The two main characters whose conflict drives this level 3. To rebalance this adventure for other party com-
adventure (see chapter Origin Stories): positions, see the Adjusting the Adventure section.

• Cirria, the Succubus. Cirria is a former favorite of Adventure Background


the archdevil Glasya, banished to the prime material
plane for insubordination. She wants to go back and Before you begin this adventure:
get revenge.
• Lady Kaera Redwood, the Banshee. The lady of • Read through the adventure, taking notes of any-
house Redwood, currently imprisoned in a pocket thing you’d like to highlight or remind yourself of
dimension behind a mirror in her own home, after while running the adventure, such as how you’d like
Cirria took her place. to portray an NPC or tactics a creature within the
adventure might use. Familiarize yourself with the
Characters the group meets during scripted encounters: adventure’s appendices and handouts.
• Gather any resources to aid you in running this
• Jamal Farsun, a Fashion Designer. He rides the car- adventure – for example notecards, a DM screen,
riage to the feast with the adventurers and facilitates miniatures, or battle-maps.
introductions (when necessary). • Ask the players to provide you with relevant charac-
• Hagganoth, the Bearded Devil. A rival slighted by ter information, such as name, race, class, level, pas-
Cirria in the past who fights the adventurers. sive Perception score as well as any notable roleplay
• Count Airthuim, Lady Kaera’s Cousin. An snobbish details (such as backgrounds, traits, flaws, etc.).
elf noble who is distantly related to Lady Kaera. • Discuss with your players if certain content is
• Rimvark, Airthuim’s Bodyguard. Count Airthuim’s off-limits to them, particularly if the adventure
dragonborn bodyguard and lover. contains content warnings or you identify potentially
• Johan, the Redwood’s Majordomo. The majordomo troubling content while reading through it. Consent
at Red Larch, in charge of the feast. is key to a fun roleplay experience! See Consent and
• Brutus and Bruni, Cirria’s Hell Hounds. Two hell Safety Tools for further guidance.
hounds who Cirria rescued from certain death by
defying Glasya and got banished over. Adjusting the Adventure
• Baron Bertrand Redwood, Lady Kaera’s Husband.
The marriage partner of Lady Kaera, currently un- Throughout this adventure, sidebars will help you adjust
der Cirria’s control. for smaller or larger groups and characters of higher
• Countess Nadyia Silmerhelve, a Noble. A young or lower levels than the baseline assumption for this
and sly noble harboring suspicions against the Red- adventure, especially for combat encounters. You can
wood’s, and a prankster. orient yourself on five categories of party strength (see
the Determining Party Strength sidebar). Use these as
Characters the group can meet during random events a guide and feel free to use a different adjustment during
(see chapter Evening Encounters) or while exploring the the adventure if the recommended party strength feels
party location (see chapter The Red Larch): off for the group.
Even with these adjustments, make an informed judge-
• Guy, a Guard. The captain of the Redwood’s private ment what you can throw at your group of players. It is
guard. strongly discouraged to run this adventure for a group
• Zebedaya Karda, a Noble. A flamboyant noble who of level 1 characters!
might challenge one of the adventurers to a duel. To determine if you should adjust the adventure, per-
• Theil, a Socialite. A tiefling socialite who might form the following calculation:
confront one of the adventurers over their identical
outfits. • first, add up the total levels of all the characters
• Kim Kao, a Socialite. A socialite who might take a • second, divide the total by the number of characters
shine to one of the adventurers. • finally, round fractions of .5 or greater up and round
• Martilla, a Chef. A chef hired by Cirria for the feast fractions of less than .5 down
who laces his creations with stimulating spices.
• Smirk and Smudge, Giant Rats. Brothers who in- This value is the average party level (APL). To determine
habit the cellars of Red Larch and might have some the party strength for this adventure, consult the Deter-
useful information for the adventurers. mining Party Strength sidebar by checking for the com-
bination of number of characters in the party and their
APL in the Party Composition column. Then, check

7
the strength of the party relative to the party strength
expected for this adventure in the Party Strength col-
Consent and Safety Tools
umn. Average party strength indicates a party of expect- When roleplaying, we immerse ourselves in fictional
ed strength and no recommended adjustments to the characters and story. Under the best of circumstances,
adventure. Sidebars may offer suggestions for certain these characters and stories become very real to us. A
party strengths deviating from this baseline. If a recom- DM who fills their role well facilitates the fun at the table
mendation is not offered for the specified party strength, by creating a save environment. By immersing ourselves
use the default. in an adventure and creating a shared roleplay experi-
ence, we also make ourselves vulnerable. Some roleplay
Determining Party Strength content can be not fun or even traumatic. As a DM, it is
Party Composition Party Strength your responsibility is to protect your players from such
3-4 characters, APL less than 3 Very weak content. You are their first and only line of protection!
3-4 characters, APL equivalent to 3 Weak This adventure contains content warnings in the
3-4 characters, APL greater than 3 Average product description, which are repeated here: classism,
5 characters, APL less than 3 Weak drug use, physical imprisonment, mental deprivation of
5 characters, APL equivalent to 6 Average personal autonomy.
5 characters, APL greater than 6 Strong Use your consent tools to evaluate if any of this is
6-7 characters, APL less than 6 Average potentially problematic for your players. Here are some
6-7 characters, APL equivalent to 6 Strong suggestions on how you can ensure that your players
6-7 characters, APL greater than 6 Very strong have a good time:

• If you have a positive pre-existing relationship with


The Three Pillars your players and have played with them before, you
likely have an idea what content might be problem-
There are three pillars of play in Dungeons & Dragons,
atic to them. Use your knowledge of their preferenc-
all equally important: combat, exploration and social.
es, vulnerabilities and styles to identify potentially
Here is a short breakdown of what defines each pillar:
problematic content. Be aware that no matter how
well you know your players, it is dangerous to rely on
• Combat. Combat refers to any violent interaction
this approach exclusively.
between the player characters and NPCs/monsters.
• Use a generic consent checklist to identify what
This can be the exchange of blows and spells, but
content is problematic to your players. Send this to
also aggressive actions such as shoving, grappling,
your players well in advance of the day of the game,
etc.
so you have enough time to prepare according to
• Exploration. Exploration is any activity that helps to
their needs. You can, for example, use this free form:
uncover additional information within a scene. This
Monte Cook Games – Consent in Gaming.
is most often covered by Intelligence (Investigation)
• If you identify anything that might be problematic,
or Wisdom (Perception) checks on the surrounding
approach your players individually or as a group
area, but it can also include other actions to gain
about it in advance of game day and discuss it with
additional information, such as Wisdom (Insight)
them. If you approach your players as a group, make
checks to uncover NPC motivations or Intelligence
sure that they are aware that you are always open
(History) checks to learn about the capabilities of a
to individual private feedback. Not everyone may be
type of creature.
comfortable exposing a topic of that is problematic
• Social. The social pillar refers to negotiation, decep-
to them in front of the group.
tion, discussion - in short, any non-violent interaction
between the player characters and NPCs.
If you identify problematic content, there are three
options:
DM Tips & Playing th Try to judge which of
e Pillars
Throughout this adventur the pillars your group
e, notes just • Erase. Remove the problematic content. As the DM,
like this one give guidance particularly enjoys and
and inspi- you are empowered to modify an adventure however
ration on Playing the Pil emphasize these pillars
lars to incor- necessary! This is especially true for content that is
porate social, exploration accordingly. It is often
and combat problematic to your players.
elements and present the easy to forget that a cer-
players with • Avoid. Do not play this adventure with these players.
alternative options. Some tain situation could be
times these If it would be too difficult to remove the problematic
also give other Dungeon solved by many different
Master Tips. content, either because it is core to the story or you
approaches. It helps to
do not have the time, just run a different adventure.
think of any creature as
• Protect. Ask players who are not comfortable with
an NPC with their own
content you feel unable to remove from the ad-
thoughts, motivations and agendas, instead of as a mon-
venture to not join this adventure. This may be a
ster that is only there to provide a combat encounter.
necessity for you, the DM – maybe you really want to
run this adventure and do not have time to modify it

8
sufficiently or prepare an alternative. However, this that is hidden in the environment.
option should only be used as a last resort and you This is your adventure, and that of your players – make
should make sure to explain to the affected player it fun for everyone! Try to read the reactions of the play-
that this is not done to exclude them – it can be ers at your table and heed their preferences for each of
very painful to a player to be excluded on the basis the three pillars: combat, exploration and social.
of their vulnerabilities, and this might make them
feel even worse. Take time to explain your personal
reasons for wanting to run this adventure the way
you want to run it and that you cannot guarantee
Origin Stories
the player’s safety and well-being in doing so. Make The conflict that drives this adventure is between Cirria,
clear that this is a measure of player protection, not the succubus, and Lady Kaera, the banshee. To under-
exclusion. stand how their motivations shape this adventure and
better gauge how to roleplay them in any given circum-
Make Your Games Better! stance, read their origin stories here.
DMs Guild provides a plethora of supplements that can You may notice that these origin stories conflict with
improve your games. Here are some suggestions that can the classical portrayal of succubi and banshees, includ-
help with consent in gaming – not only when it comes to ing with how they are presented in the Monster Manual
romantic situations! (see Creature Lore: Succubi/Incubi and Banshees
• The Lovers’ Handbook by Ashley May sidebar). The re-imagined lore employed here for these
• The Loversʼ Guidebook – Player Edition by Ashley May two iconic, and typically female-coded, creatures serves
several purposes. First, the lore used here attempts to
disentangle the backgrounds of these creatures from
You are Empowered! their gender. This Second, the lore used here makes
these creatures more versatile and usable in scenarios
Never forget that you are empowered! You may adjust they would not typically fit into very well. A banshee, like
the adventure beyond the guidelines given here, or for Lady Kaera, who remains in control of her emotions and
other reasons. Specifically for this adventure, if you’re socially functional, albeit hemmed in by the common
playing with a group of inexperienced players, you might prejudices against their kind stemming from the old and
want to tone down the deadliness of some traps or give ingrained lore around these creatures, can suddenly
stronger hints as to the usefulness of silvered weapons show up as the lady of a noble house. Third, this opens
against were-creatures; for very experienced players, up the possibility to tell new stories or to tell old stories
you could remove the silvered weapons to make the final in a different way. A succubus like Cirria may still be at
encounter particularly challenging. home in a social setting with a focus on intrigue, but her
The easiest way to adjust the adventure is to change motivations are likely to surprise the players.
the DCs of ability checks. This should not be done All this hopefully shows how deviating from the old
arbitrarily, but rather the DC should reflect the specific paths can breathe new life into beloved creature arche-
circumstances and the approaches taken by the char- types and keep them exciting foes and friends to encoun-
acters. For example, the DC of an Intelligence (Investi- ter in future adventures.
gation) check could be lowered by 1 or 2 if a character
announces that they are specifically looking for an item

Creature Lore: Succubi/Incubi and Banshees


This sidebar explains how and why I chose is typically given to a female character) blessed with great beauty, failed to use
to deviate from the commonly known lore is evil for leading the victim astray. their gift to bring joy to the world [and]
(all citations from the Monster Manual). Cirria, the succubus in this adventure, instead [...] used their beauty to corrupt
• Succubus/Incubus. Classically, succubi/ is very typical in that she wants people and control others”. Banshees are evil
incubi are presented as vile corrupters to realize their desires. But she does not because they use their gifts to achieve
who “fill [their] victim’s dreams with want people to commit evil acts – for their own ends. This enforces the
debauched images” so that “the her, giving in to a desire is an act of self- female-coded archetype of corrupting
victim becomes more susceptible to awareness and taking control of your beauty. My version of the banshee flips
temptation in everyday life”. The point own life. There are certainly desires that responsibility: Lady Kaera wanted to
of this approach is to gain control over lead to evil, but these are not what Cirria use her gifts to please her peers. Their
the victim’s soul by having it fall into promotes. Such desires typically are evil expectations of perfection ultimately
irredeemable sin, by “indulging all its because they interfere with the overwhelmed her spirit. That spirit is
desires so it performs evil acts of its own • Banshee. Banshees are described as not evil, the banshee transformation a
free will”. This implies that indulging “spiteful creature[s] formed from the mechanism of self-defence. It granted
desires always leads to evil acts and that spirit of a female elf”. That spirit’s sin? her the power and independence to
the temptress or tempter (and this role Banshees are the remains of “elves who, break away from her those expectations.

9
The combination of these tendencies has earned her
Cirria’s Story the attention and favor of none less than Glasya, the
Cirria is an unusual succubus. She doesn’t shy away Princess of Hell, archdevil of Malbolge, the sixth layer
from seduction where necessary, but she prefers to use of the Nine Hells. Her chaotic tendencies and forthright
her bright mind to lay out intricately planned paths and nature at first delighted Glasya, who had grown tired of
charm people into following them. There is also a much the bootlicking and groveling of other devils. However,
more chaotic bend in her than usual – or healthy – for a an archdevil’s patience in such matters is wont to grow
succubus in the service of more powerful devils. This ex- thin quickly. Recently, Cirria overstepped the line with
presses itself in a tendency to mock people who are too her patron one too many times, and Glasya banished her
full of themselves, in her estimation – she likes to expose from Malbolge to teach her a lesson. She did not kill Cir-
and mock flaws where she sees them. What most sets ria outright, as she believes that she may, in time, have
her apart, however, is that she has a conscience. She use for such an unusual creature.
delights in teasing out peoples’ uncomfortable secrets This did not sit well with Cirria, however – she does
and hidden desires – but she does not do so to use that realize that this could all have ended much worse for her,
knowledge against them. Rather, she enjoys facilitating but she just cannot stand to be disrespected in such a
the fulfillment of such fantasies to help people better way. She wants nothing more than to get back at Glasya,
understand themselves and their wishes – if she can do to humiliate her – and that first and foremost requires
that in a way that suits her purpose, so much the better! her to get back into her graces and reclaim a base of
There are fantasies, however, that she finds repellent power in Malbolge. She’s good at pretending – she can
and would never help fulfill – especially those that take do this! Glasya has to take her back, if her entrance is
agency away from others. Cirria is all about creating only spectacular enough! She’ll figure it out from there…
agency, not removing it. But first she has to get back to the Nine Hells, away from
this drab, mundane, and cold place filled with boring and
uptight mortals.
Cirria is smart, and she knows it. She is not the wisest
individual, however, and she doesn’t know that – as her
confidence in outsmarting an archdevil may demon-
strate. She enjoys leading people on and giving them a
false impression of herself – as long as
she knows more about them than they
know about her, she stays in control.
Cirria has a fascination for peoples’
secrets and desires – everyone bottles
up something they actually desperate-
ly want. Why? The sheer silliness of it
is embarrassing! Cirria wants to make
people realize their desires and facilitate
their pursuit, as long as she believes that no-
body will get harmed by them. As much as she
enjoys pretending to be someone else to other
people, she doesn’t see any point in anyone
pretending to be someone they are not to
themselves. Also, it’s just entertaining to watch peo-
ple squirm and struggle with their own true nature!

Personality: “I have a kee


n eye for peoples’ desir
and flaws – and I have no es
compunction in pointing
those out or using them
against them, whatever
me better at the time. If suits
I cannot smart my way
something, I’ll charm my out of
way out of it.”
Ideal: “I want to make pe
ople realize their deepest
desires. It is just so deligh
tful to watch them finally
understand who they tru
ly are.”
Bond: “Brutus and Bruni,
my two hell hounds, are
most faithful companio my
ns – and I return that fait
ness.” hful-
Flaw: “I cannot deal wit
h a slight, and I will not
that there may be situati accept
ons to better just walk aw
from.” ay

10
Lady Kaera’s Story
Lady Kaera was born some 200 years ago, the youngest
daughter of a noble elven family in the Silver Marshes,
or Luruar as it is also known. She was an introspective
child, always comparing herself to her three older sib-
lings and finding herself lacking in all particulars: her sis-
ter Ava was more adventurous and had a better sense for
fashion, Ynaselle had more social grace and was quicker
at learning new magic and skills, and Alasse had a better
understanding of elven history and traditions and had
more patience in all things.
Kaera felt inadequate. She never begrudged her sis-
ters’ talents – she only wished she was half as good. She
took this as motivation to always keep improving herself,
however. Her parents were happy to see her work
hard, encouraged her in all pursuits to become a more
well-rounded individual, and urged her to uphold the
elven ideals of self-improvement and striving for perfec-
tion. Kaera embraced that strive and it became the core
of how she saw herself. As the years went on, however,
she felt her inadequacies more and more pronounced in-
stead of less – a self-deception, as she started to not only
catch up to but pull ahead of her older siblings. This only
increased her parent’s encouragement, as Kaera was
clearly particularly gifted, and her siblings encouraged
her further. But what they saw as encouragement, Kaera
felt as pressure.
Elves who strive to hard for a perfection that ultimately
remains unattainable sometimes slide into a down-
ward spiral. They want to be better and better, improve be forgiven was their reaction: hide Kaera away so she
beyond all of their peers. Some elves who go down that would not shame her family and imprison her in a pocket
path grow vain and smug, as they see the fruits of their dimension behind a mirror of banishment so she would
improvements; others grow ever more anxious and never escape.
dedicated, as they feel their own lack of perfection more But Kaera ultimately did escape. She learned the com-
deeply than the strides they make. In both cases, the mand word that activated the gateway out. She remained
result is the same – they walk the path of the banshee, a dedicated to not embarrassing her family even then –
feared transformation that most elves see as a failure of still driven by the same desire to conform to elven ideals
composure and discipline. and traditions – and tried to never be seen on her adven-
Kaera succumbed to that path, without any of her tures. But when she came across a young human noble-
family ever suspecting a thing. This might be forgiven, man, hard pressed in the Silver Marches by a wild behir
as the dedication of an elf on the path of the banshee is – she could not bring herself to not intervene. Bertrand
typically admired in elven society – and the anxiousness was struck by the silvery warrior dancing through the air
that goes along with it is often well hidden by those around the behir, and her memory stuck with her – as
afflicted by the curse. However, what cannot so easily his stuck with her. He looked for her, his savior, every-
where and started to put together the tales of a banshee
haunting the Silver Marches until he found her family’s
home. He discovered the mirror and how to work it, and
tradition is a mandate to
me, the two lovers were reunited and started to make plans.
Personality: “The elven l no t allo w it’s Bertrand convinced Kaera that her family had duties to
itage. I wil
I’m very proud of my her her, just as she had duties to them – family went both
be com pro mi sed .”
honor to d- ways. When they confronted their family together with
“Th e bea uty an d gra ce of the elves are legen
Ideal: n in what they had done to her, Kaera’s family finally relented,
st strive for perfectio
ary for a reason – we mu but only so far: Kaera would remain free and become
both!” nce Lady Kaera Redwood to live with Baron Bertrand, out
ked beyond my appeara
Bond: “Bertrand has loo his sid e for as long of sight of the elves of Luruar. She still has ties to those
I will be by
and returned my love – t his members of her family who can look beyond the banshee
want to contemplate tha
as he lives, and I do not stigma, like her distant cousin Count Airthuim, who has
t of an elf.”
years pass faster than tha s an understanding for outcasts that is untypical for the
bo diment of all elven virtue
Flaw: “I must be the em rest of Kaera’s family.
and traditions!”

