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TROUBLE AT

MOSSBEARD MILL
FOUR TO FIVE 2ND-LEVEL CHARACTERS
TROUBLE AT MOSSBEARD MILL
CREDITS KOBOLD WARRENS
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2 TROUBLE AT MOSSBEARD MILL


Trouble at Mossbeard Mill ADVENTURE BACKGROUND
Long ago, the fabled treant Mossbeard planted the vast
Trouble at Mossbeard Mill is an introductory adventure forests of the north before traveling into the Labyrinth.
for the Tales of the Valiant roleplaying game. Rules for The trees, his children, grew mighty, undisturbed until
the game, including monster stats, can be found in Tales the Northcord Expedition mapped the northern reaches
of the Valiant Alpha Release. (See Appendix for additional of the world, and 90 years ago, the town of Moonbright
adventure-specific rules.) was founded at the confluence of the Northcord and
This adventure is suitable for a party of four to five Saber Rivers.
2nd‑level characters, though it can be adjusted to Moonbright has become a hub of commerce at the
accommodate more or fewer players. While many of edge of the civilized world, attracting the attention of
the encounters in this module can be resolved through merchants, traders, and scoundrels.
combat, they have not all been balanced to the capabilities
of a party of the suggested level. Shrewd use of PCs’
social, exploratory, and investigative skills is required to
ADVENTURE SUMMARY
This adventure consists of three distinct parts in which the
successfully navigate the many challenges herein. At the
party faces challenges and consequences that help to flesh
end of the adventure, the players should reach 4th level.
out the region and build relationships with the locals.
Part 1: Moldering Matters. Arriving in Moonbright, the
PCs are tasked with eliminating the unexpected kobold
presence in the forest. On investigation, they should
learn that the kobolds are suffering from a plague called
scalemolder and can help find a certain curative sap. But
harvesting it will have unintended consequences.

TROUBLE AT MOSSBEARD MILL 3


USING THIS ADVENTURE
RUNNING INVESTIGATIVE ADVENTURES This adventure is not designed to be read as a story but
In more investigative adventures, like this one, the PCs rather to help you build a story with your players. Every
uncover clues and unravel mysteries. Because these effort has been made to make this document easy to use
clues are often vital, hiding them behind ability checks in play—without hours of preparation beforehand and
can impede the flow of the investigation since one bad without getting in the way of your preferred style of delivery.
roll might mean the players miss something critical, Text that looks like this is meant to convey the PCs' initial
entirely derailing the adventure. How the players impressions of an area or creature. Feel free to build on
analyze the clues and use them to solve the mystery these descriptions.
matters much more than discovering the clues in the
first place. So consider freely offering at least the most
Text that looks like this is meant to be read aloud to the players.
basic clues when PCs are at the right locations and
asking the appropriate questions.
Also, monsters, like owlbears, are presented in bold as
are NPCs, like druids. Full statistics for them are in Tales
of the Valiant Alpha Release. Item values are called out as
Part 2: Missing Pieces. Upon returning to the region, follows: (100 gp), where pp = platinum pieces, gp = gold
Mossbeard recoils from the rampant logging in his forest. pieces, sp = silver pieces, and cp = copper pieces. And ability
The PCs have a chance to broker peace, and disaster strikes scores are truncated to the first three letters: for example,
at the city docks. Charisma = CHA.
Part 3: Death Comes Creeping. With the death of the oaken Example Ability Check. Purple-spotted mushrooms grow
sentinel, the undead once kept at bay are free to roam, and in clusters: DC 10 INT (Nature) to know they are bitter but
their leader launches an attack on the vulnerable town. edible. This indicates that a PC’s roll must meet or exceed

ASHER & VARINA NORTHCORD (HE/HIM & SHE/HER, SMALLFOLK/GNOME FARMERS )

Rutabaga farmers outside of the river town of • The local woodcutters recently opened a lodge
Moonbright. Asher is bald but has a bright red mustache. across the river from town.
Varina wears her light brown curls in a bright-red • The tavern was recently purchased by a former
kerchief. Both wear functional brown clothes that hide the adventurer who renamed it Dragon’s Thirst Tavern.
dirt and grime. • There are rumors of kobolds stalking the forests
Found initially in their farmhouse near Moonbright around Moonbright. This has spooked merchants
(not on map). and barge captains passing through. Mayor Yara
Personality Traits: Kind and caring. Varina is bubbly Ranit is interested in hiring adventurers to put the
while Asher is droll. issue to rest.
Bonds: Moonbright. Both love the town their • They apologize for the grimy state of their
forebears founded and could never envision leaving. farmhouse. Smoke from the previous year’s
Flaws: Need for coin. While wealthy in spirit, the wildfires still coats their home, and they haven’t
family is not well-to-do, and the wedding further been able to fix all the damage.
stretches their meager finances. Alternatively, if you don’t want Asher and Varina to
Wants: To grow old and see many grandchildren. trigger the call to action:
Talking to Asher and Varina: Asher and Varina freely • The PCs have come to Moonbright in search of
relate the following: work. Their contact is Yara Ranit, Moonbright’s
• As members of the town’s founding families, they new mayor.
are personally involved in the preparations for the • The PCs served as guards on Captain Eder Bleven’s
upcoming festival, assisting Coridon, the priest at barge, heading east along the Saber River. The barge
the temple. will be docked in Moonbright for three days before
• Many friends, including the tavern’s former owners, continuing north, providing the time for the PCs to
have left Moonbright of late. get caught up in the town’s affairs.

4 TROUBLE AT MOSSBEARD MILL


10 on an Intelligence (Nature) check to know the noted MOONBRIGHT
information. If there is a consequence for failing an ability
check, beyond not succeeding, the callout for the check will After hours of the quiet and solitude of travel along the
note what it is. forest‑bounded Saber River, a small settlement appears on
the horizon.
Example Saving Throw. PCs that drink river water risk an
upset stomach: DC 13 CON save or poisoned for an hour.
This indicates that a PC’s save must meet or exceed 13 in The town of Moonbright (see Areas 1–6) is located at the
order to prevent becoming poisoned for an hour. intersection of the Northcord and Saber Rivers:
• Founded by dragonborn rangers and gnomish
cartographers almost a century ago.
FACTIONS AND KEY PLAYERS • Large human population now, but still a diverse
Several factions are present in this adventure, each working community where all are welcome.
toward their own agendas, and they are summarized here:
• Relatively small town with most citizens living in small
• Ghouls. Formerly trapped belowground by an oaken cabins or in farmhouses outside of town.
sentinel, the newly freed undead have plans within
• Serves as a hub of trade in the harsh north.
plans that ultimately lead to an attack on Moonbright.
• Kobold Tribe. Suffering from scalemolder, the HARVEST FESTIVAL
kobolds search for a cure promised to be found near
Each fall, Moonbright gathers for a day to give thanks for
Moonbright.
the season’s bounty and to praise the gods that ensure the
• Laevis. The green hag is especially protective of the town’s prosperity:
woodlands along the Northcord River and will not
• Food and drink are shared with all, regardless of
tolerate perceived transgressions.
station.
• Moonbright’s Mayor. Yara Ranit is focused on
• No single deity is worshipped. Townsfolk may give
protecting Moonbright’s status as trade hub for the
thanks to the god of nature, the god of trade, or the god
region. She often hires adventurers to resolve whatever
of luck—sometimes all in the same psalm.
issues might crawl in from the wilds.
• Will take place in two weeks, and anywhere the PCs
• Mossbeard. The ancient treant has returned from his
look, the town is busy with preparation. Roll 1d8 and
long travels to punish those who dare ravage his forest.
consult the Preparing for the Harvest Festival table
• Twin Doppelgangers. The con artists and murderers for potential interactions to scatter throughout their
profit wildly from stealing identities of Moonbright visit, perhaps as scene starters to inspire roleplaying.
residents. The arrival of the ghouls changes the timing
of their schemes. PREPARING FOR THE HARVEST FESTIVAL
d8 Festival Preparation
1 A gold-scaled dragonborn breathes fire into one of
CALL TO ACTION several metal pits that celebrants will use to keep warm
Asher and Varina Northcord invite the PCs to the wedding during the chilly festival night.
of their daughter, Favienne, which will occur after the
2 A local ranger feeds the wild turkeys that will be cooked
upcoming Harvest Festival.
and served to celebrants.
3 Children don colorful garb for the festival’s costume
contest.
PART 1: MOLDERING MATTERS
4 Locals bake delicacies for the festival’s pie-throwing
The PCs come to Moonbright and meet its many colorful
competition.
residents. In the neighboring woods, they likely encounter
the kobolds who have been especially active lately. Instead 5 Locals hang garlands between their home and the
warehouse across the street.
of finding dangerous monsters though, the PCs discover
the kobolds are suffering from a deadly malady, and 6 Teenagers carve religious iconography into large
they can help the kobolds by locating a sap with curative pumpkins.
properties, allowing the kobolds to return to their home. 7 Three halflings and a beastkin dig out the pit for the
festival’s climactic tug-of-war competition.
8 While erecting a podium in the marketplace, a dwarf
scurries away to get a footstool for shorter speakers.

TROUBLE AT MOSSBEARD MILL 5


MOSSBEARD’S INFLUENCE • Trade comes to Moonbright from barges that travel the
Legends say that Moonbright was founded near the home Northcord and Saber Rivers. Additional trade arrives
of Mossbeard, an ancient and mighty treant from days of via ox and wagon through Moonbright’s three gates:
yore. The fabled figure influences their customs to this day: two over bridges that lead to the opposite bank of the
• Merchants collect moss, weaving it into strong sacks to river and the third farther down the coast.
carry locally grown vegetables to faraway urban ports in • Woodcutters harvest raw lumber while woodcarvers
the south. fashion furniture, bowls, and utensils from timber.
• Moonbright avoided lumber trade for decades until Most structures in town not marked on the map are the
enterprising woodcutters started logging in secret. After homes for Moonbright’s merchants. PCs may also interact
a year without incident, the woodcutters revealed their with NPCs in the areas detailed below.
secret and have continued the practice openly since.
• Mossbeard had a pronounced mossy beard. A similar Area 1: Docks
fuzzy moss grows—and is cultivated and valued for
decoration and other creative purposes—on local oak Old wood warped with water and age. Dock workers singing
and ash trees. shanties.

