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1

Table of Contents
Character Building 8 Nature’s Wrath 76
Character Backgrounds 8 Tentacles of Torment 80
The Restless 84
Devoted Fanatic 8 The Brimstone Legion 88
Jealous Heir 9
Ruthless Enforcer 10 Heroes 92
Secret Seeker of Power 11 Forming a Team 92
Slum Survivor 12 Scouts 93
Races 13 Tanks 99
Support 106
Twin-headed Ogre 13 Blessings 118
Immature Vampire 17
Corrupted Beastfolk 18
New Archetypes 19 Twisted Fate:
Bard - College of Sorrow 20 Chronicles of the Endarkened 119
Fighter - Dark Knight 23 Chapter 1: The Wedding Gift 121
Monk - Way of the Hex 25
Paladin - Oath of the Inquisitor 26 The Brief 121
Ranger - Pouncing Panther 27 Chapter 2 What happens in Shipton… 134
Sorcerer - Chosen of the Abyss 29
Warlock - Aberrant Symbiote 30 A New Base of Operations 134
Wizard - Puppeteer 33 The Road to Shipton 138
The Owl Strikes Back 143
Magic Items 35 Conclusion 147
Uncommon 35 Chapter 3 Knowledge is our Enemy 150
Rare 37
Very Rare 39 Within the Library of Hatbury 150
Legendary Items 41 The Ritual of Apprehension 152
The Vaults of Knowledge 154
Defending the Lair 44 Conclusion 157

Setup Phase 44 Chapter 4 Take Control of a District 160


Infiltration Phase 45 Time to Expand our Power 160
Combat Phase 45 Chapter 5 The Bones or the Oak 186
Winning 46
Adjusting the Difficulty 46 Procuring New Allies 186
Organization Mascot 48 The Grove and the Graves 189
The Rite of Awakening 206
Lair Building 50 Defend The Base! 211
Lair Tiers 50 Chapter 6: A Rat Problem 214
Traps 51
Lair Maps by Tier 57 The Rat Among Us 214
Lair Artefacts 61 Don’t Lose Patience 215
Traveling Treasure or Patented Payback? 217
Recruiting Monsters & Henchmen 66 Defend The Base! 225
Recruiting with Gold 66 Chapter 7 Control the Kingdom 228
Recruiting with Skills 66
Recruiting Costs & Gold Allowance 67 Burn the Heretic 228
Seize the King; Seize the Kingdom 233
Monsters and Henchmen 68 Heavy is the Head that Wears the Clown 234
The Ironfang Tribe 68
The Arcane Insurgents 72

5
CREDIT
Project coordinator: William Martin
License
Content Team
This work includes material taken from the System Reference
Main Authors: William Martin Document 5.1 (“SRD 5.1”)
Author story: Sam Mc Gurran by Wizards of the Coast LLC and available at https://dnd.wi-
Proofreading: Dee Davis and Brandon Eccles zards.com/resources/systems-reference-document.
Game design: William Martin, Antoine Lussier, Jason Pétrin,
Valérie Lafond, Guillaume Beausoleil, Joshua, The SRD 5.1 is licensed under the Creative Commons Attribu-
Tests: Tom Cornu, Lancer Gaming tion 4.0 International License available at https://creativecom-
mons.org/licenses/by/4.0/legalcode.
Artists
Dream plots, Villainous Champions of the Shadowkeep, and
Book Design: their respective logos are trademarks of The stone that dreams
Cover Illustrator: Ognjen Sporin Inc. in Canada and other countries.
Illustrators: Ognjen Sporin, Ori (Muchinery), Lohan Guerci All characters and their distinctive likenesses are property of
(Accalmie), The stone that dreams Inc. The materials described in this
Lilou Caubert, Elisa Ruiz, Quentin Eung, Renard Lucas, Fiona statement are protected under the copyright laws of Canada
Albertini, and around the world under international intellectual property
Lina AMREIN, Celine Lacan, Jérémy Le Botlan, Mathieu Huet, treaties. Any reproduction or unauthorized use of the materials
Camille Fleury, Avehrse, Hugo Dumarais, Djaster, Franca- contained herein or artwork contained herein is prohibited wi-
drawing thout the express written permission of The stone that dreams
Inc.
Special Thanks
Theo from the Youtube channel Gallant Goblin
Ryker from the Cleric Corner

Our Champions of Shadow


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warmaster fenrir, Jayson Bennett, Samii, SickDinosaur, Slampress Tomes, Ero, Jimmie, Craig Rasmussen, Theodore Freed, Ken Mencher, Robineau
Magnús Emilsson, philip hindley, Alisa Chan, Andrew Pritchard, Aaron Booth, Olivier, Taylor Perkins, Andrew Turbott, James Ray, Nathan Tanner, Jared
Quasimuerto, Vader, Andreas Koci, Sean Frackowiak, James, Justin Offermann, Strickland, Dylan Lewellyn, ronny, José Fernando Ornelas, modocfletchjunk@
James Hicks, Raregold134, Jim Heston, Sean, Delaney, SinCity Minion, Andrew gmail.com, KaS, John Hickman, igzy, Timothy G Smith, Mikołaj Nikolajewicz,
Goodson, Adrian Stenzel, Breanna, Aaron hamilton, myshade1973, Riley, Shad Jason Luzader, kitsuneflare88, Justin Jackson, Donny Britton, Helen, Jay-
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6
‘Reg, Michal Dariusz Friedrich, Marvin, Charlie Hines, Cody, Bianca Burgess, Willis, Patrick Higgins, Patrick, Eryk Ferrere, Andrew Millar, Bailey Perkins,
Marc Vaughan, Adam Messner, Barx, Stacy, Andrew Hayford, Adam, Justin Joe, Steve Werling, Fireblade, Thomas Jordan, Ryan Holda, ripgangstar,
Barringer, Britt Richardson, George Morrow, Joseph Scuderi, John Campbell, Philippe Perreault (Canceled), Sikoinerz, Ryan Luna, Anthony Kirkpatrick,
Corby Gray, Christoffer Lindegaard Vinther, Hariiq Hozzaidi, Thomas Miller, frozentrually, Jamie Floyd, Jérémie Rivest, Naïck, Nicholas Labine, Yohan Cyr,
Carl Cabanas, Jet, Sebsebsen, Aaron Adams, Thresherinc, Jesse Woods, Ben William Fields, Aqualisk, Alan the Alpal, ShadowMoon, Vladimir Slavhinsky,
Malloy, Ellis, Christiaan, Richard Hildreth, Pierre Girard, Canyon Cappola, Mack Rixe, Allan Williams, Picard Jean-Vincent, Ryan Earles, Trip Space-Para-
Robert Reynolds, SnuTBuT, LB, Steven Setzer, Nathaniel Brinlee, Shawn P, site, Jérôme Regad, Andrew J Black, Jens Matzerath, Kevin Pagliarini, Davis
Bo, Todd Patrick, Daniel Marjoram, Michael Jacobson, George Crawshaw, Young, DerangedHermit, Travion Lawrence, Kevin, Jason Andrew Perry, John
Kanzen Hirukan, Josiah Stockton, Karl Schmidt, John M. Portley, Guestalt, McConnell, Aidan, Jaden, William Z. Cohen, Johan Eklund, Adam, Daniel To,
Baron von Nein Lederhosen, Quinn Bradley, Alf, B, Matthew Talbot, Stefnir Brenden Blades, Baccman, Scottie Dunbar, Matt Gordon, David, Eric Pilon,
Thorsson, Jimmy Groeneveld, Jonathan Chiaravalle, Benjamin Whitt, Moira, Micheal Meyers, Siobhan Durkan, Vazz, Richard Raymond, zhulchenn, Ryan D.
Gordon Wincott, J. R. Scherer, Matt Gregory, Robin Eriksson, Tanner Miller, Invader Rin, Jonas, John Mann, Austin R., Austin Chapman, Lee, Garrett,
Delventhal, Dougal, Jake, Drive Elizabeth, Tony Vernola, Olivier Charette, Ves Walsh, Andrew, Paul Markham, Zachary, Paul Brysch, Ross, Derek Otis,
Mathieu Larose, Andrew Rawlings, Ollie Holloway, Stephen “StEvil“ Belcher, Bryan, Bev Nelson, Carlos Colon, Austin Hofeman, David Broadfoot, Ara,
Graham, Jonathon Long, Kevin Mazurimm, Oliver Peltier, Neathery, Mark Michael Potter, Harry Law, Alex Wolf, NicoBrown, matt, Holly Nunn, Joshua
Bowery, Alex, Mike Cullen, Javier Camuy Rodriguez, Son of Odin, Kerry (Blu Imobersteg, Alysson Wyatt, Brian Kinne, Russell Ventimeglia, Brennan,
Cat Dev), Thomas Winther Pedersen, Paul Frayne, Warren Fritze, Mark TipperO1, n99twolf, Matthew, Benjamin Saxton-Ruiz, Keith Hillen, Juan,
Madden, Lunazarius, Jim Mangiameli, Andy McCormack, Paul, Tyler Bridges, Nathan Prosper, Jack Fitzsimmons, Craig McMahon, Anthony Toohey, Sol
Paul Adams, Alex Shepard, Joseph Holloway, MalkavianLogic, Helen Duarte, Vracken, Grant Brott, Larry Hetrick, Sideswipe42, Anthony Francoeur, Julio
Nikolai, Slothy, Abdullah Ismail Abul-Qasim, Brian Weibeler, Miranda Painter, Villelia, Nackle, Jean-Jacques Payot, Benaventus Cruenstain, David Hayes,
Bernd, Nathan Finch, Mel Follmer, Awingedrhino, Alex Durward, Jimmy AndrewRP8023, Todd Smith, William, Sébastien Célerin, Alexander Lu, Justin
Rosacker, Robert Mayer, Kurt McCoy, Raymond Harrig, Hunter Manley, McCown, Marine Ruiz, Creed, Patrick van Reijn, Oliver Tritt, Rohan Ajzensztat,
Mischlama, Matt, MrMeep09, Alex, Daniel Mullen III, Amanda Dillard, Andrea Juliette Soulier, Ruga Qwarrcall, James Deming, Greig Hannis, Churchill,
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William Young, Gabii Rothenberg, Elgin Scott, Skye, Luis, Andrew Kohlmeyer, Golub, Tyler Cruey, Yannick Lüdtke, John Johnstone, Chris Becker, Zirconia8,
Andreas Hykkelbjerg Hertz, Gautier Raimondi, Harrison tonks, Andrew Rose, Nicolas Mandujano III, Ernesto Bravo Jr., Stephanie Turner, Amanda Hamlin,
Snarkayde (Philip), Cong Pham, Bri, Gregory Rihn, Justin Melroy, Brehn Matthew Newman, Nicholas, James Meredith, Ryan Tait, Owen Hershey, Bruce
Erskine, Sharon, Lawrence Holbrook, Luis Alfonso Rodriguez-Gallegos, Heroux, Aydin Turk Mardan, Jeremy Willis, Jonny, sean stockton, Sean, Jeff
Staadnauthursil, Peter Bo Aarslev, Harley, Cameron B, Chris Castillo, Chris Probert, Ruben Brandt, Thomas Hall, Champ11, Kyle Williams, Mark Maczko,
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Barlow, Edward Roske, Kelley Strang, Daniel Overton, Froggy, Christopher ‘Bushwacker’ Beal, Thomas Dillard, Daniel, ZNAG, Nathan Terhune, Melissa
Ogle, Alexandra Long, Treston Smith, alix, Red Richardson, Taylor Fowler, Adlersberg, Jan Lauritzen, Hopesend, ChimeraKait, Allen, Bryce Hiles,
Matthew, Armando, Dakota Nikaido, Colin Turpin, Jimmy Takata, Andy51, Techpriest_Kan, S.Piechaczek, Crystal Grenier, Anderson Betances, Jaimy
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Julian, Olna Jenn Smith, James Arnold, Sam Mendez, Lucas Wright, ryan Hawkinson, Elizabeth, SnowfoxAU, Mike Bucco, Jarred Bruggeman, Nacho,
treangen, Samantha Edgar, Osnil, Soendrev, Leo, articwolf817@hotmail.com, Mikkel Faurby, Ronnie Short, Kevin Rowe, Agu Szwarc, Jose Medina, Alex S.,
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this2ismyname, James Campagna, christopher r griffin, Terry Mullins, Kevin BrickmasterE, Warren, Darren, Daniel Lowe, Chad Bailey, Sean beech, James
Mack, Trey0700, sam monostori, Ian, Vincent Aponte, Daniel Letner, Jose Leon Woodward, Wastelander1138, Candy Shoppe, Sagaisgood, Patrick, Thomathy,
Espada, Nicole laing, Sam, Brady Geier, Dan, Mark Mason, Kem Latham, Zachary Epstein, Kingmx12, Daniel Voigt, JeffMortle, Adam Kappel, Andrew
TheConflicted, Laurent Iii Mercier, Wayne Marshall, Chris, Laura Rajsic-Lanier, Burt, Shawn, Valor, Heather Krogh, Paitten Brown, Susan Doerzbacher, David
Michael A. Brannon, Garrett White, Mark, Tom Krohne, Lorisia MacLeod, Sharp, Troy Butzin, Carl Black, Bryce Schultz, Alex, David Congdon, Eoin
Nicholas Martinez, Bruce, James Monaghan, Katherine Dalin, Mari Murdock, Larkin, Brice_T, Executioner, Niibl, Ross Nelson, Joseph, Adam Simmons,
Robert, Admiraltak, Dan Clark, AlucardWesker666, Karsten Mohr, Hugo Mark, Brian Adams, Matthew Luellen, stephane Puis, Gwennaëlle, Keith, Mike
Mendoza, Glenn Greene, F.E. Schneider, Valentino Vellas, Matthew Arnot, Bradfish, Rafael Vargas, Larennor, B, Jon Schadt, ginnobushi, Ben Drew,
Jessy Zimmermann, Nicla, Chris Sposato, John Howard, David Shiell, Witten Schupo Kuribo, Nikolaj Hansen, Jeff Lee, Patrick Campbell Jr, Craig Zielonka,
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Ingram, Martin Kempe, Matthew Daniel, Kris Leon, Cameron Karsten, Jake Denver Lybarger, Sparrow, Ken Warren, matthew ward, Katy, Max Palmer, Mr
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7
Character Building
Character Backgrounds
Morally, evil characters have chosen the darker path less
travelled. This could have been due to circumstance, Overall, creating alternative evil-themed backgrounds
nature vs. nurture, or even sheer whimsy by someone for D&D players can be a fun and interesting way to add
ignorant to the laws of the land. The different facets of complexity and nuance to their evil characters, along with
evil and moral ambiguity always have a beginning, or all new challenges and opportunities for roleplaying and
a seed that allows evil to flourish. To that end, the dar- storytelling.
ker-themed backgrounds we’ve compiled for your player
characters provide interesting new ways to explore this Devoted Fanatic
corruption instead of simply playing a generic evil-cha-
racter-does-evil. Players can add depth to their character You are a devout follower of an evil deity, and you believe
by choosing from a range of specific backgrounds repre- that the ends always justify the means. You are willing to
senting different motivations, beliefs, and goals for their commit atrocities in the name of your god, and you have
character's evil deeds. no qualms about betraying or sacrificing others for the
greater good.
Additionally, these evil-themed backgrounds can provide
players with new roleplaying challenges and opportu- Skill Proficiencies: Religion and one from an Intelli-
nities while assisting you with potential plot hooks and gence skill of your choice
story ideas to incorporate into your games. For example, Tool Proficiencies: None
a character with the Devoted Fanatic background might Languages: Two of your choice
have to navigate the tensions and conflicts that arise Equipment: A sacrificial dagger engraved with the holy
within a religious order or cult, while a character with the symbol of your deity, a prayer wheel, 5 sticks of incense,
Secret Seeker of Power background might have to deal vestments, a set of common clothes, and a pouch contai-
with the consequences of betraying their allies along with ning 15 gp
sacrificing their morals.