11
A Bumpy Start

T
his story begins innocently enough, with
a casual ride to a party at Red Larch, the
Redwood’s country estate near Baldur’s
The Invitation
Gate. Despite never having met them, the The adventure begins with all party members riding
characters have been invited the Red- together in a carriage that has been sent to pick them up
wood’s wedding anniversary, seemingly by the Redwoods. If the characters do not yet know each
due to their reputation as local heroes! other, this is the perfect opportunity for mutual introduc-
However, this joyride quickly leads into an encounter tions.
with a group of devils on the road! To open the game, hand a Party Invitation (see Player
This encounter foreshadows that the group may have Handouts) to each of the players, then read or para-
more than a simple evening of partying ahead of them… phrase the following to your players:
They will not learn any details regarding what is actually
in store for them, but they are likely to be on their guard Good news! You have all received individual invitations by
after this initial encounter, and on the look-out once they the Redwoods, rulers of the local countryside, to attend
make their way to Red Larch. This initial chapter of the their 20th wedding anniversary – to be celebrated with a
story thus serves as an introduction for the characters, a grand feast! As local heroes of some renown, you have
first opportunity to show their skills, overcome a chal- obviously gathered the Redwood’s attention and made it
lenge together, and prime the players for things to come. onto their guest list.
Depending on the character’s actions and skills, at the You are currently all riding together in a carriage sent
end of this chapter they may suddenly find themselves by the Redwoods to take you to their country estate - Red
without a proper means of continuing their journey, Larch. It is early afternoon, the early-summer weather
discover hints on a possible devil-conspiracy, is pleasant, and the ride through the woods has been
and make a potential friend or perfectly comfortable so far.
rival…
Make it clear that this is a chance to introduce charac-
ters. If the players do not do so spontaneously, an NPC in
the carriage may help: Jamal Farsun (LG Turami human
commoner with expertise in weaver’s tools and the dis-
guise kit, he/him) is overly excited to have been invited
to the party, and eager to make everyone’s and anyone’s

12
His Grace Baron Bertrand
Sensory Perceptions: Carriage Ride
Redwood
These are the prevailing sensations in the area:
and his beloved wife
• Smells. Clean and fresh forest air, damp moss, pine sap. Her Grace Lady Kaera Red
• Sounds. Creaking and clattering from the carriage
wheels, birdsong from outside.
wood
• Sensations. The hobbling and jerking of the carriage as it
moves along the uneven forest road. urgently hope for and desire yo
ur attendance
in the celebration of the 20th an
acquaintance (see the Roleplaying Jamal Farsun side- niversary of their vows
bar). You can also elect not to include Jamal if your group
is already familiar with one another’s characters or
as beloved partners in marriage
comfortable jumping right into the roleplay to introduce
their characters without prompting. Should you choose
to introduce Jamal, have him faint early during the next to be celebrated by a Grand
scene, Devils on the Road!, and refuse to accept the real-
ity of what he saw. Jamal should have little to no signifi-
Feast
cance beyond this introductory scene but may serve as a
reluctant witness later in the adventure, after a success- on
ful DC 16 Charisma (Persuasion) check; this check is to
help Jamal come to terms with the traumatic experience,
so Intimidation is not applicable in this situation.
Eleint 15
Any character can attempt an Intelligence (History)
check to see if they know anything about the Redwoods.
Any character with the noble, knight or courtier back- at
ground makes this check with advantage. They have a
chance to recall any or all the following information: Red Larch
Playing the Pillars
Social. Introducing pla
yer character
to one another can often
feel stilted
and awkward. You can tak
e out the
awkwardness by having
an NPC • DC 12: the Redwoods are famous for leading an
introduce themselves an
d ask for the extremely retiring and reclusive lifestyle – no hunts,
character 's names and
story instead – no invitations to parties, no going-out to visit other
here, this is Jamal’s role.
nobles; in fact, this may well be the first feast they
have thrown since getting married
• DC 14: Baron Bertrand is a human, Lady Kaera is a
high elf; they have no children
• DC 18: there have been rumors that the marriage
Jamal Farsun of Lady Kaera and Baron Bertrand isn’t the most
Turami human (he/him), lawful good cordial – Lady Kaera and Baron Bertrand are said
to have married out of mutual political expediency
Armor Class 10 (this is a false rumor, see Adventure Back-
Hit Points 4 (1d8) ground)
Speed 30 ft.
Roleplaying Jamal Fa
rs
STR DEX CON INT WIS CHA
The Fashion Designeun,
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Jamal is a fashion design
r
er of some modest local
absolutely thrilled to be fame, and
Skills Weaver’s Tools +4, Disguise Kit +4 invited to such a high-c
the Redwood’s wedding lass event as
Senses passive Perception 10 anniversary. He is giddy
of annoyance and wants to the level
Languages Common to make everyone’s acq
to learn about the reason uaintance
Challenge 0 (10 XP) they were invited. Do the
the Redwoods personally y know
? Have they performed
deeds to be considered? any heroic
What presents did they
Quote: “So pleased to me bring?
Actions et you! Do you think the
Redwoods will like these
Sewing Needle. Melee Weapon Attack: +2 to hit, reach 5 ft., head-dresses
I designed for them?”
one target. Hit: 2 (1d4) piercing damage.

13
Devils on the Road!
As the carriage rounds a bend, read or paraphrase the
following to your players:

As your carriage rounds a bend in the road, there is a


sudden jolt, a whinnying scream from the horses, and a
shout from your driver: “Lo! Lizzy, Mary – lo! What in all
the Nine Hells are those!?”
You hear a sickening buzzing of flies and catch an
ominous whiff of Sulphur in the air…

At this point, have the party roll initiative. From this mo-
ment, they have three rounds before the horses bolt. The
beasts are visibly distressed, as anyone with a passive
Perception of 12 or higher will notice if they come into
line of sight with them. The horses can be calmed down
with a successful DC 15 Wisdom (Animal Handling)
check. Otherwise, they bolt at the start of the third round
of combat, straight into the forest ahead.
When someone looks out of the carriage and along the
road, read or paraphrase the following to them:

The road ahead is blocked about 50 feet ahead by several


shadowy figures, bent over something on the ground. They
all appear humanoid, but a couple of them appear horribly
bloated and disfigured. One stands tall above the others,
Nupperibo
Medium fiend (devil), lawful evil
rising to their full height, glaive in hand. As the creature
looks in your direction, you notice a magnificent beard
with something braided into it – it twists and undulates in Armor Class 13 (natural armor)
the perfectly still air… Hit Points 11 (2d8 + 2)
The creature snarls a few words, and the other creatures Speed 20 ft.
begin to amble toward you, carrying with them a stench of
Sulphur and the buzzing of flies. STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 13 (+1) 3 (-4) 8 (-1) 1 (-5)
The creatures on the road are one bearded devil and
four nupperibos (see the Adjusting the Encounter Skills Perception +1
sidebar for suggestions to balance the encounter for Damage Resistances acid, cold; bludgeoning, piercing, and
parties of different power levels; see Dungeon Master slashing from nonmagical attacks that aren’t silvered
Tips for how to calculate the party’s power level). The Damage Immunities fire, poison
bearded devil, Hagganoth (see the Roleplaying Haggan- Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 10 ft. (blind beyond this radius), passive
oth sidebar), leads this expedition force on orders from
Perception 11
Geddo, the current incubus favorite of Glasya, on orders
Languages understands Infernal but can’t speak
to check on Cirria and interfere with anything she might Challenge 1/2 (100 XP)
be planning.
The words Hagganoth uttered were, in Infernal: “Pit-
Cloud of Vermin. Any creature, other than a devil, that starts
iful mortals – take them!” Reveal this to any character
its turn within 20 feet of the nupperibo must make a DC
who speaks Infernal. The devils fight to the death, bound
11 Constitution saving throw. A creature within the areas
by a compulsion to honor their orders and fear of failure. of two or more nupperibos makes the saving throw with
The nupperibos have no valuable information to reveal, disadvantage. On a failure, the creature takes 2 (1d4) piercing
damage.
Sensory Perceptions: Forest Road
Hunger-Driven. In the Nine Hells, the nupperibos can
These are the prevailing sensations in the area: flawlessly track any creature that has taken damage from any
• Smells. Faint notes of Sulphur and decay. nupperibo’s Cloud of Vermin within the previous 24 hours.
• Sounds. Silence, except for a sickening crunching and
chewing, and the faint and malevolent buzz of insects. Actions
• Sensations. A sudden stuffiness and uncomfortable Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
warmness of the air. Hit: 6 (1d6 + 3) piercing damage.

14
Adjusting the Encounter
Here are some recommendations for
adjusting the encounter with the devils on
the road. These are not cumulative.
• Very weak party. Remove four nupperibos and set
Hagganothʼs hit points to 25.
• Weak party. Remove four nupperibos.
• Strong party. Add two nupperibos.
• Very strong party. Add four nupperibos.

should they be captured. Hagganoth will not divulge


anything unless compelled with a DC 20 Charisma
(Intimidation) check; even then, he shares very little.
The devils were bent over the body of a dead human
lying in a pool of his own blood, clothes torn, gash-
es in his flesh, and apparently gnawed upon after his
death. He is clad in livery, which a successful DC 14
Intelligence (History) check reveals to be that of house
Redwood; again, characters

h,
Roleplaying Hagganot
The Be ar de d Devil
pit fiend
d to bearded devil by a
Hagganoth was demote battle.
ce tripped over before a
whose warhammer he on t pit fien d and
to rise above tha
His greatest ambition is rkin g tow ard this, he
ile he is wo
demote them in turn. Wh er lesser
t give him power over oth
revels in assignments tha in cha rge . This
ng more than to be
devils – he craves nothi of any on e ben eat h him
dismissive
makes him arrogant and n a dev il. Th is goe s so far
is not eve
– including anyone who tive to his
of other’s abilities rela
that he deludes himself
own.
Vacate my path!”
Quote: “Pitiful mortals!

Steadfast. The devil can’t be frightened while it can see an


Hagganoth allied creature within 30 feet of it.
Medium fiend (devil), lawful evil
Actions
Armor Class 13 (natural armor) Multiattack. The devil makes two attacks: one with its beard
Hit Points 52 (8d8 + 16) and one with its glaive.
Speed 30 ft. Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: (1d8 + 2) piercing damage. The target must succeed on a
STR DEX CON INT WIS CHA DC 12 constitution saving throw or be poisoned for 1 minute
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) While poisoned in this way, the target can’t regain hit points.
The target can repeat the saving throw at the end of each of its
Saving Throws Str +5, Con +4, Wis +2 turns, ending the effect on itself on a success.
Damage Resistance cold; bludgeoning, piercing, and slashing Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
from nonmagical attacks that aren’t silvered Hit: (1d10 + 3) slashing damage. If the target is a creature
Damage Immunities fire, poison other than an undead or a construct, it must succeed on a DC
Condition Immunities poisoned 12 Constitution saving throw or lose 5 (1d10) hit points at the
Senses Darkvision 120 ft., passive Perception 10 start of each of its turns due to an infernal wound. Each time
Languages Infernal, Telepathy 120 ft. the devil hits the wounded target with this attack, the damage
Challenge 3 (700 XP) dealt by the wound increases by 5 (1d10). Any creature can
take an action to staunch the wound with a successful DC 12
Devil’s Sight. Magical darkness doesn’t impede the devil’s Wisdom (Medicine) check. The wound also closes if the target
darkvision. receives magical healing.
Magic Resistance. The devil has advantage on saving throws
against spells and other magical effects.

15
r’s hands
To Duke Vanthampu a noble of Baldur’s
Cryptic Note Is Cryptic
n ot kn ow m e, bu t that I know you Gate, being implicat-
Exploration. The Secret
Note is
– you do se ed in devil worship
Duke Vanthampur s ta sk sh ou ld te ll you that you refu (if your characters intentionally difficult to
decode. Make
with thi t with them!
and approach you le as e fi n d en cl osed a missive tha are playing Baldur’s sure your players take it
to become
peril. P rts Deciphering it is likely
my request at your
Gate: Descent into
. I ’m aw ar e thi s must require effo Avernus, they might a major plot point thr ou gh out the
SAP
I need delivered A e – and you shall be (Ev en ing En coun-
n tr iv already know this – if adventure. Theil
I’m su re yo u’ ll co rar y (Th e Re d Larch)
on your part, but not, judge carefully if ters) and the lib
make it easier
d. you want to reveal this can help! If you want to
rewarded, in the en information to them in for your group, simply rem
ove the
this form) deciphering check.
de li ve ry to Th e Lady of the Sixth • DC 17 (only a Religion
For skill check applies):
Glasya is worshipped by those who want influence,
My Mistress, but without stepping into the spotlight themselves –
the typical powers behind thrones
l, al tho ug h ou r se paration must • DC 20: Glasya is known for her extensive intelli-
u wel
I know I find yo it do es m e. I do not ask for gence networks, often maintained by shapechanging
muc h as t
surely pain you as
devils skilled in seduction and manipulation – pri-
r yo ur in du lg en ce to receive a gif marily succubi and incubi
ely fo e.
forgiveness – mer to R ed L ar ch , near Baldur’s Gat
e. Loo k y.
I’m about to mak I know you’ll enjo
I have arranged
a li tt le pe rf or m an ce
Devil Road Map
Your Favorite 73
with
the noble, knight or
courtier background makes this check with ad-
vantage. A successful Intelligence (Investigation) check
can reveal the following (have one character head this
check, with advantage if someone else is helping):

• DC 0: a Secret Note (see Player Handouts), writ-


ten in Infernal, has been sewn into a pocket on the
inside of his livery but now lies on the body, removed
by the bearded devil
• DC 10: the human is dressed for travel and carries
no armor or weapons beyond a dagger, but he has
writing utensils and envelops stuffed into a messen-
ger bag – likely a herald of some sort
• DC 12: tracks of a riding horse lead into the forest;
the frightened beast can be located with a success-
ful DC 13 Wisdom (Survival) check and allows any
character to ride it after a successful DC 14 Wisdom
(Animal Handling) check

The Secret Note is written in an Infernal cypher. If a


character speaks Infernal they can attempt a DC 20
Intelligence (History) check to decode it. On a success,
they can deduce the following from its content with a
successful Intelligence (History or Religion) check:

• DC 13: the Lady of the Sixth refers to Glasya,


archdevil of the Sixth Layer of the Nine Hells; her
domains are manipulation and corruption
1 square
• DC 15 (only a History skill check applies): the char- = 5 feet
acters have heard rumors about Duke Vanthampur,

16
Count Airthuim
Elf (he/him or she/her, can change daily), lawful neutral

Insult to Injury Armor Class 15 (breastplate)


Hit Points 9 (2d8)
Speed 30 ft.
As the characters finish up their investigation of the
scene, read or paraphrase the following to them:
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
You suddenly hear noise slowly growing louder and closer
from up the road – isn’t that the sound of another carriage
Skills Deception +5, Insight +4, Perception +4, Persuasion +5
approaching?
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Draconic
Challenge 1/8 (25 XP)
rthuim,
Roleplaying Count Ai Cousin
a’s
a Noble and Lady Kaer of the e
Fey Ancestry. This elf noble has advantage on saving throws
sin of Lady Kaera, and on against being charmed, and magic can’t put you to sleep.
Count Airthuim is a cou to her. He is fond of
is still very close
few in their family who abo ut her thr ow ing this High Elf Cantrip. This elf noble can cast the mage hand
concerned
Kaera and confused and she e cur se cantrip at will.
naged to keep her ban
large feast – she has ma s to jeo par diz e it
and now intend High Elf Weapon Training. This high elf noble has proficiency
secret for so many years, the lev el of car ica tur e – with the longsword, shortsword, shortbow, and longbow.
haughty to
all like this? Airthuim is no mi sta ke
wants to project. Make Actions
which is exactly what he sel f-w ort h, but he is also
g sen se of
– he does have a stron but his
that are surprising to all Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
able of acts of kindness ine ss is mo stly to throw Hit: 5 (1d8 + 1) piercing damage.
His hau ght
closest acquaintances.
vulnerability. Reactions
people off and protect his you?
Quote: “O h my ! Is that smell coming from
– if you are ten se, we must Parry. The noble adds 2 to its AC against one melee attack
k
What? Well, yes, Rimvar that would hit it. To do so, the noble must see the attacker
!”
be off at once, of course and be wielding a melee weapon.

17
Rimvark Roleplaying Rimvark, ard
dygu
Dragonborn swashbuckler (he/him), lawful neutral Count Airthuim’s Bo
ny years:
cartels in Luskan for ma
Rimvark worked for the thi ng ph ysi cal was his
Armor Class 17 (leather armor) orcer – any
bouncer, bodyguard, enf fin er things in
Hit Points 66 (12d8 + 12) retly craved was the
domain. But what he sec det est ed no t being
Speed 30 ft. fine clothes. He
life – craftwork, poetry, and ass um ed tha t this was
ployer s
taken seriously by his em en a strange
t black dragonborn. Wh
STR DEX CON INT WIS CHA due to prejudice agains g for div ers ion and
Luskan, lookin
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2) elf noble passed through etin g bro ugh t the two
chance me
appropriate contacts, a ibility
er. Th ey soo n dis cov ered a surprising compat
Skills Acrobatics +8, Athletics +5, Persuasion +6 togeth un t Air thu im’s
since become Co
Senses passive Perception 10 in interests. Rimvark has the too ls and ser vic es his
to acquire
Languages Common, Draconic bodyguard, go-between ers on al
e – and more. Their interp
Challenge 3 (700 XP) employer ’s tastes requir mi ssi ve of
vark often acts dis
dynamic includes that Rim unt
act s on wh at he believes best for Co
Lightfooted. The swashbuckler can take the Dash or his employer and
Airthuim. be
Disengage action as a bonus action on each of its turns. messing about and let’s
Quote: “Airthuim! Stop ten se. ”
n is making me
Suave Defense. While the swashbuckler is wearing light or no out of here – the situatio
armor and wielding no shield, its AC includes its Charisma
modifier.
identity which can change daily due to their Corellon’s
Acid Resistance. This black dragonborn swashbuckler has
blessing), accompanied by his blue dragonborn driver
resistance to acid damage.
con bodyguard Rimvark (LN swashbuckler with a DC
Actions 11 30 ft. line 2d6 lightning breath weapon once per long
Multiattack. The swashbuckler makes three attacks: one with rest, he/him). Rimvark cares little and talks less (see
a dagger and two with its rapier. the Roleplaying Rimvark sidebar). Count Airthuim is a
distant cousin of Lady Kaera, on the way to the party. He
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 carries a fine silk robe of elvish make worth 350 gp as
ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing present for her, and a silvered dagger worth 100 gp for
damage.
Baron Bertrand; he also carries 250 gp in coin with him.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. See the Roleplaying Count Airthuim sidebar for advice
Hit: 8 (1d8 + 4) piercing damage. on how to run this encounter. Count Airthuim will stop
briefly out of idle curiosity:
Breath Weapon. This black dragonborn swashbuckler can
use his action to exhale destructive energy, which is a spray
of acid in 5-by-30 feet line. When he uses his breath weapon, The carriage slows beside you, and a haughty high elf,
each creature in the area of the exhalation must make a DC dressed in noble clothes, casually leans out of the window.
11 Dexterity saving throw. The DC for this saving throw equals His soft blond hair falls in a straight braid down his
8 + your Constitution modifier + your proficiency bonus. A shoulder, tied with a piece of blue silk. He scoffs down
creature takes 2d6 acid damage on a failed save, and half as at you as he surveys the scene: “Oh my… what a mess!
much damage on a successful one. Having a bit of an afternoon, are we? *sniffs* Is that… you,
smelling this way?”