• Several local landmarks bear the treant’s name—most


famously, the mill outside of town owned by the Aged docks bob in the water as the boat approaches the shore.
Molliner family. A half dozen strapping workers wait patiently as the barge
is secured. Though the workers remain busy, loading and
RESOURCES AND TRADE unloading cargo, there are fewer boats moored to the docks than
might be expected.
Moonbright is surrounded by abundant natural resources,
which drive local industry and trade:
For many, Moonbright’s docks are their first sight of
• Farmers sell cabbages, leeks, and root vegetables
the town. Stevedores unload barges of the trade goods
that thrive in this climate.
meant for the community before reloading the boats
• Merchants use the moss with the bounty of the north, which is then stored in the
collected from the warehouses nearby. Most visitors to Moonbright enter
woods to fashion through the docks.
strong sacks to
support trade.
Area 2: Moonbright Marketplace
Colorful painted booths. Shouts and haggling.

Several stalls line an open promenade just a few steps from the
docks, filled with all manner of trinkets. Merchants hawk their
goods and haggle with potential customers. Families make
purchases in preparation for an upcoming festival.

Mere feet from the docks is Moonbright’s small


marketplace, which has several stalls where vendors can
peddle their wares. Barge captains, sailors, and other
visitors spend coin on trinkets for loved ones back home:
• Merchants and sailors are concerned about reports of
MOSSBEARD kobolds outside town: DC 10 INT (Investigation) or
While most believe Mossbeard to be a local legend WIS (Perception) check. Most are reluctant to make
invented to frighten children, the treant is very real. Long future trips to Moonbright and are hoping the mayor
ago, he planted oaken sentinels to guard his domain can do something about this threat.
before venturing out into distant lands to cultivate new
Purchase Goods. PCs can purchase any adventuring gear
forestland. All but one of these protectors have since
that costs 25 gp or less (see Tales of the Valiant Alpha Release).
died, and Mossbeard will return with a vengeance in Part
No one sells armor or weapons, though PCs can stock up
2 of this adventure.
on arrows and bolts.

6 TROUBLE AT MOSSBEARD MILL


After perusing the market for 30 minutes, the PCs note Area 3: Dragon’s Thirst Tavern
something for sale that catches their eye. Roll 1d8 and
consult the Marketplace Trinkets table. (These might be Run-down but heavily frequented. Hub of activity. Always a
common magic items, at GM’s discretion.) good time.

MARKETPLACE TRINKETS
A freshly painted sign hangs outside a weathered establishment.
d8 Trinket Cost
The sounds of laughter and merriment spill from the door each
1 Box of purple chalk 5 gp
time it opens—as does the smell of a rich, hearty stew.
2 Egg of an unknown origin 5 gp
3 White napkin that is miraculously spotless 5 gp
The Dragon’s Thirst Tavern is the only establishment in
each morning
Moonbright where someone can get a cold ale, a warm stew,
4 Ring that will always point north when asked 10 gp
and a clean bed. It was one of the first structures built in
5 Tiara from an ancient empire 10 gp Moonbright and is long overdue for a facelift. Patrons are
6 Yellow potion that glows bright at sunset 25 gp typically either sailors, waiting for their barges to be loaded,
7 Spellbook where the author inscribed half 50 gp or longshoremen on their lunch breaks. Most play cards or
of each formula other games of chance while they await their food and drink.
8 Baby wolf 100 gp

TROUBLE AT MOSSBEARD MILL 7


Rumors. The following details can be learned while NPCs. See also NPCs in the Appendix for more
mingling with the patrons, DC 10 CHA (Persuasion) information on Coridon.
check, in order:
• Most folks assumed the Perelbachers would leave the Area 5: Woodcutters’ Retreat
tavern to their daughter Ebrill when they retired, but
they sold it to Potro Rayune, an adventurer passing Smell of sweat, sawdust, and ale. Loud boasts and joking.
through town with perhaps more coin than sense. Boisterous, good-natured fun.
• The Perelbachers retired to a city in the south. No one
in Moonbright has seen or heard from them since. Across the river, log cabins sit behind a wooden fence, behind
which erupts laughter as off-work lumberjacks cook, drink, and
• After renaming the tavern, Potro began tending bar and
play games of skill with axes.
developing new recipes based on what he learned during
his adventuring days, in an effort to expand the menu.
• Ebrill continues to work at the tavern, as few other On the eastern bank of the river, a woodcutters’
opportunities exist for her. cooperative harvests lumber from the mighty oak forests. If
the PCs enter or rap on the front gate, Bartos the foreman
NPCs. See also NPCs in the Appendix for more greets them and offers seats outside the quieter of the
information on Ebrill and Potro. cabins where they can chat and learn the following:
• The cooperative works in three shifts. Each spends two
Area 4: Ecumenical Temple weeks laboring in the woods and one week relaxing in
the retreat.
Somber reverence. Whispered prayers. Community harmony.
• The woodcutters used to rent houses in Moonbright
but recently built these cabins.
Three stained-glass windows distinguish Moonbright’s temple
from the neighboring homes. Inside, its walls bear iconography NPCs. See also NPCs in the Appendix for more
from diverse faiths. Worshippers pray to their gods and leave information on Bartos.
small offerings on shrines covered with burning candles.
Area 6: Mayor’s Home
Moonbright isn't large enough to support a house of
Humble but tidy log home. Immaculate landscaping.
worship for any one faith, so they dedicated one building to
Well-appointed polished oak rooms.
the worship of all gods:
• The temple is run by Coridon Myrickleaf.
The town’s flag flutters in the breeze from banner poles on a
• PCs easily find shrines to all the common faiths of the relatively small log home. The well-manicured moonberry
land (as well as the Dreaming God, whose holy symbol bushes around the house speak to a meticulous, patient owner.
is a serpent with a third eye). A heavy wooden door is propped open in a welcoming gesture.
People freely come and go.

When entering through the front door, the PCs are


RETIRING FROM MOONBRIGHT greeted by a well-dressed woman who is reviewing various
At this point, attentive players might recognize ledgers behind a desk. She kindly but curtly introduces
retirement as a recurring motif. herself as Mayor Yara Ranit and asks the PCs to sit down
Life in Moonbright is difficult and rarely forgiving to its and discuss their travel to Moonbright.
residents. All must bow to age, and it’s not uncommon
NPCs. See also NPCs in the Appendix for more
for residents to retire south.
information on Yara.
In most cases, the last rounds of “retirements” have
been instigated by the doppelgangers impersonating
Emar and Lodar Molliner. After murdering the hapless
residents, one of the doppelgangers spends time
impersonating the victim, selling property quickly before
booking passage south to retire.
The doppelgangers’ scheme is further explained in Part
2 of the adventure.

8 TROUBLE AT MOSSBEARD MILL


Area 7: Mossbeard Mill • To intuit that something seems off about the miller: DC
16 WIS (Insight) check.
Moss-covered trees. Babbling water. Creaking water wheel.
Emar and Lodar Molliner receive a fuller description
in Part 2 where they have a bigger part to play in the
A narrow wooden bridge crosses a stream, and on the opposite unraveling of the mysteries of this adventure.
bank, a wooden millwheel churns out an even, grinding
rhythm from the side of a sturdy stone mill. The heavy moss that OTHER AREA FARMS
blankets the old trees hushes the sound of industry.
Logged clearings. Small fields on gently rolling hills. Stables
filled with hay.
At the prompting of the mayor, the PCs may seek out
Mossbeard Mill (see Area 7). The mill was built around the
In occasional clearings in the woods surrounding Moonbright,
founding of the town, outside its walls off the Saber River
where the millwheel would consistently turn: small farms dot the land. Farming is never an easy job, but
lately, things have been harder than usual, and the folks here are
• Five generations of the Molliner family have run the
happy to see visitors who might lend a helping hand.
mill, and to their chagrin, locals have always just called
it Mossbeard Mill, seemingly for the moss that grows
on the trees around it, thicker than elsewhere: DC 13 While traveling through the region around Moonbright,
CHA (Persuasion) check in town. the PCs may periodically come across various farmsteads.
If they choose to check on the farmers, roll 1d6 and consult
• Several ancient trees grow on the hilltop behind the
the Farmsteads Near Moonbright table.
mill. To notice that the largest tree’s branches look like
four arms raised high and ready to strike: DC 15 WIS
OUT IN THE WOODS
(Insight) check.
Emar Molliner. A short, balding human man in a green Traveling a few miles from Moonbright, the woods are alive
shirt and brown pants walks out of the mill to take a drink with kobold activity. Seemingly, it’s not a question of where to
of water as the PCs approach. He introduces himself as find them, but where to begin.
Emar Molliner, one of the brothers who runs the mill. The
PCs can learn the following from Emar: The kobolds in this area are all part of the same tribe
• If asked about the kobolds, he intimates that he’s suffering from the disease scalemolder (see Appendix), a
unconcerned with the threat they pose. “Kobolds don’t plague that turns their scales green.
care much for bread,” he quips before excusing himself
back inside.