8
Feature: Altar Expert d6 Flaw
As a devoted fanatic, you are deeply devoted to your deity
or deities and have studied the art of sacrifice extensively. 1 I'm overly critical of those who don't share my
When you encounter an altar or similar structure, you are beliefs.
able to accurately determine its purpose and identify the 2 I sometimes take my rituals to dangerous extre-
builders, whether they be dwarves, elves, humans, yuan-ti, mes.
or any other known race. You can also identify the age 3 I can be intolerant of other faiths or beliefs.
and value of any sacrificial objects or artifacts that you
4 I struggle with doubt, though I rarely admit it.
come across, and are also able to discern the rituals and
ceremonies that were performed within the space. 5 I can be overly zealous, pushing others away.
6 I sometimes prioritize my faith over my
d6 Personality Trait friends or family.
1 I often quote scriptures or prophecies.
2 I see omens and signs in everyday occurrences. Jealous Heir
3 I'm unyielding in my religious practices.
You were born into a wealthy and privileged family, but
4 I often judge others based on their piety. you have always been overshadowed by your sibling.
Driven by jealousy and a desire for power, you will do
5 I have a serene presence, even in chaos. whatever it takes to prove yourself and claim your rightful
6 I often fast or partake in other religious obser- place at the top.
vances.
Skill Proficiencies: Choose any two from an Intelligence
d6 Ideal or Charisma skill of your choice
Tool Proficiencies: None
1 Faith. Unwavering faith is the path to salvation. Languages: Two of your choice
(Good) Equipment: A pendant containing your parents’ portrait,
2 Proselytism. It's my duty to convert others. (Neu- a set of fine clothes displaying the symbol of your family
tral) and a pouch containing 25 gp.
3 Domination. Those who don't follow the true path
must be subjugated. (Evil) Feature: Family Knowledge
Obsessed with family and noble titles, you have gained
4 Purity. The body and soul must be kept pure.
access to privileged information and resources and are
(Lawful)
able to use your knowledge and connections to further
5 Enlightenment. Seeking deeper understanding is your own interests. You can find a library or official office
the path to divinity. (Neutral) where one can gather information on noble families, their
6 Zeal. Passionate belief can move mountains. ancestral history, and wealth acquisition. The Dungeon
(Chaotic) Master determines whether the information is current or
outdated.
d6 Bond
1 I have a shrine or holy place that is sacred to me.
2 I had a vision that guides my actions.
3 I belong to a religious order or sect.
4 I have a mentor or spiritual guide.
5 There's a particular scripture or text that I hold
dear.
6 I have taken a vow that I must uphold.

9
d6 Personality Trait
1 I'm constantly comparing myself to others.
2 I have a refined taste, befitting my status. Ruthless Enforcer
3 I'm sensitive to any perceived slight.
You were raised in a strict, authoritarian household and
4 I often reminisce about my family's past glories. were taught to always obey authority without question.
5 I have a regal bearing that others notice. As a result, you have a strong sense of order and hierar-
chy, but you also have a cruel streak and enjoy watching
6 I'm well-versed in courtly etiquette.
others suffer as you wield your power over them.

Skill Proficiencies: Intimidation, plus your choice of one


d6 Ideal from among Athletics, History, Insight, and Investigation.
1 Legacy. Upholding my family's name is of ut- Tool Proficiencies: None
most importance. (Lawful) Languages: One of your choice
Equipment: A set of traveler's clothes emblazoned with
2 Rivalry. I must outdo my rivals at any cost. the symbol of your household, a book with the family tree
(Evil) of the household ancestors, and a pouch containing 15
3 Nobility. My nobility comes with great responsi- gp.
bility. (Good)
4 Prestige. Image and perception are everything. Feature: Side Job
(Neutral) You are resourceful and are always on the lookout for
new leads and opportunities to earn rewards for your
5 Ambition. I will reclaim what's rightfully mine
work. You are comfortable operating on your own, and
by any means necessary. (Evil)
you have a network of contacts that can help you find side
6 Tradition. The old ways are best. (Lawful) jobs and gather information to get the job done.

d6 Personality Trait
d6 Bond 1 I see the world in black and white; there's no
1 I have a mentor who taught me the ways of room for gray.
court and politics. 2 My justice is always "an eye for an eye".
2 There's a family heirloom that I cherish above 3 My presence often intimidates others.
all. 4 I value structure and routine in my daily life.
3 I have a distant cousin who's always been my 5 I have a habit of giving unsolicited advice.
confidant.
6 I often reminisce about my strict upbringing.
4 My family's estate holds many secrets.
5 I have a loyal servant or advisor who's been d6 Ideal
with me for years. 1 Hierarchy. Everyone has a place, and they should
6 There's a rival heir whose achievements I must know it. (Lawful)
outshine. 2 Fear. Instilling fear ensures order. (Evil)
3 Caste. Those below should serve those above.
d6 Flaw (Evil)
1 My pride frequently leads to my downfall. 4 Respect. Everyone deserves respect until they
2 I'm paranoid about others plotting against me. prove otherwise. (Neutral)
3 I can be dismissive of those I deem "beneath" 5 Control. Power is best consolidated and
me. controlled. (Lawful)
4 I'm obsessed with my family's legacy to the point 6 Duty. I have a responsibility to maintain order.
of neglecting the present. (Lawful)
5 I can be overly critical of myself as I hold myself
to impossible standards. d6 Bond

6 I have a fear of being overshadowed. 1 I owe a life debt to a superior who once spared
me.

10
2 My word is my bond; once I swear an oath, I d6 Personality Trait
never break it. 1 I assume that everyone needs the most basic
3 I have a mentor who taught me the importance concepts explained to them
of order. 2 I have a habit of speaking in riddles.
4 I keep a memento from my first enforcement 3 I guard my true intentions closely.
task. 4 I'm fascinated by ancient artifacts and relics.
5 My loyalty to my organization is unwavering. 5 I often meditate or perform arcane rituals.
6 I have a rival enforcer whom I constantly try to 6 I frequently quote from my vast collection of
outdo. esoteric tomes.
d6 Flaw d6 Ideal
1 I can be overly rigid, unable to adapt to new 1 Mastery. Knowledge is power, and I must mas-
situations. ter it. (Neutral)
2 I sometimes take pleasure in the misfortunes of 2 Secrecy. The uninitiated must not access forbid-
those I deem inferior. den knowledge. (Lawful)
3 My belief in hierarchy can make me dismissive 3 Discovery. The world is full of hidden truths
of those "below" me. waiting to be uncovered. (Chaotic)
4 I struggle to understand or respect chaotic indi- 4 Legacy. I will leave behind a legacy of
viduals. knowledge. (Neutral)
5 I can be overly critical and demanding. 5 Ambition. I will stop at nothing to achieve unpa-
6 I rarely admit when I'm wrong. ralleled power. (Evil)
6 Protection. Dangerous knowledge must be kept
Secret Seeker of Power from the wrong hands. (Good)

You are a member of a secret society dedicated to the


pursuit of knowledge and power. You have devoted your d6 Bond
life to uncovering ancient secrets and forbidden magic, 1 I'm part of a network of scholars and seekers.
and you will stop at nothing to achieve your goals, even 2 There's a forbidden tome I seek above all else.
if it means betraying your allies and sacrificing your own
morals. 3 I have a mentor who introduced me to the arcane
arts.
Skill Proficiencies: Choose any 2 4 There's a secret society or order I'm affiliated
Tool Proficiencies: None with.
Languages: One of your choice 5 I have a rival seeker who's always one step
Equipment: A coded book that you are trying to decipher, ahead.
a bottle of ink, a quill, a set of common clothes, and a
6 There's an artifact or relic that I must protect at
pouch containing 10 gp.
all costs.
Feature: Black Market Network
You are constantly searching for ways to uncover hidden d6 Flaw
knowledge and unlock the secrets of the arcane. You are 1 I'm obsessed with a particular prophecy or
willing to go to great lengths and take great risks to ac- legend.
quire this knowledge, knowing that it may be dangerous 2 I can be overly secretive, even when there's no
or even deadly to wield. need.
You are an expert in all things related to researching an-
cient rituals and forbidden magic. You are able to contact 3 I can be dismissive of "mundane" knowledge.
a network of collectors on the black market who can as- 4 I sometimes risk too much in my quest for
sist you in finding information on certain forbidden rituals power.
and spells. The request must be specific and the Dungeon 5 I believe my knowledge and abilities are supe-
Master decides which information is available. rior.
6 I'm haunted by a past mistake or misuse of
knowledge.

