You are on page 1of 10

Moonlight Miniatures Presents:

A Moonlight Seas Adventure

Trouble in Whitherberg
Written by: Kyle Van Patten

Background / History: The problem


Amos Livingstone is a late middle aged antique broker Whitherberg is a damp, gloomy city covered with a near
who is an old aquaintance of the players. He has constant fog, which contributes to the oppressive
dispatched a messenger to tell them he requests their silence and contention which hangs in the air. The
assistance. He has a shop off of the main market street, Succubus Meridiana is plaguing the city. She has been
filled with eclectic and eccentric antiques and novelties, killing men who frequently enlist prostitutes in the back
where he tells the players of the recent troubles. He alleys, and is now branching out to others.
believes the players may be able to help, because they
are clever, but also not big enough names to bring
unwanted attention to themselves.
The Setup Act 1: The Shop and the Prison
The Message
The Shop
Read to the party: Once the party reaches Whitherberg, read the following.
You are approached by a man dressed in attire that
You approach Amos’ shop. Located off of the main
marks him as a professional courier. He is covered in
market street, the foot traffic here is of a less savory
dust from his journey, indicating that he has traveled a
variety (which is saying something in Whitherberg). You
substantial distance. He approaches the party
manage to avoid what you assume was a pickpocket
tentatively, as if sizing them up, before speaking in a
attempt as you approach the old building. Clean but
clear but guarded voice. His posture is confident, but his
cluttered, the window to the shop is filled with an
eyes are cautious, hinting at the dangers he has faced in
assortment of items with “SALE” tags attached. You
his line of work. He holds out a sealed letter, the bright
enter the front door of “Amos’ Antiques” which causes a
purple wax seal bearing the flourished “AL” of Amos
small bell affixed to the door to ring. The shop is filled
Livingstone. Despite the formality of his delivery, there
with a seemingly endless variety of antiques, oddities,
is a sense of urgency in his tone, as if he is anxious to
and junk. Everything is clean and well kept, but there
complete his task.
The letter is enchanted with a minor ward, which will are far too many things here for the cramped shop. In
cause it to burst into flames if the seal is broken by spite of the volume of items, the shop is the most
someone other than one of the intended recipients. The organized and clean you have ever seen it. Places that
courier doesn’t know anything other than the letter was you are accustomed to seeing decades of dust show that
handed to him by Amos. the area has been deep cleaned, and even the faint scent
Continue Reading: of lemon replaces the odd smells that used to permeate
the shop. A very neatly dressed man in a vintage evening
As you open the letter, you feel a slight tingle when a
jacket looks up from the work he is doing behind the
minor ward is discharged harmlessly, having recognized
counter. Quickly assessing the party, sqinting his
you. The letter reads “Friends, I seek your aid. I have
monacle covered eye, his look of concentration shifts to
heard much of your deeds since we last met, and I
one of relief and a tense smile. He takes off the
believe you may be the only ones I know with both the
monocle, tosses it haphazardly on the table, and comes
ability, and inclination to aid us. Please meet me at your
around the counter with his arms wide “My friends! You
earliest convenience. I have enclosed a small payment
came!” Says Amos.
to help with travel expenses. I have much to catch you
up on, though I don’t want to bother you with it all this The Prison
in the letter.” The letter is signed: Your friend, Amos The prison is a centuries old artifact of substantial
Livingstone. Inside the envelope you find 50 gold pieces. power. Shaped like an oil lamp, there is no way to
The brevity of the letter is odd for Amos, he is the most access the center. Deep inside what appears to be the
long winded person any of you have ever met. None of glass of the lamp, a dark swirling mass can be seen. The
you can recall him ever “not bothering” people with Demoness has prevented Amos from noticing its state,
more words. In fact, you were reasonably sure he didn’t and uses her influence to get him to work on other
even know how to stop talking. things any time he settles in to study it. Multiple books
of lore, history, and town records sit next to the artifact
on Amos’ work bench. The books and prison are the
only things in the shop that have accumulated dust, as
they have sat untouched.
Role Playing Amos
Amos is a brilliant collector of magical and strange
items. He wears a monocle to help him detect magic.
Imps that spend their time tormenting townsfolk for
laughs, sometimes bring him oddities in exchange for
mostly harmless things they can use for their games.
They recently brought him a magical prison containing
the Succubus Meridiana. Although he’s obsessed with
magic, Amos hasn’t had the time to study the prison and
figure out what it contains. Unbeknownst to him,
Meridiana has begun to influence his thoughts and
slowly leech his life force since he attuned himself to the
artifact.