FARMSTEADS NEAR MOONBRIGHT


d6 Farmstead
1 Chana Petir is an old halfling farmer who grows cabbage and turnips. One of her fences was knocked over by heavy winds, and
she can’t rebuild it on her own: DC 12 STR (Athletics) to rebuild fence in an hour. A grateful Chana offers to feed the PCs her
dumplings in cabbage broth, which is rich and delicious.
2 Hasu Bratticevulk is a dwarven adventurer who is trying his hand at farming kale and radicchio. He fears no kobold, but the
yields from his fields have significantly decreased over the latest season: DC 12 INT (Nature) determines that Hasu hasn’t been
properly rotating his crops.
3 Payla Kukurt is a tiefling farmer who grows carrots and parsnips. She believes that kobolds have broken into her root cellar and
stolen much of her harvested crop: DC 12 INT (Nature) determines that rats have infested Payla’s root cellar, and traps should
resolve the issue in about a week.
4 Schulz Asterlae is a half-elf farmer who grows artichoke and endive. He fears that the kobolds have developed a taste for his
crops: DC 12 INT (Nature) determines that gophers (or other mostly innocuous creature at GM’s discretion) have been eating
his crops.
5 Standish Vacalo is a human farmer who grows cauliflower and kohlrabi. He also keeps a dairy cow, Bess, whose milk went sour
because of repeated encounters with kobolds: DC 12 WIS (Animal Handling) calms the creature, and her milk returns to normal
in a few days.
6 Walz Bocina is a dwarven farmer who grows collards and leeks. One of their sheep escaped through the front gate. Walz
fixed the latch, but they don’t have time to track down the lost sheep: DC 12 WIS (Survival) check finds the lamb lounging at a
nearby pond. If offered food, it returns with the PCs without struggle.

TROUBLE AT MOSSBEARD MILL 9


Observations. The following details can be learned while KOBOLD PATROLS
interacting with the kobolds, DC 10 CHA (Persuasion)
Dimly lit woods. Feeling of being watched. Hissed whispers
check, in order:
and clinking weapons.
• The disease is both painful and deadly, and
approximately one quarter of the tribe has already
Beneath the thick canopy of the forest’s old growth, the sun
perished from it.
barely reaches the ground. Here and there, clear evidence of the
• The kobold chieftain, Shov’rakh, consulted with a passage of creatures can be found. Reptilian claw prints, odd
hobgoblin oracle who divined that the cure could sigils etched in tree trunks, shed green scales—all point to the
be found in the sap of an ancient “guardian tree”
presence of kobolds.
somewhere around Moonbright.
• The kobolds have been unable to locate the tree, and the
As the plague spreads through the tribe, the chieftain
chieftain has sent out more and more patrols in an ever-
Shov’rakh drafts any able-bodied kobolds into patrols to
expanding net in hopes of locating the cure.
locate the guardian tree prophesied to be the source of a
cure. These kobolds scour the dimly lit forest half the day
until they are too tired to continue. As further evidence
of their desperation, they’ve even begun exploring the
brightly lit areas.

10 TROUBLE AT MOSSBEARD MILL


RANDOM KOBOLD ENCOUNTER
d6 Encounter
1 Three kobolds round a corner, yipping in a rough Draconic. They throw down their daggers and flee in the opposite direction.
2 The PCs stumble into a hanging net trap (see Appendix). Whether or not the trap catches anyone, four kobolds watching
from atop a mossy boulder nearby screech in Draconic before making a quick escape.
3 Four tired kobolds sleep in a clearing. A fifth kobold is dead, its corpse leaning against a tree. Its oxidized scales have cracked
off its arms and legs. The PCs can inspect the body if they don’t awaken the sleeping kobolds. It’s immediately apparent the
dead kobold was not killed violently: DC 15 WIS (Medicine) check reveals the coloration as a sign of scalemolder, a disease that
affects kobolds (see Appendix).
4 Six kobolds sit in nearby trees, eating cured rat and berries from burlap pouches. If startled, they fall off their branches and
flee immediately.
5 Five kobolds and one kobold sorcerer (use kobold with 21 HP, CHA +3, and can cast burning hands) have their backs to the
PCs while they point at some trees in the woods. If the PCs don’t do anything, this patrol moves along without noticing them.
6 A kobold hatchling nuzzles their deceased parent whose green scales seem to have cracked off. Upon noticing the PCs, it
toddles over to them for comfort: DC 15 WIS (Medicine) check reveals the coloration as a sign of scalemolder, a disease that
affects kobolds (see Appendix). The hatchling is currently unaffected by the disease. (This is Luna, sister of Cliff from the
kobold camp.)

Tracking the Kobold Tribe. While traveling through the • The kobolds are searching for something in the woods.
woods, the PCs come across signs of the kobold patrols: DC • The kobolds are suffering from some sickness or
18 WIS (Survival) check (three successes or GM’s discretion) plague that is killing them.
to follow them and track down the tribe. If they fail one of
The PCs might reasonably conclude that they could
these checks by 5 or more, roll 1d6 and consult the Random
promise to help the kobolds find whatever it is they’re
Kobold Encounter table as they meet kobolds.
searching for in exchange for their departure from the
Encountering a Kobold Patrol. When the PCs stumble
region. The PCs might even be bold enough to approach
upon a kobold patrol, make it clear to the players that
the tribe with this solution.
the kobolds appear sickly, their scales crusty and green.
Additionally, despite none of the kobolds speaking
Common, except the kobold sorcerer, it’s obvious that the
kobolds don’t want a fight, and they will flee at the first
opportunity. If the PCs don’t press a fight, the encounters CONVINCING CLIFF
should be very brief. Should the PCs explain their plan to Cliff, the kobold
After an Encounter. If an encounter ends with the kobolds might bring it to the chief, but this is Cliff’s first chance
fleeing, the PCs take a cumulative +1 to future WIS to confront the hated “big folk.” Depending on the PCs’
(Survival) checks to track down the tribe. If an encounter approach, convincing Cliff might be an easy or hard task.
ends with the PCs slaying the kobolds, the DC to convince If the PCs Killed Any Kobolds in the Woods. By
the kobold enforcer Cliff to speak with the chieftain making three DC 14 CHA (Deception) checks before three
increases by 2 (maximum DC 22). failures, the PCs convince Cliff of their good intentions.
Increase the DC by 2 for each kobold encounter where
KOBOLD CAMP they attacked any kobolds (maximum DC 22). If they
fail, Cliff will escort the PCs to the chief, but they must
Deeper into the forest, the kobolds have gathered in a broad surrender their weapons, shields, and spellcasting focuses.
clearing that appears to have been logged long ago. Most of the If the PCs Didn’t Kill Any Kobolds in the Woods. By
kobolds look too ill to put up much of a fight. making three DC 12 CHA (Persuasion) checks before three
failures, the PCs convince Cliff of their good intentions. If
Approximately 300 kobolds currently mill about in a they fail, Cliff will escort the PCs to the chief, but they must
makeshift camp in a broad clearing. Many are in various surrender their weapons, shields and spellcasting focuses.
stages of the scalemolder that afflicts the tribe. If the PCs Are Caring for the Kobold Hatchling They
By this point, the PCs should recognize the following Found. Cliff automatically believes the PCs, and any hatred
information: instantly washes away because they’ve safely returned
• The kobolds are not looking to trouble the town. their hatchling sister Luna.

TROUBLE AT MOSSBEARD MILL 11


Healing the Tribe. Upon returning to the tribe, the
kobold healers begin to distill the sap into a medicine and
OAKEN SENTINEL distribute it to the 300 surviving kobolds:
This ancient tree was planted by Mossbeard long before
• Each gallon of sap collected cures 60 kobolds. Chief
he left the region. The tree was planted near an entrance
Shov’rakh may need to decide who lives and who dies
to the Underworld and was instructed to protect the
and will sacrifice himself so another may live.
surface from any undead that might emerge to threaten
the nascent woodlands. It ignores all living creatures in its • No matter whether Shov’rakh lives or dies, the kobolds
reach. (Should any undead creature approach within 100 honor the chieftain’s agreement. The PCs receive 100
feet of the tree while it still lives, the tree animates as a gp in assorted gems and the “wizard’s ring,” which is a
treant, see Appendix, and attacks the undead.) ring of deceiver’s warning (see Appendix).
Once its sap is harvested, the oaken sentinel dies. Approximately one week after the tribe departs, Mayor
Without the protector, undead creep to the surface. This Ranit honors her promise to pay the PCs for ridding the
kickstarts the events in Part 2 of this adventure. town of the kobolds. Knowing that the PCs brokered a deal
with the tribe, she warns them that they’re responsible if
the kobolds subsequently return to the area.

Any attempt at communication with the kobolds will


have them directed toward Cliff, the tribe’s enforcer, one of PART 2: MISSING PIECES
the few of the tribe that knows Common. Cliff will decide After obtaining the curative sap from the oaken sentinel,
when and if to consult with the chief. and likely resting in Moonbright, the PCs soon learn of
NPCs. See also NPCs in the Appendix for more three new dilemmas facing the town:
information on Cliff the Enforcer and Chief Shov’rakh. • Missing Woodcutters. Farther from town, the
woodcutters’ camp has been ransacked by a hulking
FINDING THE SAP plant creature, which carried away most of the
Asking around town or a bit of deduction leads to the trail woodcutters. The PCs have the opportunity to negotiate
of the restorative sap, the only hope to cure the kobolds. The the safe release of the prisoners.
PCs can return to Moonbright to ask about a “four‑armed • Runaway Barge. An abandoned, scorched barge slams
tree,” or the PCs may have already seen it for themselves on into Moonbright’s docks, launching stevedores and
the hill behind Mossbeard Mill: merchants into the river. The mayor hires the PCs to
• A merchant at the tavern recalls that there’s a tree that investigate, during which they cross paths with a green
matches this description on the hill behind Mossbeard hag.
Mill: DC 15 INT (Investigation) check. On a failure, the • Secret Impostors. Favienne Northcord visits the PCs
merchant’s memory can be jogged with 5 gp. because her parents have gone missing. The PCs have
• The PCs can also ask any farmers they might have the opportunity to solve a longstanding town mystery
helped from the Farmsteads Near Moonbright table, before the ghouls make their play.
who can provide the location of this local landmark, The PCs can complete the first two quests in any order,
sending the PCs off with a basket of fresh produce and but the third encounter should occur after the first two
a baked good. since it leads directly into Part 3 of the adventure.
Harvesting Process. Upon reaching the mill, the PCs find
that the Molliner brothers aren’t home. They can freely MEASURE TWICE, CUT ONCE
climb the hill behind the mill and approach the four-armed The oaken sentinel behind the mill was the last of the
tree, known locally as the oaken sentinel: protectors planted by Mossbeard before he left to travel
• To harvest five gallons of the sap: DC 15 INT (Nature) distant lands, and by harvesting its sap, the PCs have
check. On a failure, they instead are only able to harvest killed it. Sensing the death of this last sentinel, Mossbeard
three gallons. returns and attacks the woodcutters’ camp, leveling the
buildings and carrying away many of the woodcutters.
A few woodcutters escaped, including Barzyli, and their
fate will be revealed in Part 3.
MILESTONE
After providing the kobolds with the cure would be a good
place to level up to 3rd level if using milestone leveling.