Depending on the passive Perception scores of the


group, they may have more or less prior notice of this. A Count Airthuim won’t be interested in picking up any
character with a passive Perception of at least 10 notices commoners, as he sees the group, and will be along
the carriage approaching one round before it shoots momentarily unless they pique his interest somehow. He
around the corner, a character with a passive Perception might be persuaded with flattery and a successful DC 14
of at least 12 notices the carriage one additional round Charisma (Persuasion) check to take them along. Money
earlier, and so forth (1 round more advance notice for does not sway him in the least. Should the party in any
every 2 additional points in their passive Perception way attempt to intimidate, threaten or insult Count
score). A character with a passive Perception of 9 or Airthuim, he has Rimvark speed along.
lower is surprised by the carriage’s arrival.
After overcoming the demon threat, the characters
may find themselves without a proper means of con-
tinuing their journey, so the arrival of this new carriage
may be a particularly welcome prospect. However, the
carriage’s sole occupant is unlikely to be particularly
forthcoming… Count Airthuim is a LN snobbish elf
noble (he/him or she/her, depending on their current

18
It’s a Party!

O
nce the group makes it to Red Larch, • A Night to Re-
the main part of the adventure can begin member. This Keep it Exciting!
ning En-
– and it’s a party! The entire adventure chapter deals Chapters It’s a Party!, Eve
d Lar ch an d A Night
from here on is a sandbox for the players with the finale of counters, The Re
ni-sandbox
to explore, with all the opportunities and the adventure and to Remember form a mi
on an d soc ial encounters
distractions a high-class feast has to offer, outlines all the of explorati
nities for
plus the backdrop of the unsolved demon different ways in (with occasional opportu
Adven-
mystery. To give you, the DM, adequate guidance on the which the show- combat mixed in). See the
pte r About the
most important elements of this sand-box, the Party down might come ture Layout box in cha
you rse lf of what
Planner sidebar summarizes important check-points about as well as like- Adventure to remind
fin d wh ere ! If your
and events that the group should pass or that you, as the ly conclusions to the information to
los t, use the Eve ning
DM, can use to gently nudge the group in the right direc- night’s festivities. players seem
Bored in It’s
tion. The most important thing to keep in mind here is Encounters or Nadyia Is
k on track.
that any guidance you provide should feel natural, like a Party! to get them bac
all times!
everything is just a part of the party. Try to not lead your Keep the party rolling at
players during this section of the adventure! The fun for
them is to feel that their agency matters, but also that
they never know what unforeseen event will surprise
them next – this is the magic of a good party.
The following chapters are going to outline important
features of this sandbox:

• It’s a Party! In this chapter, the major mandatory


events of the night will be laid out.
• Evening Encounters. In this chapter, a number of
possible optional encounters during the feast are
presented, including guidance on when and how to
use them for maximum effect.
• The Red Larch. Here, you can find information on
all areas of Red Larch the characters may visit.

19
Party Planner
Your players should pass the following their own initiative. This should achieve, provide the opportunity to
checkpoints during the night at the feast: ultimately lead them to the encounter help with an obstacle they encounter, or
• Meeting Cirria. The characters will likely with the banshee Lady Kaera (see nudge them in the right direction if they
want to meet the master and lady of the Roleplaying Lady Kaera in chapter get stuck. Check the Spice It Up! sidebar
house – Baron Bertrand and Lady Kaera. Let’s Go Investigate!) in area R. 20 The in the chapter Evening Encounters for
This is a chance for you to introduce Redwoods’ Private Chambers described information on how each of them can
Cirria, in disguise as Lady Kaera – see in chapter The Red Larch. Guidance aid the group or influence the night’s
the Roleplaying Cirria and Roleplaying on how to run the investigation, the events.
Baron Bertrand sidebars in chapter most free-form part of this adventure, • The Showdown. Inevitably, the party
Cirria Holds Court. Should the group not is presented in the General Features: will move toward a showdown. There
make their way to the “happy couple” Red Larch sidebar in chapter Let’s Go will always be one, but the characters’
by themselves, have the majordomo Investigate! Should this not happen, or actions will determine what shape it
Johan (see the Roleplaying Johan sidebar the players appear lost, you can throw will take – if they do nothing or do not
in chapter Invitations, Please!) usher Countess Nadyia Silmerhelve at them to progress well with their investigation
them towards the dais – just like all the nudge them in the right direction. You Cirria will start her ritual, if they release
other guests. If the characters reveal the will find advice on this in the Roleplaying Lady Kaera in her banshee form she
demon encounter on the road, Cirria’s Nadyia sidebar in chapter Nadyia Is will attack Cirria, if they confront Cirria
handwaving dismissal will likely give Bored. directly she will defend herself. You
them a first tip-off that something is • Evening Encounters. Don’t forget to will find guidance on how to navigate
even stranger at Red Larch than they throw in some evening encounters as the showdown in the chapter A Night
expected… the night progresses! These can be to Remember and the Finale Under
• Meeting Lady Kaera. The characters useful to either provide complications Fireworks sidebar there.
likely want to go off investigate on for something the group is trying to

The majordomo, Johan


Invitations, Please! (NG Illuskan human
commoner with expertise
As the party approaches the entrance of Red Larch, they in Insight, he/him; see
pass through areas R1. Courtyard and R5. Entrance the Roleplaying Johan
Hall and past area R6. Cloak Room. When they arrive, sidebar), greets arriving
there is a short line as groups of newly arrived guests guest perfunctorily and
stroll from the gates of Red Larch to the main entrance. asks for their invitations.
People in the line are chatting excitedly. All guests have Unless something very
clearly arrived decked out in their finest attire. With a unexpected has occurred,
successful DC 10 Wisdom (Perception) check the char- the characters should have
acters notice that the other guests are all loaded with their invitations ready
presents, which are the main topic of their conversations
beside what delights may lie ahead at the feast itself. The
line moves swiftly, as people are eager to get inside. Majordomo Johan
Illuskan human (he/him), neutral good

Armor Class 10
Roleplaying Johan, Hit Points 4 (1d8)
the Majordomo Speed 30 ft.
and Baron
l servant of Lady Kaera
Johan has been the faithfu e of the few peo ple who
He is on
Bertrand for many years. uld rather STR DEX CON INT WIS CHA
banshee curse but wo
knows about Lady Kaera’s s par ticu lar holds 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
adfastness in thi
die than reveal it. His ste y bet ter to dro p it.
ve his Lad
up even when it might ser self as a
es his du ties ser iou sly but doesn’t see him Skills Insight +4
Johan tak pan ion , trusted Senses passive Perception 10
od’s confidant, com
servant. He is the Redwo s vie w and val ue him. Languages Common, Elvish
they share thi
advisor and organizer – y Kae ra
ch more for him that Lad Challenge 0 (10 XP)
This makes it hurt so mu fidi ng in him .
recently without con
has been acting so oddly n his sta tio n usu ally
stiff tha Actions
In turn, he is even more
requir es. Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
lady, m’lord!”
Quote: “Ah, very good m’ Hit: 2 (1d4) piercing damage.

20
(and even if they don’t, they will be let in, as it scarcely
makes a difference to the size of the party at this point
and Cirria left instructions to allow as many people as
Cirria Holds Court
possible in, serving her purpose of channeling a large As the party approaches the dais in the feast hall (area
amount of emotional energy to open her portal to the R7. Great Hall), read or paraphrase the following:
Nine Hells). Johan then asks everyone for their name
and station and explains that they will be presented to The majordomo leads you through the throngs of guests
the Baron and Lady Redwood momentarily to hand over towards a raised dais, where the Redwoods are seated and
their presents. introduces them: “The Baron Bertrand Redwood, of the
If the previous mention of presents by Jamal Farsun Redwood barony, and Lady Kaera Redwood, of Luruar!”
and the other guests has not had the party worried about Baron Bertrand acknowledges you rather perfunctorily
presents, this might. The guests have all prepared a with a curt nod, but Lady Kaera addresses you graciously
variety of offerings, from jewelry and other valuables to while ruffling one of the two gigantic black hounds curled
recitations of poems or other performances and demon- up at her feet between the ears. The dogs seem beautifully
strations of feats of magic. Cirria in guise of Lady Kaera bred, muscles bulging beneath short, midnight-black fur.
couldn’t care less about the presents, just as Baron
Bertrand in his charmed Cirria, in disguise as Lady Kaera, will graciously receive
state, and they will the characters, asking for their names and the great
Acting an Actor accept almost anything.
Social. The encounter deeds they have done. She sizes them up individually,
with Cirria is Use this as a small but ultimately doesn’t judge them a threat to her plans.
one of the most central
to this adven- roleplay challenge that She might have failed a Wisdom (Insight) check there –
ture – and the most cha might impress nearby
llenging for understandable, considering her preoccupation with the
the DM to roleplay. Keep
in mind that guests enough to gain feast and the ritual she has planned. Cirria has a keen
Cirria is impersonating advantage on Charisma
Lady Kaera interest in emotions and troubled consciences – should
and revisit both their bac checks for the next few
kgrounds any character’s behavior intrigue her, she will take a par-
and personalities in cha minutes, after a suc-
pter Origin ticular interest in them and preferentially address them.
Stories. Cirria plays the
gracious host, cessful DC 14 Charisma If the characters inform Cirria about the danger of
but she herself doesn’t
want any dis- (Performance) check devil incursions by telling her about their encounter on
turbances of her plan. You or similar appropriate
can show the road, she will dismiss that information and assure
this inner conflict with a
slip or two – challenge. them that this must have been a freak encounter and
don’t be afraid of imperfe
ction! she’s sure there is nothing to worry about. If confronted
with evidence for her dead envoy, she thanks them and

its size and speed, its statistics are the same in each form.
Cirria Any equipment it is wearing or carrying isn't transformed. It
Medium fiend (devil), chaotic neutral reverts to its true form if it dies.
Actions
Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12) Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach
Speed 30 ft., fly 60 ft. 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of
STR DEX CON INT WIS CHA it must succeed on a DC 15 Wisdom saving throw or be
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) magically charmed for 1 day. The charmed target obeys the
fiend's verbal or telepathic commands. If the target suffers any
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, harm or receives a suicidal command, it can repeat the saving
Stealth +7 throw, ending the effect on a success. If the target successfully
Damage Resistance cold, fire, lightning, poison; bludgeoning, saves against the effect, or if the effect on it ends, the target is
piercing, and slashing from nonmagical weapons immune to this fiend's Charm for the next 24 hours.
Senses darkvision 60 ft., passive Perception 15 The fiend can have only one target charmed at a time. If it
Languages Abyssal, Common, Infernal, Telepathy 60 ft. charms another, the effect on the previous target ends.
Challenge 4 (1,100 XP) Draining Kiss. The fiend kisses a creature charmed by it or a
willing creature. The target must make a DC 15 Constitution
Telepathic Bond. The fiend ignores the range restriction on saving throw against this magic, taking 32 (5d10 + 5) psychic
its telepathy when communicating with a creature it has damage on a failed save, or half as much damage on a
charmed. The two don't even need to be on the same plane of successful one. The target's hit point maximum is reduced by
existence. an amount equal to the damage taken. This reduction lasts
Shapechanger. The fiend can use its action to polymorph into until the target finishes a long rest. The target dies if this effect
a Small or Medium humanoid, or back into its true form. reduces its hit point maximum to 0.
Without wings, the fiend loses its flying speed. Other than

21
shakes her head in fake sorrow, but then asks them not
to cloud the good spirits of the celebration by spreading
that information further. Even if they do, nobody at the
party takes them serious. If directly confronted with the
note her envoy was carrying (see Secret Note in Player
Handouts) she grows somewhat irritated, but does not
pursue the matter further. Cirria is confident that a ran-
dom group of adventurers from this thoroughly uninter-
esting plane will not be able to crack her encryption, or
even read Infernal. The characters can detect that Cirria
is deeply worried about any of this information, but for
reasons beyond the devil threat and losing a servant,
with a Wisdom (Insight) check contested by Cirria’s
Charisma (Deception). Repeat this contest whenever a
character questions Lady Kaera’s reaction.
Baron Bertrand will remain silent unless addressed
directly, and even then, will just look to Cirria for direc-
tion, who then takes over answering whatever question
has been posed to him (see Roleplaying Baron Bertrand
sidebar). He only speaks when directed by Cirria to do so
(“Come on, dear, don’t be so unsociable with our guests
– go ahead, answer them!”). The characters can discern
that he seems to be under the influence of some charm
effect from his mechanic behavior with a successful DC
16 Wisdom (Insight) check. If the check succeeds by 2 or
more, they can even discern that he seems to be strug-
gling against that effect from the way his jaw is set.
If any character takes an interest in Cirria’s dogs, Bru-
tus and Bruni, a successful DC 20 Intelligence (Nature
or Religion) check reveals that they are, in fact, hell
hounds. To speak with one of the hounds, characters can
attempt to lure them over with a successful DC 14 Wis-
Brutus and Bruni
Hell hounds, lawful evil
dom (Animal Handling) check; the check is made with
advantage if they offer any sort of meat. Despite the fact Armor Class 15 (natural armor)
that hell hounds are fiends, communicating with Brutus Hit Points 45 (7d8 + 14)
and Bruni can be achieved via any ability or spell that Speed 50 ft.
allows communication with beasts, such as the speak
with animals spell or the firbolg ability Speech of Beast
STR DEX CON INT WIS CHA
and Leaf. Cirria ignores such attempts, as she trusts 17 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Brutus and Bruni implicitly and has more to worry about
than her hell hounds wandering around in boredom a
Skills Perception +5
bit. Consult the Roleplaying Brutus and Bruni sidebar
Damage Immunities fire
for guidance on how to navigate this encounter. Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can't speak
d Bruni, Challenge 3 (700 XP)
Roleplaying Brutus ands
the Hell Ho un
– they Keen Hearing and Smell. The hound has advantage on
ed by Cirria’s own hand
Brutus and Bruni were rais wh ich the ir bre ede r, the Wisdom (Perception) checks that rely on hearing or smell.
of fifteen
were the runts of a litter to a luc ky
th, wanted to cull down
bearded devil Haggano end idly un der Cir ria’s Pack Tactics. The hound has advantage on an attack roll
developed spl
thirteen. They have since They are against a creature if at least one of the hound’s allies is within
specimens of their breed.
loving care and are fine le bit dim . Th ey might
5 feet of the creature and the ally isn’t incapacitated.
bu t a litt
utterly devoted to Cirria, ng that Actions
conversation, but nothi
well let something slip in un der sta nd ing of her
her – their Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
irredeemably condemns her ma ke un int ent ionally
wil l rat Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
plans is too limited. They ove rgr own lap
their perspective as
confusing remarks from Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot
dogs. mean mistress? Mi stress cone. Each creature in that area must make a DC 12 Dexterity
Quote: “Lady who…? You saving throw, taking 21 (6d6) fire damage on a failed save, or
takes us flying!”
is best! She sometimes half as much damage on a successful one.

22
Nadyia Is Bored
Countess Nadyia Silmerhelve (CG Illuskan human
swashbuckler, she/her) is the only other person at this
party apart from Count Airthuim and the characters who
harbors any major suspicions about something unusu-
al going on at Red Larch. She is here with two of her
acquaintances, Jolene and Marcella (NG Illuskan human
socialites, she/her), whose company she finds enjoyable
but a bit bland. She yearns to investigate her suspicion
that something unusual must have compelled the Red-
woods to throw this party, but her acquaintances are not
suited for any underhand work, in her opinion. Accord-
ingly, she will want to vet anyone in whom she sees po-
tential a bit before she draws them into her confidence.
Incidentally, Nadyia’s relationship with Airthuim is not a
cordial one. She perceives him as a snob who thinks too
much of himself and places too much trust in his station.
He in turn thinks of her as an uncultured pretender who
would fit in better among the street urchins of Baldur’s
Gate than with respectable society. Both are not entirely
wrong in their prejudices, but for the wrong reasons.
Nadyia’s role in this adventure is to provide the char-
acters with a skilled accomplice should the challenges
become too much for them to handle, a mischievous
player to prod them into action where necessary, and an
informant should they become stuck somewhere. Make
Nadyia likeable, but not needy – Nadyia is here to get
shit done and have fun, not to chum up.
At some point during the night, ideally after Cirria
Holds Court and the group had time to explore a bit and
perhaps have an Evening Encounter or two, Nadyia will
approach the characters to gauge their competence. It is
also possible that the characters will come to her if they
notice her during the scene Cirria Holds Court (also see
Baron Bertrand Redwood the description of area R7. Great Hall). Read or para-
phrase the following once this meeting occurs:
Illuskan Human (he/him), lawful good

Armor Class 15 (breastplate) A young noble woman dressed in a flowing yellow and
Hit Points 9 (2d8) white gown, her auburn hair pinned up into an elaborate
Speed 30 ft. hairdo, smirks in your direction. She is with two other
young women whose giggles are cut short by a shocked
STR DEX CON INT WIS CHA silence as she makes a rude hand gesture in your
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) direction.