Monocle of Detect & Identify Magic


Wondrous item, uncommon (requires attunement.)

This simple monocle has a golden frame and a lens


made of glass. When you wear it, you gain the ability
to detect magic within 30 feet of you and identify the
properties of magic items you can see. You are
always under the effect of the detect magic
spell, and if you concentrate for 1 minute, you can
cast the identify spell as if it were cast using a
3rd-level spell slot.
Once you have used the monocle to cast
identify , you cannot use it again until you
complete a short or long rest.
Because of his clever nature, Amos suspects that
something is not right. He’s growing tired more easily
than he should be, and is making choices and decisions
that are atypical for him. He is afraid to think too much
about it, knowing that doing so might alert whatever is
affecting him to his suspicion. That’s why he’s
requested the party to visit, hoping that they will notice
the problem and investigate it. He will not reveal his
true intentions, but an Insight check (DC 12) will tip off
the players that something is strange about his
behavior. If the players roll a 18 or higher, they pick up
on the nervous, meaningful glance he gives the
newspaper on his counter.
The newspaper is folded to page 7, where an article
talks about the mysterious disappearances of men who
frequent the shady parts of the trade district at night.
The interview with Jack Selvaro, the son of the recently
deceased Senator Miles Selvaro, is circled. Amos has
placed the newspaper there for the players to find,
suspicious that the disappearances may be related to
whatever is influencing him. He’s been inspired to seek
out each of the missing individuals, including Senator
Miles, and he doesn’t recall what he talked about with
them. If asked about the article, Amos will nervously
dodge questions and quickly change the subject.
When the conversation gets too uncomfortable, Amos member he deems least likely to fight when they get up
will give the party another 50 gold and rush them out to use the bathroom.
the door, telling them that he has important work to do
and encouraging them to explore the city. If he has not Role Playing Jack Selvaro
yet given them the paper, he will press it to the chest of
the one he views as the most clever while escorting
them to the door. As they leave, a passive perception of
14 will let the player note that he has set about dusting
a counter that had clearly been scrupulously cleaned
already in the past day or two. Very important work
indeed.
Act 2: Exploring the City
Finding Jack Selvaro
Jack is normally a light hearted joker of a character. He
takes nothing seriously and spends his days as rich kids
do, using daddy’s name and fortune to get him out of
trouble he carelessly gets himself into. If the players
seek him out, he will not be found in any of his usual
stomping grounds. Eventually, a tavern maid he has
been carrying on with will approach the party as they
inquire in one of the bars he frequents. She is in love
with him, and deeply troubled by the recent shift in his
personality. She will inform them that Jack has spent
the past two days combing the streets of the trade
district, consumed by the disappearance of his father.
He’s told her that he plans on continuing tonight.

Jack is nervous, and determined to find his parents’