12 TROUBLE AT MOSSBEARD MILL


PRESENTING THE QUEST
Having returned to Moonbright, the PCs may learn of the HARBINGER OF FUTURE EVENTS
ransacking of the woodcutters’ camp from either of two Six woodcutters, including Barzyli, fled Mossbeard’s
sources: rampage. Reaching the Northcord, they encountered
• Dragon’s Thirst Tavern. Ebrill is worried sick about her ghouls, who slew all but Barzyli, who was in turn seriously
boyfriend, Barzyli. He didn’t return when he promised, wounded and knocked unconscious during the encounter.
and now none of the woodcutters will talk to her. She The ghouls’ leader, Honus, animated the dead as zombies.
has seen Bartos, the woodcutter foreman, in town and Already significantly wounded, Barzyli managed to feign
believes he knows what happened to Barzyli. his own unlife, blending in with his deceased comrades.
• Mayor’s Office. While settling their debts, Yara asks the The PCs are unable to locate the woodcutters in this part
PCs if they’re interested in more work. She explains of the adventure. Barzyli and the five zombies re-enter
that she saw Bartos in town, uncharacteristically shaky. Moonbright in Part 3.
But he refused to tell her what had happened, saying he
would only talk to “those adventurers who just floated
into town.”
RUINED WOODCUTTERS’ CAMP

FROM HERE . . . Obliterated cabin. Splintered wood. Upturned soil.


Woodcutters’ retreat (see Area 5), across the river to meet
with Bartos. The structures that once marked the woodcutters’ camp are
utterly destroyed. Flinders of the buildings and fences are
WOODCUTTERS’ RETREAT scattered, smashed into the wet, upturned earth. Not even the
birds are chirping.
Glum. Quiet. The fun and life of this place has evaporated.

Laughter once erupted from the cabins across the river. Now the Three hours east of Moonbright, the woodcutters’ camp is
scene is silent as dejected woodcutters gather their things. just as Bartos described it—absolutely razed:
• Blood stains the scattered debris. The blood seems to
be less than might be expected: DC 14 WIS (Medicine)
The woodcutters’ retreat is now a somber and melancholic
check. A positive sign that maybe everyone hasn’t been
place. As the PCs approach, Bartos is shouting at another
slaughtered.
woodcutter who is leaving with his meager belongings tied
in a bindle over his shoulder. Other woodcutters look on as • Ground littered with cracked and shattered lumber.
they pack their tools and effects. Only skeletal corners and crossbeams are left standing.
Talking to Bartos. Bartos freely relates the following: Something massive attacked the woodcutters’ camp:
DC 12 INT (Nature) check.
• Bartos discovered the camp flattened. No bodies were
found, and Bartos assumes the worst. • Violently tilled earth. Something has been uprooted
from the earth: DC 14 INT (Nature) check.
• He reluctantly ordered the remaining woodcutters back
to Moonbright.
FROM HERE . . .
• Offers 100 gp for investigating or 300 gp if the PCs can
Mossbeard’s clearing (not on map), following droplets of
find and save any survivors. Provides directions to the
blood or faint barefoot prints in the upturned soil, leading
ruined woodcutters’ camp.
north away from the camp.

FROM HERE . . . MOSSBEARD’S CLEARING


Ruined woodcutters’ camp (not on map), off in the woods
east of the retreat. Logging site. Stacked wood. Anger of the forest.

The trail from the woodcutters’ camp leads across muddy soil
and burnt undergrowth to a clearing with a massive, gnarled
tree, surrounded by dozens of stumps. Unconscious loggers are
slumped against the tree’s roots.

Mossbeard (use treant stats as needed), currently rooted


and immobile and appearing as nothing more than a

TROUBLE AT MOSSBEARD MILL 13


CRASH AND BURN

MOSSBEARD Sweltering hot autumn day in Moonbright. Hustle and bustle.


If at all needed for Mossbeard, use the stats for a
treant (see Appendix). However, he is a unique Dock workers drip with sweat as they hoist crates from ships.
force of nature and cannot be killed. If the party starts Business at the marketplace booms, despite the heat. Townsfolk
attacking Mossbeard, consider implying that their swap news with visitors and carry out their day-to-day tasks.
efforts have no impact and that perhaps a different
course of action is required. The PCs attend to their own business in town (see Areas
1–6), unaware that disaster is about to strike. Ask what
the PCs are up to on this boiling-hot day in a town where
they’ve become increasingly popular, taking a special note
massive tree in the center of the clearing, recovers his
of any PCs that are at the docks or the marketplace and
expended energy before determining the woodcutters’
of any NPCs they are interacting with. PCs closer to the
punishment for logging his woods:
docks will be able to respond to the unfolding disaster more
• 10 invisible sprites protect the slumbering Mossbeard quickly, and NPCs nearby are at risk:
and the captured loggers. Half of the sprites have the
• To notice an unmanned barge cruising toward the docks,
following attack: Elemental Shortbow. Ranged Weapon
too fast to stop: DC 13 WIS (Perception) check. To then
Attack: +6 to hit, range 40/160 ft., one target. Hit: 1
alert folks nearby: DC 15 CHA (Persuasion) check.
piercing damage and 4 (1d8) fire, cold, acid or thunder
damage (sprite’s choice). If the PCs alerted people around the docks, only three fall
into the water and begin to drown when the barge crashes.
• Recently logged. Stacks of freshly cut timber in the
Otherwise, six fall in and begin to drown. The encounter
northeastern corner of the clearing: DC 10 INT
ends if the PCs rescue all those drowning or after 12 rounds
(Nature) or WIS (Perception) check.
have passed from the start of the encounter:
• The tree in the center of the clearing is no mere tree:
• Any drowning victims not saved at the end of 12
DC 14 INT (Nature) check.
rounds die.
The sprites swarm around Mossbeard, using the treant’s
• Getting from the marketplace to the docks takes 2
mighty trunk as cover. They will attack the PCs before
rounds. Getting from anywhere else in Moonbright to
turning invisible the following round. This cycle continues
the docks takes 5 rounds.
until either the start of a turn with five or fewer surviving
sprites or when the PCs have all fallen unconscious. At this • PCs must dive into the river to save those drowning: DC
point, a furious Mossbeard awakens, along with the 10 15 Strength (Athletics) check, taking 2 rounds, saves one
woodcutter captives, and demands attention: victim. Rope grants advantage on check but requires 5
rounds to prepare.
• Barzyli is not among the prisoners: DC 12 INT
(Investigation) or WIS (Perception) check. In the aftermath, the PCs can investigate the barge, solidly
wedged into the docks:
• Mossbeard is emotional but would rather talk than
fight (which is good because he would destroy the • Below deck, three metal cages lie open. They are large
PCs). He will defend himself though, and if pushed enough for a Medium creature, and the locks appear to
to his breaking point, he might even lash out (GM’s have melted away, which may also explain the charring
discretion), at which point the PCs’ only option is to everywhere below deck.
flee—perhaps awaiting cooler heads after enough time. • There are claw marks on the deck, which look to be
recent: DC 12 INT (Investigation) or WIS (Perception).
EMPTY BARGE To identify the claw marks as consistent with a large
One afternoon, an unmanned barge slams into canid: DC 14 INT (Nature) check.
Moonbright’s docks, launching stevedores into the river. • There are no creatures, alive or dead, on the ship.
• Most of the crews’ belongings are still on the barge.
Notably, the PCs find a map of the Western Wilds, and
there is a large red X on it, marked “Nargoth.”
Presenting the Quest. Mayor Yara Ranit waits for the PCs
to conclude their inspection of the barge before inviting
them back to her office. She politely asks for their findings,

14 TROUBLE AT MOSSBEARD MILL


MOSSBEARD (HE/HIM, LEGENDARY TREANT AND LABYRINTH WALKER )

Massive and gnarled. Slow, monotonous voice. Concluding Negotiations. What happens next depends
Unstoppable force of nature. on how convincing the PCs were:

Found initially in Mossbeard’s clearing (not on map). • If Mossbeard is convinced, he deputizes the
Personality Traits: Direct, deliberate, unforgiving. “younger lineages” of the region with protecting the
forest and releases the woodcutters to the PCs.
Bonds: The forest. An epoch ago, Mossbeard planted
every progenitor tree in this region, and he still guards it • If Mossbeard is not quite convinced, he reluctantly
like a grandfather. releases the woodcutters to the PCs. However,
Flaws: Refuses to acknowledge just how long he’s Mossbeard promises that he will visit this
been away from the area. “Moonbright” and speak with their “leader” about
Wants: To stop the creatures from logging and restitution for his friends—just as soon as he’s done
destroying his offspring. resting his eyes.

