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Aldritch Publishing - Beastmasters Daughter
Aldritch Publishing - Beastmasters Daughter
Daughter
One-shot | Level 3
DAVE B STEVENS
Beastmaster’s
Daughter
Table of Contents
Research Centre Map....................................... 3 8. Inner Sanctum..........................................18
Electronic version - Not for resale. Permission granted to print or electronically copy this document for personal
use only. This document may only be printed or electronically copied in its entirety and must not be modified in
any way.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright
2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.
The Open Gaming Licence is re-produced in full at the end of this document.
Acknowledgements
Thank you to my wonderful wife Jackie for her support and for naming Raven. To my sons Chris and Aaron for the
fun times playing D&D and to my mate Chris Bismire for many adventures shared. A special thank you to my Dad
who would come home from work at 11pm on a Friday and play D&D with his teenage son until the small hours!
Adventure Playtesters: Aaron Stevens, Adrian Dixon, Brenton Hobden, Elizabeth Riaikkenen, Liam Shannon, Maria
Riaikkenen, Mathew Pedlow, Will Higgins, Yousef Taouk.
Cover Photo
Cover photo courtesy of www.goodfreephotos.com under the Public Domain Creative Commons License (CC0)
Research Centre Map
Dave is also writing a fantasy novel about the Edrassan invasion of Hilt Island and the first chapter is available for
free from www.DaveBStevens.com
He has planned a series of free fantasy short stories which will be published on his website as they are released.
www.DaveBStevens.com
The Book & Campaign You can learn more about Wizard Aldritch and
Raven Aldritch in Appendix B: Non-Player Characters
What makes this adventure unique is the link with on page 29.
the novel and campaign. The novel complements
play by immersing players into the setting and story. The magical shields that keep the specimens in their
If the players enjoy this adventure they can play the enclosures failed during the recent massive lightning
entire Black Hand Rising campaign. storm and the Research Centre is over-run with
monsters trying to get out. Wizard Aldritch is away
The first chapter of the novel is available as a free and Raven has to deal with the crisis herself. She is
download. looking for a group of adventurers to help her solve
the problem. She doesn’t want the specimens killed,
There are no spoilers in the novel for the adventures. simply put back in their enclosures. Her Father has
an amulet that will re-initiate the shields but it’s in
For more information visit www.DaveBStevens.com his Inner Sanctum which she is magically barred from
entering.
This is a test to see if the party has the skills needed If the party follows the trail looking for tracks, have
to assist with the main problem and whether they them make a DC12 Perception check to spot where a
can be trusted. humanoid recently crashed through the underbrush
and ran north back up the trail to the road (the way
An encounter does not necessarily mean combat. If the party are clever enough to use missile weapons
The monster(s) may cross the path without noticing to deal with the Mouther they will still need to
the party or may notice them but ignore them at render it unconscious using a melee weapon (such as
your discretion. the flat of a sword or a hammer) unless they can
convince you that their missile weapon can render
After four hours travelling south the party will reach something unconscious without killing it.
the edge of the swamp which is hard up against the
cliffs on the southern coast of Hilt Island. If they Difficulty:- A party of 4 or more characters should
make it this far suggest they retrace their steps. have no significant difficulty dispatching or capturing
the Gibbering Mouther. 3 characters may find it a
Difficulty:- A party of 4 or more characters should challenge if they all rush into melee combat with it.
have no significant difficulty dispatching or capturing In that situation the Game Master will need to act
any random monsters encountered. with caution.
The Magical Green Curtains In an alcove on the south wall is a pedestal similar to
the one in front of the Safe (location 1a).
Raven Aldritch cannot pass through the magical
green curtains. Her father does not want her in the Searching the bodies turns up a few coins totaling
facility because of the quarantine. She will remain 10gp.
behind once the party exits this room.
See Adventure Conclusion for how the pedestal
works.
6. Talking Door
A silver plate on the wall opens the door, which is “Hello there,” says the door in a friendly tone of
not locked. voice.
This room looks like a cross between an operating The door is very friendly and while it would be happy
theatre and a laboratory. It has room to work on two to answer questions it honestly doesn’t know
specimens at once on large metal tables. anything. The doors face can be quite animated.
The Preparation room is where Wizard Aldritch The door doesn’t know how to open itself as it has
works on his specimens. On metal tables along the the attention span of a goldfish and doesn’t
walls are medical implements which look like remember the last time it was opened. However, if
scalpels, saws, tubes with large needles attached, the door can be made to say the word “Spawn” out
large silver spoon devices, and other medical loud then the door opens. When it opens, the door is
instruments. They are all oversize and not useful for very surprised and isn’t sure what’s happening (it
working on humanoids. Total value 100gp in the doesn’t remember having opened before and the
Carlin Town market but Raven would probably not motion is quite disconcerting for it).
appreciate the party taking these when they are
being so well paid. There is nothing else of interest One of the party will probably eventually ask the
to the party in this room. If the party try to sneak door why it has a word on its forehead. The door is
these items out past Raven you could have her make unaware of this fact. If they tell the door it has the
a perception check to catch them out. word “Spawn” on its forehead, you may like to have
the door repeat what the character said eg: “Really?