murderer. He will tell the party that he believes
someone is murdering men who visit women of the
night in the trade district. He intends to find the culprit,
and kill them. If he believes the party will help him, he
will tell them what he knows. He knows the murderer is
supernatural. Originally he thought it was a pack of
imps that terrorize the town, but he now believes it is
something more sinister. He is trying to locate a secret
society of Magi that he hopes will help him find the
culprit.
He believes he has found a pattern that he will not
If the players go looking for him there, he will hear share, and that another murder is due tonight. He hasn’t
them coming. He will set up in ambush behind a stack actually figured out the pattern, an imp has been
of barrels. He can be spotted with a perception check, sharing the information with him. He will not voluntarily
DC 22. If he is not seen, he will attempt to grab the tell the party about the imp. He is not sure where the
party member in the back to hold a knife to their throat, culprit will strike, and asks the party if they will set up at
readying an action to backstab. “Why are you looking one of the points he thinks likely. If the party agrees, he
for me?” he will ask threateningly. He will not be will direct them to a location where they will be
difficult to calm down and convince to release, or he will approached by the Imps (see below). Meridiana will not
quickly surrender if the party get the upper hand. He be caught on that night by either the players or Jack, but
will do the same thing if the party waits for him at the the next morning, a visiting dignitary will go missing.
bar, waiting near a door and ambushing the party Jack will spend the evening hunting down the Magi,
while the players hunt Meridiana.
Jack will not admit to crimes he commited, and will When held, the amulet exudes a sense of power and
simply change the subject. He has advantage on any protection. The runes pulse with magical energy, and
saves that compel him to confess to a crime, and has a the amulet’s power can be felt flowing into the person
Legendary save 3x/day for such spells or effects. holding it.
The Magi This amulet gives the wearer unlimited legendary
You enter the poor district searching for the abode of saves against the Succubus abilities, and grants
the Magi. The buildings are in extreme disrepair. Leaks advantage on saves vs demonic abilities to anyone
in the roofs, holes in the walls, and rodent infestations within 20 feet of it.
are prevalent. The ancient manor house appears no The amulet gives +1 to saving throws and AC.
different.
A DC 14 perception check will reveal that the damage Encounter with the Imps
to the manor house is all cosmetic, and some of it
seems intentional, as if attempting to blend in to the
surroundings.
After knocking, you are greeted by middle aged
woman who has her hands splinted and wrapped in
bandages. “I’m Alisa, I’ve been expecting you.” She
says, as she cautiously invites you in. The magi are a
clandestine organization that keep the world safe from
all sorts of malicious beings and artifacts. They were
originally the ones that imprisoned Meridiana, and their
predecessors have guarded the crypt she was entombed
in for centuries. This demon is just one of their duties.
Their dwindling numbers make performing their task
more difficult by the decade. Before the players were
able to locate the Magi, Jack has assassinated one of the
two remaining members, and interrogated the other. He
blamed them for the death of his parents, knowing they
had something to do with the culprit. The surviving
Magi is eager to share her story with the players and
inform them of the Succubus and her prison. She
explains her hands were broken when she was attacked
and interrogated, leaving her unable to cast spells. She
is sure that Jack was the one who did it, even though
she didn’t see his face. She will tell the party that Jack
left saying “If you had done your job, my parents would
be alive.” She also provides the players with information
about the amulet of demonic warding, which is key to
overcoming the Succubus’ powers.
If the players do not already have the amulet, she will
direct them to the crypt where it is said to be located.
She will search her library and provide the players with
directions to the crypt, as well as any other information
they request.
Amulet of Demonic Warding:
The amulet of demonic warding is a small silver
pendant on a delicate chain. The oval-shaped pendant is
made of solid silver with intricate runes engraved on its
surface that emit a faint, inner light. The edges are Wand of Shocking Grasp
beveled and the surface is highly polished, giving it a Wand, Uncommon (requires attunement.)
smooth and reflective appearance. It is set with small
gems of various colors in a specific pattern, adding to its Grants the wielder the Shocking Grasp cantrip
beauty and serving a functional purpose. The silver If the wielder already has the Ghocking Grasp
chain is delicate and finely crafted, with a secure clasp cantrip, it adds an additional die of damage.
and a length suitable for wearing around the neck. The wand is used to touch the target instead of the
players hand.