Skills Deception +5, Insight +4, Persuasion +5


Roleplaying Baron
Senses Darkvision passive Perception 12
a Noble and Lady KaerBertrand,
Languages Common, Elvish a’s Husband
Baron Bertrand is usually
Challenge 1/8 (25 XP) of a rather fiery and impu
disposition. This is what lsive
originally drove him to
adventuring, but his exp
eriences there have taught
Actions to prefer the quiet retirem him
ent at his home. He is utt
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. devoted to his wife, Lad erly
y Kaera. Since having bee
Hit: 5 (1d8 + 1) piercing damage. by Cirria, he remains qui n charmed
et unless she gives him
to speak. His demeanor leave
Reactions is somewhat mechanic,
subconsciously keeps str as he
uggling against the magic
Parry. The noble adds 2 to its AC against one melee attack she put on him. al charm
that would hit it. To do so, the noble must see the attacker Quote: “As you wish… my
love...”
and be wielding a melee weapon.

23
If nobody approaches Nadyia, she will come over herself.
Nadyia is keen of mind and curious by nature (see the
Roleplaying Nadyia sidebar). She was suspicious of this
party from the outset – it is not like the retiring Red-
woods to throw such an ostentatious party. While most
other nobles were more than happy to have a new loca-
tion added to the roster, Nadyia has a different perspec-
tive. When she used her underground connections and
penchant for investigation to look into recent rumors in
the region, she only uncovered what seems like a pattern
of outbursts of emotion. She does not know what any of
this means, nor does she have any theories, but she is
willing to share this information with anyone she deems
a competent adventurer and plans to learn even more
tonight (see the Roleplaying Nadyia sidebar).
Nadyia saunters over to the characters after flicking
them a rude gesture – just to catch their attention – and
seizes them up. She’ll ditch her two acquaintances for
now – this group seems so much more exciting! Use
her quote in the Roleplaying Nadyia sidebar in lieu of an
introduction. She’ll want to know what a group of adven-
turers is doing here and notes that they seem to have had
a fun night so far (a seasoned adventurer herself, Nadyia
immediately recognizes the marks of a recent fight, even
if everyone has been patched up well).

Nadyia Silmerhelve
Illuskan Human (she/her), chaotic good

Armor Class 17 (leather armor)


Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)
Roleplaying Countess
Nadyia Sil
Skills Acrobatics +8, Athletics +5, Persuasion +6; Thieves' a Noble and Adventur merhelve,
Tools +8 Countess Nadyia Silmerh
er
elve was orphaned before
Senses passive Perception 10 could even walk, her par she
ents allegedly perishing
Languages Common, Goblin accident – something Na in a travel
dyia never believed but
Challenge 3 (700 XP) disprove either. Her fam could never
ily’s influence and wealth
diminished before she cou greatly
ld take over its managem
Lightfooted. The swashbuckler can take the Dash or detests the entitled beh ent. She
avior of other nobles wh
Disengage action as a bonus action on each of its turns. keep her out, and she do o want to
esn’t play by anybody’s
is determined to re-establ rules. She
Suave Defense. While the swashbuckler is wearing light or no ish her claim in the local
Her social graces have nobility.
armor and wielding no shield, its AC includes its Charisma somewhat suffered from
much of her youth advent spending
modifier. uring and establishing con
in the criminal underwo tacts
rld – what started as an
Actions uncover what happened effort to
to her parents has turned
lifestyle. She approache into a
Multiattack. The swashbuckler makes three attacks: one with s anything in the most un
she can think of, as the usual way
a dagger and two with its rapier. usual way has not ever
any way – the usual way served her in
lost her the wealth and
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 family, her birthright. It power of her
both helps and hinders
ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing is a born prankster. her that she
damage. Quote: “You seem like a
fun bunch! Are you as bor
as I am? How about we ed
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. spice things up a bit, eh?

Hit: 8 (1d8+4) piercing damage.

24
Should the characters attempt a Wisdom (Insight)
check on Nadyia (which you can also prompt), they can
discern the following information about her:
Let’s Go Investigate!
The group should arrive in area R18. The Redwoods’
• DC 10: Nadyia seems bored, and is looking for any Private Chambers at some point throughout the night.
kind of diversion This is an essential story node, and if they do not seek it
• DC 12: Nadyia’s attire looks appropriate at first out by themselves have Nadyia nudge them in that direc-
glance, but at second glance seems to be put togeth- tion. They may get there on a direct route or after investi-
er rather carelessly – stray strands of hair sticking gating other areas of the Red Larch first. Wherever they
out, no jewelry whatsoever, crinkled gown, etc. go there will be opportunities to uncover clues about
• DC 14: Nadyia seems to know more than she lets on what is actually going on at this party. They are unlikely
and she almost seems to be… judging you? to put together the whole picture until encountering
• DC 16: Nadyia is wearing flat boots instead of danc- Lady Kaera in her banshee form – and even then there is
ing shoes, like most other nobles at the party – and a very good possibility
is that… a dagger sheath standing out against the that the group will be
y!
fabric of her dress? surprised by the revela- Nadyia Joins The Part
ns the group,
tion that their hostess Sidekicks. If Nadyia joi
Nadyia drops hints about her own suspicions and the s wo uld like
is a succubus (see A ask if one of your player ntout
fact that she has more information, but her support is the m a pri
Night to Remember, in to run her. If so, hand the
conditional: if the group would like to know more and particular Confronting If Na dyi a is wit h
of her stat block.
work with her, she wants to see their skills in action first Cirria). as a lev el 3 pla yer
group, count her
mining party
– she wants them to play a prank on Count Airthuim that To get to the encoun- for the purposes of deter
impresses her. The characters might not be too fond of ter with Lady Kaera, the strength in combat.
Airthuim after their clash during Insult to Injury, so they group will have to over-
might jump at this prompt. To aid in the endeavor, Na- come a few obstacles
dyia gifts the group a single magical party cracker (see outlined in the area descriptions in the chapter The Red
Player Handouts), but does not tell them precisely what Larch (see in particular areas R10. Downstairs Hallway,
it can do – only: “just get this wet when you think you’ll R15. Upstairs Hallway, R18. The Redwood’s Private
need a bit of… randomness, shall we say?” A successful Chambers and R19. Behind the Mirror).
DC 14 Intelligence (Arcana) check reveals the basic
properties of the bean, but nothing about the nature of
any of the random effects that can trigger. Nadyia’s in-
tentions in providing the bean don’t go beyond a desire to
see them deal with the chaos it might cause – she’s a bit
of a prankster and messing with the people who she just
convinced to prank Airthuim would make her evening!
Should something go horribly wrong, however, she will
intervene on the characters’ behalf. If the characters
don’t use the bean in the prank, she’ll let them keep it.
If the group doesn’t take a shine to Nadyia or go along
with her proposal, they are still able to complete this
adventure. Should they struggle and not have Nadyia as
an ally, you can always have her swoop in to save them
out of pity at the last second – it is ultimately also in her
interest to have the characters succeed in their inves-
tigation, as she is unlikely to learn much all by herself.
She will just not be very cordial in this instance and treat
the characters simply as unfortunate fools to be rescued
rather than as respected allies.
After Nadyia has established if she can work with
the characters (any half-way successful prank or even a
hilarious failure will do – but the more spectacular, the
better!), she shares what she has learned so far (see the
Roleplaying Nadyia sidebar). She is also willing to ac-
company the group on an investigation of the estate. You
can run her like a sidekick (as introduced in the Essen-
tials Kit). She is particularly interested in the Redwoods’
private chambers on the upper floor, as she knows from
experience that the juiciest secrets are surely the most
well-guarded ones.

25
Evening Encounters

A
s the night progresses, the party might
get caught up in a number of random
Evening Encounters, as is common dur-
Obstacles and
ing an inebriated feast. Select one or two
of the events described below to occur
Opportunities
during the night when you deem it appro- You should use these Evening Encounters in a way
priate, or roll on the table in this section that is tailored to challenging strength and support the
to determine some randomly (re-roll identical rolls). weaknesses of the group of adventurers attending this
Have a look at the Obstacles and Opportunities sidebar feast. Try not to target their weaknesses and avoid their
for a quick overview of what each encounter can help or strengths. These encounters are very much an opportu-
hinder the group with, within the context of this adven- nity to let your players shine! They can also help when
ture, to help you select appropriate evening encounters your group is struggling with particular challenges (see
and gauge the influence they can have on the story. Obstacles and Opportunities sidebar for a summary).
The Spicing It Up! section provides additional me-
Evening Encounters
chanics for when your players want to get a few drinks
d8 Pillar Event
while they are here. This includes rules for getting
drunk and the Euphoria mechanics. These are optional 1 Social & Combat Drunken Brawl
mechanics to spice up the evening – you may also elect 2 Exploration Unfamiliar Delicacies
not to include this depending on your player’s level of 3 Social & Combat Challenge to a Duel
enjoyment with such influences on player agency (see 4 Exploration & Combat Wild Mouse Chase
the Playing the Pillars side-note), the playtime you are 5 Combat Summoned Demons
aiming for, the difficulty with which your players are 6 Social Identical Outfits
progressing, etc. 7 Social Advances from a Socialite
8 Exploration The Prophecy Machine

26
Obstacles and Opportunities: Evening Encounters
The encounters presented in this section useful for groups that you think would the culinary side of this feast. A
are all non-essential and can be used struggle with combat later in this successful outcome allows them to keep
in a number of ways: to present your adventure. If the adventurer challenged drinking for longer (see Spicing It Up!).
players with an out for a problem they by Lord Karda accepts the duel, the • Summoned Demons. This encounter is
are struggling with, to entertain them, noble will come to their aid in any useful for groups who crave combat or
to provide an incentive to explore the combat that erupts in his presence (it are likely to want to solve the conflict
Red Larch further, to give them the does not matter if he wins or loses the with Cirria peacefully later on. The
opportunity to earn a minor bonus, etc. duel). encounter itself is rewarding for the
This sidebar summarizes what encounter • Identical Outfits. This encounter is former and a successful outcome is
provides which potential obstacles and useful for groups that are struggling rewarding for the latter.
opportunities within the context of this to decipher the Secret Note. Theil, • Wild Mouse Chase. This encounter is
adventure. the offended socialite, can translate it useful for groups that can speak with
• Drunken Brawl. This encounter is useful if appeased. This encounter can also animals and would profit from the
for groups that struggle to gain access be used to hinder a group that coasts encounter with Smirk and Smudge. The
to the upper levels of Red Larch. If the through social encounters if Theil mouse that stole an item from the group
group breaks up this brawl without cannot be appeased. leads them right to the cellars, where the
killing anyone and without disrupting • Advances from a Socialite. This two giant rats lurk.
the feast too much, they earn a favor encounter is useful for groups that • The Prophecy Game. This encounter is
with Guy, the guard captain, or Johan, struggle with social encounters. If useful for groups who struggled noticing
the majordomo. They can cash these in, the targeted adventurer makes it opportunities at the feast or see no
for example, to gain access to the upper through the dance successfully, they point in exploring Red Larch. Depending
levels of the Red Larch. They should still gain advantage on Charisma checks on how well the group plays the game,
provide a convenient excuse or pass a throughout the night. they can gain hints on where to look for
DC 12 Charisma (Persuasion) check. • Unfamiliar Delicacies. This encounter is additional clues.
• Challenge to a Duel. This encounter is useful for groups who enjoy exploring

The worm oyster is harvested at the mouth of the river


Drunken Brawl Neverwinter. It is as huge as a dinner plate and opens
Two nobles (N Illuskan humans, she/her and he/him) when a certain tendon at the joint where the shell halves
and four commoners (NG Illuskan humans, two she/ meet is cut. To do this successfully requires either a
her and two he/him) have had a few drinks too many, and successful DC 15 Dexterity (Sleight of Hand) check to
suddenly start a drunken brawl over one disagreement cut it, or a successful DC 15 Wisdom (Perception) check
or another. The nobles fight together, and the common- to observe how other guests open this delicacy. It can be
ers fight together. It starts as a fistfight, but when one pried open with a successful DC 20 Strength (Athletics)
of the nobles draws their rapier after a few rounds, the check but shoots away from the plate if the check fails.
commoners break off chair legs or grab other improvised Once opened, the oyster turns out to be filled with
weapons (treat those as clubs). Perhaps two opposing so- wormy appendages around the rim, and soft flesh in the
cial cliques clashed, maybe an argument over who would middle. The flesh is inedible and anyone eating a bite of
have the next dance with a popular socialite got out of it has to succeed on a DC 15 Constitution saving throw
hand. One or more of the characters will get caught up in or become poisoned for one hour. The bulbous tips of the
the fight by being in the wrong place at the wrong time. wormy appendages are a delicacy and eating one portion
If the party manages to sort out the brawl without gives advantage on Constitution saving throws for one
causing too much damage to the heated young com- hour.
batants (and the furniture), Johan, the butler, or Guy,
the guard captain, will thank them personally, gaining Challenge to a Duel
them a favor with them. This favor could be used to gain
access to one of the usually restricted areas of the Red One of the characters accidentally bumps into a par-
Larch if the characters can come up with a reasonable ticularly snobbish and flamboyant nobleman, Baron
explanation. Zebedaya Karda (LN Illuskan human noble, he/him) or
aggrieves him in some other way. Baron Karda has al-
ready had a few drinks too many, sees his honor injured,
Unfamiliar Delicacies and immediately challenges the character to a duel (see
Some of the delicacies served during the banquet are Roleplaying Zebedaya Karda sidebar).
thoroughly unfamiliar to the party – including how to Baron Redwood will allow the duel, following a silent
best eat them, which parts to eat, and which to avoid. prompt from Cirria, as she wants to further stir up
They might embarrass themselves trying to cope with emotions. Local traditions dictate that in this instance
the worm oyster especially. the challenged party may choose the weapon and the

27
duel ends with first blood drawn. Baron Karda insists on Chase Complication
the duel to take place immediately, and Baron Redwood d8 Challenge Complication
agrees – a further highlight to the feast! DC 10 Con save or A guest spills their drink right
The duel is to commence immediately in the atrium 1 blinded until next turn into your face.
(R4. Atrium). Baron Karda, while snobbish, is appeased DC 13 Dex save or fall A drunken guest crawls into
2
as soon as the duel is over, no matter if he wins or loses prone your way on all fours.
– his opponent accepting the duel and fighting it out DC 10 Str save or 0 The crowd in front thickens
3 speed until next turn unexpectedly.
with him is sufficient to satisfy his honor. He will actually
become rather fond of the character he duelled – if they 4
DC 12 Wis (Insight) You and a guest weave left
were not too reluctant and fought fairly (“Haha! Bravely check or speed halved and right to avoid each other.
fought! If you require anything, anything at all – just let DC 15 Dex save or A conga line has formed in
5 move randomly front of you and loops you in.
me know!”).
DC 15 Dex save or 1d4 A guest tried to imitate the
6 bludgeoning damage rope acrobats and fell on you.
Wild Mouse Chase DC 13 Cha (Perfor- You can gain 10 feet move-
7 mance) check ment as a dancer swirls you.
When a character reaches
for a valuable item, such 8-12 nothing no complication
as a trinket, a spell-
casting focus, money, a
ring or even the Secret
Chase: Quick Rules
Note – they discover tive. The
that the item is gone! As Have everyone roll Initia
ead of the
they look around, they mouse starts 30 feet ah
ap es to the
see... a tiny black mouse, group. The mouse esc
r. Th ere are no op-
scurrying away through the cellar in round fou
s. At the sta rt of every
crowd – with their item! portunity attack
m roll a d12
The mouse moves with purpose character ’s turn, have the
a complica-
and heads straight towards area to determine if there is
tions table).
R10. Downstairs Hallway and tion (see Chase Complica
then onwards to area R13. Cellar.
This mouse works for Smirk and When the characters pursue the
Smudge, who want to use the oppor- mouse, run it as a chase (see Chase:
tunity to add to their eclectic (but Quick Rules side note). The mouse
mostly useless) personal treasure has 1 hit point, an AC of 6, a -4 to every
hoard. ability score and a speed of 20 feet. The
characters move at only half the speed of
Baron Zebedaya Karda the mouse, however, as they press through
the crowd and the mouse has full cover
Illuskan Human (he/him), lawful neutral
from the throng of people until a charac-
Armor Class 15 (breastplate) ter catches up with the mouse (i.e. arrives
Hit Points 9 (2d8) within 5 feet of the mouse). Even then, the
Speed 30 ft. mouse still has three-quarters cover. The
point of the chase is not so much to catch
STR DEX CON INT WIS CHA the mouse as to lead the group to area R13.
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) Cellar.

Roleplaying Zebedaya
Skills Deception +5, Insight +4, Persuasion +5 Karda,
Senses Darkvision passive Perception 12 a Noble
Languages Common, Dwarvish Zebedaya Karda is a mi
nor noble with holdings
Baldur’s Gate, just as the around
Challenge 1/8 (25 XP) Redwoods – but with con
less land and less stand siderably
ing. He compensates thi
rather bombastic attitude, s with a
Actions well supported by his flam
black mustache and the boyant
cigar he is constantly sm
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. His likes to exaggerate oking.
and behave over the top
Hit: 5 (1d8 + 1) piercing damage. his bluster, Baron Karda . For all
is rather jovial. He upho
traditions of honor he bel lds the
Reactions but is satisfied by the sm
ieves his rank demands
of him
allest effort of his counte
Parry. The noble adds 2 to its AC against one melee attack acknowledging them. rpart in
that would hit it. To do so, the noble must see the attacker Quote: “You have offend
ed me – prepare to die!”
and be wielding a melee weapon.

28
Summoned Demons Identical Outfits
A drunk apprentice wizard tries to impress the audience A flamboyant socialite, Theil (NG tiefling socialite, they/
with a few magic tricks – and accidentally opens a rift to them), recognizes that one of the characters is wear-
the nether planes, summoning forth two maw demons ing an outfit identical or very similar to their own – as
into the midst of the dance floor! unlikely as this may seem (fashion can get weird). They
The guards will not dare to approach the demons by become immediately incensed, cause a big scene, and
themselves, but four braver guards can be convinced to start cursing the offending character in Infernal (see
join the fight with a successful DC 15 Charisma (Persua- the Roleplaying Theil sidebar). On a successful DC 12
sion or Intimidation) check (made with advantage if the Intelligence (History) check, the characters can recog-
fight seems to go well). nize that this is the same language the bearded devil in
If the characters defeat this threat quickly (i.e. in three the road was speaking; should their check succeed by 3
rounds of combat or less), Cirria will take careful note or more, give them a hint that the Secret Note the party
and be less inclined to fight them during the showdown. may have recovered from Simon Shoehorn’s corpse after
Any Charisma (Persuasion or their encounter in Devils on the Road! might be written
Intimidation) checks made in that same language. Theil is the only party guest who
against her to convince speaks Infernal (apart from Cirria).
her to stop fighting The character with the same outfit will have to come
are made at ad- up with a creative solution to this social problem or expe-
vantage during rience that many party goers will be rather cold to them.
the show- For the rest of the evening they share Theil’s annoyance,
down. giving the player in the identical outfit disadvantage
on any Charisma checks made to interact socially with
other guests for the remainder of the feast. Should the
character be able to appease Theil, however, they be-
come quite cordial and are willing to translate the Secret
Note for them.