11
Slum Survivor 6 Freedom. No one should be confined or op-
pressed. (Chaotic)
You grew up on the streets, forced to fend for yourself and
steal to survive. You learned to be ruthless and cunning in d6 Bond
order to survive, and you have very little loyalty to anyone
1 I owe my life to the streets and will defend its
except yourself and few close friends. inhabitants.
2 There's a specific charity that once helped me;
Skill Proficiencies: Survival, plus your choice of one
I'll always support them.
from among Acrobatics, Deception, Perception, and
Sleight of Hand 3 I have a pet that's been with me through thick
Tool Proficiencies: Thieves' tools and thin.
Languages: None 4 A particular street vendor always gave me food
Equipment: A stolen dagger, a set of dark common clo- when I was hungry.
thes including a hood, and a pouch containing
5 I have a makeshift family among the street dwel-
10 gp.
lers.
Feature: Resourceful 6 There's a guard or city official who's always been
As a street survivor, you have learned to survive and kind to me.
thrive in the harsh and often unforgiving environment of
the city. You have mastered the art of scavenging for food d6 Flaw
and resources. You know the streets like the back of your 1 I sometimes steal, even when I don't need to.
hand, and you have a network of contacts and allies who 2 I'm fiercely territorial about my "turf."
can help you get what you need. You are resourceful and
always ready to adapt to new situations, and you are not 3 I find it hard to fit into society.
afraid to get your hands dirty in order to get what you 4 I'm skeptical of anyone who hasn't experienced
need. When the party is in a city, you are the one they hardship.
turn to for finding food and basic equipment, as you have 5 I can be overly defensive.
a knack for finding the best deals and the most reliable
6 I struggle with long-term commitments.
sources.

d6 Personality Trait Vengeful Outcast


1 I always have an escape plan.
You were once a member of a powerful organization,
2 I find it hard to trust, but when I do, it's absolute. but you were betrayed and left for dead. Now you seek
3 I'm resourceful, often making use of whatever's revenge against those who wronged you, and you will stop
at hand. at nothing to achieve your goals.
4 I despise the wealthy who look down on the less
fortunate. Skill Proficiencies: Stealth, and any one from a Charis-
ma skill of your choice
5 I have a knack for blending into crowds. Tool Proficiencies: None
6 I often use street slang or jargon. Languages: One of your choice
Equipment: A quickly drawn portrait of the head of your
d6 Ideal former organization, a set of common clothes, and a
1 Adaptability. The key to survival is adapting to pouch containing 15 gp.
one's surroundings. (Neutral)
Feature: Clean Your Tracks
2 Comradery. The streets raised me; its inhabi- You have formed ties with an assassins' guild and there-
tants are my family. (Good) fore know what and who to look for in order to locate this
3 Independence. Relying on others is a weakness. guild in various cities. Using your connections you can
(Chaotic) hire someone in the guild to cover your tracks and hide
4 Retaliation. Only blood will stop those who prey the unmentionables that crop up in your path for revenge
on the weak. (Evil) (at the discretion of the Dungeon Master).
5 Opportunity. Every situation has potential; you
just need to find it. (Neutral)

12
d6 Personality Trait d6 Bond
1 I have a habit of not letting things go. 1 I keep a memento from my past as a constant
2 I often work out scenarios of revenge in my mind. vreminder.
3 I'm wary of making new allies. 2 There’s someone out there who stood by me
when no one else did.
4 I have a specific ritual I perform before taking
revenge. 3 I once belonged to an organization, and I still
have contacts within it.
5 I often speak in a low, threatening tone.
4 I have a diary that contains all the names of those
6 I have a piercing gaze that makes others un- who wronged me.
comfortable.
5 There’s a place I once called home, and I hope to
d6 Ideal return someday.
1 Reprisal. Those who betray others must earn it 6 I have a sworn enemy whom I will confront one
back tenfold. (Evil) day.
2 Past. One's past defines them, for better or worse. d6 Flaw
(Neutral)
1 I act without thinking when I see an opportunity
3 Honor. Betrayal is the worst crime. (Lawful) for revenge.
4 Redemption. Everyone deserves a chance to 2 I have nightmares about my past.
make amends. (Good)
3 I find it hard to trust, often to my detriment.
5 Isolation. It's safer to handle things alone than
4 I can be overly suspicious of others’ motives.
rely on others. (Neutral)
5 I struggle to let go of grudges.
6 Justice. Those who wrong othersmust face jus-
tice. (Lawful) 6 I often see betrayal where there is none.

Races Racial Traits


The following traits are common to both of the Twin-
We wanted to open a gateway into the fearsome, yet headed Ogre’s heads:
fascinating realm of the extraordinary and the grotesque
through non-typical player races for a truly uncanny cha- Alignment. Any
racter. Here you will find new racial options that offer a Size. As a twin-headed Ogre, you are larger than most
fresh, challenging perspective on the game and a chance humans, standing anywhere from 6.9 to 7.9 feet tall.
to walk in the shoes - or hooves - of the creatures that Your size is Medium.
often lurk in the shadows. Darkvision. Accustomed to life underground, you
have superior vision in dark and dim conditions. You can
Twin-headed Ogre see in dim light within 60 feet of you as if it were bright
light.
Monstrous and awe-inspiring, these two-headed behe- Two Heads. The Ogre has two heads, each with its
moths cast an imposing figure across the landscape. As own mind and characteristics. The martial ogre has grea-
they say, two heads are better than one and that is exactly ter grasp over the body and the arcane head is capable
what is shown here as two players are meant to pilot this of terrifying magic. Each head is created as a separate
hulk. Each of the ogre’s heads operates independently in character with its own ability scores, known proficien-
a shared body, one dedicated to brute force and the other cies, initiative and actions. Additionally, abilities, effects,
to arcane arts. When they work in tandem it is an unsett- feats, attacks or spells that affect the mind (such as saves
ling sight for any unprepared combatant. for Intelligence, Wisdom, or Charisma) affect the Ogre
head targeted.
One Body. Armor Class and the HP pool are shared
Given the uniqueness of how this creature is played
by both ogre heads and are determined by the ability
by two players, we’ve also included a short section scores of the martial ogre. Additionally, abilities, effects,
beyond the racial traits for further explanation on attacks or spells that affect their shared body (such as
mechanics in game. Remember that your DM has saves for Strength, Dexterity or Constitution) affect both
final say on how an effect or ability may play out. Ogre heads.

13
Nimble Save. Whenever a spell, an ability or any ac- can spend your Reaction to double their speed until the
tion would target one creature with a saving throw it must end of their turn but your speed becomes 0 on your next
choose to target one of the ogre heads, the martial one turn. Your speed returns to normal on subsequent turns
or the arcane one. For saving throws that affect the mind until you use this ability again.
(Intelligence, Wisdom, and Charisma), only one head can
be targeted. Strength, Dexterity, and Constitution saving
throws affect the body, so both heads must make a roll. Creating and Playing
If even one head fails their save, the effect will be applied
but any damage is only applied once to their shared HP.
the Twin-headed Ogre
Fast Metabolism. Any effect with a duration is halved To create your twin-headed ogre, grab another like-
when applied to one or both ogre heads or their shared minded player and follow these steps for character
body. creation:
Languages. You can fluently read, write, and speak
Common and Giant. Choose Martial or Arcane. One player will need to
choose the Martial ogre head and the other player, the
Arcane ogre head.
The Martial Ogre Head
Choose your Class. Check the racial traits above for the
This Ogre head represents the twin who claimed the classes your ogre head can take.
lion's share of their body's physical prowess. An embo-
diment of brute strength and battle-hardened resilience, Apply Your Ability Scores. Both players will roll ability
this twin harnesses the raw power of the shared ogre scores for their particular ogre head and augment them
form, asserting itself as the front-line protector and enfor- per the racial traits above.
cer.
Set Armor Class. The AC of both ogre heads is the same
Ability Score Increase. Your Strength score increases and is determined by the martial ogre’s stats.
by 2, and another ability score of your choice increases by
1. Calculate Hit Points. The HP pool of the Ogre is also
Speed. Your base walking speed is 25 ft. determined by the martial ogre, but is a shared pool for
Intimidating Presence. You gain proficiency in the both heads.
Intimidation skill.
Martial Class. You must be a fighter or barbarian. Background. For character background, we suggest
Protective Brother. After either Ogre head receives working with your DM in order to create a custom back-
damage, you may spend your Reaction and once per turn, ground that best suits your twin-headed ogre. This cus-
for one minute, can deal an extra 1d8 damage to your tom background could be individual for each ogre head,
damage roll for one creature you hit with an attack. This or shared between the two. A custom background usually
ability cannot be used again until you finish a long rest. comprises choices of either: 2 Skills and 2 Tools, 2 Skills
and 2 Languages, or 2 Skills, 1 Tool and 1 Language.

The Arcane Ogre Head Alignment & Personality Traits. Each ogre head can
choose their own alignment and personality traits, ideals,
Rather than competing in the realm of physical might bonds, and flaws.
with its brother, this Ogre twin honed its mind, embracing
the arcane arts as its weapon and shield. This cerebral Equipment & One Body. Each character has up to three
pursuit has yielded potent magical abilities that provi- attunement slots and their attuned items can only be used
de a powerful counterbalance to the martial twin's by the ogre head that has attuned to them. For example:
brute strength. If the Arcane ogre head attuned to a staff that grants +2 to
hit, that bonus would not apply or benefit the Martial
Ability Score Increase. Your Intelligence or Charisma ogre head.
score increases by 2 and another ability score of your Per the One Body ability, only the martial ogre can benefit
choice increases by 1. from boosts to its AC and HP, inclusive of equipment, spells
Speed. Your base walking speed is 10ft. or abilities. This means that the Arcane ogre could cast
Insightful. You gain proficiency in the Insights spells with AC or HP benefits on the Martial ogre, but not
skill. on itself. Additionally, the Martial ogre is the only one that
Magical Class. You must be a wizard or sorcerer. can equip armor or items that affect AC including items or
Arcane Assitant. You gain the mage hand cantrip. equipment that would increase Dexterity and Constitution,
Clever Brother. During the Martial ogre’s turn, you but these types of items are utterly unsuable by the Arcane
orge.

14
ASIs & Feats. As the characters level, they are able to ap- failed save could inevitably affect both heads. Such is
ply ability score increases (ASIs) as determined by class the case for the Banishment spell as a failure results in
level and feats can still be taken in place of those ASIs, the entire twin-headed ogre banished to another plane of
but only affect the Ogre head that has taken that feat with existence. An alternate ruling would be to banish just the
some limitations: head affected (without outright death of beheading!), but
If a feat directly affects the HP or AC, only the martial the DM has final word on how these effects are levied.
ogre head can take it.
ASIs that would increase Dexterity or Constitution A Strength, Dexterity, or Constitution saving throw example
affect the Ogre head that has taken it, and these increases would be an area of effect like the Fireball spell. This would
by the Martial Ogre head increasing the shared AC and affect both characters, and Nimble Save would require them
HP pool. both to make saving throws. If only one character succeeds,
or if they both fail, then the full damage from the spell is
Below are a number of examples of how the game mecha- subtracted from their shared HP. If both succeed, then half
nics, abilities and effects apply to the Twin-headed ogre: damage is taken. Check with your DM whether a feat or abi-
lity that grants half damage on a failed save can apply.
Sleep Schedule. The two heads share a sleep cycle and
sleep simultaneously. More on Fast Metabolism. This ability takes into account
all effects that have a duration, whether from enemies,
Inspiration. Inspiration is individual to each ogre head. environment, allies or even the twin-headed ogres own
abilities or spells regardless of if the outcome is positive
Cover. Benefits for cover applies for both ogre heads. or negative.
Save Effects That Could Affect Both Ogre Heads. Per A few examples:
Nimble Save, Intelligence, Wisdom, and Charisma saving
throws are handled based on the targeted head, but a

15
An effect poisons the ogre and the duration is meant to Poisoned - This condition applied to the body and as
last 1 minute (10 rounds), it instead lasts 30 seconds (5 such, both ogre heads.
rounds). Prone - This condition applied to the body and as such,
Another party member casts invisibility which normally both ogre heads. One ogre head can use their movement
lasts for 1 hour but for the Ogre lasts 30 minutes instead. speed to stand up and end the condition, allowing the
The Arcane ogre head casts the Alter Self spell in order other freedom of movement on their turn.
to grant 1 hour of water breathing and swim speed, but Restrained - This condition applied to the body and as
these temporary abilities last for 30 minutes instead. such, both ogre heads.
Stunned - Depending on the source of the condition this
Shapeshifting. When a shapechanging spell is cast, per could be applied to each head individually (such as a men-
Nimble Save, one of the heads must be the chosen target, tal save: INT, WIS, CHA) or automatically applied to the
unless the spell can target multiple creatures such as body affecting both ogre heads (such as a physical effect,
Mass Polymorph, and all the usual save mechanics built STR, DEX, CON).
into the spell apply. Unconscious - Like with the Stunned condition, this
If an effect forces the ogre to transform, each round one could be applied to each head individually, or applied to
head takes control of the body at random. Shapeshifting the body and affects both heads, based on the source of
spells (and other spells with a duration) cast on the ogre the condition.
have their duration halved, per Fast Metabolism.
Shapeshifting spells cast by the Arcane ogre, such as Death and Resurrection. Death comes for all of us, but
Alter Self or Shapechange take effect immediately on the in the case of a Twin-headed Ogre, the three death saves
whole ogre, martial head included, without a save per are rolled together, alternating rolls between the two ogre
their spell descriptions. heads. A spell or effect that can resurrect or revive will
bring both heads back to life.
Conditions. Many conditions will affect just the ogre head
that was targeted or failed their save, however in some Clash of Brothers. When the two characters find them-
cases, a condition may affect the body and as such, both selves in disagreement, it may lead to moments of intense
ogre heads. Below are our suggested rulings for how debate and negotiation. Ultimately, the martial character,
these conditions would affect the Twin-headed Ogre, but with its greater control over their shared physique, holds
your DM has the final say on how these conditions would a level of dominance over their collective actions. This do-
be applied: minance, however, is not absolute as the magical charac-
ter could use its magical abilities to subtly, yet effectively,
Blinded - Can be applied to each head individually. In tip the scales in his favor. A few examples could be using
order for attack rolls against the ogre to have advantage, spells to teleport, shapeshift or withhold opportunities for
both heads must be blinded. All other effects are the double movement via the Clever Brother ability.
same.
Charmed - Can be applied to each head individually.
Deafened - Can be applied to each head individually.
Exhaustion - Points of exhaustion apply to both ogre
heads at the same time. The fourth point of exhaustion
only halves their hit point maximum once as this is a
shared pool. All other exhaustion effects remain the same.
Frightened - Can be applied to each head individually
with the following change: If one Ogre head is frightened,
it halves the movement speed of the other Ogre head if
that movement is towards the source of its fear. (General-
ly, as each head moves on its own turn, a frightened ogre
head may also use its movement to move away from the
source of its fear).
Grappled - This condition applies to the body and as
such, both ogre heads.
Incapacitated - Can be applied to each head individually.
Invisible - This condition applied to the body and as such,
both ogre heads.
Paralyzed - This condition applied to the body and as
such, both ogre heads.
Petrified - This condition applied to the body and as such,
both ogre heads.