Talking to Mossbeard: Mossbeard freely relates the Resolution. The PCs return to Moonbright with the
following: surviving woodcutters. Bartos is elated that most of his
comrades have returned and makes good on his promise
• He captured the woodcutters and carried them back
to pay the PCs. However, Ebrill is distraught that Barzyli
here to the scene of their crimes.
is still missing, even if she puts on a brave face.
• He was not napping. Rather, he was resting his eyes
while contemplating the appropriate punishment
for the woodcutters.
• He would much rather crush each PC for attacking
his sprite allies, but he recognizes that more
humanoids are bound to investigate, and he has
grown weary of squashing bugs.
• He’s returned because the last of his arboreal
guardians has perished. He no longer remembers
what the guardians were protecting against.
• Upon returning, this clearing of fallen trees was
the first thing he encountered. He tracked the
woodcutters down and razed their home in revenge.
Negotiating with Mossbeard. The PCs must negotiate
with Mossbeard for the woodcutters’ freedom. Keep the
following in mind during any negotiations:
• Intimidation does not work on Mossbeard, and he
does not take kindly to idle threats from folks who
don’t even reach his knothole.
• Mossbeard wants to know what is happening in
his woods. Useful information will go a long way in
persuading him to show mercy.
• Mossbeard will patiently listen to any proposals to
engage in sustainable logging practices aimed at
reducing thick foliage instead of clear cutting.
• The woodcutters will promise anything to ensure
their freedom, but if they promise to give up their
trade, it’s a lie.

TROUBLE AT MOSSBEARD MILL 15


Blanquard Urhanroot), came from the south on the
Northcord River.
RAISING THE STAKES: WHO FELL IN?
• The mayor can arrange for the loan of mules to make
Most likely, the stevedores fell into the water since they
travel easier.
are regularly in this area. To make this encounter more
meaningful, include one or more of the NPCs that the
PCs were speaking with at the start of the scene. Area 8: Sandy Bank
Sandy shore. Animal prints. Entrance to enchanted woods.

so she can formulate a plan of action. After hearing their A deep gouge in the sandy beach is slowly being washed away by
report, Yara freely explains the following: the lapping river. A natural archway in the woods beyond seems
to beckon any who look upon it.
• She wants the PCs to investigate the fate of the captain
and crew. She offers to pay the PCs 750 gp for the
task, which is the estimated value of the barge she’s The imprint of a barge that ran aground scars the eastern
impounded, minus the cost to repair the docks. bank of the Northcord River (see Area 8):
• The incident is not good for Moonbright’s commerce. • Animal prints surround the imprint of the barge:
She is concerned that the barge was attacked. The DC 10 WIS (Survival) check. To identify the prints
barge, which was expected (captained by an elf named as unnaturally large wolf or bear prints: DC 14 INT
(Nature) check.

16 TROUBLE AT MOSSBEARD MILL


LAEVIS (THEY/THEM, GREEN HAG )

Auburn hair. Teakwood nails. Dress knit from leaves and flower
blossoms.

Found typically in the fey circle (see Area 12).


Personality Traits: Aloof, cunning, magical.
Bonds: Creatures of the forest. Laevis has claimed this region
of woodlands to be under their protection.
Flaws: They can be overzealous in protecting the region, which
can lead to rash decisions.
Wants: To protect the woodlands around the fey circle.
Talking to Laevis: Laevis freely relates the following:
• Laevis couldn’t have the barge polluting their view of the
river, so their animal friends pushed it back into the river
once it was cleared.
• Laevis views the fey circle as their home on both the Material
Plane and in the Summer Lands.
• They plotted with their woodland friends to stop the barge
from smuggling hell hounds north through their territory.
But the fiends escaped while Laevis’s allies overwhelmed the
crew, pulling them from the boat.
• Laevis is stuck between a rock and a hard place since they
may need to barter the “criminals” (sailors and barge captain)
in order to get support in eliminating the hell hounds.
• Once they recognize the PCs’ strength and principles, Laevis
makes an offer: if the PCs can kill the hell hounds, then
Laevis will release the sailors and the captain. They demand
some trophy or other proof of success from the PCs before
releasing the crew.

FROM HERE . . . ANIMAL ENCOUNTERS


Enter the faerie trail (see Areas 9–11) through the natural d6 Animal Allies
archway. 1 A swarm of rats attacks each PC, who must succeed on
a DC 12 DEX save or have all that PC’s rations eaten.
Area 9–11: Faerie Trail 2 Five giant rats assail the PCs’ ankles.
3 Six scorpions sting the PCs as they hurry down the path.
Scattered stone circles. Luminous moths. Virulent life.
The scorpions flee as soon as they’re attacked.
4 Three golden mastiffs chase the PCs. The mastiffs try to
These woods are unlike anything else around Moonbright. wrestle the PCs to the ground for Laevis.
The leaves explode with hues of lavender, pink, and turquoise.
5 Two dozen ravens caw at the PCs from nearby trees.
Occasionally, the dense woods open onto clearings marked by Each PC that can hear the ravens must succeed on a DC
loose stone circles. 11 WIS save or take 4 (1d8) psychic damage.
6 Two wolves block the path leading farther into the
As the PCs proceed through Areas 9–11, they encounter woods while two more wolves block the path behind. If
animal allies of the green hag. Roll 1d6 for each of the the PCs reach for their weapons, the wolves attack.
three areas and consult the Animal Encounters table (or
determine alternative Beast adversaries). These creatures
are not under Laevis’s direct control but are allied and have FROM HERE . . .
common goals. Follow the path to the fey circle (see Area 12).

TROUBLE AT MOSSBEARD MILL 17


Area 12: Fey Circle Resolution. Because the PCs are unable to return the third
hell hound, Laevis is not bound to honor their end of the
Swirling winds. Untamed wilds. Old, nameless magic. agreement. However, while the PCs were hunting hell
hounds, the fey spoke with the sailors, who were deathly
Trees and standing stones line an oblong clearing. A crumpled afraid of their cargo, so Laevis is willing to release the crew,
figure lies tied to the base of each stone. provided the greedy captain faces justice for trafficking in
dangerous fiends.
In the fey circle, the 11 missing sailors and the barge Returning to Moonbright, Mayor Ranit pays the PCs
captain have been bound to trees and standing stones with for this work using assorted gems. While not excited at
purple-leaved vines. At the center, the green hag Laevis the prospect of punishing a barge captain, the mayor
(see Appendix) is visibly distraught and wringing their acknowledges it’s both bad luck and in poor taste to flout
hands. They are pacing around the circle, discussing aloud the fey. She arranges for transport to the south, so the elf
their plans to solve some problem of their own making. captain can face punishment.
Tactics. Laevis would rather talk than fight with the PCs,
MISSING FARMERS
but they will defend their home. There might be additional
animal allies, or stragglers from previous encounters, that Favienne Northcord visits the PCs at the Dragon’s Thirst
assist Laevis should hostilities flare (GM’s discretion). Tavern. She is concerned because her parents have been
missing for the past few days and have missed several
LET SLIP THE HOUNDS OF HELL appointments for wedding preparations. She hopes that
the PCs can help find them.
Stink of sulfur. Drifting ash. Burnt timber.
While the PCs have been busy, the preparations for the
harvest festival are approaching a fever pitch. At the same
The smell of smoke mixes with the acrid stench of sulfur as the time, local vendors have been preparing for the wedding
woods give way to a smoldering clearing. of the Northcord and Pumpernickel children. The PCs are
likely to be surprised when Favienne Northcord asks to
The PCs track two of the three missing hell hounds to a meet them at the tavern.
broad clearing created by wildfires: NPCs. See also NPCs in the Appendix for more
• To get the jump on the hell hounds: DC 20 WIS information on Favienne.
(Survival) check. On a failure, the PCs arrive at the
clearing, but the hell hounds catch the PCs by surprise. FALSE MILLERS
• After dispatching the first two hell hounds, the PCs The PCs have no difficulty reaching Mossbeard Mill (see
can’t locate the third and must return to the fey circle Area 7) since they likely visited earlier in the adventure.
only partially successful. This time, they find both Molliner brothers on the property
and can question them.
Doppelgangers. The brothers are actually doppelgangers
(see Appendix), and their schemes have involved getting
to know farmers and merchants to the point that they can
imperceptibly impersonate them. Once comfortable with
HARBINGER OF FUTURE EVENTS their marks, they kill them and dispose of the bodies. The
The barge captain Blanquard Urhanroot was promised doppelgangers then impersonate their victims, selling off
a small fortune if he could deliver three hell hounds. possessions and land before “retiring” to warmer locales.
The recipient of the fiends are cultists who believe they Emar and Lodar have grown quite wealthy with this
located the Lost Tomb of Nargoth. scheme—most recently having sold the Dragon’s Thirst
Despite Laevis’s best efforts, all three hell hounds Tavern to Potro Rayune for quite the fee.
escaped the barge. Two swam to the eastern shore Following the death of the oaken sentinel in Part 1,
of the Northcord River while the third swam to the Honus and his minions first surfaced and targeted
western shore. The third hell hound was captured and Mossbeard Mill. As both sides were posturing to fight, the
infected by the ghouls, who have imprisoned it closer doppelgangers realized that the ghouls could help dispose
to Moonbright. of bodies and promised to provide the ghouls with meat in
The PCs are unable to locate the third hell hound in exchange for protection—and the ghast agreed. The ghouls
this part of the adventure. However, the infected fiend expected their first payment today, which has shrunk the
makes its way to Moonbright in Part 3. window for the doppelgangers to learn their victims’ ticks.