Advances from a Socialite


An attractive and well-dressed socialite, Kim Kao (NG
Shou human, he/him), becomes infatuated with one of
the characters and asks for a dance. The dance is not
necessarily familiar to the character, and they must suc-
ceed on a DC 13 Intelligence (History) check to recog-
nize it, or on a DC 13 Charisma (Performance) check to
Maw Demon emulate it correctly. Allow them to attempt both checks.
Medium fiend (demon), chaotic evil Should the checks to make it through the dance suc-
cessfully fail by 5 or more, Kim will become disabused
Armor Class 13 (natural armor) with the character, loses all interest, and tells tales about
Hit Points 33 (6d8 + 6) the offending character to get back at them for embar-
Speed 30 ft. rassing him. The character targeted by Kim has disad-
vantage on all Charisma checks made to interact socially
STR DEX CON INT WIS CHA with other party guests for the rest of the night.
14 (+2) 8 (-1) 13 (+1) 5 (-3) 8 (-1) 5 (-3) If the character
makes it through the
dance successfully, on Kim Kao: Pan/Ace
Damage Resistances cold, fire, lightning in Kimʼs
the other hand, Kim There is nothing sexual
Damage Immunities poison
he is ase xua l. He doesnʼt
Condition Immunities charmed, frightened, poisoned will become even more advances –
r in his flirt-
Senses darkvision 60 ft. attached. Kim’s favor care about sex or gende
panroman-
Languages understands Abyssal but can’t speak will earn the character ing, however, since he is
exp lain this if
Challenge 1 (200 XP) a lot of recognition from tic. He will cheerfully
exp res ses doubt.
the other party guests his current interest
Rampage. When it reduces a creature to 0 hit points with a due to the Kim’s status
melee attack on its turn, the maw demon can take a bonus in high society, giving
action to move up to half its speed and make a bite attack. them advantage on all Charisma checks made to interact
Actions socially while in the presence of Kim. At the same time,
Kim might become a bit of a liability if it comes to more
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. clandestine matters – any Dexterity (Stealth) checks are
Hit: 11 (2d8 + 2) piercing damage.
made with disadvantage while in the presence of Kim.

29
Theil Roleplaying Theil,
Tiefling (they/them), neutral good a Socialite
uld
and street urchin and wo
Theil grew up an orphan gai ned a leg -up to high
Armor Class 11 they had n’t
likely have died there if of dec ept ion.
Hit Points 11 (2d8 + 2) and a healthy dose
society through chance t of dev il-w ors hip pers
Speed 30 ft. up by a cul
They were one day picked birthmark
the chosen one due to a
who thought they were w up in that
of their horns. Theil gre
STR DEX CON INT WIS CHA around the base of one ate ly bro ke free of
tions, but ultim
8 (-1) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 16 (+3) cult and gained connec an orp han age tha t rescues
sponsor
its influence. They now ary in equal
is cheery and world-we
Skills History +3, Insight +4, Performance +7, Persuasion +7 other cult victims. Theil on – the y are still
tive of their positi
Senses Darkvision passive Perception 12 measure, but very protec in.
captured aga
Languages Common, Infernal, Elvish, Goblin afraid of one day being g at?”
Quote : “W ho sol d you that! What are you playin
Challenge 1/8 (25 XP)

Peck on the Cheek (1/day). The socialite bestows their favor


and grants a friendly character 1d4 + 3 temporary hit points.
Innate Spellcasting. The socialiteʼs spellcasting ability is Kim Kao
Charisma (spell save DC 13). They can innately cast the vicious (she/her), neutral good
mockery cantrip, at will.
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30 ft.

Roleplaying Kim Kao,


a Socialite STR DEX CON INT WIS CHA
society 8 (-1) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 16 (+3)
ted socialite in the high
Kim Kao is a well-connec soc ial int era ctio n into an
refined
of Baldur’s Gate. He has a gift to the Skills History +3, Insight +4, Performance +7, Persuasion +7
ctice of it as much as
artform and sees his pra uin ely wa nts Senses Darkvision passive Perception 12
ng or play. He gen
world as any great painti he alte rs his per for mance Languages Common, Elvish, Gnomish, Dwarvish
pany, and
people to enjoy his com is a great
ticularly likes to flirt and Challenge 1/8 (25 XP)
to fit the audience. He par of som e of his
ld disappointment
romantic, but to the mi go fur the r tha n a kiss
would never Peck on the Cheek (1/day). The socialite bestows their favor
peers he is asexual and it en
wh
social graces, he abhors and grants a friendly character 1d4 + 3 temporary hit points.
on the cheek. For all his e to him.
advances or are rud
people outright reject his n’t you a spe cia l specimen! Innate Spellcasting. The socialiteʼs spellcasting ability is
Quote: “My, my, my – are Charisma (spell save DC 13). They can innately cast the vicious
Care for a dance?” mockery cantrip, at will.

30
The Prophecy Machine
As the group passes
Spicing It Up!
Wow, They Really Stru The drinks and food at
ggle... one of the alcoves in the
Exploration. This eve walls of the great hall, the feast have been lib- Consent ans Safety
ning encoun- fortable
ter can ser as a safety me
asure for an overly enthusiastic erally laced with mild Not everyone may be com
nks an d ma nipulated
groups who are really str female voice crackling stimulants and hallu- with spiked dri
uggling to . Th ese me cha nics could
find anything that intere
sts them or with static like a 1940s cinogens by Martilla, player agency
le date rape
are completely lost in the
ir investiga- radio host calls out to the cook Cirria has even elicit uncomfortab
s with your
tion. Avoid giving hints
your group them: “Hahaha – a new hired for the occasion associations. Address thi
would likely find by thems set of guests who want to (see area R8. Kitchen) players before play!
elves! A
deus ex machina hint like know their future! Excel- and the alcoholic bev-
procured
from this encounter is typ lent, excellent – sit right erages have their usual
ically less
fun than uncovering som down and let’s play! Your kick just on their own. Here are some rules for how to
ething
yourself. prophecy awaits!” incorporate this into your game!
The voice seems to em-
anate from a weird con- Make Your Games Better!
traption consisting of a glass ball with soothingly arcing DMs Guild provides a plethora of supplements that can
electricity inside it on a table with attached seats and le- improve your games. Here are some suggestions that can
vers, buttons and gaming implements such as cards and help with booze, feasting and drug use!
figurines on a board. There is a brass plaque attached • Fear and Loathing in Faerûn by Kian S. Bergstrom
with an engraving: “The Prophecy Machine – Dimspark • The Hungover Adventure Guide by Ashley May
the Unlikely, Gnome Artificer”. There are no instructions • Festivals, Feasts & Fairs by Ashley May
and the voice line just repeats if the machine is queried.
Run this as a group skill challenge that involves each
of your players and ask for one check per player. Almost Euphoria Spices
any skill they can justify applies: Charisma (Perfor-
mance) if they play with the cards or figurines (proficien- Whenever a character consumes a portion of food that
cy in gaming sets applies), Strength (Athletics) if they is offered at the feast, roll a d20 and consult the Eupho-
want to pull a lever, Intelligence (Arcana) if they want to ria Effects table for the possible effect. Next, have the
figure out the buttons and dials, etc. A check counts as a character roll a DC 11 Constitution saving throw. On a
success when it passes a failure, the spice (if any) produces the associated eupho-
Skill Challenge: Quick DC of 15. The prophecy ria effect. The spice takes effect after 1d4 minutes and
Rules machine lights up and lasts for another 1d4 minutes after that.
The players work togeth
er towards a a husky and booming Characters can only be affected by one euphoria spice
common goal. They anno
unce what male voice speaks: “Ask, at the same time, unless the spice effect specifies oth-
they wish to do to get the
re and the and I shall answer!”. The erwise. Once a character gains a euphoria effect, hand
DM assigns checks and
DCs. The DM group gains the benefits them the associated Euphoria Handout from the Player
improvises complication
s, oppor- of a commune spell once Handouts.
tunities and conflicts ari
sing from they complete the skill Determining if a particular food is spiced requires a
the playersʼ actions. A ski
ll challenge challenge. However, the successful DC 11 Wisdom (Medicine) check. Characters
ends when the goal is ach
ieved or number of questions can learn the effect of a particular drink or food ahead of
after three failures. consuming it by observing guests who ate from the same
they can ask depends on
how well the skill chal- plate or drank from the same pitcher after succeeding on
lenge went: at least one a DC 15 Wisdom (Insight) check. If the characters have
question no matter how well they do, two questions the not yet experienced the effect themselves, give a vague
number of successes equals or exceeds the number of description.
players divided by three (rounded up), three questions if
the number of successes equals or exceeds the number
of players divided by two (rounded up). Answers (yes/no)
are dispensed on paper strips from a slit.
The prophecy machine has exactly as many seats as
the size of your group of players and breaks after the first
round with a burst of static, the smell of burnt wires and
a small plume of smoke.

31
Euphoria Effects
d20 Spice Effect
Goodberry “Iʼve never felt better!” – You gain 2d6 temporary hit points. This effect has no expiration timer and the
1 Seeds temporary hit points remain until you finish a short rest.
Trumpet Tree “Wow, this stuff is inspiring!” – You gain a d10 die, which you can expend to add the roll to one attack roll,
2 Bark ability check or saving throw.
Awakened “Did you hear what those birds just called us!?” – You gain the benefits of a speak with animals spell, which
3 Toad Slime means that you can communicate with beasts (to the extent of their intelligence and knowledge).
Blessed Wafer “I can do anything! We can do anything! Let’s go and do the thing!” – You gain the benefits of a bless spell
4 Crumbs (add 1d4 to any attack roll or saving throw).
Yellow Clay “tlhIngan Hol vIjatlhbeʼ – nuq vIghel SoH?” – You can read and understand all languages but you randomly
5 Dust switch between all known languages when speaking, rendering you incomprehensible.
Plucked Kenku “I feel so light!” – You gain the benefits of a feather fall spell, descending gently at 60 feet per round from any
6 Feather fall and landing gently. The spellʼs effects lasts until this euphoria effect has worn off.
Red Coral “Whooh! This was refreshing!” – You gain the benefits of a short rest and recover one spell slot of up to 2nd
7 Sand level.
Essence of “Yeah, but have you heard this one before!?” – Your dad jokes really are no joke tonight. You can cast the
8 Cherry Tart Tashaʼs hideous laughter spell at will (but still only concentrate on one spell at a time).
Giant Bee “An excellent point, well made – but have you considered...?” – You gain the benefits of a glibness spell, which
9 Honey means that you cannot roll lower than a 15 on any Charisma check.
Owlbear Fur “This stuff is really morish!” – You can be affected by two euphoria effects at the same time. In addition, you
10 Clippings can chose to fail a Constitution saving throw against euphoria effects at will.
11-20 no spice no effect

Alcohol and Getting Drunk


Whenever a character consumes an alcoholic beverage,
have them roll a DC 10 Constitution saving throw. On
a failure, they gain one level in drunkenness. Consult
the Intoxication table to determine the effect. When a
creature gains another level in drunkenness, the effects
of that level override the effects of previous levels – they
are not cumulative! For every hour that passes without a
failed Constitution saving throw on drinking, the drunk-
enness level reduced by one.
A lesser restoration spell or similar magic removes all
levels of intoxication.
Intoxication
Level Consequence
You have advantage on Charisma saving throws and
1 saving throws against being frightened.
You have advantage on saving throws against being
2 frightened and ignore up to two levels of exhaustion.
You have disadvantage on Dexterity, Intelligence and
3 Wisdom checks.
You are considered poisoned but take half damage
4 from failed Dexterity saving throws.
You are considered poisoned and have to succeed on
5 a DC 15 Dexterity save or fall prone when you move.
You are incapacitated. You awaken 2d4 hours later,
6 with no memory of the night.

32
The Red Larch

T
he Red Larch lies deep in the woods of
the countryside and is the stage for the
R1. Courtyard
main chapter of this adventure. The char- Whenever your players enter a new area, you can read
acters may attempt to explore part or all this description of the area to them, or paraphrase the
of it, or they may stick to the main area of essential information:
the feast (R7. Great Hall) and the areas
Countess Nadyia Silmerhelve (see below)
As you move past the open gates into the courtyard, you
directs them to (R18. The Redwood’s Private Cham- see the courtyard littered with carriages and horses –
bers). But no matter where the group decides to go, you dozens are lined up against the walls, later arrivals have
will find some basic guidance here for how to present apparently been left wherever there was space. Only a
each room. Some rooms hold additional clues for the narrow corridor is left open leading toward the main
party, some present optional challenges, and some are entrance, where a small line is awaiting admission by the
absolutely vital to the adventure. To give you some orien- majordomo. Servants move between the parked vehicles
tation and make sure you won’t miss something impor- or are tending the horses.
tant, the box General Features: The Red Larch presents
an overview of the features and challenges the group Should the characters show an interest in the servants of
may encounter throughout the estate. the guests who are tending their masters’ and mistress-
es’ coaches and horses, a successful Wisdom (Insight):

Area Descriptions • DC 6: they are in a good mood, some carry bottles of


booze or nibble on morsels of food
The rest of this chapter provides detailed descriptions of • DC 10: most seem somewhat inebriated
each area, including read-aloud text and notes on how to • DC 14: their inspection of the coaches and horses
tie each area to the adventure. seems cursory at best; they seem to be eager to get
back to being somewhere more fun

33
General Features: The Red Larch
Your players should pass the following overworked and have little patience impose a mechanical effect (see table
checkpoints during the night at the feast: for much else, especially should the Euphoria Effects) or have this be a pure
• Guests. Guests in various states of characters invade the kitchen (area roleplaying challenge – check with your
inebriation move in areas R3, R4, R5, R8). Most of the servants also feel like players if they are comfortable with such
R7, R9, R10 and R14. They generally they are missing out on the great feast, mechanics before you do this! If a player
are happy to just get on with the party. however, and some have found ways to plays out the euphoria effect, award
If the characters engage any of them entertain themselves between duties them with Inspiration.
specifically, feel free to utilize either your (see areas R2 and R12). • Evening Encounters. Evening encounters
own prowess of improvisation or use • Drinks and Food. Cirria has arranged can occur anywhere in the populated
one of the social encounters outlined in for all the food at the party to be laced party areas R3, R4, R5, R7, R9, R10 and
chapter Evening Encounters. with mild hallucinogens and stimulants, R14. These can be used to spice up the
• Guards. The guards are well-trained to promote a freer flow of emotions. evening and occur either at the DM’s
and maintain at least a semblance of She specifically hired a party cook discretion or at random. Consult the
discipline. They guard areas R10 and specializing in such spices (see R8). chapter Evening Encounters for further
R15 but are also present in the main Anyone who partakes must succeed on guidance and information.
feast hall (area R7). The feast hall is so a DC 11 Constitution saving throw each • Doors and Windows. Doors and windows
crowded, however, that they are unlikely time they imbibe a glass of drink or are unlocked, unless the description of
to notice much underhand activity. portion of food. On a failed save, they an area in chapter The Red Larch states
• Servants. Most of the servants present gain a random euphoria effect (see table otherwise. Windows are locked from the
are hired for the event and not regular Euphoria and the Euphoria Handouts inside and require a successful DC 12
staff. They all are generally helpful in the Player Handouts). A character Strength (Athletics) check to break or
with everything concerning serving the can only be affected by one euphoria a successful DC 16 Dexterity (Thieves’
guests in areas R4 and R7, but they are effect at a time. You can choose to Tools) check to unhinge.

R2. Stables and Coach House Colorful open tents dot the grounds, the carefully
manicured grass ruined by dozens of pairs of feet passing
The stables reek of manure. Softly neighing horses are back and forth throughout the whole night. Torches
penned in tightly, and two stable hands are unconscious light the ways between the tents while the edges of the
on a pile of straw at the far end of the corridor, half-empty gardens lie in darkness. Liveried attendants, apparently
bottles still in hand. serving several different noble houses, mingle with more
irregularly dressed valets, drivers and other servants – all
enjoying drink and food.
The stables and coach house are completely jammed
tonight, and most coaches and horses are out in the
courtyard. The torches shed
The stable hands can be awoken with a successful DC bright light in a 10-foot The Only Way Is Up!
overed walls
13 Wisdom (Medicine) check but have no useful informa- radius and dim light for Exploration. The vine-c
scaled with a
tion. an additional 10 feet. of the Red Larch can be
(Athletics)
Rimvark secures a place for Count Airthuim’s horse They are mainly placed successful DC 12 Strength
d by the
and cart here, no matter how crowded it already is, and around area R4 and check. To do this unnotice
req uir es some
then takes a nap inside the coach. If the characters in- along a path leading guests in the gardens
d a suc cessful
vestigate further and open his coach, he awakens if their there from area R1 (see sort of distraction an
(St eal th) che ck.
Dexterity (Stealth) check is below his passive Percep- Map of Red Larch). Any- DC 12 Dexterity
tion. He is unwilling to assist them with anything unless one sneaking in the dark
Airthuim commands it or is in acute danger. areas of the gardens
(behind R8, R9, and R11,
see Map of Red Larch)
R3. Gardens must succeed on a DC
The garden area has been set aside for the less reputa- 10 Dexterity (Stealth)
ble guests of the party, mainly attendants to the noble check or be detect-
guests but also any commoners living in the surrounding ed and roped into
villages and drawn here by the throng of carriages. Cirria the celebration by
purposefully instructed the guards to not turn anyone drunken servants
away – nobles can be quite reserved and controlled, even and commoners.
with the encouragement she provides (see Euphoria
sidebar in Evening Encounters).

34
R4. Atrium R7. Great Hall
The party has spilled from the main feast hall into the This is where most social interactions and a good deal
atrium, where the more noble guests mingle with the of investigation and evening encounters are likely to take
commoners for whom the tents in the gardens have been place, so make sure to flesh out this area particularly
set up. well with flavor descriptions (see Sensory Perceptions:
Great Hall sidebar).
A walkway with a roof held up by wooden columns
surrounds a rectangular pond. Golden and red fish big as As you finally walk into the great hall, the noise and sights
a halfling drift in the water, which they have to share with of the feast wash over you. People dance and mingle, as
a couple of drunken guests tonight. Tables with food and waiters weave through the crowds with tempting treats
drink are set up throughout the walkway and illuminated and refreshments. Jugglers and mimes perform while
by candles. Noble and common folk seem to mingle here. two air genasi acrobats are jumping between gossamer
ribbons above their heads. Music and songs from bands
and bards flow into each other, and everywhere you look
R5. Entrance hall people are dancing, laughing and enjoying the festivities.