16
Immature Vampire
In the darkness dwell the vampires, beings of folklore
and dread, yearning for mortal blood, or to expand their
progeny While in their immature form, vampires expe-
rience an intersection of humanity and undeath, leading
them to a life of exploration and self-discovery within the
constraints of societal norms and laws.

Racial Traits
Ability Score Increase. Increase one ability score by
2 and increase a different one by 1, or increase three
different ability scores by 1.

Age. You do not age.

Alignment. Any alignment, but tend to be lawful.

Size. Your size is Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60


feet of you as if it were bright light and in darkness
as if it were dim light. You discern colors in that
darkness only as shades of gray.

Creature Type. You gain the Humanoid and


Undead creature types and are affected by all
effects that target such creatures (such as the
paladin’s divine smite damage bonus or the cleric’s
turn undead).

Sunlight Sensitivity. You have disadvantage


on attack rolls and Wisdom (Perception) checks
while within direct sunlight or within the radius of a
daylight spell.

Vampiric Bite. Once you reach 5th level, you can


cast the Vampiric Touch spell once per long rest as
a 3rd-level spell. Charisma is your spellcasting ability
for this spell.

Vampiric Resistance. You have resistance to ne-


crotic damage and poison damage.

Languages. You know common and one additional


language of your choice.

17
Corrupted Beastfolk
Once noble creatures, Corrupted Beastfolk have been Darkvision. Your corrupted nature and exposure to
warped by fell magics or by twisted mages into becoming the darkness grant you superior vision in dark and dim
monstrous versions of their former selves. Skulking in conditions. You can see in dim light within 60 feet of you
shadows by day and roaming the wilderness by night, as if it were bright light, and in darkness as if it were dim
they embody a tragic, primal resilience against the light.
relentless corruption of arcane forces. Their interactions Beastly Nature. You gain the humanoid and monstro-
with magic fuel their fury, a testament to their resentment sity creature types and are affected by all spells or effects
against spellcasters that caused their malignant transfor- that targets such creatures
mation. Corrupted Fury. Your corruption gives you an instinc-
tual wrath against magic. Whenever you are targeted by a
Racial Traits spell, your next melee attack within the next minute deals
an extra 1d6 damage. This ability does not stack with
Ability Score Increase. Your Strength score increases itself.
by 2, and your Constitution score increases by 1. Magic Resistance. You have advantage on saving
Age. Corrupted Beastfolk age similarly to humans. throws against spells and other magical effects, and resis-
Alignment. Their corruption has a profound effect on a tance to damage from spells.
beastfolk's psyche. Most Corrupted Beastfolk lean towar- Intimidating Presence. You have proficiency in the
ds chaos, with a fair number embodying an evil alignment. Intimidation skill.
Size. Corrupted Beastfolk vary in size but are generally Languages. You can speak, read, and write Common
similar to humans, ranging from 5 to 6 feet tall. Your size and one extra language of your choice.
is Medium.
Speed. Your base walking speed is 30 feet.

18
New Archetypes
Skin. The vitality of your victim fuels you. Gain tem-
porary hit points equal to your Barbarian level
+ your Constitution modifier.
This section introduces a series of intriguing new races
or what we like to call, Archetypes. Each one is steeped Heart. The courage of your victim hardens your re-
in enigma and laced with the potent allure of power to solve. Gain advantage on saving throws against
increase the unique role-playing prospects and mechanics effects that would charm or frighten you.
for you and your players.
Foot. The swiftness of your victim quickens your
Designed for universal adaptability, these fit seamlessly
pace. Your movement speed increases by 10
into any campaign setting, expanding your character’s
feet.
narrative horizons. But tread lightly. Each archetype,
though rich in power and allure, treads the razor’s edge Hand. The might of your victim strengthens your
between light and dark. The moral compass of your cha- attacks. Gain a +1 bonus to attack and damage
racter lies in your hands, allowing for profound explora- rolls for your melee weapon attacks.
tions of good, evil, and all the gray shades between.

Barbarian - Each benefit can only be activated once for the duration
of your rage. If you consume another enemy and roll a
Path of the Savage Feast benefit that is already active, you can choose another
non-activated benefit instead.
For some barbarians, rage is more than just a surge of When your rage ends, any active Cannibalism effects
adrenaline; it’s a call from the primal forces within, a hun- also end.
ger that can only be satisfied by the raw, visceral thrill of
the hunt. Those who follow the Path of the Savage Feast
are not mindless savages, they are predators at the top of
the food chain, using every part of their kill as trophies,
sustenance, and tools to enhance their combat prowess.

These barbarians have become relentless pursuers of


their prey in order to consume and fuel their own stren-
gth. From the heart of their victims, they draw vitality;
from the skin, they gain resiliency; from the brain,
they glean knowledge. This path is not for the faint of
heart... or stomach. But for those that can overcome
the deepest taboos, the power gained from embracing
one’s predatory nature is immeasurable.

Cannibalism
3rd-level Path of the Savage Feast feature

Your rage becomes a hunger that you satiate with the


flesh of your fallen enemies. During your rage, when
you or an ally reduce a humanoid enemy to 0 hit points,
and the enemy’s corpse is within 5 feet of you, you may
use your bonus action to tear into the fallen enemy and
consume a piece of it. Once consumed in this manner,
you cannot use this feature again on that enemy.

Upon consumption, you can roll 1d4 to randomly obtain


one of the following effects that lasts for the duration of
your rage:

19
Expanded Harvest
6th-level Path of the Savage Feast feature Bard - College of Sorrow
Your Cannabalism ability extends to more creature types. In the grand tapestry of bardic tradition, few threads are
You can now also harvest parts from aberrations, beasts, as dark or mournful as those belonging to the College of
and monstrosities which have a CR of 1 or greater. These Sorrow. These bards are the dirge singers at life’s twi-
bonuses are granted until you finish a long rest unless light, the sorrowful song echoing in the heart of darkness.
otherwise stated.
Drawn to the shadows and desolation, they find beauty
Aberration. You access a piece of the victim’s and inspiration in despair and melancholy while com-
knowledge or gaining proficiency in one posing songs of loss and heartache. to sap the courage
skill of the DM’s choice that the crea- of their enemies. Their mournful melodies do not just
ture had for 1 hour. recount tales of tragedy, they weave them into reality.
Beast. Consuming a part of a beast sharpens Dread Arpeggio
your senses, allowing you to add your 3rd-level College of Sorrow feature
proficiency bonus to Perception checks
and initiative rolls. You’ve learned all new ways to inspire dread in your
Monstrosity.
you gain a Charge feature. If you move enemies with the music of your voice. When using Bardic
at least 10 feet straight toward a target Inspiration, you may choose an enemy creature you can
and then hit it with an attack on the see within 60 feet of you that can hear you.
same turn, the target takes an extra 2
(1d4) damage of your weapon type. If Instead of the usual effects, the enemy target must sub-
the target is a creature, it must succeed tract the number rolled on the Bardic Inspiration die from
on a DC 13 Strength saving throw or be its next saving throw. Creatures immune to being frighte-
pushed up to 5 feet away and knocked ned are unaffected.
prone.
Dissonant Diminuendo
Consume Brain 3rd-level College of Sorrow feature
10th-level Path of the Savage Feast feature
Your melancholic tunes affect the very essence of a space
Your consumption now accesses the knowledge of the creating a deep sense of unease and discomfort. As an
fallen. Upon eating the brain from a corpse that died wit- action, you play a haunting melody that creates an aura of
hin the past week,cast the speak with dead or the augury despair in a 60 ft. sphere centered on yourself. This area
spell, without the need for material components. is lightly obscured and lasts for 10 minutes or until you
stop playing.
After you cast either spell in this way, you can’t use this
feature again until you finish a short or long rest. Within the area, non-hostile creatures have disadvantage
on Wisdom (Perception) checks. Charisma checks made
Predator’s Gaze to influence creatures within the area gain advantage.
14th-level Path of the Savage Feast feature

When you use Cannibalism, you gaze at one living Shadow Symphony
creature within 30 feet. They must make DC 16 Wisdom 6th-level College of Sorrow feature
saving throw or become Frightened until the end of their
next turn. If they succeed, they become immune to this Your music becomes a conduit for unholy energies to ma-
feature for the next 24 hours. nipulate the shadows around you. As a bonus action, you,
or one ally within 30 feet of you, may teleport up to 30 ft.
You may use this feature a number of times equal to your to an unoccupied space in sight that is also in dim light
Constitution modifier before you must take a long rest. or darkness. Once you use this feature, you cannot use it
again until you finish a short or long rest.

20
Requiem of Unraveling Spectral Domain Spells
14th-level College of Sorrow feature 1st-level Spectral Domain feature

Your music can now drain the will to fight from your Your deity allows you access to the spectral world, gran-
enemies. ting you domain spells tied to spirits and the ethereal
As an action, you begin a performance that lasts until the realm.
end of your next turn. During that time, any enemy that
starts its turn within 30 ft. of you and can hear you must Cleric Level Spells
make a Wisdom saving throw against your spell save DC. 1st fear, unseen servant
On a failed save, the enemy has disadvantage on attack
rolls and saving throws until the start of its next turn. 3rd magic mouth, see invisibility

5th phantom steed, speak with dead


Once you use this feature, you must finish a long rest
before you can use it again. 7th greater invisibility, phantasmal killer
9th astral projection, dominate person

Bonus Proficiency
1st-level Spectral Domain feature

When you choose this domain at 1st level, you gain profi-
ciency with martial weapons and heavy armor.

Emergency Possession
1st-level Spectral Domain feature

You learn how to initiate a spectral bond with another


living creature, passing on damage you’ve incurred.

When a creature hits you with an attack, you may use


your reaction and choose a creature within 5 ft. of you
that you can see to make a Wisdom saving throw against
your spell save DC. On a failure, you become resistant
to the damage of the triggering attack and the linked
creature takes necrotic damage equal to the damage you
receive after applying resistance.

You can use this feature a number of times equal to


your Wisdom modifier (a minimum of once), and re-
gain all expended uses when you finish a long rest.

Channel Divinity: Spectral Command


2nd-level Spectral Domain feature

Cleric - Spectral Domain You can now use your Channel Divinity to attempt to
seize control of spirits.
Spectral Domain Clerics have tapped into the enigmatic
As an action, target one undead creature that you can see
forces of death and the beyond, communing with spirits
within 30 ft. of you to make a Wisdom saving throw. On
and harnessing their spectral power. Often shrouded
a failure, they obey your commands for 1 minute or until
in an aura of eerie dread, they can command ghostly
you use this Channel Divinity option again. This effect
entities and even become ghost-like themselves. Often,
is automatically resisted by undead creatures with a CR
these clerics might serve deities associated with death,
above ¼ of your level rounded down (minimum 1).
the afterlife, or spirits, or they might follow a more obs-
cure, sinister path.

21
Spirit Walk Druid - Circle of Withering
6th-level Spectral Domain feature
Druids of the Circle of Withering have a twisted connec-
You can use your action to step into the Ethereal Plane. tion to nature given their often weakened or pained
You become ghost-like and translucent, gain resistance to existences. They find comfort and connection with crea-
all non-magical damage, can move through other crea- tures that often appear unpleasant or dangerous such as
tures and objects as if they were difficult terrain, and have snakes, vultures, and even werewolves. Embracing these
advantage on stealth checks. rejected forms of nature, they learned to use the acids and
poisons to correct what nature seemed to have deprived
This effect lasts for 10 minutes, and you can use it a num- them. Now these druids exhibit the frightening true poten-
ber of times equal to your Wisdom modifier (a minimum tial of nature in their warped bodies.
of one time). You regain all expended uses when you
finish a long rest. Withering Transformation
2nd-level Circle of Withering feature

You gain the ability to use your Wild Shape as a bonus


action to instead transform into a Withered Abomination,
a grotesque mockery of nature’s creatures.

This humanoid form grants you temporary hit points


equal to three times your druid level, which are lost once
you revert back to your regular form. You also retain the
ability to wield weapons and utilize equipment you were
using prior to your transformation. When you attack in
Withered Abomination form, you can use your Wisdom
modifier, instead of Strength or Dexterity, for the attack
and damage rolls.

You can stay in this form for a number of rounds equal to


your Wisdom modifier (minimum of 1), at the end of your
turn after you’ve reached this limit, make a DC 15 Wis-
dom saving throw. On a success you maintain your form
for one extra round. Each successive round, the DC to
maintain this form increases by 1. On a failure, you revert
to your normal form.

Corrupted Combatant
2nd-level Circle of Withering feature

You gain proficiency with martial weapons.