Ring of Camouflage Act 3: The forgotten prison
Ring, uncommon (requires attunement.)
The Crypt can be found in an abandoned section of the
Camouflage : While wearing the ring, the wearer can sewers beneath the city. A torn out section of the sewer
use an action to change the color and texture of their wall reveals a door to the Crypt, noticeably ajar overtop
clothing and equipment to match the surrounding the sewer passage rubble. The doorway is adorned with
environment. This effect lasts until the wearer uses symbols of the Guild of the Magi. As you make your way
an action to dismiss it. into the 20x20 chamber, you are further assulted by the
Stealth Bonus: The wearer gains a +2 bonus to stench of the sewers behind you, mixed with very old,
Dexterity (Stealth) checks stale air. You feel like you are being watched. You see
what appears to be a corpse sitting against the wall on
As you and your party make your way down the alley, the far side of the room. The same style of intricate
the thick fog envelops you, making it difficult to see carvings seen on the doorway cover every wall.
more than a few feet in any direction. Suddenly, you
hear strange cackling laughter coming from somewhere
ahead. Peering through the fog, you make out the
shapes of two small creatures, no taller than your waist,
with gnarled, mischievous appearances. As you
approach, the creatures turn their attention to you, their
red eyes glowing in the mist. They appear to be up to
something, giggling to themselves as they fiddle with a
strange, glowing object in their hands.
Just as you’re about to ask what they’re doing, you feel
a sudden jolt of electricity course through your body.
The shock is so intense that you stumble back,
temporarily stunned. Your companions cry out in alarm
as they see you stumble. The two imps cackle with glee
at your reaction, while a third imp reveals itself from its
hiding spot.
The three creatures stand before you, clearly reveling
in the mischief they’ve caused. They don’t appear to be
taking any further aggressive action, at least for now.
The zapped character takes 1d6 damage, unless they
make a perception check DC 18 to avoid the damage.
They still feel the energy, however.
There used to be four of them, but the 4th member of
their band was corrupted when they took Meridiana’s
prison. The imps will reveal information about
Meridiana if they are beaten to the point of yielding, or if
they are offered something they find suitable in trade.
They are particularly fond of items that they can use to
cause mischief. For example, Jack traded them the Ring
of Camouflage for information which led him to the
Magi. In exchange for something with sufficient
mischief-causing potential, they may be willing to tell
the players about the crypt. Though they stole the The corpse is that of a Guardian Magi who was
artifact containing Meridiana, the imps didn’t know entombed with the artifact thousands of years ago.
what it was - only that it was magical, and that Amos Though the mage has not been disturbed, the sigils that
might trade them the coveted Wand of Shocking Grasp maintained his stasis have been destroyed, resulting in
for it. his death. As they approach the dust-covered altar, they
If the players request an intimidation check, a roll of can see that the prison is no longer there. A DC 13
20, they will tell the party of their now deranged brother Investigation check reveals that an imp with only two
who they left behind in the crypt, who went crazy after claws on one hand destroyed the wards and taken the
he touched the artifact. Of course the next one still took artifact. An Arcana check of 12 allows them to decipher
the artifact, but it had no additional effect. the runes and glyphs on the walls, which tell the story of
One imp has a Wand of Shocking Grasp, and a Ring the Magi and the creation of the prison. It ends in a
of Camouflauge. warning not to disturb the artifact on the altar.
The Amulet of Demonic Warding, which provides in any dialogue that transpires prior to combat, so she
protection against the Succubus’ abilities, is still around can take over the younger, healthier, more ‘lively’ target.
the neck of the Guardian Magi. If the amulet is touched,
one lone, crazed Imp will attack the party.
As you touch the Amulet, a high-pitched cackling fills
the air and you feel the room temperature drop. Out of
the shadows, a crazed Imp attacks, launching itself from
the ceiling and heading straight for you. The Imp is a
small, red-skinned, horned creature with sharp claws
and a mischievous grin. “It moves with heightened,
unnatural, lightning speed as it dodges and darts in,
attempting to strike with it’s two-clawed hand. A sigil on
the imps chest absorbs all light, making it perfectly
black. It is the same sigil that has been defaced by a two
clawed imp on the altar, and the guardian.
The Imp is quick and agile, and it will use its small
size to its advantage, dodging and weaving through
obstacles to get to its prey. It has a vicious bite and
claws that can cause significant damage, so it’s
important to keep your wits about you in the heat of
battle.
The Imp is hiding in the shadows, clinging to the
ceiling, and requires a DC 25 Perception check to spot.