The wooden 5’ door on the east wall is not locked. It I have the word Spawn written on my forehead?”
is probably the first 5’ door the party has seen except and because the door said “Spawn” out loud the
for the Safe door at location 1a. door will open.
5. Red Shields The door has a very faint line around it which is the
gap to the surrounding wall. It has no handle or
visible hinges. Brute strength can be used but the
Refer to the map on page 3 for the location of the
door has 100 HP and is immune to slashing and
Red shields. These Red shields look and feel like
piercing damage from non-magical weapons.
stone walls and are indistinguishable from the rest of
the corridor. Anyone holding the Shield Amulet from
As background: When the Wizard Aldritch wishes the
location 8 (and anyone touching that person) can see
The crevasse is 60’ deep and any character falling If a zombie or ghoul comes out on the side of the
into it will take 6d6 falling damage. crevasse closest to the Inner Sanctum, and no
characters are on the same side of the crevasse, then
The 4 doors with 5’ square cupboards behind them they might attack each other or try to jump the
are where the undead spawn. Doors open into the crevasse to get at the party (50/50 random chance).
room and automatically close after an undead Zombies and Ghouls have only just enough strength
creature exits the cupboard. to try a running jump to get over the crevasse and so
will land right on the edge and will need to make a
Once the room is described and the party has a plan DC12 Dexterity Saving Throw to not fall backwards
to get across the crevasse, but before they try it, a into the crevasse. Zombies will rarely make it due to
magical hologram of the Wizard Aldritch appears in their awful dexterity and this can provide some
the air over the crevasse and says: opportunities for amusing descriptions of undead
acrobatics!
“I’ve been notified that you are trying to gain access
to my inner sanctum. Either you’ll die trying, which I This is a battle of attrition. There is an unending
guess is bad for you, or I’ll be forced to return and supply of undead and unless the adventurers block
deal with you which you’ll find to be infinitely worse. the cupboard doors, or jam them shut to prevent
You have 6 seconds to leave!” them opening, or cross the crevasse and exit the
Actions
Monsters on this page are reproduced under the Open Slam: Melee Weapon Attack: +3 to hit, reach 5 ft.,
Gaming License. one target. Hit: 4 (1d6 + 1) bludgeoning damage.
This room is a safe location to take a rest should the The Shield Amulet can be removed from the pedestal
party wish to do so. once the shields are initialized. Turning the amulet
anti-clockwise will disable all blue shields and turns
Exit off the blue indicator light.
9. Shield Control
How the Shields Work Time Elapsed:- In testing it took the party about 4
hours 30 minutes to reach this point.
Each enclosure has a shield control pedestal at each
entrance to the enclosure. The entrance from the The 15’ wide corridor emerges into a giant natural
main corridor is 40’ wide while the entrance from stone cavern. Straight ahead a massive stalagmite
location 15 is 5’ wide. rises up towards the roof more than 100’ above. The
stalagmite is circular as is the cavern. The roof of the
If the shields have been re-initialised at Shield cavern is luminous and gives off sufficient light so
Control (location 9) then pressing each button that the entire cavern is dimly lit.
activates / deactivates one shield as follows:
A 15’ corridor goes around the stalagmite to the left
· The top button controls the blue shield that and right. Straight ahead a 5’ tunnel has been carved
is furthest away from the pedestal ie: if you into the stalagmite.
are using the pedestal at the 40’ wide
entrance then the shield furthest from you is You can see two waist high pedestals in the shape of
across the 5’ opening at the rear of the a cylinder which are about 3’ in diameter each. One
enclosure. But if you are at location 15 then is to the left and the other is to the right. Both are
the shield furthest from you is the 40’ wide about 25’ away.
shield separating the enclosure from the
main corridor. Squatting next to the pedestal to the left is a man
· The middle button controls the blue shield dressed in the ragged remains of a handlers khaki
that bisects the enclosure (refer to the map). uniform. About 30’ beyond him is a dead creature –
This is used for containing specimens in half the top half is a large humanoid (the size of an ogre)
the enclosure for cleaning, feeding and and the lower half is a large serpent. The creature
maintenance purposes. has been half devoured and in fact there is currently
· The bottom button controls the blue shield a massive monster chomping on one of its arms. This
closest to the pedestal. massive creature has 3 heads, although it looks like
at one point it had 5. The two necks that used to
No creature can pass through a blue shield once have heads have been cauterised. Both the dead
activated and shields completely fill the opening they creature and the live one are in the corridor.