Potent Spellcasting Abomination Style


8th-level Spectral Domain feature 2nd-level Circle of Withering feature

You add your Wisdom modifier to the damage you deal You can use your powers to improve the attacks of your
with any cleric cantrip. Withered Abomination form.

Extra Acid. When you deal acid damage, you can


Call on the Spirits expend a spell slot to deal additional acid
17th-level Spectral Domain feature damage equal to 1d8 per level of the spell
slot.
You can cast Create Undead as a bonus action and imme- Corrosive The creature must succeed on a Constitu-
diately give an order to the undead created this way. Once Strike tion saving throw against your spell save
you have used this feature, you can’t use it again until you (1st-level DC or gain -2 AC until the end of your next
have completed a long rest. spell slot). turn

22
Extra attack Additionally, as an action, you can touch a creature and
6th-level Circle of Withering feature neutralize poisons affecting it. You can use this feature
a number of times equal to your Wisdom modifier (mini-
You can attack twice when you are in Withered Abomina- mum once), and you regain all expended uses when you
tion form, instead of once, whenever you take the Attack finish a long rest.
action on your turn.
Fighter - Dark Knight
Stronger Abomination
10th-level Circle of Withering feature In the darkest corners of the realm, far from the watchful
eyes of the common folk and even the suspicious gaze
You gain an extra abomination style: of rogues and thieves, there are those who harness the
darkness, those who become one with the unseen forces
Blinding You spray acid to the eyes of your target at of the universe. These are the Dark Knights, warriors of
Hit (2nd-le- the same time you are hitting. The crea- immense strength and fearsome prowess who bend the
vel spell ture must succeed on a Dexterity saving laws of reality to their indomitable will.
slot). throw against your spell save DC or be
blinded until the end of your next turn. Their presence alone is enough to chill the bravest hearts,
and their martial skills are only matched by their mental
Unnatural Camouflage fortitude. Those who dare to cross blades with a Dark
10th-level Circle of Withering feature Knight seldom live to tell the tale. They are not merely fi-
ghters; they are the harbingers of a deeper, darker power.
Your connection to decay and rot allows you to blend
in with such environments. You can cast the spell Pass
Without Trace without expending a spell slot, but only in Telekinesis
swamps, graveyards, or other locations associated with 3rd-level Dark Knight feature
decay, rot, or death.
When you choose this archetype at 3rd level,
Toxic Embalming your mental strength grants you
14th-level Circle of Withering feature limited telekinesis power and
you gain a pool of telekinesis
You draw strength from your corro- equal to your Wisdom
sive abilities. Whenever a creature modifier + your profi-
dies that has taken acid damage ciency bonus (mini-
from you in the last round, mum 1). Whenever
you regain hit points equal you finish a long
to the acid damage you rest, you regain all
dealt to the creature in expended uses.
that round.
Your save DC for
Withered your telekinesis
Resilience abilities equals 8 +
14th-level Circle of your proficiency bo-
Withering feature nus + your Wisdom
modifier.
Your transforma-
tion has made your At 7th level, your
body extraordinarily understanding of your
resilient. While own mind expands. Gain
in your Withered proficiency in Wisdom
Abomination form, saving throws.
you have resistance to At 10th level, your Telekinesis
poison damage and ad- surges with greater precision.
vantage on saving throws Your save DC is now equal to 8 +
against the poisoned your proficiency bonus + your Wis-
condition. dom or Strength modifier (your choice).

23
Psychic Summons Willful Decree
3rd-level Dark Knight feature 7th-level Dark Knight feature

As a bonus action, expend points from your telekinesis It’s mind over matter, and your mind is stronger. When
pool to move objects or creatures: you would be successfully hit by a ranged attack, you may
use your reaction and expend 1 point from your telekine-
1 Point Move an object you can see in a range of 30 sis pool to reduce the damage from the attack by 1d10 +
feet. The object cannot weigh more than 10 your Wisdom modifier + your fighter level.
lbs or be moved more than 30 ft.
away from you.
Supernatural Suppresion
10th-level Dark Knight feature

2 Points Choose a creature within 60 ft. of you to What a mind believes, becomes real, and you’ve learned
make a Strength saving throw against how to use that to your advantage. As a bonus action,
your telekinesis DC. On a failure, you use expend 2 points from your telekinesis pool and choose a
your mind to forcibly move that creature in a creature you see within 20 ft. to make a Constitution save
straight line 10 ft. closer to yourself. against your telekinesis save DC. On a failure, they suffer
1d6 bludgeoning damage and become restrained until
the end of their next turn.

You may concentrate on using this feature for up to 1


minute by using your bonus action on your next turn
to continue squeezing the neck of your target. If you
do so, the target must make a new saving throw,
suffering the same damage and effect on a failure.

While concentrating on Supernatural Suffocation,


you cannot expend any further points from your
telekinesis pool. If you or the target are more
than 20 ft. away from each other while you are
concentrating on this effect, the effect imme-
diately ends.

Imposing Mind
15th-level Dark Knight feature

You have learned to skillfully impose your


superior presence on a living creature
with just an afterthought. As a bonus
action, expend 2 points from your
telekinesis pool to target a creature
within 30 ft. They must make a Wisdom
saving throw or become Frightened and
suffer 1d8 + Wisdom modifier psychic
damage.

Unstoppable
18th-level Dark Knight feature

Starting at 18th level, you receive vital psychic feedback


whenever you reduce a hostile creature to 0 hit points
and regain telekinesis points equal to your Wisdom modi-
fier (minimum of 1).
When you successfully use Psychic Summons on a crea-
ture and hit that creature with a melee attack on the same
turn, your weapon deals an additional die of damage.

24
Monk - Way of the Hex Slothful. The creature’s speed is reduced by 10 feet
and it loses its flight ability if it has one.
Practitioners of the Way of the Hex are far from traditio- Uncer- The creature’s attacks deal damage with a
nal monks. They specialize in invoking their Ki energy to tainty. -1 penalty.
craft unique curses to hex their foes, and sow confusion
Unstea- The creature suffers a penalty of -1d4 on
and disarray among their enemies. This specialized use
diness. Dexterity saving throws.
of Ki allows them to manipulate the battlefield in subtle
yet profound ways, shaping the course of combat to their Vulnera- Once per turn, the creature takes extra da-
advantage. bility. mage equal to your Martial Arts die whene-
These monks have learned to take their inner spiritual en- ver it is hit by a spell.
ergy and twist it, using their understanding of life force to Wea- The creature can either take an action or a
inflict suffering rather than heal. With a touch, they afflict riness. bonus action on its turn, not both.
their enemies with various debilitating conditions, from
painful debility to bewildering obsession, crippling their
enemies and giving the monks the upper hand. Touch of Affliction
3rd-level Way of the Hex feature
Curse Forging
3rd-level Way of the Hex feature When you hit a living crea-
ture with an unarmed
Starting at 3rd level, when you choose this tradition, you melee attack, you can
gain the ability to craft a unique curse. spend 1 ki point to af-
flict it with your curse.
From the list below, learn two curse effects of your The creature must
choice which will be applied whenever you curse a target. succeed a Constitu-
Cursed targets must make a Constitution saving throw tion saving throw
against your Ki save DC. On a failure, the curse takes or be cursed. The
effect immediately and lasts until the end of the creature’s curse takes effect
next turn. immediately and
lasts until the end of
Spells that remove curses, such as greater restoration or the next turn of the
remove curse, can be used to remove these curse effects. affected creature.
If a cursed target is re-cursed before the previous one
expires, the duration of the curse is extended by one turn, Proximal
not compounded. Contagion
6th-level Way of the
Curse Effects Hex feature
Agony. Once per turn, the creature takes extra
necrotic damages equal to your Martial Arts From the 6th level,
die whenever you hit them with a melee when a cursed creature
attack. you see dies, as a reaction
you can spend 2 ki points
Amplified The DC to resist the effects of the curse is
to cause the corpse to
Curse. higher by 1.
explode and make one living
Bewilder. The creature suffers a penalty of -1d4 on creature within 5 feet of your
Intelligence saving throws. choice make a saving throw or
Blurred The creature has disadvantage on their be cursed.
Sight. next attack roll.
Corrup- The creature suffers a penalty of -1d4 on
Curse Enhancement
6th-level Way of the Hex feature
tion. Constitution saving throws.
Distress. The creature suffers a penalty of -1d4 on Your curse repertoire grows and you can
Wisdom saving throws. choose one additional curse effect as part of the
Enfeeble. The creature suffers a penalty of -1d4 on curse you can apply.
Strength saving throws.
You gain an additional two curse effects at 11th
Lingering The curse’s duration lasts one round lon-
level, and a final additional curse effect (for a total of
Affliction. ger.
six) at 17th level.

25
Inquisitor Oath Spells
Poison Absorber You gain oath spells at the paladin levels listed.
11th-level Way of the Hex feature
Paladin Level Spells
When an ally suffers from the poisoned condition inflic- 3rd bane, burning hand
ted by an enemy, you can remove this effect from them
and use the poison to augment your attacks. As a bonus 5th heat metal, zone of truth
action, touch one poisoned ally and remove the poisoned 9th dispel magic, fireball
condition. Then gain advantage on attacks until the end of 13th banishment, wall of fire
your next turn.
17th dispel evil and good, flame strike
Cursed Embodiment
17th-level Way of the Hex feature Channel Divinity:
3rd-level Oath of the Inquisitor feature
When you use the Proximal Contagion feature, you can
spend an additional 1 ki point to augment its power. When you take this oath at 3rd level, you gain the fol-
lowing two Channel Divinity options.
Choose any number of creatures you can see within 10 Channel Condemn the Wicked, as a bonus action, you
feet of the corpse. Each of those creatures must succeed Divinity: can use your Channel Divinity to imbue your
a Constitution saving throw or take necrotic damage weapon with divine fire, consuming your pool
equal to twice your Martial Arts die and are affected by of healing power. For 1 minute, your weapon
your curse. The creatures that succeeded take half da- attacks deal additional fire damage equal to
mage but are not cursed. the number of hit points you choose to ex-
pend from your Lay on Hands feature, up to a
maximum of your paladin level.
Paladin - Oath of the Inquisitor Seek As a bonus action, you can utter a prayer to
the Hid- reveal that which lurks in the shadows. For
The Oath of the Inquisitor binds a paladin to the den: the next minute, every creature within 60
pursuit of judgment against those who would feet of you is marked with the symbol of your
seek to destroy the order of the world through deity. While marked, the creature sheds light
deceit, corruption, or heretical beliefs. Using the clean- in a 10-foot radius, and it can’t benefit from
sing power of fire, the inquisitors aim to purify the land being invisible.
from evils hiding in shadows. They often serve deities
of justice, truth, and order and many hold these Aura of Purification
tenets to heart: 7th-level Oath of the Inquisitor feature
Judgment The fiery aura of your conviction burns
I will be the instrument of justice, brightly around you. You and friendly
and my judgment shall be guided by creatures within 10 feet of you have
the flame of truth. resistance to fire damage and advan-
tage on saving throws against being
Purification frightened. At 18th level, the range
Through almighty flame, of this aura increases to 30 feet.
I shall cleanse the world of heresy,
corruption, and deceit. Fire Resurgence
15th-level Oath of the Inquisitor
Unyielding feature
I will not be swayed from my purpo-
se. When you reduce a creature to 0 hit
I am the shield against the darkness, points with fire damage, you can imme-
the torch in the shadows. diately regain a use of your Channel Di-
vinity. You must finish a long rest before
you can use this feature again.

26
Inquisitor’s Judgment
20th-level Oath of the Inquisitor feature Leaping Dodge
7th-level Pouncing Panther feature
Your righteous discernment cannot be contained if you
will it. As an action, you can emanate an aura of judgment Once you use Flash Leap, any creature within 5 feet of
and for 1 minute, gain the following benefits: your destination gains disadvantage on their next attack
Bright light shines from you in a 30-foot radius, roll against you before the start of your next turn.
and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the You may now use Flash Leap a number of times equal to
bright light, the creature takes 10 radiant damage. twice your Dexterity modifier rounded down (minimum of
You and your allies in the bright light have advan- once) before you must finish a long rest.
tage on saving throws against spells and other magical
effects. Sideway Blow
11th-level Pouncing Panther feature
Once you use this feature, you can’t use it again until you
finish a long rest. During your Flash Leap, if your leap would travel adjacent
to one or more creatures, you may make one melee attack
against any one of those creatures.
Ranger - Pouncing Panther
In the heart of nature, swift and stealthy predators
reign supreme. Among these, the panther stands
out with its exceptional agility, stealth, and the
deadly precision of its pounce. A ranger who
follows the Pouncing Panther discipline learns
to mimic these characteristics, transforming the
battlefield into their personal hunting ground.

With the agility of the panther, they can move


with startling speed and fluidity, closing the gap
on their prey in the blink of an eye. Their strikes,
inspired by the devastating pounce of the panther,
are as sudden as they are deadly. Rangers of the
Pouncing Panther Discipline understand the true
essence of the hunt: the thrill of the chase, the rush of
the leap, and the satisfaction of a clean kill.