This is likely the first area of Red Larch the characters


will enter, after passing through the courtyard. The The events of the chapters Cirria Holds Court and Nady-
events of the chapter Invitations, Please! occur mainly in ia Is Bored by default occur mainly in this area.
this area. This is where most of the entertainment of the night is
centered. Food and drinks line the walls on sturdy tables
or are distributed by waiters and waitresses making
As you approach the entrance, you enter a line of a dozen rounds among the guests. Bands play and bards sing, en-
or so recently arrived guests. They are dressed for show,
tertainers and performers of all sorts move through the
chatting excitedly about the feast ahead and the gifts they
crowds as people dance in the center of the room or min-
brought. A majordomo is checking invitations.
gle in the alcoves cut into the walls. As the group enters
this crowded space, have them make a Wisdom (Per-
ception) check on which passive Perception cannot be
R6. Cloak Room substituted due to the overwhelming amount of sensory
The characters are not expected to relinquish their input, revealing the following on meeting these DCs:
weapons, armor or spell components, but Johan offers
the use of the cloak room to them and reacts somewhat • DC 8: a nobly dressed female elf and male human
snobbish if they choose to keep their travel-stained attire. sit on an elevated dais opposite the main entrance –
this must be the Redwoods!
• DC 10: waiters are weaving amongst the guests with
The guard in front of this small open side room looks at food and drink, but there is also a bar set up to one
you sourly and asks: “anything to drop off?” The guard
side and the party also seems to have spilled out into
then glances into the over-stuffed room, from which
an atrium
travel cloaks, coats, hats and any other kind of imaginable
outwear all but spill out over the guard’s head.
• DC 12: the guests of the party
seem very excited, almost
heady – occasional shout-
The guard posted here is on relatively high alert, the ing rises over the gen-
constant stream of guests keeping them busy. Sneaking eral party noise from
into the cloak room through the door is only possible if the atrium, groups of
the guard is distracted or incapacitated and even then,
only goes unnoticed after a successful DC 17 Dexterity
(Stealth) check due to the constant stream of guests
moving back and forth in the entrance hall (area R5).
Sneaking into the
cloak room through the
Playing the Pillars window unnoticed re-
Exploration. Rummagi quires a successful DC
ng through
the cloak room yields an 12 Dexterity (Stealth)
y outfit the
characters desire on a suc check after the window
cessful DC
13 Intelligence (Investig is unlocked (see General
ation) check.
If they are thinking about Features: Red Larch
a disguise,
they can realize this roo sidebar).
m would be
helpful with a successfu
l DC 10 Wis-
dom check.

35
drunkards stagger about, couples (and some groups)
are passionately entwined in little nooks set into the
R8. Kitchen
walls The kitchen is operated almost exclusively by hired staff
• DC 16: if the characters arrive here without the help tonight, headed by the halfling chef Martilla (CN halfling
of Count Airthuim, they notice him by his sparkly spice slinger, he/him; see Roleplaying Martilla sidebar).
and condescending laughter, sipping a sparkly drink Cirria found hired Martilla despite his questionable
from a tall crystal glass and idly chatting with some reputation – or rather, precisely because of it! Martilla’s is
other nobles fond of including some special ingredients in his reci-
• DC 17: a young noble woman apparently happily pes... For further information, see the Euphoria Spice
chatting with two other finely dressed women is section in chapter Evening Encounters.
shooting the characters sideways glances (this is When the characters enter the kitchen, read or para-
Countess Nadyia Silmerhelve, see chapter Nadya Is phrase the following:
Bored)
The kitchen is in a frenzy, with a tiny-framed halfling in
Cirria, the CN succubus (she/her) in disguise as Lady a cook’s hat taller than himself balancing on a stack of
Kaera, is holding court on the dais at the far end of the plates while shouting orders. The three or four kitchen
hall. She is with Baron Bertrand (LG Illuskan human staff rush between pans, the sink, the oven and a table
noble, he/him). When the characters are led to them by where servants pick up plates. It seems inconceivable that
Johan, go to the scene Cirria Holds Court. this kitchen, well stocked as it seems, is able to churn out
the stream of delicacies consumed by the feast.
Sensory Perceptions:
Great Hall
These are the prevailing Martilla,
sensations in the area: The Chef
• Smells. Pastries, roast pork, y of
e halfling culinary dynast
mead, wine, beer, and all other Martilla comes from a tru rtil laʼs own
ations were high. Ma
manner of delicacies. master chefs, and expect for tun ate ly tale nt
n these, but un
• Sounds. Musicians playing, aspirations exceeded eve n in his cas e. He wa s
a generatio
bards singing, people cheering seems to have skipped taste.
od d on e ou t – scrawny and no sense for
and laughing, plates clattering. always the ate ma gic al
nts however: an inn
• Sensations. A warm and merry He discovered other tale If the y did nʼt like his
hemy.
atmosphere, almost giddy. ability and a knack for alc mi ght cha nge that...
red ien ts
recipes, a few special ing
re recipes!”
Quote: “Hah! I never sha

Spellcasting. This spice slinger is a 3rd-level spellcaster. Their


Martilla spellcasting ability is Charisma (spell save DC 12, +4 to hit
Halfling (he/him), chaotic neutral with spell attacks). They have the following sorcerer spells
prepared:
Armor Class 11 (leather armor)
Cantrips (at will): acid splash, mending, prestidigitation,
Hit Points 49 (9d6 + 18)
shape water
Speed 25 ft.
1st level (4 slots): color spray, ice knife, ray of sickness
2nd level (2 slots): hold person, warding wind
STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 15 (+2) Actions
Multiattack. The spice slinger makes two attacks, one with
Skills Cookʼs Utensils +2 their kitchen knife and one with their spice bag.
Senses passive Perception 10 Kitchen Knife. Melee or Ranged Weapon Attack: +3 to hit, reach
Languages Common, Halfling 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 1) piercing
Challenge 3 (700 XP) damage.

Lucky. When this halfling spice slinger rolls a 1 on an attack Spice Bag. Ranged Spell Attack: +4 to hit, reach 20 ft.,
roll, ability check, or saving throw, they can reroll the die and one target. The spice slinger flings a pinch of spices at a
must use the new roll. creature that it can see within range. On a hit, the creature
has to make a DC 12 Constitution saving throw or become
Brave. This halfling spice slinger has advantage on saving incapacitated with a violent sneezing fit until the end of its
throws against being frightened. next turn.
Halfling Nimbleness. This halfling spice slinger can move
through the space of any creature that is of a size larger than
them.

36
All imaginable kinds of ingredi-
ents and spices can be found
R10. Downstairs Hallway
in this kitchen but finding This is the most likely path the characters can take to
something specific in the area R.18 The Redwoods’ Private Chambers on the
the chaos requires upper floor.
a successful DC 14
Intelligence (In-
This hallway connects the great hall with the other
vestigation) check; rooms on the ground floor leading off of it. A staircase
characters proficient leads upstairs, which is blocked by two Redwood guards
with cook’s utensils standing at attention.
make this check with
advantage.
Stealing something from or moving through the The hallway is busy most of the time, as guests pass to
kitchen requires a contested Initiative check between the the rest rooms at one end and servants hurry between
character doing the stealing and Martilla, the chef, who hall and kitchen at the other end. If characters attempt
attempts a spell like hold person, color spray or ward- to pass through it undetected, they can attempt a DC
ing wind or an attack with his Spice Bag ability while 12 Wisdom (Perception) check to wait for an opportune
remaining on his tower of dishes. moment where the hallway is deserted, or
they can attempt a DC 15 Dexteri-
ty (Stealth) check. The two guards
R9. Rest Rooms will always notice someone
Everyone has to step out sometime approaching the staircase unless
for one reason or another during a invisible.
feast such as this one... If the characters interact with
one of the guards, you can use
Guy (LG Illuskan human guard
As you approach the entrance, you enter captain, he/him), the captain of
a line of a dozen or so recently arrived
the Redwoods’ private guard (see
guests. They are dressed for show, chatting
the Roleplaying Guy sidebar).
excitedly about the feast ahead and the gifts
they brought. A majordomo is checking
invitations.

The floor here is slippery


(~ewww~) – any creature dashing
in this area must succeed on a
DC 12 Dexterity saving throw or
fall prone. The stalls here are one
of the few areas on the ground
Guard Captain Guy
Illuskan human guard captain (he/him), lawful good
floor of Red Larch where charac-
ters can be momentarily out of
Armor Class 17 (chain shirt, shield)
sight. If your players are looking
Hit Points 45 (7d8 + 14)
for just such a spot and don’t
Speed 30 ft.
realize this possibility on their
own, you can have their character
make a DC 10 Intelligence check STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
to realize this.

Skills Perception +3
Roleplaying Guy, Senses darkvision 60 ft., passive Perception 13
the Guard Captain Languages Common
Larch. He
as guard captain of Red
Guy is in over his head de it to his po sition,
Challenge 2 (450 XP)
he ever ma
doesn’t even know how cat ion and the ass umption
h mo rtifi
which he discharges wit rec t, bu t Actions
. He is usually cor
that the worst will happen thi ngs , ine xpl icably
out on top of Multiattack. The captain makes two melee attacks with their
somehow always comes his lot wit h the
He bea rs longsword.
– most of all, to himself. never-
ed bu t pai ned sto icis m of the ever-lucky but
practic Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
comprehending. target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
is something, isn’t it? I’m
Quote: “This feast really slashing damage if used with two hands (AC reduced by 2
aster.”
sure it will all end in dis when wielding with two hands due to no shield).

37
Map of the
Red Larch
(Ground R3
Level)
R4

R9
to
R14

R6

R1
R5 R7 R10 R11

to
to R12/13
R14

R8
1 square
= 5 feet

R2

38
R11. Library
The library is an oasis of quiet in the loud and rambunc-
tious party:

You enter an oasis of relative quiet, shelves filled with


books seeming to break and muffle the sounds of the
party. You seem to be completely alone. There must be
hundreds of books here. Scanning the bindings, you see
a variety of titles ranging from plays and art folios to
scholarly texts and magic almanacs. A small round table
with two upholstered armchairs is placed invitingly by the
fireplace.

This library is well-stocked with plays, scholarly texts, art


folios and magic almanacs, albeit somewhat behind the
curve. The characters can uncover the following informa-
tion with a successful Intelligence (Investigation) check: The cool wine cellar appears to have been emptied almost
to the last bottle. There are a few barrels left stacked at
• DC 12: a dictionary for Infernal with a code table; the far wall, and a couple of dusty bottles in a rack by the
translating and decoding the Secret Note (or any door. Two servants are leaning against the stack of barrels,
other text of comparable length written in Infernal) entwined in an embrace.
using the dictionary requires a further successful
DC 16 Intelligence check or 10 minutes of time The two servants making out here do not notice anyone
• DC 16: a tome entitled “Devils and Dealings”, listing unless someone enters the room or makes significant
different kinds of lesser devils and their roles as noise outside. To sneak into the room unnoticed, charac-
emissaries, contractors or enforcers; a description ters have to succeed on a DC 5 Dexterity (Stealth) check.
of the bearded devil is mentioned here, describing it There are six bottles of particularly fine vintage left
as an enforcer; the book also describes the succubus that can be identified with a successful DC 16 Intelli-
and incubus as cunning agents of the Nine Hells gence (Investigation) check; characters proficient with
brewer’s supplies make this check with advantage. Each
R12. Wine Cellar of these bottles is worth 30 gp.

The wine cellar has become a refuge for servants who R13. Cellar
preferred to spend the evening more enjoyably when
they saw an opportunity to shirk their duties when they The cellars are mostly deserted today, with everything
can – and they may also have had a nibble too much of that is necessary for the feast having already been
Martilla’s snacks: brought up.

The cellar is cool and


covered in cobwebs. It is
vast but has been emptied
to almost the last sack and
barrel. Two sad looking
but inordinately large rats
paw a dry bread crust.

On a successful DC 12
Intelligence (Investigation)
check, the characters can
find the wiped away remains
of several chalk circles
throughout the cellar, each
surrounded by a few drops
of black candle wax. The
rats seem to be keeping
away from those.
The two giant rats are
Smirk and Smudge (see

39
Smirk and Smudge
Giant rats (both he/him), true neutral

Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 11 (+0) 6 (-2) 10 (+0) 6 (-2) Roleplaying Smirk an
d Smudge,
the Giant Rats
Smirk and Smudge are
Senses darkvision 60 ft., passive Perception 10 siblings, born and raised
cellars, stables, and gro in the
Languages understand Common but can’t speak unds of Red Larch. With
boldness and Smudge’s Smirk’s
Challenge 1/8 (25 XP) smarts, there is no ham
well enough to not end secured
up as their dinner. The on
that sometimes spoils the ly thing
Keen Smell. The rat has advantage on Wisdom (Perception) ir plans is their own squ
and a decided lack of am abbling
checks that rely on smell. bition beyond their next
a good practical joke. Th meal and
e two have proven far too
Pack Tactics. The rat has advantage on an attack roll against to catch or kill and have clever
earned the respect of mo
a creature if at least one of the ratʼs allies is within 5 ft. of the the servants of the estate st of
. Some even consider Sm
creature and the ally isnʼt incapacitated. Smudge mascots of Red irk and
Larch and enjoy the wh
which they elude captur imsy with
Actions e.
Quote: “What shall we do
today, Smudge? – Same
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. as every day, Smirk! Try
to take over Red Larch.”
Hit: (1d4 + 2) piercing damage.

the Roleplaying Smirk R14. Balcony


Playing the Pillars and Smudge sidebar),
Exploration. There is who have lived here all This area is accessible via two wooden staircases in area
a Euphoria
Spice effect that allows their lives. They can be R7. Great Hall.
characters to
speak with animals. Consi convinced to divulge the
der pro-
viding this to a group tha following information A wooden balcony runs around the great hall on the upper
t does not
inherently posses this abi
lity. with a morsel of food story, held by fine redwood pillars depicting hunting
and a successful DC 8 scenes carved into them.
Wisdom (Animal Han-
dling) check if anyone can speak with animals: a beauti- It is possible to reach the ribbons of the two dancing
ful new maid arrived a few weeks ago and then vanished air genasi acrobats from the balcony, requiring a long
one day. Before she vanished, they saw her come to the jump of at least 10 feet and a successful DC 14 Dexterity
cellar several times, change her appearance into that of (Acrobatics) check. Should the check fail, the character
several other humans, and slip into clothes to disguise falls 20 feet.
herself. During the maid’s visits they also witnessed her
drawing circles of chalk in the cellar and lighting five
candles around it. Always they saw the candles flicker
out and the maid leaving in frustration. This was Cirria
trying, and failing, to get a message to hell to contact
Glasya and alert her to the ritual about to take place and
failing – this is why she ultimately sent the Secret Note
to Duke Vanthampur; Smirk and Smudge are unaware
of this.

40
R15. Upstairs Hallway
Whether the characters arrive here from area R10.
Downstairs Hallway or through a window on the upper
floor, they likely have to pass through this area:

Two guards are stationed in this hallway, currently facing


away from you and handing a bottle back and forth as they
throw some dice with each other. There is a window at the
hallway’s end opposite to the stairs to the ground level.
Three doors lead off this hallway, a large double-winged
one opposite two standard ones on the other wall.

This is typically the final road block the characters


encounter before they can access area R18. The Red-
wood’s Private Chambers (unless they manage to climb
the facade to get directly to the windows of that room
unnoticed). Unless they have devised a viable solution
to circumvent this, e.g. by defeating the maw demons The amber liquid is strong dwarven liquor worth 50 gp.
and earning a favor from Guy or Johan (see Summoned Any creature taking a sip from this must succeed on a
Demons in Evening Encounters), make this a challenge! DC 13 Constitution saving throw or become poisoned
This can come in the form of a distraction, combat or a for one hour; dwarves are immune to this effect and
social encounter. instead regain 2d4 hit points when they succeed on the
saving throw.
The wooden box has a pin-up devil with smoldering
Guard eyes painted on it and contains 3d6 cigars, each worth
5 gp, of the brand “Smoking Succubus” – produced by a
Medium humanoid (any race and pronouns), any alignment
company based in Elturel and run by a family of tieflings,
as anyone can recall with a successful DC 10 Intelli-
Armor Class 16 (chain shirt, shield)
gence (History) check (made with advantage by anyone
Hit Points 11 (2d8 + 2)
Speed 30 ft. proficient in any type of gaming set). If the check suc-
ceeds by 5 or more, the character also recalls that this
particular brand is regarded as highly toxic to anyone
STR DEX CON INT WIS CHA
who does not have an infernal constitution. If anyone
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
who is not a tiefling or a fiend (demon or devil) takes a
puff from one of these cigars, they must succeed on a DC
Skills Perception +2
14 Constitution saving throw or become poisoned for
Senses passive Perception 12
one hour. While poisoned in this way, the creature has
Languages Common
difficulty breathing properly and must succeed on a DC
Challenge 1/8 (25 XP)
11 Constitution saving throw whenever they dash or cast
a spell with verbal components; on a failure, the respec-
Actions tive action is wasted.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or Next to the bottle
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the cigars, there Plot Above All!
lore this
or 5 (1d8 + 1) piercing damage if used with two hands to are a few pages of If your players do not exp
ply pla cing Cirriaʼs
make a melee attack (AC reduced by 2 when wielding with loose paper that are room, consider sim
Lad y Ka era ʼs diary.
two hands due to no shield). covered in Infernal diary notes with
aid to ad jus t ele ments of
script. These are Never be afr
to make the
Cirria’s Diary Excerpts an adventure on the fly
R16. Smoking Room your players!
(see Player Handouts). plot more satisfying for
In contrast to the Secret Plot above all!
This room is where Cirria liked to retire to plot, after Note, these are not
taking over control of the Red Larch: written in a cypher and
easily readable to anyone who speaks Infernal. Cirria
This room is made for comfort – the walls are upholstered knows that nobody at the Red Larch speaks Infernal and
with rich maroon fabric, the head of an owlbear is was not too careful with her personal notes.
mounted above the mantlepiece, with two fine cushioned A DC 12 Intelligence (Investigation) check reveals the
armchairs in front of the fireplace that is crackling slowly. ring of mirrors (see Player Handouts) lodged between
Crystal tumblers and a carafe with amber liquid wait next the cushions of an armchair. Cirria lost it here while hav-
to a wooden box on a finely made redwood side table.
ing a drink and a smoke to steel herself for the party.