Act 4: It all Comes Together. Role Playing Meridiana:
When the DM feels the party is ready, or otherwise Meridiana is a VERY STRONG opponent. If she is too
decides it is time to move on, continue to the following: powerful, feel free to tone her down to match the power
Jack interrogated the imps, killing one in the process. of your party. She should present a subtantial risk, and
The remaining two informed him they traded the her abilities should feel frighteningly powerful to the
artifact to Amos. He is on his way to kill Amos, as he players, particularly her Enthrall. She is in a seething
realizes the shopkeeper played a role in his parents rage over being imprisoned for so long. Having come so
death. The players can be informed of Jack’s intentions close to gaining her freedom, she is determined beyond
from any number of sources. They could have heard it reason to see it to fruition. Once she finally decides her
from Jacks girlfriend, who is very worried he will be machinations and plans for escape are foiled, she will
hung for it. It could be from the Magi, who is worried he be in a state of terror. This will make her careless. Her
will become enthralled by the artifact. The players may role play and abilities should be played as a terrifed
find this out by visiting Amos, whereupon Jack comes in creature blinded by rage and panic.
ready to strike. They might go to the imps, who will
angrily tell the players where Jack is going, because he
killed one of them. The remaining imps will offer to help
the party, and will head to the shop to kill Jack whether
accompanying the party or not.
The demoness has been siphoning the life of her
victims to break out of her prison. She has been using
Amos life force sparingly to escape for short durations,
in order to drain more targets. After fully leeching
several targets, she is now powerful enough to escape
for short durations without Amos. Indeed, she is nearly
strong enough to escape permanently. She has a vice-
like hold on Amos. She still finds him useful, but will not
hesitate to eliminate him once he is fully aware of what
is going on. Should the players attempt to put the
amulet on him, he will vehemently resist. With force if
necessary.
When the demoness realizes that she has been
discovered, she will push out of her prison and fight to
maintain her hold over Amos and the artifact. She will
also encourage Amos to offer the artifact-prison to Jack
Act 5: The Aftermath. A +1 sword that is somehow much longer than it are als
appears. While it looks like a dagger, it alters space
The authorities will soon arrive due to the commotion, so that it in fact functions as a long sword. This effect
and begin their investigation. If Jack is still alive, he has confuses those who attack the wielder, giving them
fled. After a lengthy questioning of everyone involved, +1 AC
including the party, the Constable will offer his personal A small clockwork dog with a missing leg. It will
thanks to the party for helping to solve this situation, fight for it’s owner, or perform simple tasks. It has
and dealing with the succubus. They will depart in 17 hp, move 15, AC 15, and can perform a cantrip of
search of Jack. If Amos is still alive, he will thank the the DMs choice. When it was in better condition, it
party dearly for their help, and offer them a few items. would have had 3 cantrips, and a level 1 spell it
Assuming one party member kept the amulet, disperse could discharge once a day. It restores 5 hit points
one item appropriate for each remaining player, from per long rest, even if reduced to zero hit points. It has
Amos. These should be weird, eclectic items with to have it’s parts separated for 7 days for them to
strange effects. Some examples might be: stop functioning permanently. The leg was lost many
An ancient piece of parchment that stores infinite years ago.
pages of mundane text, it has several hundred pages These are just some ideas of what Amos could give
of notes Amos had kept. the players. Items he gives them should be oddities that
Continuing the Adventure
f the DM wishes to continue the story, there are

I
Meridiana had several demonic lovers, who were not
always many options. Some ideas to do so might concerned with her prolonged absence due to their
include: very long life, and she was prone to disappear from
time to time. Upon hearing the news of her death,
Meridiana is not dead, but only defeated. Her however, the demons are determined to find her
defeat has banished her back to her artifact, and killers - and make them pay
the players must find a way to destroy her once The Magi who once protected these artifacts are
and for all. dwindling in number, and after this incident there
are 3 less of them. The one that the party met, seeks
out the players to help her deal with and contain a
series of other dangerous threats that the Maji once
protected.

Interested in the models for this module? you can


get them a few different ways.
You can order the models from our webstore here: https://www.etsy.com/listing/1391437170/set-of-6-models-5e-
adventure-succubus?
You can get the STLs to 3d print the models yourself, here: https://www.myminifactory.com/object/3d-print-amos-
antiques-adventure-models-272003

You might also like