Flash Leap
3rd-level Pouncing Panther feature

Your agility and quick reflexes allow you to move with


dazzling speed. As a bonus action, you can leap to a spot
you can see within 30 feet without provoking opportunity
attacks. When you end your leap next to a creature, you
gain advantage on your first attack roll against each of
them until the end of your current turn.

You can use this feature a number of times equal to your


Dexterity modifier (a minimum of once) and regain all Leap of Life
expended uses when you finish a long rest. 15th-level Pouncing Panther feature

Starting at 15th level, when you use Flash Leap, you can
choose to regain hit points equal to your Ranger level.
Once you use this feature, you can’t use it again until you
finish a long rest.

27
Rogue - Soul Shifter Soul Domination
3rd-level Soul Shifter feature
Soulshifters are treacherous spies and fearsome assas-
sins, masters at stealing the bodies of their victims. They Your grasp over the intricacies of the soul has granted
manipulate their prey like puppets, exploiting their know- you new ways to strike down your foes. You gain an addi-
how in mastering souls. tional way to use Sneak Attack.

The Soulshifters excel at infiltration, retrieving confiden- Whenever you successfully use Soul Transposition on
tial information, and silently eliminating targets. Their a target, you may use your Sneak Attack, inflicting it as
ability to handle negative energies and understand souls psychic damage to your target.
makes them a formidable agent of darkness. They are a
mysterious force that acts without being limited by the At 9th level, your Soul Domination is enhanced, allowing
constraints of the physical world. you to instead lash out at a creature nearby to your Soul
Transposition Target. Instead of your target taking your
Soul Transposition sneak attack damage, you may instead inflict it on a crea-
3rd-level Soul Shifter feature ture of your choice within 5 ft. of your Soul Transposition
target.
When you take the Soul Shifter class you learn how to
make a sliver of your soul discreetly take ove rthe mind of
another. Presence of Souls
3rd-level Soul Shifter feature
Using your bonus action, choose a target humanoid
within 45 ft. of you to make an Intelligence saving throw Your understanding of souls grants you an acute sense of
against your Soul Shifter DC (equal to 8 + your proficien- the spiritual presences around you.
cy bonus + your Dexterity modifier). On a failure, you en- As a bonus action, you focus your senses to perceive the
chant their mind for a brief moment and can make them presence of creatures you cannot see within a radius of
move up to half their speed. While moving in this manner, 60 feet. This ability reveals the number and location of
they do not provoke opportunity attacks, and cannot be creatures, but not their identity or exact form.
made to move into a space that would directly harm it
(such as off a ledge). This sense can penetrate most barriers but is blocked by
1 foot of stone, 1 inch of common metal, a thin sheet of
The effects of Soul Transposition end at the end of your lead, or 3 feet of wood or dirt. This ability does not allow
turn. you to detect creatures that are in the Ethereal Plane.

You can use this power a number of times equal to your


proficiency bonus before completing a long rest.

28
Windows of the Soul every infernal transformation, edges them closer to the
9th-level Soul Shifter feature abyss. The Chosen of the Abyss are proof that terrifying
power often comes with a hefty price.
Whenever you successfully use Soul Transposi-
tion you may also take control of their eyes. When
you do, you mentally receive visual information
from the eyes of your target for 10 minutes.

The power ceases to work if the target changes


plane or if the distance between you is more than 1
mile. Once used, this ability can’t be used again until
you complete a long rest.

Command the Soul


13th-level Soul Shifter feature

Starting at level 13, your constant manipulation over


souls allows you to cast the dominate person spell once
per long rest.

Soul Fortress
17th-level Soul Shifter feature

Your knowledge and understanding of soul control is


absolute.

Soul Transposition can now be maintained for up to 1


minute as if you were concentrating on a spell, and your
target may repeat their saving throw at the end of their
next turn.

Double Veil Strike


17th-level Soul Shifter feature

You can make 2 sneak attacks per turn if one of them is


made through Soul Transposition, but you can’t use your
Sneak Attack against the same target more than once in
a turn.

You can use this power a number of times equal to your


proficiency bonus before completing a long rest. Bound to the Demon
1st-level Chosen of the Abyss feature
Sorcerer - Chosen of the Abyss As the magic flows through your body, the physical traits
of your demon are better reflected in your body. Your
A mortal who dares to forge a bond with the entities of maximum hit points increase by 1, and gain this additio-
the Abyss pays a steep price: their own lifeblood fuels nal increase each time you gain a level in that class.
their dire powers. As the Chosen of the Abyss, they bear
the indelible mark of their demonic patrons, their flesh Once you reach 3rd level, you learn the spell Burning
twisted into a living testament of the abyssal energies Hands, which doesn’t count against the number of sorce-
they wield. rer spells you know.
You may cast it at first level by spending 2 sorcery points
These sorcerers walk a perilous line between control or by spending the appropriate spell slot for a higher cas-
and chaos, their formidable powers always threatening ting. If casted with sorcery points, the spell’s damage type
to consume them. Every spell, every summoned demon, can be changed from fire to necrotic.

29
Demonic Summons ability as many times as you like, only limited by your
6th-level Chosen of the Abyss feature available sorcery points.

You gain the ability to summon forth a demonic creature Abyssal Maelstrom
to torture your opponents. 18th-level Chosen of the Abyss feature

Spend 3 sorcery points and lose 3 hit points, to call Unleashing your demonic power, you rip open a hole in
forth one of three creatures: Hell Hound, Nightmare, or the fabric of the plane allowing the chaos of the abyss to
Bearded Devil. The summoned fiend appears in an unoc- escape.
cupied space within 60 feet of you, acts on your initiative
count, and remains for 1 minute. They use their regular As an action, spend 5 sorcery points to shroud an area in
statblock except hp which is equal to half of your total hit a swirling sphere of chaos and demonic energy. The 60 ft.
points. sphere can be centered on a point you choose within 120
feet and lasts for up to 10 minutes. Once you activate the
While summoned it is hostile to all creatures, attacking sphere, you can’t do so again until you finish a long rest.
any creature it can reach within its movement range.
However as a bonus action, you can inflict 3 slashing While the sphere is active, any creature that enters the
damage to yourself in order to take control of the fiend for area for the first time on a turn, or starts its turn there,
1d4 turns. becomes affected by chaos until the start of its next turn.
While affected, creatures make attack rolls with advan-
At level 14, you can summon up to 2 demonic creatures at tage and subtract a d4 from any saving throws they make.
the same time for the same initial cost.

Infernal Transformation Warlock - Aberrant Symbiote


14th-level Chosen of the Abyss feature
You have made a pact with a mysterious, aberrant crea-
The potent demonic energy residing within you can be ture from an unknown dimension that has traveled into
called upon to alter your physical form with various demo- the Material Plane. This creature needs a host in order to
nic traits. mature and reproduce so has offered you a pact: provide
unfettered access to grow within your body and your sym-
As a bonus action, initiate this transformation and spend biotic master will impart their powers unto you.
1 sorcery point and sacrifice 1 hit point to gain an infernal
boon from the list below. The transformative effects last As the pact is struck and the symbiote enters your body,
for 10 minutes before the infernal boons fade. the overflow of power causes a permanent mutation to
form which cannot be removed or altered. It’s only now
that you realize you never asked what would happen once
maturation has completed or when the symbiote leaves
Demonic Your senses become supernaturally sharp, your body. It can’t be that bad, right?
Percep- akin to those of the denizens of the abyss.
tion: You gain blindsight up to a range of 30
feet. Symbiosis Mark
Fiendish Your flesh toughens, becoming as hard When the symbiote enters the body, the warlock gets a
Resilience: as a demon’s hide. You gain resistance to permanent mark of the symbiosis. Roll on the chart below
either piercing or bludgeoning damage or choose from one of the below options. You and your
(your choice at the time of transformation). DM can also choose an alternate permanent mark that
Wings of A pair of shadowy, demonic wings sprouts appears.
the Abyss: from your back. You gain a flying speed
equal to your current walking speed.
Demonic The raw physical prowess of your de-
Strength: monic entity manifests within you. You
gain advantage on Strength checks and
your melee attack rolls deal an extra 1d4
damage.

For each transformation you may choose to gain up to


4 boons, paying the required sorcery point and hit point
cost for each, however you can only choose each boon
once during a signal transformation. You may use this
30
d6 Symbiosis Mark Hardened Skin
1 Full black eyes. 1st-level Aberrant Symbiote feature
2 Six fingers on one or both hands.
Whenever you are in danger, your patron emits a viscous
3 White-striped hair. membrane that covers your body and grants additional
4 A bioluminescent body. protection to incoming harm. When you aren’t wearing
5 A hole on your chest. armor, your Armor Class equals 10 + your Dexterity mo-
difier + your Charisma modifier.
6 One (or two) black, sturdy tail.

Expanded Spell List Altered Flesh


1st-level Abberant Symbiote feature 1st-level Aberrant Symbiote feature

The Aberrant Symbiote lets you choose from an ex- You gain the Eldritch Impact eldritch invocation and may
panded list of spells when you learn a warlock spell. The alter the damage type from bludgeoning to slashing or
following spells are added to the warlock spell list for you. piercing. This does not count towards the number of
Eldritch Invocations known.

Unnatural Reaction
6th-level Aberrant Symbiote feature

Once per long rest, you may expend your bonus action
to take the Dodge action. You gain an additional use of
this ability at level 10 and 14.

Rapid Regrowth
6th-level Aberrant Symbiote feature

The connection to your symbiote patron now grants a


healing boost and you gain a pool of d6s that you can
spend to fuel your own healing. The number of dice in
the pool equals 1 + your Charisma modifier (minimum of
one die).

As a bonus action, heal yourself by spending any number


of dice from the pool. Roll the dice you spend, add them
together, and restore a number of hit points equal to the
total. You cannot regain more than your hit point maxi-
mum with this ability.

Your pool regains all expended dice when you finish a


long rest.

Clear Mind, Sound Body


Great Symbiote Spells 10th-level Aberrant Symbiote feature

Spell Level Spells Due to your connection with your Patron, your body has
grown stronger and more resilient. You gain resistance to
1st false life, jump
the following conditions: Charmed and Poisoned.
2nd alter self, enlarge/reduce
3rd haste, nondetection At 16th level you instead gain immunity to becoming
Charmed or Poisoned.
4th black tentacles, greater invisibility
5th dominate person, telekinesis

31
Symbiotic Boost
14th-level Aberrant Symbiote feature
Tendril master
The symbiosis between you and your Patron is complete Prerequisite: 5th level; Aberrant Tendrils invocation
enough for both of your minds to merge and for a sliver of
their true power to flow to you. Your reach with your tendrils increases to 10 feet.
In addition, you can use a bonus action to activate your
Three times per day you gain the ability to cast one of tendrils to attempt a grapple check on a medium or smal-
your Warlock spells as if it were one level higher if the ler creature within range, if it succeeds that creature is
option is available and change its damage type to Psychic. grappled.
This cannot affect the spell levels of your Mystic Arca-
num. You regain all expended uses at the end of a long
rest. Magic Weapon Absorption
Prerequisite: 7th level; Pact of Mutation feature

Eldritch Invocations Your symbiote is able to absorb a magical weapon you are
proficient with in order to add its power to your attacks.
Once per turn when a melee magical weapon is absorbed,
Eldritch Impact you may use a bonus action to apply the benefits that the
Prerequisite: eldritch blast cantrip weapon provides to a melee spell attack. (Example: add a
+1 enhancement bonus, added poison damage, or apply a
When you cast Eldritch Blast, you may replace the ranged condition)
spell attack rolls with melee spell attack rolls, dealing
bludgeoning damage on hit. If you do so, the range of Absorbing a weapon takes 1 hour of time and only one
Eldritch Blast becomes melee. weapon at a time can be absorbed in this manner. If the
weapon normally requires attunement, you may attune
to it while absorbing the weapon. Absorbing another
Aberrant Tendrils weapon will immediately expel the current one from your
Prerequisite: Pact of Mutation feature body.

As you merge with your Patron, you are able to grow and Pact Boon - Pact of Mutation
retract organic tendrils. You can grasp things with your
tendrils and they have a reach of 5 feet. The power of your patron flows through you as they begin
You can use them to do the following simple tasks: lift, to alter your body into a better vessel: bones crack and
drop, hold, push, or pull an object or a creature; open or reform, muscles twist and reshape as you become
close a door or a container; grapple someone; or make an stronger… faster… smarter.
unarmed strike.
When making a skill check you may roll with advantage a
Your DM might allow other simple tasks to be added to number of times per day equal to your proficiency bonus.
that list of options. Tendrils work together to complete a You regain all expended uses after a long rest.
task and they can’t wield weapons or shields or do any-
thing that requires manual precision, such as using tools
or magic items or performing the somatic components of Upgraded Symbiosis
a spell. Prerequisite: 9th level; Pact of Mutation feature

You gain additional temporary supplemental power gran-


Reactive skin ting you heightened senses. You can choose if these extra
Prerequisite: Pact of Mutation feature powers manifest physically or psychically.
Calling on the power of your patron, choose to gain one of
You can choose one type of damage when you finish a the following traits with a duration of 1 hour. You may use
short or long rest (acid, cold, fire, lightning, poison, or this feature a number of times per day equal to your Cha-
thunder). You gain resistance to that damage type until risma modifier (minimum of one), regaining all expended
you choose a different one with this feature. uses on a long rest.