are designed to block. Ie; you can’t go over, under or
around them. Trying to excavate rock or dig One head is chewing on the dead creature while the
underneath the shield will not work as the shield will other two heads appear to be asleep.
expand to fill the space created. Shields cannot be
dispelled. The handler sees you enter the corridor and his eyes
go wide with the hope of rescue. He stands up and
Shields will not activate if a specimen is in the way. runs toward you shouting, “Help me, please help
We can’t have the specimens cut in half by mistake me!” The monstrous creature’s heads whip around
now can we! The players will need to figure out why and it charges towards the man who is running
the shield failed to activate. towards the party. Roll for initiative.
When shields activate or deactivate, an electric The handler is a human Commoner and he is 25’
buzzing fills the air and everyone’s hair stands on away. In his weakened state he can dash 20’ per
turn. His name is Lash and he has been living off
The Hydra has taken damage from the other Alternatively they could do something clever with
creatures it fought when the shields failed and the the cows in the Larder to tempt the Hydra (location
flame damage it has received could not be healed. 16).
The party may decide to try and lure it into an
enclosure and seal it in, fight it or run away. If they Difficulty:- The above assumes a party of 4 player
run into the 5’ corridor heading towards location 15 characters. If the party has 3 reduce the Hydra to 85
the Hydra is too large to follow although its heads HP. If the party has 5 characters increase to 125 HP.
can attack into the first 10’ of the corridor. For 6 characters give it 140 HP and 4 heads.
The Hydra is looking for fresh food and although it Tension & Excitement:- it is important that the party
was Lash’s shout and movement that attracted its doesn’t trap the Hydra too easily. It should be a
attention, it will attack the party as soon as Lash is tense situation where the perceived consequences
dead or if the party attack. of failure should be dire!
Remember that Raven asked the party to re-capture Once the party has contained the Hydra behind a
the specimens and that if the party kills any shield, or killed it, then they have achieved the
specimens they will forfeit the magic items as reward objective set by Raven Aldritch and may return to
(but will still receive gold). The Hydra is the only location 2 to claim their reward (see Adventure
specimen left alive and capturing it will provide the Conclusion on page 23).
magic items reward from Raven. When the shields
failed the specimens fought and killed each other Specimen Enclosures Description
which is not the parties fault and Raven will
understand.
For example, if the party is at location 15 and the Photo Credit: Jack B on Unsplash
Hydra is at location 13 they could taunt the Hydra
through the 5’ opening to the enclosure from the When the party first sees an enclosure, describe it as
Handler’s Room. The Hydra would charge towards follows (assuming they are standing in the 15’ wide
them and would then be in the enclosure itself (draw circular corridor):
a line between location 13 and location 15 to see the
In the corridor is a pedestal with a silver plate and 3 This room provides access to all of the specimen
silver buttons (top, middle and bottom buttons). enclosures and from the human sized tools and gear
on the walls looks like it might have been used by the
11. Gorgon Enclosure _ specimen handlers for feeding and enclosure
maintenance.
The Gorgon is dead and its body is in the corridor.
The top half of the creature is a large humanoid (the Each of the four specimen enclosures can be
size of an ogre) and the lower half is a large serpent. accessed via its own 5’ opening. Next to each
It has been half devoured. opening is a control pedestal for each enclosure.
Each pedestal has three silver buttons.
12. Owlbear Enclosure
There is a corridor to the north and one to the east.
If this is the first specimen enclosure they have seen
then read the description from the heading Most of the handlers that would normally be here
Specimen Enclosures Description on page 21. monitoring the specimens were all killed at location
3.
There are two dead creatures in the corridor which
have the body of a large bear and the head of a If the shields have been re-initialised at Shield
massive owl. One has been turned to stone and the Control (location 9) then pressing each button
other has been ripped to pieces and is covered in activates / deactivates one shield as described under
what looks like large bite marks. the heading How the Shields Work on page 20.
Remember the top button controls the blue shield
The dead creatures were Owlbears, previously held that is furthest away – in this case between the 40’
in their enclosure. They were killed by bigger wide enclosure entrance and the corridor.
creatures when the shields failed.
16. Larder
13. Hydra Enclosure
This room is full of dead cows, although the
If this is the first specimen enclosure they have seen feedstock and water tank along one wall indicate
then read the description from the heading that they would normally be alive. It looks like they
Specimen Enclosures Description on page 21. all died of starvation without the handlers to care for
them. The cows are behind a chest high gate that is
This empty enclosure used to hold the Hydra. not locked.
