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MOSSBEARD MILL
FOUR TO FIVE 2ND-LEVEL CHARACTERS
TROUBLE AT MOSSBEARD MILL
CREDITS KOBOLD WARRENS
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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.
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.
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
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.
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.
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.
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.
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.
Auburn hair. Teakwood nails. Dress knit from leaves and flower
blossoms.
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.
ASSAULT ON MOONBRIGHT
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).
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.
©2023 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
sorcerers—or even just players! They expand options
for almost every spellcasting class and include plenty
of guidance throughout for Game Masters looking to
use magic and spells as character rewards, as storytelling
devices, and as villainous tools.
Deep Magic
Arcane Map Tiles
Unleash the power of magic in your tabletop games with
Deep Magic Arcane Map Tiles! Explore 24 beautifully illustrated
7" × 7" map tiles featuring arcane chambers, mystical portals, and other
enchanting elements. Create limitless adventure possibilities
and astound your players.
From mystical summoning circles to necrotic altars, the
magic is in your hands with Deep Magic Arcane Map Tiles!
Tro v e
Op e n a
n d e rs !
o W
f o
Amaze your players and spice up your 5th Edition campaign with
fresh, new enchanted items from Vault of Magic. It’ll turn that next
treasure hoard into something . . . wondrous!
©2022 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.