41
Checking the Redwoods’ private chambers for clues
R17. Bathroom yields the following on a successful Intelligence (Investi-
This is the Redwood’s private bathroom: gation) check:

• DC 8: one of the tapestries hides another mirror, the


This bathroom is tiled in white marble, a large bathtub
for two rests on golden feet. The washbasin and small only one covered in the room (see area R19)
tables with white towels rest on fine redwood supports. A • DC 10: there is a diary hidden under some make-
Spanish wall separates a quarter of the room. up in one of the vanity cabinet’s drawers (see Lady
Kaera’s Diary Excerpts in the Player Handouts)
• DC 12: Lady Kaera’s ring of disguise among the
R18. The Redwoods’ Private jewelry (used when she had to go out)
• DC 14: a box under the bed can be opened with a
Chambers successful DC 15 Dexterity (Thieves’ Tools) or Ath-
The double doors leading to the Redwoods’ bedchamber letics (Strength) check; it contains a paper with the
are locked. The majordomo Johan, the guard captain command word for the mirror of banishment (see
Guy, Baron Bertrand and Cirria carry one key each. The Player Handouts), kept safe here by Cirria
door can be opened with a successful DC 16 Dexterity
(Thieves’ Tools) check or forced open with a successful R19. Behind the Mirror
DC 15 Strength (Athletics) check. The chamber can also
be entered through a window, requiring a successful DC You can read this description of the area to your players
12 Dexterity (Acrobatics) check to access via a small when they first arrive, or paraphrase the essential infor-
ledge encircling the house from another window on the mation:
upper floor.
You can read this description of the area to your play- Looking into the mirror, you see the Redwoods’
ers when they first arrive, or paraphrase the essential bedchamber as you found it when you entered it, but
information: neither you nor your companions are visible.

The master bedroom is luxuriously furnished with a This mirror of banishment is the enchanted entrance
canopy bed, tapestries, a vanity cabinet, lush carpets, and to a pocket dimension used by Cirria to imprison Lady
dozens of polished wall mirrors. Kaera the banshee. She is aware of the characters in
her former chambers but is at first quietly waiting out of
sight in an armchair, at an angle that is not visible from
outside while she observes the characters.

Incorporeal Movement. The banshee can move through other


Lady Kaera creatures and objects as if they were difficult terrain. She takes
Medium undead (she/her), lawful neutral 5 (1d10) force damage if she ends her turn inside an object.
Actions
Armor Class 12
Hit Points 58 (13d8) Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one
Speed 0 ft., fly 40 ft. (hover) target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60
STR DEX CON INT WIS CHA feet of the banshee that can see her must succeed on a DC
1 (-5) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 27 (+3) 13 Wisdom saving throw or be frightened for 1 minute. A
frightened target can repeat the saving throw at the end of
Saving Throws Wis +3, Cha +5 each of its turns, with disadvantage if the banshee is within
Damage Resistances acid, fire, lightning, thunder; line of sight, ending the effect on itself on a success. If a
bludgeoning, piercing, and slashing from nonmagical attacks target’s saving throw is successful or the effect ends for it, the
Damage Immunities cold, necrotic, poison target is immune to the banshee’s Horrifying Visage for the
Condition Immunities charmed, exhaustion, frightened, next 24 hours.
grappled, paralyzed, petrified, poisoned, prone, restrained
Wail (1/Day). The banshee releases a mournful wail, provided
Senses darkvision 60 ft., passive Perception 11
that she isn’t in sunlight. This wail has no effect on constructs
Languages Common, Elvish
and undead. All other creatures within 30 feet of her that can
Challenge 4 (1,100 XP)
hear her must make a DC 13 Constitution saving throw. On
a failure, a creature drops to 0 hit points. On a success, a
Detect Life. The banshee can magically sense the presence of creature takes 10 (3d6) psychic damage.
creatures up to 5 miles away that aren’t undead or constructs.
She knows the general direction they’re in but not their exact
locations.

42
Any creature that touches the mirror is pulled into the
pocket dimension. Read or paraphrase the following:
Map of the Red Larch
As you touch the mirror, you feel a pull behind your navel
(Upper Level)
and see the mirror’s steely surface ripple like a crystal-clear
pond. In a blink, you are looking at your companions on
the other side of the mirror. The surface of the mirror is Map of the
hard as glass.
Red Larch
This effect cannot be prevented in any way. The mirror is
a one-way gate into the pocket dimension and can only R17 (Cellars)
be exited by speaking
Mirror, Mirror on th the mirror’s com-
e Wall
Exploration. What if eve mand word, casting
ryone gets
trapped in the mirror of the dispel magic spell
In this unfortunate case,
banishment?
have Nadyia
on it or shattering it R13
rescue them. If she is wit (the mirror has an
h the group,
donʼt let her enter the mi AC of 20, 1 hit point,
rror - Nadyia
is too smart for that! If
she is not with a damage threshold
the group, donʼt forget
to have her
of 10, and immuni- R12
taunt them for their foo ty to non-magical
lishness.
piercing, slashing and
bludgeoning damage R15 R16
as well as psychic damage). No sound passes through
the dimensional gateway while it is intact. If the mirror
is destroyed, the frame serves as a permanently open
two-way gateway into and out of the pocket dimension. 1 square
An identify spell cast on the mirror reveals its properties
(see mirror of banishment in the Player Handouts). = 5 feet
Lady Kaera will engage any character who enters her
prison. After they enter and start looking around, read or
paraphrase the following:

A chill creeps over you. Turning around, you see Lady


Kaera sitting in an armchair, staring at you from sunken,
white eyes.
R18
Lady Kaera has revenge on Cirria on her mind and will
enter almost any bargain that will allow her to get this re-
venge. She is aware of all of Cirria’s plans, as Cirria plot-
ted in her former bedchambers and occasionally taunted
her. Cirria knew that this went against the number one
rule for being a villain – never monologue about your
plans to a captive –, but she ultimately doesn’t see herself
as the villain of this piece and needed this demonstration R19
of power as the only form of reassurance available to her.
Lady Kaera does not comment on the obvious fact that
she is a banshee and only vaguely acknowledges this if
the characters bring it up. You can find more guidance
on the interaction with Lady Kaera in the chapter Lady
Kaera Unleashed.
Should the characters leave without investigating the
mirror further, read or paraphrase the following:

As you are about to leave the bedchamber, a chill creeps


over you. Turning back, you see Lady Kaera standing in the
mirror, staring at you from sunken, white eyes.

43
A Night to Remember

T
his adventure can conclude in a variety of tacular display of fireworks. Trigger these either when it
ways, depending on how the characters becomes apparent that combat is about erupt between
act, what they discover, who they side Cirria and Lady Kaera (see Lady Kaera Unleashed),
with, and how the final confrontation when the characters confront Cirria (see Confronting
unfolds. The Finale Under Fireworks Cirria), or when negotiations between Cirria and Lady
sidebar gives an overview and guidance Kaera become serious (see An Uneasy Truce).
on which lead-ins to the finale are most
likely. Precisely as things seem to escalate, a whiz and a whirr
The A Night to Remember sidebar outlines several cut through the tense atmosphere before a multi-colored
likely outcomes of the finale and provides guidance on explosion outside illuminates the room. Glowing sparks
how to play them out. Use this as a basis to improvise descend, and the tension of the evening finally seems
the conclusion of this adventure, should none of the close to release...
proposed endings seem fitting.
The finale of the adventure takes place under a spec-

Finale Under Fireworks


There are many ways that can lead into tried to appease Lady Kaera but failed or this stretches for too long, Lady Kaera
this final chapter of the adventure. Here attacked her, she will take matters into might loose patience and surprise the
are some likely possibilities that you can her own hands and attempt to eliminate group by phasing through a wall or
use as inspiration. her to free Bertrand and then deal with ceiling to attack Cirria, triggering the
• The Succubus Must Die! If the group any other problems with him by her finale Lady Kaera Unleashed.
is sufficiently swayed by Lady Kaeraʼs side. This triggers the finale Lady Kaera • Peace Negotiations. The characters
tale of how Cirria imprisoned and Unleashed. might attempt to negotiate a settlement
impersonated her, they might resolve to • Separate Negotiations. The characters between Lady Kaera and Cirria. This
take her out immediately. This triggers might decide that it would be smarter triggers the finale An Uneasy Truce.
the finale Confronting Cirria. to keep Lady Kaera and Cirria separated
• Off on the Wrong Foot. If the characters and negotiate with them individually. If

44
so she can finally confront her. Depending on their exact
Lady Kaera Unleashed arrangement with Lady Kaera, the characters likely have
a chance to talk to Cirria in private though, before Lady
Lady Kaera’s fury is valid – she was imprisoned and Kaera phases through the wall or ceiling to confront
impersonated by Cirria, after all. She is not closed to Cirria.
reason, however – she will try to gain any additional There is also the possibility that the group fails to
intelligence on Cirria and the feast’s progress she can convince Lady Kaera that they can help her. Out of
before she makes her move. At the same time, she is options, she will then seek a more direct approach.
impatient after weeks of imprisonment. Seething with anger at her imprisonment and imper-
If Lady Kaera is released, she will likely attack Cirria sonation, she uses her incorporeal movement trait to
at the first opportunity unless the characters can some- phase through the floor of her bedchambers (area R18.
how dissuade her from this course of action – ideally by The Redwoods’ Private Chambers) into the main feast
presenting an alternative that seems to have a higher hall (area R7. Great Hall). She gets a surprise round but
probability of success or minimizes collateral casualties avoids using her Wail ability in this public space if she
of a frontal assault of Cirria by Lady Kaera in the main has it available. She does not wish to harm the guests or
hall. This can be accomplished with a good rationale her husband. Any character in area R18. The Redwood’s
followed by a successful DC 18 group Charisma (Per- Private Chambers has to move a total of 150 feet to
suasion) check or a calm emotions spell. The DC of the arrive in area R7. Great Hall.
Charisma (Persuasion) check is lowered by 2 for every Lady Kaera can attempt to break Cirria’s charm effect
good argument the party can make to convince Lady on Baron Bertrand by a contested Charisma (Persua-
Kaera that another course of action might serve her will sion) check with the succubus. Lady Kaera has advan-
better. This may include, among other arguments, the tage on this check, but the attempt can only be made
notion that it would be inadvisable for her to cause con- once.
fusion among her subjects in the feast hall, the assertion Cirria does not attempt her ritual if attacked by Lady
that she will not win a fight against the imposter and her Kaera in her banshee form – she views this as hopeless,
hounds, risk to her husband, risk to her subjects, etc. An- faced with a flying opponent who also happens to terrify
ything that will weigh with Lady Kaera counts as a good her. Instead, she will remain on the ground to draw
argument (see chapter Lady Kaera’s Story). Kaera down, where Baron Bertrand and her two hell
If the group manages to hold back Lady Kaera from hounds can engage.
her rage, they can reason with her and make plans for
how to proceed. They may even be able to convince her
that a negotiated solution might be the best for all par-
ties involved, despite the grave insults Cirria has dealt
Confronting Cirria
her (see chapter An Uneasy Truce). Openly confronting Cirria with any allegations resulting
If the group does not manage to persuade her oth- from the characters’ investigations, whether their conclu-
erwise, Lady Kaera wants to pursue and attack Cirria. sions are correct or not, does not draw any acknowledge-
Lady Karea tries to enlist the characters towards this ment from her. She acts dismissive, as if the characters
goal. She wants them to lure Cirria into a less busy loca- had a little too much wine, and asks them in a good-na-
tion in Red Larch, e.g. the library or the tured manner to go back to the feast and maybe tell that
smoking room, story to one of the bards engaged there – their story
might make for an excellent ballad! A Wisdom (Insight)
check contested by Cirria’s Charisma (Deception) can
reveal that she is attempting to deceive the adventur-
ers, noticeable by a slight nervous tremble around the
corners of her mouth and a nervous glancing about the
room, assessing threats and options.
If the group threatens to expose Cirria, she responds
by suggesting a more private meeting in the library or in
the smoking room upstairs if the group has not already
lured her there in some way. She takes her hell hounds
with her as insurance, and telepathically calls upon the
help of Baron Bertrand, who arrives with two guards
within two rounds, in case things turn violent.
If Cirria is drawn into a violent confrontation, she
orders her hell hounds Brutus and Bruni to defend her,
abandons her disguise by reverting back to her winged
succubus form, and rises into the air. To give her sudden
transformation flair, read or paraphrase the following
(modify this as needed if the confrontation occurs out-
side of the feast hall):

45
A condescending smile curls Cirria’s lip, as she rises from
her chair. With a snap of her fingers, the two hounds at
her feet spring up, flames and smoke suddenly curling
out between their snapping and snarling jaws and lapping
over their fur! Baron Bertrand mechanically rises from his
chair and draws his sword. As you look back to Cirria, you
notice that she keeps rising – having sprouted leathery
wings that carry her aloft, her aged elven features melting
into those of a young and mischievous face, horns
sprouting from her forehead.
She begins to chant, tracing burning and sparking red
glyphs into the air around her with her clawed fingers.

Cirria’s tactic is to immediately attempt a ritual to open a


portal to the Nine Hells. She is not happy about it, as she
is uncertain whether the emotional energy she can draw
upon is sufficient yet, but she also realizes now that she
has misjudged these particular party guests and decides
to go all-in. She rises out of melee reach, hovering in the
middle of the room, above the adventurers, where she
starts chanting in Infernal and drawing glyphs into the
air. The ritual requires her action for three subsequent
turns, and she has to maintain concentration as if con-
centrating on a spell. The ritual can also be interrupted
Not Friends –
with a counterspell spell as if against a level 5 spell.
Should she be interrupted, she changes tactics and at-
Not Enemies
tacks the offender. Should she be interrupted and Baron If Lady Kaera can be convinced to negotiate with Cirria
Bertrand be incapacitated, she attempts to charm the instead of tearing her to shreds, the group may be able to
character that seems most dangerous to her physically. arrange to a truce between the two. While they certainly
If Cirria is reduced to less than 20 hit points, she tries to got off on a very bad footing with each other, their goals
negotiate. are not impossible to align.
Some of the crowd disperses in panic at this scene Cirria wants nothing more than find a way back to the
if this occurs in the great hall, while others cheer and Nine Hells to get revenge on her former mistress Glasya.
treat the display as just This is a very dangerous plan, and she is not entirely
another highlight of comfortable about going through with it. The decision
Playing the Pillars
the party. The guards to travel back to the Nine Hells as quickly as possible
Combat. Cirria cannot use
her are too badly tied up was, in any case, a half-panicked decision by Cirria after
Etherealness trait due to
required to conduct the
the effort by this commotion to she had so badly misjudged the situation at Red Larch
ritual opening intervene effectively and
a gateway back to the Ni and got badly blindsided by the realization that Lady
This means she has no
ne Hells. concentrate on keeping Kaera was a banshee when she caught her red-handed
certain way of the crowd in check. They
escaping, making the com investigating the mirror of banishment (see Adventure
high-stakes for Cirria an
bat more also don’t quite know Background). The whole idea of organizing this party
d more satis- how to intervene – is that to power a portal is little better than a desperate all-in,
fying to the players. the Lady Kaera or not? born of her growing anxiety over her perilous situation of
If the true Lady Kaera barely maintaining control of Baron Bertrand while his
is with the group, in her banshee wife is only contained by the mirror of banish-
banshee form, this will confuse them only further. The ment. She would be happy about a more stable position
commotion caused by these conflicting responses render and a save spot to retreat to while plotting her revenge.
the entire area R7. Great Hall difficult terrain, as fleeing She actually isn’t even sure anymore if revenge is the
or partying guests keep getting in the way. best thing she could do with her life. If a reliable truce
with Lady Kaera can be established to achieve this, she
Adjusting the Encounter would probably be all for it.
Here are some recommendations for adjusting the Kaera, on the other hand, has every intention to regain
encounter with Cirria: her position as the Lady Redwood. Should she have
• Very weak party. Remove the two hell hounds and Bertrand. revealed herself in her banshee form during the night,
• Weak party. Remove the two hell hounds. this will hardly have helped her position. She does also
• Strong party. Add one guard. realize, from her own unfortunate experiences, that her
• Very strong party. Add two guards.
condition will not likely be accepted by the public. She
cares more about her position by the side of her husband

46
A Night to Remember
Depending on how the finale unfolds, Handouts). This ending can be reached In either case, the group receives the
there are several possible conclusions to when the party sides with Lady Kaera to adventure reward A Wink and a Kiss (see
this adventure, some of them coming with defeat Cirria, or if Lady Kaera comes out Player Handouts).
their own reward. The most likely endings on top in a conflict with Cirria where the • Negotiated Settlement. If the party ends
of this adventure are summarized here, group does not actively oppose her. with the group having reconciled Cirria
providing guidance on how to play them • Siding with Cirria. If the party ends with and Lady Kaera, Lady Kaera will continue
out or a basis for improvisation. the group and Cirria on good terms, to rule the Redwood’s lands with Cirria
• Siding with Lady Kaera. If the party ends Cirria will either complete her ritual and as a front for public appearances. This
with the group and Lady Kaera on good return to the Nine Hells (if she is not collaboration, unlikely as it seems at the
terms, Lady Kaera will try to resume interrupted or the group thinks it is a outset of this adventure, is a very stable
her role as ruler of the Redwood’s lands good idea to let her use all those people solution and the group will receive the
and the group receives the adventure in this way) or (more likely) leave Red adventure reward Unlikely Allies (see
reward A Banshee’s Favor (see Player Larch to contemplate another approach. Player Handouts).

than any public adulation, however, and would only be in case their mutual mistrust lingers after the negotia-
too glad about a front woman while she continues to tions go south (i.e. the Persuasion checks above fail). In
pull the strings from behind the scenes – say, perhaps, a that event, you can choose to have Cirria propose such a
shape changer, such as a friendly succubus? Lady Kaera contract – this would be a particularly good option if your
is familiar with prejudice, fear of failure and being os- group of players clearly desires a negotiated outcome
tracized, so she won’t hold Cirria’s nature as a devil and over a battle! Consult the Devil’s Advocate sidebar for
succubus against her now that she has been freed and is more guidance on this option.
back in control. Establishing this truce is a dicey business, however,
The group can attempt to establish such common and the negotiations may erupt into violence after all.
ground between Kaera and Cirria, coaxing out what Should this occur, proceed with the suggestions made in
they are afraid of and desire with successful DC 12 the chapter Lady Kaera Unleashed.
Charisma (Persuasion) or DC 14 Wisdom (Insight)
checks. To convince the two to lay to rest any lingering Make Your Games Better!
resentment and collaborate along those lines, or simi- DMs Guild provides a plethora of supplements that can
lar arrangements, requires another successful DC 18 improve your games. Here is a suggestion for options
Charisma (Persuasion) check. You can lower this DC by of incorporating infernal contracts with devils into your
two for each reasonable argument the group makes that games!
plays into the concerns Lady Kaera and Cirria have, as • Devilʼs Advocate: A Guide to Infernal Contracts by Justice
outlined above. Arman
If it comes to a truce, you can choose to add some
spice by having Cirria, devil that she is, draw up a formal
contract – with the characters added to vouch for it! It
would even make sense for both Cirria and Lady Kaera
to accept such a contract, vouched for by the characters,

47
Player Handouts

H
and the printouts in this section to you Mirror Ring Note Hand this out once the group
players whenever the adventure calls uncovers it in area R18. The
for it or when they have earned them in Redwoodsʼ Private Chambers.
other ways. Consult the Player Handouts Euphoria Handouts Hand these to players affected by one
table for a quick overview during which of the spices described in the Euphoria
Effects table in Spicing It Up!
scene or in which location you might
need what player handout! Magic Items Hand these out once the players
obtain each item. You can decide
Player Handouts to waive the usual magic item
identification rules (identify spell
Handout Area/Event or a short rest) or keep them for
Party Invitation Hand this out at the start of the game. an additional challenge. The ring
of mirrors can be found in area
Secret Note (Infernal) Can be found during the Devils on the R16. Smoking Room, the mirror of
Road! scripted encounter. banishment and the ring of disguise in
Secret Note Hand this out once the group gets the R18. The Redwoodsʼ Private Chambers,
(Common) Secret Note deciphered (e.g. via help and the party cracker can be obtained
from Theil, Identical Outfits in Evening from Countess Nadyia.
Encounters; Euphoria Effect (Spicing It Story Rewards You can hand the appropriate one
Up!), dictionary in area R11. Library. to your players upon concluding this
Diary Excerpts (Lady Hand these out once the group adventure.
Kaera – Elvish) uncovers them in area R18. The
Redwoodsʼ Private Chambers.
Diary Excerpts (Lady Hand these out to anyone who speaks
Kaera – Common) Elvish when the party recovers the
Diary Excerpts (Lady Kaera – Elvish) or
once the group gets them translated
(a number of guests speak Elvish, e.g.
Count Airthuim, Theil or Kim Kao).
Diary Excerpts (Cirria Hand these out once the group
– Infernal) uncovers them in area R16. Smoking
Room.
Diary Excerpts (Cirria Hand these out once the group
– Common) deciphers them (same opportunities
as for the Secret Note (Common).