18 TROUBLE AT MOSSBEARD MILL


The Deception Unravels. If a PC is wearing the ring of A LIGHT DESSERT
deceiver’s warning (see Appendix), the stone turns red when Having located the doppelgangers’ wealth, the PCs still
the doppelgangers are nearby. PCs with passive Perception need to find the doppelgangers’ latest victims. With a
scores of 12 or higher notice this change as it happens. successful DC 12 INT (Investigation) check, the PCs locate
Upon realizing that the jig is up, one of the doppelgangers the unconscious bodies of Asher and Varina in the thickets
quips, “Well, it was good while it lasted.” They pull out along the river in Area 7.
their daggers and revert to their true forms, looking to
PCs who make successful DC 17 WIS (Perception) checks
silence the PCs permanently:
also notice two ghouls wading toward the shore.
• After dispatching the doppelgangers, the PCs are free to
search the mill, where they find a chest filled with 2,000 FROM HERE . . .
gp: DC 12 INT (Investigation) or WIS (Perception) The PCs should return to Moonbright with all due haste.
check. Many Moonbright residents, like Ebrill and Start Part 3 immediately.
Potro, have a legitimate claim to this wealth.
• Long ago, the doppelgangers agreed that they would
not let themselves be captured by the authorities—so
they will fight to the death.

EMAR MOLLINER AND LODAR MOLLINER Emar claims that she might be inside. He goes out
(BOTH HE/HIM, DOPPELGANGER CON ARTISTS ) back, and “Varina” returns about a minute later
wearing her jacket. To notice that Varina’s voice is too
The individuals who present themselves as Emar and
high, she is too tall, and she is wearing Emar’s boots:
Lodar Molliner are not the beloved sons of the Molliner
DC 13 WIS (Perception) check. (If instead pushed
family. Instead, they are doppelgangers who stumbled
to impersonate Asher, Lodar has similar issues: his
across Mossbeard Mill. The doppelgangers spent a season
voice is too low, he looks more like a halfling, and he’s
disguised as workers before killing Emar and Lodar along
wearing Lodar’s boots.)
with their father Rikar. They have spent the last three
years impersonating the brothers in Moonbright.

Found typically at Mossbeard Mill (see Area 7), either


one or both of them.
Personality Traits: Confident, trustable, deceitful.
Bonds: Each other. The doppelgangers always have
each other’s backs.
Flaws: Overconfident. After three years, the
doppelgangers don’t fear the consequences of
their actions.
Wants: To bilk Moonbright for every copper
it’s worth.
Talking to Emar and Lodar: Emar and Lodar
tell the following lies:
• Emar and Lodar claim to be very busy with
preparations for the harvest festival—hanging
garlands, sewing costumes, preparing firepits.
To recall that the brothers haven’t been seen in
town for days: DC 13 WIS (Insight) check.
• If asked about Asher and Varina, Lodar claims
the gnomes haven’t been around in a while. To
notice Emar is wearing Varina’s distinctive
handkerchief: DC 13 WIS (Perception)
check. If asked about the handkerchief,

TROUBLE AT MOSSBEARD MILL 19


PART 3: DEATH COMES CREEPING
Returning to Moonbright, the PCs find the town under
assault by zombies, rats, ghouls, and a hell hound. Honus
captures the mayor and takes her back to the mill.

ASSAULT ON MOONBRIGHT

In the approach to Moonbright, the gates are visibly ajar.


Frightened cries erupt from the docks, the marketplace—even
the temple.

Honus, the necrophage ghast, had centuries to


plot and scheme while imprisoned under the hill
behind Mossbeard Mill. Finally freed, the ghouls
gorged on local fish, animals, and anyone foolish
enough to cross their path. But now it’s time to
feast on Moonbright (see Areas 1–6).
The first three encounters can occur in any
order, but the Cloaked Ghouls encounter
should happen last.

WOODCUTTER ZOMBIES
Six figures stagger through town over the bridge spanning
the Saber River: five are zombies (the animated missing
woodcutters from Part 2), and the sixth is Barzyli, CLOAKED GHOULS
friend to Bartos Rey and partner to the waitress Ebrill After infiltrating Moonbright, four ghouls met at the
Perelbacher. All stagger into Moonbright: Dragon’s Thirst Tavern, where they were greeted by the
• Barzyli, the woodcutter, is wounded and only has 1 frantic barking of Potro’s dog Spiedie. No one heeded
hit point. He has survived by impersonating a zombie the dog’s warning though, and Potro eventually locked
for the last several days. To realize Barzyli is still alive: Spiedie upstairs.
DC 13 INT (Religion), WIS (Medicine), or DC 15 WIS While the zombies, rats, and hell hound terrorize the
(Perception) check. rest of the town, the ghouls are biding their time for what
seems the right moment, and then they throw off their
INFECTED HELL HOUND capes and dine on the patrons:
Honus expended no small effort in capturing the third hell • If the PCs are not faring well in a fight here, Potro
hound that escaped the empty barge, and it is currently (veteran) enters the fray with his trusty longsword.
infected by ghoul hunger (see ghoul stats). The hell hound is • Searching the ghouls’ bodies, the PCs find a folded-up
currently attacking merchants in the marketplace. sheet of paper in one of their pockets that instructs
them to attack Moonbright and bring bodies back to
SWARMING RATS
the mill—presumably Mossbeard Mill.
A disguised ghoul tossed canvas sacks full of rats into the
temple before heading off to the tavern. There are currently FROM HERE . . .
four swarms of rats infesting the temple: Follow the ghouls’ trail back to Mossbeard Mill (see
• Coridon is ineffectually trying to deal with the Showdown at Mossbeard Mill).
situation. A swarm flees if it starts its turn with 10 hit
points or fewer. SHOWDOWN AT MOSSBEARD MILL
Upon exiting the tavern, Bartos Rey approaches the PCs,
axe in hand. He confirms the threats around Moonbright
are largely quieted. However, a woodcutter saw someone
on horseback with the tied-up mayor, riding over the
bridge toward Mossbeard Mill (see Area 7).

20 TROUBLE AT MOSSBEARD MILL


BOSS FIGHT

Crawling with undead. Rotten flesh. Churning river. MAKING IT PERSONAL: CAPTIVES
The ghoul has captured the mayor and absconded to the
As boots clop over the small footbridge, a husky voice calls mill to provide Honus with some additional leverage over
out: “Adventurers! You will not deny me what I am owed!” Moonbright’s defenders. If the players never connected
Hungering eyes turn in unison. with the mayor, feel free to substitute another NPC that
would have a greater impact.

The necrophage ghast (see Appendix, can also cast the


animate dead ritual once per day), Honus, has summoned
his remaining forces back to Mossbeard Mill. With his plan Marriage Is What Brings Us Together. Three days after
to overrun Moonbright failed, he is regrouping with the the harvest festival, Favienne and Chevel are married in the
intention of infecting the mayor. marketplace in the presence of all their parents, friends, and
Honus has two ghouls and six zombies at his disposal. protectors. The food and dancing are excellent.
These restless undead hunger, and Mayor Ranit is to be the After the woodcutter recovers, Ebrill and Barzyli decide to
meal. She is imprisoned inside the millhouse. tie the knot a few weeks later. The intimate ceremony is held
in the temple, and the PCs are among the select few invited.
Tavern Troubles. Upon learning of the doppelgangers’
CONCLUDING THE ADVENTURE scheme and the true fate of the Perelbachers, Potro is filled
Despite recent events, the harvest festival goes off as with remorse, and after the wedding, Potro promises Ebrill
planned—and the PCs are now guests of honor. Because half the tavern in a business partnership. Ebrill agrees on
of their recent brush with death, Moonbright’s residents the condition that they rename it.
celebrate more joyously than they have in decades. Where to Next? The PCs might now follow the map
Mossbeard in the Bark. If the PCs failed to completely towards the X to discover what “Nargoth” has to offer.
persuade Mossbeard in Part 2, the treant visits Otherwise, they might commission a barge south toward
Moonbright during the harvest festival. After the shock more civilized lands or blaze north into the wilds.
and subsequent novelty wear off, he drinks an entire barrel
of brown ale to calm everyone’s nerves. Later, Mossbeard is
seen talking with the mayor about how Moonbright might
replace his arboreal protectors.

HONUS (HE/HIM, NECROPHAGE GHAST )

Half-elf in life. Emaciated. Centuries-old decaying


flesh barely clinging to bones. Shriveled eyes
devoid of mercy.

Found typically at Mossbeard Mill (see Area 7).


Personality Traits: Cruel, insatiable, vengeful.
Bonds: None. A thousand years of
imprisonment have broken all bonds.
Flaws: Famished. Honus spent an epoch
trapped under an oaken sentinel where he
couldn’t eat. He is making up for lost time, often
snacking on corpses before animating their flesh.
Wants: To kill his enemies, eat their flesh, and
raise their corpses.
Talking to Honus: Honus doesn’t talk with
the PCs—this is not the time for small talk.
However, he will taunt the PCs occasionally,
reminding them that he has their mayor.

TROUBLE AT MOSSBEARD MILL 21


Appendix MAGIC ITEMS
Many are the treasures you’ll find along your journeys.
Game rules required for running this adventure and not Snatch them up and guard them close, for they might
found in Tales of the Valiant Alpha Release can be found here. someday save your life.

Ring of Deceiver’s Warning


DISEASES & HAZARDS
The world past those comforting doors is not always on Ring, Common
your side. There will be obstacles on your journey, and you
This copper ring is set with a round stone of blue quartz.
must be prepared.
While you wear the ring, the stone's color changes to red if
a creature with the Shapechanger tag comes within 30 feet
Scalemolder of you.

Disease
An infectious disease transmitted via touch that only
MONSTERS
affects adult kobolds. Those infected develop a green The world is filled with an amazing assortment of
coating on their scales and an intolerable itchiness. As the creatures, both magical and mundane. So confrontation is
disease progresses, the coating covers the entirety of their inevitable, whether through hostility or misunderstanding.
body and causes the victim to scratch themselves raw. In its Know your world and you will know yourself.
final stages, the kobold’s scales fall off and slowly turn to
dust, revealing the raw flesh below. Doppelganger CR 3
Trigger: A fully grown kobold comes in contact with Medium Monstrosity (Shapechanger)
another creature that is infected with or carries scalemolder. Armor Class 14
Effects: When an infected target starts a long rest, it Hit Points 80
must succeed on a DC 15 CON save or gain one level of Speed 30 ft.
exhaustion. With a CON save of 9 or less, the creature Perception 13 Stealth 16
instead gains two levels of exhaustion. Immune charmed
Resolution: Scalemolder can only be cured by salves Senses darkvision 60 ft.
prepared from the sap of oaken sentinels. Languages Common, telepathy 60 ft.