32
Boons If you and a puppet are more than 50 feet apart, it beco-
mes inert and falls to the ground.
Boon Effect You can only have one puppet animated at a time. If you
Static Attraction Gain a climb speed of 20 ft. attempt to animate a second puppet, the first one imme-
Webbed Gain a swim speed of 20 ft. diately becomes inert.
Appendages
You can animate a puppet a number of times equal to
Heightened Gain blindsight with a range of 30 ft. your Intelligence modifier (minimum 1). You regain all
senses expended uses when you finish a long rest.

Wizard - Puppeteer
Puppet
The Puppeteer is a unique branch of wizardry that brings Small construct, unaligned
the art of illusion to life – literally. Embracing the an-
cient traditions of marionette and puppet crafting, these Armor Class 10
wizards don’t simply manipulate energy or weave spells, Hit Points 13 (3d8)
but rather they control physical constructs of their own Speed 2 Puppet
creation.
STR DEX CON INT WIS CHA
Whether with the delicately crafted figures of wood and
14 (+2) 10 (+0) 10 (+0) 1 (-5) 1 (-5) 1 (-5)
cloth, or with the equally cold and unfeeling bodies of
the fallen, these wizards command their creations with
uncanny precision. In both the heat of battle and in the
Damage Immunities Poison, Psychic
intricacies of social discourse, the puppeteer pulls the
Condition Immunities Blinded, Charmed, Deafened,
strings, guiding their creations as extensions of their will.
Exhaustion, Frightened, Paralyzed, Petrified, Poi-
This complex art form combines elements of necroman-
soned
cy, enchantment, and artifice, creating a truly unique path
Senses Blindsight 60 ft. if autonomous, Passive
for those wizards who choose it.
Perception 5
Challenge 1/4 (50 XP)
Arcane Artisan Antimagic Vulnerability. The puppet becomes in-
1st-level Puppeteer feature
capacitated while in the area of an antimagic field. If
targeted by dispel magic, the puppet must succeed on
You gain proficiency with Artisan’s Tools. While using
a Constitution saving throw against the spell save DC
those tools, you may spend 1 hour and 2 gp worth of
or fall unconscious for 1 minute.
materials to construct a wooden and cloth puppet of small
size.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Puller of Strings one target. Hit: 6 (1d8 + 2) bludgeoning damage.5 ft.
2nd-level Puppeteer feature

You learn how the flow of arcane power to manifest a


sliver of unlife into one of your crafted puppets, complete
with invisible and unbreakable magical strings you use to Necrotic Marionette
manipulate it. 6th-level Puppeteer feature
As an action, animate a puppet you created which mate- You gain the ability to turn a corpse into a puppet and
rializes in an unoccupied space within 5 feet of you. It has enhance your puppet’s durability.
magic strings that reach up to 50 ft. away and uses the
Puppet stat block below. You may control your puppet’s By expending one level 1 spell slot, you can animate a
movements as a free action, and with a bonus action may humanoid corpse that died within the last 24 hours. The
command your puppet to make one slam attack. corpse is animated for 10 minutes, taking on the appea-
rance of being alive but is unable to speak. It has the
same statistics as your crafted puppet and is controlled in
the same way.

33
Your puppets now use the following statblock: Puppet Mastery
10th-level Puppeteer feature

Enhanced Puppet Your skill with puppet creation has improved both your
Small construct, unaligned connection with your puppets and their overall usability.
You gain the following abilities while a puppet has been
Armor Class 11 animated:
Hit Points 22 (5d8)
Speed 25 ft. Your range with your puppets increases to 75 ft.
When taking damage, you can use your reaction to make
STR DEX CON INT WIS CHA your puppet take half of that damage, round down.
You can use an action to make your puppet make an
16 (+3) 12 (+1) 10 (+0) 1 (-5) 1 (-5) 1 (-5)
ability check as if it was you.

Damage Resistances Bludgeoning, Piercing and


Slashing damage from nonmagical attacks
Supreme Puppeteer
14th-level Puppeteer feature
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened,
The strings of magic which connect you to
Exhaustion, Frightened, Paralyzed, Petrified, Poi-
your puppets thrum with arcane power as your
soned
control expands. When you animate a puppet,
Senses Blindsight 60 ft. if autonomous, Passive Per-
you may now animate up to 2 puppets at a
ception 5
time and the range at which you can control
Challenge 1/2 (100 XP)
your puppet increases to 100 feet.
Antimagic Vulnerability. The puppet becomes
Additionally, one of your puppets be-
incapacitated while in the area of an antimagic
comes autonomous. An autonomous
field. If targeted by dispel magic, the puppet must
puppet operates independently of you,
succeed on a Constitution saving throw against
treated as a companion NPC with its
the spell save DC or fall unconscious for 1 mi-
own initiative, actions, and move-
nute.
ment. It understands your spoken
commands but can’t speak itself,
Actions
following your directions as well as
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
it can.
one target. Hit: 11 (2d8 + 3) bludgeoning damage.

34
Magic Items For the magic weapons and armor you’ll find on the
following pages, we’ve listed the weapon and armor type
with the (any) trait. A Barbarian specializing in heavy
Magic items play a crucial role in any magic-fueled world. weapons finding a Rapier of Resentment can be disap-
From an innocuous bag of beans to a powerful flaming pointing. We want DMs to have the flexibility to custo-
sword, these items can provide powerful benefits to the mize items to fit the needs of the party and enhance the
characters who wield them. They can make adventuring adventures played out at your table.
easier; offer unique solutions to situations that characters
may need to overcome; provide characters with new and
unique abilities or enhance their existing skills; or even Uncommon
grant an edge in combat.
Lich Coin
Behind all of the mechanic benefits, magic items also Wondrous item, uncommon
serve as symbols of achievement and opportunities for
growth. This can be a tangible recognition of the player’s The Lich Coin is a small, silver coin imbued with power-
skill, bravery, and determination at the culmination of a ful necrotic magic. It is said to have been created by a
hard-fought battle, a treacherous journey, or a complex powerful lich, using a fragment of its own soul as the
puzzle. A magic item can also distinguish characters as source of its power. When used, the coin allows the wiel-
unique within the world and often serve as the key to der to challenge a willing creature to a game of chance,
unlocking new development. asking them to choose between «tails» or «heads».

To this end, magic items are often an essential aspect of If the target creature wins, they get to choose one of their
the 5e game system and it is important for Dungeon Mas- characteristics and gain a +2 bonus to that characteris-
ters to take care when handing out magic items. It is es- tic, while the wielder of the coin suffers a -2 penalty to
sential to consider the balance of power within the party, the same characteristic. If the target creature loses, they
the players’ level of experience and the overall narrative suffer a -2 penalty to the chosen characteristic, while the
of the game. Magic items should be distributed carefully, wielder of the coin gains a +2 bonus.
so as not to disrupt the delicate balance of power, but at
the same time, they should also be made accessible to The effect of the coin remains until your next long rest.
players so that they can fully realize the potential of their The coin can be used once per long rest.
characters.
Description: The lich coin is a silver piece imbued with
Here is a table showing the recommended distribution of dark magic. The front of the coin holds a detailed skull
magic items based on player level in the 5th edition: believed to be a representation of a lich and the tarnish
surrounding the engraving makes it stand out against the
Player Level Rarity of Magic Items gleaming silver background. The reverse of the coin is
1-4 Uncommon embossed with a series of complex, arcane symbols that
glow with an eerie light.
5-10 Rare
11-16 Very Rare
17-20 Legendary

Note: This table is just a general guideline and the


Dungeon Master is free to adjust the distribution of
magic items to fit the needs of their campaign. The
distribution of magic items can also depend on the
playstyle of the players and the difficulty of the encoun-
ters. A campaign that focuses on combat may require
more combat-oriented magic items to help the players
overcome challenges, while a campaign that focuses
on role-playing and investigation may require more
skill-based magic items.

35
Yummsh Cooking Pot Ring of Shrieking
Wondrous item, uncommon Wondrous item, uncommon

When food or drink is consumed from the cauldron, Whenever a spell requiring a Wisdom saving throw is
it grants one extra Hit Die to all those who ate from it cast within 30 ft. of the wearer, a spectre is released
before taking a short rest. This allows them to regain ad- from the ring with a loud shriek before disappearing.
ditional hit points when they take a short rest. However, Each time the spectre shrieks, the user takes 1d6 points
the pot can only grant this extra Hit Dice once per day. of psychic damage. This shriek also grants advantage
on Wisdom saving throws to resist spells for 1 minute to
Description: This large and sturdy cauldron is a any ally who can hear it. This benefit can be applied to
favorite among orcs shamans for its quick an ally once per short rest.
and even heating capabilities, making
it a perfect tool for cooking their Description: This iron ring is set with a pale sapphire
meals. The cauldron is made encircled by shards and always feels cold to the touch.
of thick iron and has an en- It’s rumored that a powerful sorceress imprisoned the
chantment that enhances its essence of a warring general within the ring in order to
heating abilities, allowing for gain advantage in battle. Whether rumour, myth or fact,
perfectly cooked food every the exact creation story has been lost.
time.

Anger’s Grasp
(any weapon with the
reach property), uncom-
mon (requires attunement)

This magic weapon grants a


+1 bonus to both attack rolls
and damage dealt. Additionally attacks with this weapon
score a critical hit on a roll of 18 through 20. Whenever
you are rolling with advantage, if either dice result is a na-
tural 1 then Anger’s Grasp lashes out at another random
creature within range, including the wielder, using the Sword of Resentment
same advantage and damage roll. Sword (any), uncommon (requires attunement)

When you roll initiative, the Sword of Resentment pulls


Description: Don’t let the simple exterior of this weapon you into a state of desperation to defeat your enemies.
fool you, the true potential of Anger’s Grasp is revealed You are unable to resist colourfully insulting the ene-
once attuned. A boundless knot of rage grows in the mies you successfully attack with the sword this combat,
wielder before flowing into the weapon giving dealing an extra 1d6 psychic damage.
it a menacing and commanding silhouette.
A coveted instrument for those seeking This desperation leaves you vulnerable to retaliation for
to unleash their inner fury upon their the next minute and you take an extra 1d4 damage from
enemies, your rage is focused into a the first successful weapon attack against you.
single, devastating point, but the
power of anger can have draw- Description: Imbued with dark magic, harsh lines and
backs when you lash out… jagged blade of the Sword of Resentment is favored by
those who seek revenge against their enemies. Granting
the ability to channel the resentment and bitterness of its
user, when wielded, a dark aura crawls enshrouds the
blade and saps the clarity from its weilder. In exchange
for further strength, the user is forced into a state of
desperation, goading enemies into fighting them.

36
Shadow Stride Boots
Wondrous item, uncommon The Robe of the Dark One
Wondrous item, uncommon
Once per day while you wear these boots and are in dim
light or darkness, you can teleport up to 60 feet to an Once per day, The Robe of the Dark One allows the
unoccupied space you can see that is also in dim light or wearer to cast the spell Disguise Self with the alterations
darkness as a bonus action. lasting for a number of hours equal to half the
wearer’s level, with a minimum of one
Description: These soft leather hour, or until they choose to end it.
boots are imperceptebly In order to discern your disguise
tooled with images of a creature must make a DC 15
low-lying smoke or fog. Intelligence (Investigation)
When partially obs- check.
cured by shadow, you Additionally, while in dim
feel as if the boots light, the wearer becomes
are itching to stride difficult to see, imposing
to other nearby disadvantage on Perception
areas shrouded in checks made to see them.
darkness.
Description: Made of red
and black shimmering silk,
Liar’s Pendant the Robe of the Dark One
Wondrous item, uncommon shifts and moves on its own as
it tries to blend into any surrounding
Once per day you may use the magic of the Liar’s Pen- darkness. Created by a
dant to target a creature you see within 60 ft. who wizard obsessed with the powers of shadow
can speak to make a DC 14 Wisdom saving magic, the wearer is able to slip past watchful eyes,
throw. either fading into shadow or looking like someone
During combat, if the target crea- else entirely.
ture fails the throw, they lose the
ability to cast any spell with a
verbal component until the Rare
end of their next turn as
they babble blatant lies. Commander’s Crown
While outside of combat, Wondrous item, rare (requires attunement)
the targeted creature is
only able to speak blatant Whenever a willing ally within 20 ft. of the
lies for 10 minutes if they wearer fails an Intelligence or Charisma sa-
fail their save. ving roll, you may use your reaction to allow
this creature a reroll on that save, but they
The magic of the pendant must take the new result.
wears off after a day, al-
lowing the wearer to remember Description: The Commander’s Crown is a symbol of
that they were targeted to speak supreme authority and sovereignty that enhances the
untruths. If the targeted creature suc- wearer’s leadership abilities. Crafted from the finest
cessfully saves, they are not affected but are unaware gold and embedded with gems and authoritative sigils, it
they’ve been targeted. exudes a magnificent aura that is both regal and awe-ins-
piring. The commanding presence of the crown imbues
Description: Often used by those seeking to sow confu- its wearer with a sense of confidence and
sion or mislead others, this demon eye-shaped pendant power, making it an indis-
is favored by politicians, con artists, and anyone who pensable accessory for
needs to manipulate others for their own gain. Crafted by those who seek to
a cadre of powerful wizards who saw immense value in lead with majesty
controlling the truth, the magic within twists the tongue and strength.
of a target into speaking blatant lies.