48
Party Invitation

His Grace Baron Bertrand Redwood


and his beloved wife
Her Grace Lady Kaera Redwood
urgently hope for and desire your attendance
in the celebration of the 20th anniversary of their vows
as beloved partners in marriage

to be celebrated by a Grand Feast

on
Eleint 15
at
Red Larch

49
Secret Note (Infernal)

To Duke Vanthampur’s hands

Duke Vanthampur – you do not know me, but that I know you
and approach you with this task should tell you that you refuse
my request at your peril. Please find enclosed a missive that
I need delivered ASAP. I’m aware this must require efforts
on your part, but I’m sure you’ll contrive – and you shall be
rewarded, in the end.

For delivery to The Lady of the Sixth

My Mistress,

I know I find you well, although our separation must


surely pain you as much as it does me. I do not ask for
forgiveness – merely for your indulgence to receive a gift
I’m about to make. Look to Red Larch, near Baldur’s Gate.
I have arranged a little performance I know you’ll enjoy.

Your Favorite 73

50
Secret Note (Common)

To Duke Vanthampur’s hands

Duke Vanthampur – you do not know me, but


that I know you and approach you with this task
should tell you that you refuse my request at
your peril. Please find enclosed a missive that
I need delivered ASAP. I’m aware this must
require efforts on your part, but I’m sure you’ll
contrive – and you shall be rewarded, in the end.

For delivery to The Lady of the Sixth

My Mistress,

I know I find you well, although our separation


must surely pain you as much as it does me.
I do not ask for forgiveness – merely for your
indulgence to receive a gift I’m about to make.
Look to Red Larch, near Baldur’s Gate. I have
arranged a little performance I know you’ll
enjoy.

Your Favorite <3

51
Eleasias 21 Eleasias 16
The new maid is a little Bertie is so delightful – but
forward with Bertie for my a terrible liar! He let slip
tastes. But she does her something during supper, and
work, and I don’t begrudge a few probing questions later
him to get what I cannot he gives me this guilty puppy
give him elsewhere in any look of his and spills the
case. I just find her a little tea – he organized for us to

52
tasteless, and Bertie feels the have a nice little tour of the
same. A shame, she really is Moonshae Isles for our 20th
uncommonly comely. anniversary! I always wanted
to go, but my condition… and
on such a long trip… but he
took every precaution, spared
Diary Excerpts (Lady Kaera - Elvish)

no expense – he really is a
sweetheart!
Eleasias 21 Eleasias 16
The new maid is a little forward Bertie is so delightful – but a terrible
with Bertie for my tastes. But liar! He let slip something during
supper, and a few probing questions later
she does her work, and I don’t
he gives me this guilty puppy look of his
begrudge him to get what I cannot and spills the tea – he organized for us
give him elsewhere in any case. I to have a nice little tour of the Moonshae

53
just find her a little tasteless, and Isles for our 20th anniversary! I always
Bertie feels the same. A shame, she wanted to go, but my condition… and
really is uncommonly comely. on such a long trip… but he took every
precaution, spared no expense – he really
is a sweetheart!
Diary Excerpts (Lady Kaera - Common)
Eleint 03 Eleint 28
I don’t believe this! I should have taken a look into
Okay. The preparations are going well.
this diary earlier! Why did she have to walk in on
Some of these boring mortals have some.. me the moment I figure out that mirror! At least
interesting kinks – more interesting now I know why those hillbillies of a noble family
than I would have imagined! Not that had that mirror in the first place… I have to move
fast now – I have to do something! I can’t stay
I’m into any of that stuff myself, but I here. I can’t start all over either. They’ll have every

54
brought together quite a few people of adventurer between Baldur’s Gate and Waterdeep
similar interests ^.^ on my tail when she’s released – and I can’t just
kill her either! By the Nine Hells, this is a mess… I
wish she would at least stop staring at me through
Diary Excerpts (Cirria - Infernal)

that mirror – better close the drapes… nighty-night


m’lady!
Eleint 14 Eleint 08
Well, tomorrow is the day… Here goes The preparations for the feast are on
nothing. track. This can work. I can do this. This
has to work. But she’s really giving me
the creeps… that stare! Colder than this
plane… I’ll have to leave the curtains

55
drawn. If only her husband wouldn’t keep
staring at them – I’ve never had anyone
struggle this much…
Eleint 03 Eleint 28
Okay. The preparations are going I don’t believe this! I should have taken
well. Some of these boring mortals a look into this diary earlier! Why did
have some... interesting kinks – more she have to walk in on me the moment
interesting than I would have imagined! I figure out that mirror! At least now
Not that I’m into any of that stuff I know why those hillbillies of a noble
myself, but I brought together quite a family had that mirror in the first
few people of similar interests ^.^ place… I have to move fast now – I
have to do something! I can’t stay here.

56
I can’t start all over either. They’ll have
every adventurer between Baldur’s
Gate and Waterdeep on my tail when
she’s released – and I can’t just kill
her either! By the Nine Hells, this is
Diary Excerpts (Cirria - Common)

a mess… I wish she would at least


stop staring at me through that mirror
– better close the drapes… nighty-night
m’lady!
Eleint 14 Eleint 08
Well, tomorrow is the day… Here goes The preparations for the feast are on
nothing. track. This can work. I can do this.
This has to work. But she’s really
giving me the creeps… that stare!
Colder than this plane… I’ll have to
leave the curtains drawn. If only her
husband wouldn’t keep staring at them
– I’ve never had anyone struggle this

57
much…
Mirror Ring Note (Infernal and Common)

PARTY
SNACKS
PARTY
SNACKS
58
Euphoria Handouts
Goodberry Seeds Goodberry Seeds
“I’ve never felt better!” – You gain 2d6 temporary “I’ve never felt better!” – You gain 2d6 temporary
hit points. This effect has no expiration timer and hit points. This effect has no expiration timer and
the temporary hit points remain until you finish a the temporary hit points remain until you finish a
short rest. short rest.

Trumpet Tree Bark Trumpet Tree Bark


“Wow, this stuff is inspiring!” – You gain a d10 die, “Wow, this stuff is inspiring!” – You gain a d10 die,
which you can expend to add the roll to one attack which you can expend to add the roll to one attack
roll, ability check or saving throw. roll, ability check or saving throw.

Awakened Toad Slime Awakened Toad Slime


“Did you hear what those birds just called us!?” – “Did you hear what those birds just called us!?” –
You gain the benefits of a speak with animals spell, You gain the benefits of a speak with animals spell,
which means that you can communicate with beasts which means that you can communicate with beasts
(to the extent of their intelligence and knowledge). (to the extent of their intelligence and knowledge).

Blessed Wafer Crumbs Blessed Wafer Crumbs


“I can do anything! We can do anything! Let’s go “I can do anything! We can do anything! Let’s go
and do the thing!” – You gain the benefits of a bless and do the thing!” – You gain the benefits of a bless
spell (add 1d4 to any attack roll or saving throw). spell (add 1d4 to any attack roll or saving throw).

Yellow Clay Dust Yellow Clay Dust


“tlhIngan Hol vIjatlhbe’ – nuq vIghel SoH?” – You “tlhIngan Hol vIjatlhbe’ – nuq vIghel SoH?” – You
can read and understand all languages but you can read and understand all languages but you
randomly switch between all known languages randomly switch between all known languages
when speaking, rendering you incomprehensible. when speaking, rendering you incomprehensible.

Plucked Kenku Feather Plucked Kenku Feather


“I feel so light!” – You gain the benefits of a feather “I feel so light!” – You gain the benefits of a feather
fall spell, descending gently at 60 feet per round fall spell, descending gently at 60 feet per round
from any fall and landing gently. The spell’s effects from any fall and landing gently. The spell’s effects
lasts until this euphoria effect has worn off. lasts until this euphoria effect has worn off.

Red Coral Sand Red Coral Sand


“Whooh! This was refreshing!” – You gain the “Whooh! This was refreshing!” – You gain the
benefits of a short rest and recover one spell slot of benefits of a short rest and recover one spell slot of
up to 2nd level. up to 2nd level.

59
Essence of Cherry Tart Essence of Cherry Tart
“Yeah, but have you heard this one before!?” – Your “Yeah, but have you heard this one before!?” – Your
dad jokes really are no joke tonight. You can cast the dad jokes really are no joke tonight. You can cast the
Tasha’s hideous laughter spell at will (but still only Tasha’s hideous laughter spell at will (but still only
concentrate on one spell at a time). concentrate on one spell at a time).

Giant Bee Honey Giant Bee Honey


“An excellent point, well made – but have you “An excellent point, well made – but have you
considered...?” – You gain the benefits of a glibness considered...?” – You gain the benefits of a glibness
spell, which means that you cannot roll lower than a spell, which means that you cannot roll lower than a
15 on any Charisma check. 15 on any Charisma check.

Owlbear Fur Clippings Owlbear Fur Clippings


“This stuff is really morish!” – You can be affected “This stuff is really morish!” – You can be affected
by two euphoria effects at the same time. In by two euphoria effects at the same time. In
addition, you can chose to fail a Constitution saving addition, you can chose to fail a Constitution saving
throw against euphoria effects at will. throw against euphoria effects at will.

60
Magic Items
Ring of Mirrors Party Cracker
The silver ring is polished to a mirror shine and When you use an action to pull with both hands on
fitted with a square gem that reflects light in a the bindings of this brightly colored cracker, roll a
rainbow pattern when viewed at an angle and shows d10 to determine what random party effect occurs.
your reflection when viewed straight on.
By touching the ring to a mirror and speaking Party Cracker Effects
choosing a command word, you can create a mirror d10 Effect
of banishment. This creates a gateway to a pocket The pyrotechnics spell is cast from the party cracker,
dimension behind the mirror. The process takes centered on the party cracker. There is a 50/50 chance
1
10 minutes and, once completed, immediately for which spell effect option occurs, Fireworks or
collapses any pocket dimensions previously created Smoke. The spell save DC for this spell is 13.
by this item, expelling all creatures therein into the 1d10 pink snakes emerge from the party cracker.
Use the statistics of a poisonous snake. They are
plane of existence on which that mirror currently not hostile unless attacked and can be charmed
resides; the creatures appear within 5 feet of the 2 indefinitely with a successful DC 13 Wisdom (Animal
mirror or the closest unoccupied space. You cannot Handling) check. The snakes vanish in a puff of pink
use this feature of the ring of mirrors again before smoke after 1d4 + 2 minutes.
the next dawn. The stinking cloud spell is cast from the party cracker,
The size of the pocket dimension created by the 3 centered on the party cracker. It lasts for 1 minute.
The spell save DC for this spell is 13.
ring of mirrors depends on the size of the mirror
and is equal to four 5-foot cubes per square foot of A dove emerges from the firecracker. Use the
statistics of a raven. The dove has one action:
mirror surface. As general guidance, a large hand defecate. Any creature targeted by the dove has to
4
mirror with a surface area of one square foot would succeed on a DC 13 Dexterity saving throw to avoid
be sufficient to create a pocket dimension with getting splattered. The dove persists for 1d4 + 2
minutes before vanishing in a puff of grey smoke.
four 5-foot cubes, a tall wall mirror with a surface
area of 15 square feet would be sufficient to create A toy soldier emerges from the party cracker. Use the
5 statistics of a monodrone, but change itʼs size to tiny.
a pocket dimension with sixty 5-foot cubes. The It is immediately hostile and attacks.
pocket dimension cannot be smaller than one 5-foot
The fog cloud spell is cast from the party cracker,
cube and it cannot be larger than one hundred 5-foot 6 centered on the party cracker. It lasts for 1 hour.
cubes. You decide what appearance the pocket
Ropes burst forth from the party cracker and attempt
dimension takes, so long as it is not harmful. You to wrap themselves around a random nearby creature.
can create furniture but no food or water. No items 7
That creature has to succeed on a DC 15 Strength
created as part of the pocket dimension can be (Athletics) or Acrobatics (Dexterity) check or become
restrained. The creature can repeat the saving throw
moved over to the prime material plane. The pocket at the end of each of its turns.
dimension has an infinite supply of breathable air.
A party hat pops into existence and accosts a
random nearby creature. Use the statistics of a rug of
smothering, but its Smother action does not cause
8 the restrained condition, the hat only has 15 (6d4) hit
Mirror of Banishment points and it deals no damage. It can still suffocate a
creature, however.
When a creature touches the mirror of banishment
on the plane of existence it was created on, it is Every creature within 5 feet of the party cracker
becomes the target of a Tashaʼs hideous laughter spell.
sucked into the pocket dimension behind the mirror. 9 It lasts for 1 minute. The spell save DC for this spell
The pocket dimension cannot be exited unless you is 13.
know the command word. The only other way to exit A bright blue balloon emerges from the party cracker
the mirror of banishment is the destruction of the and starts inflating at an alarming rate. It grows 1 foot
mirror or using the ring of mirrors to create another in diameter per turn until it reaches a diameter of 100
mirror of banishment. The mirror cannot be harmed feet. The balloon displaces any creatures or objects
it encounters while expanding. Once it reaches its
from the pocket dimension. 10 maximum size, the balloon bursts. The balloon has
a DC of 10 and 20 hit points. It bursts when it is
destroyed. Every creature within 10 feet of the balloon
must succeed on a DC 15 Constitution saving throw
or be deafened for 1 minute when the balloon bursts.
Ring of Disguise
While wearing this ring, you can use an action to
cast the disguise self spell from it at will. The spell
ends if the ring is removed.

61
Story Rewards
A Banshee’s Favor A Banshee’s Favor
Lady Kaera is more than willing to put her vast Lady Kaera is more than willing to put her vast
elven knowledge of history at the disposal of elven knowledge of history at the disposal of
characters who helped her to defeat Cirria, restored characters who helped her to defeat Cirria, restored
her to her seat and saved her husband. She can her to her seat and saved her husband. She can
identify any magical item and also use her extensive identify any magical item and also use her extensive
historical knowledge to point the group towards a historical knowledge to point the group towards a
quest to recover any magical item of up to rare rarity quest to recover any magical item of up to rare rarity
whose properties they can name. She is willing to whose properties they can name. She is willing to
do this once for each of the characters, as she feels do this once for each of the characters, as she feels
that giving them access to more items would disturb that giving them access to more items would disturb
their ancient histories too dramatically. their ancient histories too dramatically.

A Wink and a Kiss A Wink and a Kiss


Cirria will find a way back to the Nine Hells Cirria will find a way back to the Nine Hells
eventually, whether as a permanent resident or eventually, whether as a permanent resident or
merely passing through, where she can serve as merely passing through, where she can serve as
a valuable contact. Characters who are in Cirria’s a valuable contact. Characters who are in Cirria’s
good graces at the end of the adventure earn her good graces at the end of the adventure earn her
promise to introduce them to the right devils in the promise to introduce them to the right devils in the
Nine Hells if they should ever desire it – she knows Nine Hells if they should ever desire it – she knows
who to approach with deals for power, influence or who to approach with deals for power, influence or
whatever else a mortal heart desires. This can take whatever else a mortal heart desires. This can take
the form of an introduction, arranging a deal, or the form of an introduction, arranging a deal, or
providing them with access to a gateway to the Nine providing them with access to a gateway to the Nine
Hells or out of there. Cirria leaves a summoning Hells or out of there. Cirria leaves a summoning
stone the party can use to call upon her. stone the party can use to call upon her.

Unlikely Allies Unlikely Allies


Lady Kaera’s and Cirria’s talents combined will Lady Kaera’s and Cirria’s talents combined will
bring the Redwood’s holdings to a whole new level bring the Redwood’s holdings to a whole new level
of prosperity – Lady Kaera has a vast knowledge of prosperity – Lady Kaera has a vast knowledge
of local customs and alliances and pulls the of local customs and alliances and pulls the
strings, while Cirria acts as a charismatic face to strings, while Cirria acts as a charismatic face to
their operations with more than enough smarts their operations with more than enough smarts
to improvise in any negotiations. They can, out to improvise in any negotiations. They can, out
of thankfulness, become powerful patrons to the of thankfulness, become powerful patrons to the
characters. Using their political influence, they can characters. Using their political influence, they can
get them out of jail, arrange an audience with a king get them out of jail, arrange an audience with a king
or an archmage, etc. They will do this once for each or an archmage, etc. They will do this once for each
character – doing it more often would burn their character – doing it more often would burn their
credibility and limited supply of favors to rapidly. credibility and limited supply of favors to rapidly.

62
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and a great one-shot.”
(Jason M., Verified Purchaser)

“I was able to run this for some of my friends a while ago


and it was excellent. [...] I don’t think there is one encounter
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The Lamenting Lighthouse MISTKICKERS:
The Lamenting Lighthouse is a 4- to 6-hour adventure for
Ravenloft Sidekicks
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Alicia Furness, Joe Raso, Darren Kenny, Dan Layman-
“The Lamenting Lighthouse is nothing less than an amazing Kennedy, Steve Orr, Sven Truckenbrodt, Matthew Whitby.
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