STR DEX CON INT WIS CHA


+0 +4 +2 +0 +3 +4

Convincing Mimicry (Humanoid Form Only). The


doppelganger can mimic any Humanoid’s body and voice
it has seen and heard nearly perfectly. A creature very
familiar with the individual Humanoid the doppelganger is
pretending to be can tell the doppelganger is an imitation
with a successful DC 20 WIS (Insight) check.
Revealed Intentions. While reading a creature’s mind, the
doppelganger has advantage on CHA checks against the
creature, knows the creature’s current mood, and knows if
the creature speaks a lie. In addition, the doppelganger has
advantage on attack rolls against the creature.

ACTIONS
Multiattack. The doppelganger makes two Slam or Psychic
Bolt attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Psychic Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one
target. Hit: 13 (2d10 + 2) psychic damage.

22 TROUBLE AT MOSSBEARD MILL


Green Hag CR 3
Medium Fey
Armor Class 16 (natural armor)
Hit Points 76
Speed 30 ft.
Perception 14 Stealth 13
Resistant Fey Resilience
Senses darkvision 60 ft.
Languages Common, Sylvan

STR DEX CON INT WIS CHA


+4 +1 +3 +1 +2 +6

Amphibious. The hag can breathe air and water.


Fey Resilience. The hag is resistant to the charmed and
unconscious conditions.
Mimicry. The hag can mimic animal sounds and humanoid
voices. A creature that hears the sounds can tell they are
imitations with a successful DC 14 WIS (Insight) check.
Speak with Beasts. The hag can communicate with Beasts as
if they shared a language.

ACTIONS
Multiattack. The hag makes two Claw or Torment attacks.
If two attacks hit one creature, the target must succeed on
a DC 14 WIS save or be overwhelmed with pain and have
disadvantage on attack rolls until the end of its next turn.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Torment. Ranged Spell Attack: +6 to hit, range 60 ft., one
target. Hit: 14 (3d6 + 4) psychic damage.

BONUS ACTIONS
Change Shape. The doppelganger transforms into a Small
or Medium Humanoid it has seen or back into its true
form, which is Monstrosity. Its statistics, other than its size MODIFYING MONSTERS
and speed, are the same in each form. Any equipment it is
The monsters here are presented in advance of the release
wearing or carrying isn’t transformed. It reverts to its true
of Monster Vault—and though they may still change, they
form if it dies.
are presented as currently intended for that release. Two
Read Thoughts. The doppelganger magically reads the
surface thoughts—what is foremost in the mind at the of them, the green hag and the treant, are intended to
moment—of one creature within 60 feet of it. The effect can be non-combat encounters in this adventure, Trouble at
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, Mossbeard Mill, but it’s of course not always possible to
2 inches of metal, or a thin sheet of lead blocks it. While the avoid combat, hence their inclusion. However, both have
target is in range, the doppelganger can continue reading the ability to summon other creatures that are beyond the
the target’s thoughts until its concentration is broken (as scope of this adventure (and simply haven’t been finalized
if concentrating on a spell) or it uses Read Thoughts on a
for publication yet). So should combat erupt unexpectedly
different target.
for these creatures, feel free to substitute with Beasts from
Tales of the Valiant Alpha Release:
• For the green hag’s Poisonous Allies, replace the listed
creatures with 2 wolves or 2d4 mastiffs or giant rats.
• For the treant’s Animate Trees, replace the listed
creatures with 2d4 wolves or 2d6 ravens.

TROUBLE AT MOSSBEARD MILL 23


Poisonous Allies (1/Day). The hag magically calls 1 giant the effect ends for it, the creature is immune to the ghast’s
spider, 2 giant poisonous snakes, or 2d4 poisonous snakes. Necrophage Stench for the next 24 hours.
The creatures arrive in 1d4 rounds, acting as allies of the hag Spider Climb. The ghast can climb difficult surfaces,
and obeying its spoken commands. The creatures remain for including upside down on ceilings, without needing to make
1 hour, until the hag dies, or until the hag dismisses them as an ability check.
a bonus action. Turning Defiance. The ghast and any ghouls within 30
Invisible Passage. The hag magically turns invisible until feet of it have advantage on saves against effects that turn
it attacks or casts a spell, or until its concentration ends undead.
(as if concentrating on a spell). While invisible, it leaves no Undead Resilience. The ghast is immune to poison damage,
physical evidence of its passage and can be tracked only by to exhaustion, and to the poisoned condition.
magic. Any equipment it wears or carries is also invisible.
Spellcasting. The hag casts one of the following spells, ACTIONS
requiring no material components and using CHA as the Multiattack. The ghast makes one Bite attack and two Claw
spellcasting ability (spell save DC 14). attacks, or it makes three Arcane Blast attacks. It can replace
At will: dancing lights, minor illusion one Bite attack or two Arcane Blast attacks with a use of
1/day: bestow curse Spellcasting.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
BONUS ACTIONS Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) force damage.
Illusory Appearance. The hag covers itself and anything it Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
is wearing or carrying with a magical illusion that makes it target. Hit: 7 (2d4 + 2) slashing damage. If the target is a
look like another creature of its general size and humanoid creature that isn’t a Construct or Undead, it must succeed on
shape. The illusion ends if the hag takes a bonus action to a DC 14 CON save or be paralyzed for 1 minute. The target
end it or if it dies. can repeat the save at the end of each of its turns, ending
The changes wrought by this effect fail to hold up to the effect on itself on a success.
physical inspection. For example, the hag could appear to Arcane Blast. Ranged Spell Attack: +6 to hit, range 120 ft.,
have smooth skin, but someone touching it would feel its one target. Hit: 11 (2d6 + 4) force damage.
rough flesh. Otherwise, a creature must take an action to
Spellcasting. The ghast casts one of the following spells,
visually inspect the illusion and succeed on a DC 20 INT
requiring no material components and using INT as the
(Investigation) check to discern that the hag is disguised.
spellcasting ability (spell save DC 14).
Cantrips (at will): guidance, mage hand, prestidigitation
Necrophage Ghast CR 4 3/day each: command, charm person, hold person,
Medium Undead ray of enfeeblement
Armor Class 16 (Arcane Infusion) 1/day each: fear, invisibility (self only)
Hit Points 75
Speed 30 ft., climb 30 ft. Treant CR 9
Perception 10 Stealth 13 Huge Plant
Resistant necrotic Armor Class 16 (natural armor)
Immune charmed | Undead Resilience Hit Points 185
Senses darkvision 60 ft. Speed 30 ft.
Languages Common Perception 17 Stealth 9
Vulnerable fire
STR DEX CON INT WIS CHA Resistant bludgeoning, piercing | Plant Resilience
+0 +2 +2 +6 +0 −1 Senses tremorsense 30 ft.
Languages Common, Druidic, Elvish, Sylvan
Arcane Infusion. While the ghast is conscious and wearing
no armor and wielding no shield, it adds its INT modifier to
STR DEX CON INT WIS CHA
its AC (included above).
+6 −1 +9 +1 +7 +1
Hungry Dead Nature. The ghast doesn’t require air or sleep.
In addition, it must consume at least 2 pounds of raw meat
every 24 hours, or it loses its immunity to exhaustion and False Appearance. While the treant remains motionless, it is
risks starvation until it does so. While it has any levels of indistinguishable from a normal tree.
exhaustion from starvation, the ghast can’t remove levels of Plant Resilience. The treant is resistant to exhaustion and to
exhaustion until it consumes at least 4 pounds of raw meat. the paralyzed, petrified, and unconscious conditions.
Necrophage Stench. A creature that starts its turn within Siege Monster. The treant deals double damage to objects
30 feet of the ghast must succeed on a DC 14 CON save and structures.
or have disadvantage on all saves against spells cast by Speak with Plants. The treant can communicate with Plants
the ghast for 1 minute. If a creature’s save is successful or and nonmagical plants as if they shared a language.

24 TROUBLE AT MOSSBEARD MILL


ACTIONS as allies of the treant, obeying its spoken commands. The
Multiattack. The treant makes three Slam attacks, or it makes plants remain for 1 hour, until the treant dies, or until the
two Throw Rock attacks. If two Slam attacks hit one creature, treant dismisses them as a bonus action.
the target must succeed on a DC 17 STR save or be knocked
prone. BONUS ACTIONS

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Halt Intruders. The treant calls to the roots beneath up to
Hit: 22 (4d6 + 6) bludgeoning damage. two creatures it can see within 30 feet of it. Each target must
succeed on a DC 17 STR save or be restrained by roots until
Throw Rock. Ranged Weapon Attack: +10 to hit, range
the end of its next turn. The treant can target only creatures
60/180 ft., one target. Hit: 33 (5d10 + 6) bludgeoning
in contact with the ground and can’t target creatures in
damage.
contact with a manufactured floor, such as the wooden floor
Animate Trees (1/Day). The treant magically animates 2
of a building.
trees or 2d6 shrubs it can see within 60 feet of it. The trees
use the statistics of an awakened tree, and the shrubs use
the statistics of an awakened shrub. The animated plants act

NPCS
Oh, the characters you’ll meet along the way. Whatever happens, they will certainly make your life more interesting.

CLIFF (THEY/THEM, KOBOLD ENFORCER )

Young leader. Stands half a head taller than most Flaws: Slow to admit they’re wrong.
other kobolds. Wields a woodcutter's hand axe. Wants: To hear the big people admit that they caused
Suffering from the early symptoms of scalemolder. the plague.
Found typically in the kobold camp (not on map). Talking to Cliff: As Chief Shov’rakh’s nephew, they
Personality Traits: Firm, powerful, doting. learned to speak Common from a young age. Along with
Bonds: Their hatchling sister, Luna. Their mother five other kobolds, Cliff confronts the PCs. They demand
took Luna into the woods when she became too ill, the PCs explain their intentions. They are visibly armed
and Cliff is worried sick about her fate. (Luna is the but haven’t drawn their weapons.
hatchling in the Random Kobold Encounter table.)