14. Chimera Enclosure The characters may decide to lure the Hydra by
showing it a dead cow which they could drag to an
If this is the first specimen enclosure they have seen enclosure via area 15.
then read the description from the heading
Specimen Enclosures Description on page 21. Game Master Tip: If you have more than one gaming
session available then you may choose to increase
This enclosure contains a large dead creature with
the duration and difficulty of this adventure by
the body and head of a lion but with two additional
returning one or more of the dead specimens to life.
Refer to Appendix D on page 33 for suggestions.
Once they’ve deactivated the quarantine and If they choose to handover the Shield Amulet (the
reported to Raven: smart decision) then the Wizard gives the speech
above under the section “If the party gives the Shield
A magical hologram of the Wizard Aldritch appears in Amulet to Raven”. Raven then leads them to the Safe
the air. This appears to be a real-time magic Room (location 1a), uses the amulet to lower the
projection (rather than the recorded holograms shield, and gives them the agreed reward.
you’ve previously seen). A great battle is being
fought behind him between Templite and Edrassan If they choose to keep the Shield Amulet then:
forces. He says, “It’s just as well that you used the
amulet for its intended purpose — now give it to The hologram of the Wizard Aldritch makes an
Raven.” incantation and the amulet disappears from the
hands of the party and appears in Wizard Aldritch’s
If the party took anything else from the Inner hands in the hologram. He says, “You have revealed
Sanctum (spell components, his spell book, etc) then yourselves as thieves. Be gone!“
the Wizard makes an incantation and the items
disappear from the party’s possession and appear in The party must leave without any reward for their
the Wizard’s hands in the hologram. He says, “Mine I work. If the party discusses threatening Raven in
think!” order to get their reward you may wish to indicate to
them that this would be an extremely bad idea.
Wizard Aldritch is a very powerful magic user and
could probably kill the party fairly easily if he wished.
Experience
Extra Flavour
Looking for something extra to give your players to
draw them into the story? Check-out The Book &
Campaign on page 5.
Happy adventuring!
Dave B Stevens
Actions
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
The War
Wizard Aldritch is currently backing the Edrassan’s
against the Temple Empire. Raven does not know
this and would be appalled if she found out but
would never betray her father.
Circlet of Blasting These gloves seem to almost meld into your hands
Wondrous item, uncommon when you don them. When a ranged weapon attack
hits you while you’re wearing them, you can use
While wearing this circlet, you can use an action to your reaction to reduce the damage by 1d10 + your
cast the scorching ray spell with it. When you make Dexterity modifier, provided that you have a free
the spell’s attacks, you do so with an attack bonus of hand. If you reduce the damage to 0, you can catch
+5. The circlet can’t be used this way again until the the missile if it is small enough for you to hold in that
next dawn. hand.
You gain a +1 bonus to AC and saving throws while Your Wisdom score is 19 while you wear this
you wear this cloak. headband. It has no effect on you if your Wisdom is
already 19 or higher.
Dust of Disappearance
Wondrous item, uncommon
Javelin of Lightning
Found in a small packet, this powder resembles very Weapon (javelin), uncommon
fine sand. There is enough of it for one use. When
you use an action to throw the dust into the air, you This javelin is a magic weapon. When you hurl it and
and each creature and object within 10 feet of you speak its command word, it transforms into a bolt of
become Invisible for 2d4 minutes. The duration is the lightning, forming a line 5 feet wide that extends out
same for all subjects, and the dust is consumed when from you to a target within 120 feet. Each creature in
its magic takes effect. If a creature affected by the the line excluding you and the target must make a
dust attacks or casts a spell, the invisibility ends for DC 13 Dexterity saving throw, taking 4d6 lightning
that creature. damage on a failed save, and half as much damage
on a successful one. The lightning bolt turns back
Eyes of Minute Seeing into a javelin when it reaches the target. Make a
ranged weapon attack against the target. On a hit,
Wondrous item, uncommon
the target takes damage from the javelin plus 4d6
lightning damage.
These crystal lenses fit over the eyes. While wearing
them, you can see much better than normal out to a
The javelin’s property can’t be used again until the
range of 1 foot. You have advantage on Intelligence
next dawn. In the meantime, the javelin can still be
(Investigation) checks that rely on sight while
used as a magic weapon.
searching an area or studying an object within that
range.
Magic items in this appendix are reproduced under the
Open Gaming Licence.
Actions
Multiattack: The owlbear makes two attacks: one
with its beak and one with its claws.
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But daddy is away and the magical shields that hold the
creatures in their enclosures have failed. These
monsters are rampaging through the research centre
endangering the lives of the innocent workers. Raven
desperately needs help to regain control, and she’s
willing to pay the right group of adventurers
handsomely. Will you come to her rescue?