CHIEF SHOV’RAKH (THEY/THEM, KOBOLD CHIEF )

Short. Classy clothing and a regal headdress crafted by • Two weeks ago, Shov’rakh visited a hobgoblin
an elven tailor once rescued by the tribe. Extremely itchy oracle who divined from rat entrails that the cure
and tired, in the final throes of scalemolder. could be found in the sap of an ancient guardian
tree near Moonbright with “four arms attacking.”
Found exclusively in the kobold camp (not on map).
Despite their best efforts, the kobolds have been
Personality Traits: Pragmatic, protective, resourceful. unable to find the tree. Shov’rakh can offer the
Bonds: Faith in the Great Grand-Dragon, tribe’s remaining wealth (100 gp in assorted
the tribe’s patron deity. gems and a “wizard’s ring”) if the PCs find the
Flaws: Distrusts the big people who aren’t elves. sap. Furthermore, Shov’rakh promises that if the
Wants: A cure for the tribe. PCs bring them the sap, the tribe will leave the
Talking to the Chief: Shov’rakh freely relates Moonbright region as soon as they’re healthy
the following: enough to travel.
• About a month ago, the first tribe member
contracted scalemolder (see Appendix). This spread
throughout the tribe quickly, and nearly a quarter of
the tribe has already perished from it.

TROUBLE AT MOSSBEARD MILL 25


BARTOS REY (HE/HIM, WOODCUTTER FOREMAN )

Young, yet leathery. Double-breasted red shirt Wants: To recruit another shift of woodcutters.
with brown suspenders and matching pants. Sips a
Talking to Bartos: Bartos freely relates the following:
sweet‑smelling liqueur from a copper flask.
• Bartos offers any PCs who look strong enough the
Found typically at the woodcutters’ retreat (see Area 5). chance to work on the new shift he’s recruiting.
Personality Traits: Resourceful, methodical, • He dismisses concerns about the kobolds: “The
overconfident. scalyfolk aren’t foolish enough to cross the
Bonds: The woodcutter cooperative. Bartos has woodcutters.”
worked as a woodcutter for other operations but never • He’s excited for the harvest festival since all the
one that shared the profits among the workers. This woodcutters will return to Moonbright. His cousin
breeds loyalty among the workers. Barzyli will have time to spend with the sweetheart
Flaws: Bartos downplays the threats in the forests, he’s tried to keep secret from them.
instead believing in the axes of the woodcutters.

CORIDON MYRICKLEAF Flaws: They are often frustrated with Moonbright’s


(THEY/THEM, ELF ACOLYTE ) provincial attitude.
Brown ecclesiastical garb. Acolyte of the Dreaming Wants: The harvest festival to go off without a hitch.
God, a neutral god of plants, growth, and life. Intent Talking to Coridon: Coridon freely relates the
listener, waiting for the speaker to finish before offering following:
sage advice about the perceived problem. • They are aware of the perceived kobold threat around
Found typically dealing with something at the local town, but they preach tolerance and caution against
temple (see Area 4). rash judgements.
Personality Traits: Independent, objective, • They ask—nay, beg—the PCs to volunteer with
principled. harvest festival preparations.
Bonds: Their spouse in the faraway elven lands, who • They support the temple by selling their homebrewed
has supported Coridon’s mission in Moonbright from healing potions. They are also knowledgeable in
afar for the last decade. the arcane arts and can help in identifying items or
learning spells.

EBRILL PERELBACHER
(SHE/HER, HUMAN WAITRESS )

Two bright-red pigtails. Green jumper with a white Wants: To earn enough coin to buy a share of the
blouse. Sleeves rolled up. Darts between tables while tavern.
balancing trays of soup, brimming flagons, and slices of Talking to Ebrill: Ebrill freely relates the following:
apple pie.
• Her boyfriend, Barzyli, is a woodcutter who lives
Found typically serving patrons at the Dragon’s Thirst across the river. He’s currently working inland but
Tavern (see Area 3). returns next week for some rest and relaxation.
Personality Traits: Chipper, clever, earnest. • Her parents sold the tavern shortly after visiting the
Bonds: Her clientele. Ebrill spent her whole life in the old Mossbeard Mill.
tavern and relishes bringing joy to this outpost town. • The stew is an old family recipe dating back to the
Flaws: Bitter that her parents sold the tavern without founding of the town. But it’s increasingly difficult
telling her. to source the venison.

26 TROUBLE AT MOSSBEARD MILL


FAVIENNE NORTHCORD
(SHE/HER, SMALLFOLK/GNOME BRIDE -TO-BE )

Yellow dress and brown boots. Braided blonde hair. • Favienne’s parents aren’t anywhere on their rutabaga
Engaged to Chevel Pumpernickel, the baker's son. farm, and they were last seen going to Mossbeard
Mill three days ago. No one has seen them since, and
Found initially in their farmhouse near Moonbright
she’s worried. She wants the PCs to find her parents,
(not on map).
wherever they may be.
Personality Traits: Bubbly, sensitive, orderly.
• She doesn’t have anything to pay the PCs since so
Bonds: Chevel. The gnomes were childhood
much of the family’s funds are tied up in the wedding.
sweethearts and are finally getting married after he
If Asher and Varina were the PCs’ call to action, she
finished his baker’s apprenticeship.
appeals to their relationship with her parents. If the
Flaws: High-strung. Favienne has planned most of
PCs used another call to action, she offers an invitation
the wedding, and she’s on her last nerve.
to her wedding reception.
Wants: For her wedding to go off without a hitch.
• Unlike her in-laws-to-be, Asher and Varina are actually
Talking to Favienne: Favienne freely relates the involved with the wedding preparations. However,
following: they missed the last three meetings this week.
• Favienne is the Northcords’ only child, and they are
looking forward to her wedding.

POTRO RAYUNE
(HE/HIM, HUMAN BARTENDER/EX-ADVENTURER ) Talking to Potro: Potro freely relates the following:
• He was once an adventurer in service to the crown.
Yellow flannel shirt with blue striping. Thinning black hair
Though he plays it down, he fought skeletons,
and a tight goatee. Greets everyone with a smile and a goblins, otyughs—even a red dragon. He bears more
drink. If asked nicely enough, he'll show his battle scars. scars than he can show, and he retired after watching
Found typically behind the bar of the Dragon’s Thirst too many friends die.
Tavern (see Area 3). • In the past few weeks, fewer barge captains have
Personality Traits: Jovial, humble, haunted. been stopping in Moonbright: DC 13 CHA
Bonds: Spiedie, his short, squat mutt, who seemingly (Persuasion) check reveals that this has significantly
inherited all the worst traits of his forebears, often impacted business.
begging for scraps from patrons. • The mayor is looking for adventurers to deal with
Flaws: His temper flares easily. kobolds who moved in—but adventuring is for the
Wants: To make an honest living, free of the constant young.
threat of death. • The woodcutters don’t carouse much in town now
that they have their retreat across the river: DC 13
CHA (Persuasion) check reveals that this hasn’t
impacted business much.

TROUBLE AT MOSSBEARD MILL 27


YARA RANIT (SHE/HER, HUMAN MAYOR )

Far more fashionable than most in town. Brightly resolve the problem. On pointing out the threat to
colored dress and tasteful makeup. trade, a DC 13 CHA (Persuasion) check, she increases
the offer to 50 gp per PC.
Found typically administering to her mayoral duties
(see Area 6). • Given the recent kobold activity, she’s also willing to
cover three nights’ expenses at the Dragon’s Thirst
Personality Traits: Lyrical, patient, pragmatic.
Tavern if the PCs check in on Mossbeard Mill and
Bonds: Ebrill Perelbacher. Yara sees much of herself in
the Molliner family. Rikar Molliner, the family’s
the waitress, and she has paid special attention to the girl
patriarch, retired to the south after 40 years running
since her parents’ surprise retirement.
the mill, and Yara isn’t convinced that his sons Emar
Flaws: Around out-of-towners, Yara is prone to lament
and Lodar know what they’re doing.
Moonbright’s backwater tendencies.
• She feigns excitement about the upcoming harvest
Wants: To increase and safeguard Moonbright’s
festival, which she feels is a waste of resources:
prosperity—as this ensures her ongoing service.
DC 15 WIS (Insight) check. She is truly excited for
Talking to Yara: Yara freely relates the following: Favienne’s wedding, which she will officiate.
• Creeping kobolds concern her. Assuming the PCs • She once lived to the south but was enticed north to
present themselves as adventurers, she suggests be the town’s mayor.
they eliminate the threat. She offers 25 gp per PC to

TRAPS
The way is treacherous, and foes will try to bar your
passage. You would do well to understand what traps
might await you.

Hanging Net
Trap (Mechanical)
This trap uses a trip wire to hoist a 10-foot-by-10-foot
net and any creatures standing atop it into the air.
Trigger: A creature moves through the trap’s space,
tripping the wire.
Effects: When triggered, creatures standing in the
trap’s affected area must make a DC 15 DEX save or
become prone and restrained as the net hoists them,
dangling 10 feet in the air. Once triggered, a creature
can use their action to free themselves or a trapped
creature: DC 20 STR (Athletics) check to pull the
net apart, DC 20 DEX (Acrobatics) to slip out, or 5
slashing or fire damage dealt to the net (AC 10, 20 HP)
to destroy it.
Resolution: The trap can be avoided if spotted before
it is triggered: DC 10 WIS (Perception) check. The
trap can be disarmed before it is triggered: DC 15 DEX
check, disadvantage if made without thieves’ tools.

28 TROUBLE AT MOSSBEARD MILL


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