37
General’s Brooch the spirit of the fiend that had
Wondrous item, rare (requires attunement) previously beset the sorcerer.
This fiend constantly whispers
When worn, the General’s Brooch enhances to the wearer,
the wearer’s charisma, granting a +2 bonus urging them to act in a
to their Charisma score. It also increases self-destructive manner
their maximum hit points by 10, ma- to attain their goals. A de-
king them more resilient in combat. sirable acquisition for anyone
wishing to further exercise their sinister
Description: An emblem of supe- abilities, its ominous visage that will surely
riority and influence, the General’s unsettle all who perceive it.
Brooch has been crafted from shining
copper into the shape of a dragon’s Draining Axe
head. Coveted by adventurer and leader Axe (any), rare (requires attunement)
alike, the imbued magics allow it to glow
faintly, exuding a commanding presence that This magic weapon grants a +1 bonus to attack
draws the gaze of all who behold it. This brooch is and damage rolls.
truly a statement piece for anyone seeking to assert their
dominance and control while in a position of power. On successful attacks, the axe will consume the life force
of its victims, dealing an extra 1d6 necrotic damage with
each attack sharing its spoils with its weilder. Whenever
Umbral Dagger you deal necrotic damage, you siphon life from the enemy
Dagger, rare (requires attunement) and gain temporary Hit Points equal to the
necrotic damage dealt, up to a maximum
You gain a +1 bonus to attack and damage of 10. These temporary hit points last for
rolls made with this magic weapon. one hour.
Three times per day, your weapon can
become invisible for one round and you can Each time the Draining Axe is weilded,
roll your attacks with advantage against its hunger must be sated, dealing 1d6
any creature that doesn’t have truesight or necrotic damage when you take this
blindsight. weapon in hand. It will not damage you
again for the next ten minutes, even if the
Description: The favorite implement of axe is stowed and re-equipped.
a kobold assassin that targeted well-pro-
tected politicians, the Umbral Dagger is Description: The craggy blade of the
enchanted with the power of shadow it is Draining Axe is a formidable weapon that is
said to be able to slice through the fabric of imbued with the power of a revenant and is
reality itself and bend the light to its will. A sure to strike fear into the hearts of its enemies. The axe
sinister weapon forged with a curved, black is said to have been created by a powerful necromancer
blade and its sleek, deadly design makes it who was seeking to harness the power of the undead, and
a perfect tool for quick, silent kills. it has since become a sought-after weapon for those who
seek to control the forces of death. The Draining Axe is a
dangerous tool that is best meant in the hands someone
Shroud of the Masochist who wants to consume using the power of necromancy.
Medium armor (any), rare (requires attunement)
Spicy Chicken Feather
While donning this armor, the wearer gains resistance Wondrous item, rare
to fire damage. Additionally, the wearer may cast the
Fireball spell once per day with a maximum range of 15 When the wielder receives damage that
ft., catching themselves in the resulting blast. would reduce them to 0 hit points, they
must make a DC 15 Wisdom saving
Description: The Shroud of the Masochist is a singu- throw. On a success, the wielder drops
lar, perilous piece of armor that will indelibly mark its to 1 hit point instead and every creature
wearer. Fabricated by a sorcerer made delirious by the within 5 ft. is dealt 10 (3d6) fire damage.
energies of agony and misery, the armor is made of a The Spicy Chicken Feather can’t be used
heavily scuffed dark red material and is possessed by again until the next dawn.

38
Description: The Spicy Chicken Feather is bright red Description: The Coil of the Immemorial is a finely
and seems to be constantly on fire yet never burns away. knapped ring set with opaque dark green stones, but
Created by a powerful, and hungry, druid who was stu- upon closer inspection, one can see intricate engravings
dying the regenerative power of this legendary bird, after glowing from within. Crafted from the phylactery of a
many attempts, they finally captured the essence of the lich, the runes within maintain their potency thanks to
phoenix in this feather. The Spicy Chicken Feather has the spells of a fiendish necromancer and the souls of the
a radiant appearance, with its golden shaft and fiery red recently departed.
plume, making it a must-have for those who seek to put
their life at stake.
Very Rare
Cosmic Scepter Cap
Weapon (any rod, scepter, staff or wand), rare (requires Skull Crusher
attunement by a sorcerer, wizard, or warlock) Hammer (any), very rare (requires
attunement)
The Cosmic Scepter Cap grants a +2 bonus to attack and
against spell saves and holds up to three charges. You gain a +2 bonus to attack and
Using a Bonus action, the wielder can spend a damage rolls made with the Skull
charge to teleport up to 20 feet away from Crusher. When you hit a living
their current position. Additional charges creature with a CR of 1 or less that
are recouped by defeating fiends, devils has a skull, its head explodes and it
or aberrations. is slain immediately.
Additionally, whenever the wielder cast
a spell a glorious chorus of trumpets Description: The Skull Crusher is a
can be heard by all within 300 ft. brutal hammer forged with the crushing
power to shatter even the toughest of de-
Description: The Cosmic Scepter fenses. Crafted by a fierce blacksmith seeking to
Cap is an beautiful, ornate headpie- create the ultimate weapon of destruction, the haft
ce that pulses with the divine power has been adorned with dwarven engravings calling
of the heavens and can be affixed for victory in battle whereas the head has been forged for
to weapons such as rods, scepters, maximum impact, lending it a menacing appearance. The
staves or wands. Constructed of Skull Crusher is a sought-after tool for those who revel
shimmering gold and encrusted in the thrill of battle and the spray of their foes’ lifeblood.
with diamonds and other precious This weapon is a true testament to raw power and is sure
stones the scepter cap is actually to leave a lasting impact on anyone who wields it.
quite light when held, feeling warm to the touch as it
pulses with holy energy. Historical records reveal that
an eons old celestia first granted it to a wizard who was Night Hag’s Peste
seeking to harness the power of the stars, and its passage Wondrous item, very rare (requires attunement)
through time has marked it as a symbol of authority and
power. While wearing the Night Hag’s Peste, you may use a
bonus action to expend one charge to teleport to any area
of dim light or darkness within 30 ft. before retur-
Coil of the Immemorial ning to your original spot at the end of your
Wondrous item, rare (requires attunement) turn. After teleporting, the first attack
you make is done with advantage.
While worn, a deep-set cold takes to The mask holds up to 3 charges
your body as a rigidity similar to rigor and regains all its charges
mortis grants you a +1 bonus to daily at dawn.
your armor class and allows you to
expend 2 hit dice in order to reroll a
spell saving throw with advantage.

While attuned, you are considered


an undead in addition to your regular
types for the purposes of determining
effects of certain abilities or spells (such
as Divine Smite or Turn Undead).

39
lord who was seeking to create the ultimate symbol of his
Description: An eerie piece of arcane equipment, the power. Once worn, this dark and foreboding sunbonnet
Night Hag’s Peste obscures the face with an elongated uses the blood of its wearer as the source of its power.
beak leaving only the eyes exposed. Ripped from the A true item of evil, the Vampire Sunbonnet is capable of
haunting nightmares caused by Night Hags, the peste intimidating even the bravest of warriors.
was thus crafted by a powerful sorceress who wished to
torment and manipulate her enemies from the shadows. Bracelet of the Grave
A perfect addition for those needing to strike the fear of Wondrous item, very rare (requires attu-
darkness into their foes, the intimidating Night Hag’s nement)
Peste is truly a unique artifact, capable of changing the
tide of any battle. Once attuned to the bracelet, you
gain the following benefits: You
Serpent Fiend’s Phalanx have resistance to cold and poison
Wand, very rare (requires attunement by a spellcaster) damage. Whenever you receive
cold damage, you may cast the
While attuned, you gain a +2 bonus to spell attack rolls chill touch cantrip as a bonus action
and your spell save DC. on your next turn. You are considered
an undead in addition to your creature
Additionally, whenever you are damaged by a spell cast type. Your eyes glow with a shining blue
from an enemy, you may use your Reaction to cast a light.
cantrip at the creature that damaged you. This spell must
be able to target a single creature so area of effect spells Description: Discovered by a powerful wizard who was
cannot be cast in this manner even if their area could be exploring the shadows of the world beyond, the Bracelet
placed to only affect the targeted creature. of the Grave is a mysterious relic that has suffused the
power of the afterlife within its twisted metal coils. The
Description: The Wand of Slithering is cold, otherworldly glow emanating from this bracelet is
a magical instrument that is imbued sure to attract the attention of those seeking the power
with the power of serpentine fiendish and secrets of death itself.
magic. Its design is serpentine, with a
long, twisting shaft and a serpentine Sunless Tangle
head that is adorned with glittering Bow (any), very rare (requires attunement)
gemstones. The Wand of Slithering is
said to have been crafted by a cunning You gain a +2 bonus to attack and damage rolls made
enchanter who was seeking to harness with this magic weapon.
the power of the serpent, and it has This bow has 8 charges, regaining 1d8 charges daily at
since become a sought-after tool for dawn. Whenever you successfully attack a creature using
those who seek to control the power of the bow, you may expend up to three charges to cast one
the elements. The Wand of Slithering is of the following spells:
a truly dangerous weapon, capable of un-
leashing devastating spells on its enemies. 1 Charge: Entangle, only affecting the target.

Vampire Helmet 2 Charges: Spike Growth, centered on the target.


Wondrous item, very rare (requires attunement) 3 Charges: Plant Growth, centered on the target.

While attuned, you can expend 2 hit dice to add the 3d6
additional necrotic damage to any successful attack and Description: Seeking to master the power
regain hit points equal to half of the additional damage. of nature’s innumerable thorns, the
formidable bow Sunless Tangle,
Description: Despite its name, the was created by a drow ranger with
Vampire Sunbonnet is truly a bramblewood found in the depths
fearsome piece of armor of an ancient forest. Adorned
imbued with the power of with shadows and other mys-
the undead and said to terious symbols, its sleek and
have been crafted by deadly appearance is sure to
a primeval vampire intimidate anyone who faces
it.

40
Dawn Stone Legendary Items
Wondrous item, very rare (requires attunement)
Corrupted Genesis
At the end of each long rest choose strength, Wondrous item, legendary (requires attune-
dexterity, or constitution. That score in- ment by a bard, cleric, or druid)
creases by 2, to a maximum of 20 until This sceptre grants +3 bonus to attack and
you finish your next long rest. damage rolls made with it, and can be
Additionally, whenever you score a weilded as a magic mace.
critical hit, you may choose to inflict
an extra 2d6 radiant damage. If you While holding the rod, you can use an
do, the next attack roll made against action to cause plants to awaken and grow,
you has advantage. spreading in a 30-foot radius centered on
you, and the area moves with you. When
Description: Radiating with the other creatures move into or within
power of the Sun itself, the Dawn the area, they take 1d10 poison
Stone was created by a mighty sor- damage for every 5 feet they travel.
cerer who dared to harness a sliver of The plants remain for 10 minutes
immense celestial fire. The stone shimmers and the area becomes difficult ter-
with a golden hue and when attuned, evolves to rain for the duration.
radiate a warm aura bringing forth a sense of hope and
inspiration to all who behold it. A treasure of great worth, Description: When Corrupted Genesis
the Dawn Stone is coveted by any who seek to conquer originally sprouted atop a magic leyline
the darkness. so none could imagine that its ancient
form would become tainted into the
Blood Orb twisted black wood of its current appea-
Wondrous item, very rare (requires attunement) rance. Profane magics turned healthy
bark into a gnarled and knotted mess,
The Blood Orb has 3 charges and regains all perfect for the powerful sorceress who
expended charges daily at dawn. When carved it from the trunk. Now covered in
an ally within 10 ft. deals more than runes and symbols that further enhance
10 damage to a living creature and release its dark magic, the sceptre has
from a single weapon attack, the power to manipulate the minds of those
you may expend one charge around it.
and use your Reaction
to immediately make a Grasp of the Hag
weapon attack against Staff, legendary (requires attunement
a creature. by a sorcerer, warlock or wizard)

Description: Dabble The staff has 20 charges and regains 2d8 + 4 expended
deep enough into charges daily at dawn. When you expend the last charge,
sanguimancy and roll a d20, and on a 1, the staff is destroyed, releasing the
you’ll find tales of the heartstone within and a CR 5 Night Hag appears within
sinister Blood Orb. 15 ft. of the wielder for one minute. It is hostile to any
This unholy creation creature in sight.
fuses the blood of de-
vils within its spherical Spellcasting. While holding the staff, you may use an
walls and uses their fell Action to expend one or more of its charges to cast the
magics to inflict further following spells, using your spell save DC:
harm. The fluid trapped
within churns over itself even
1 charge: Hellish Rebuke
when the orb is motionless so it
is sure to draw the attention of anyone 2 charges: Levitate
who comes near it. 5 charges: Fireball (at 5th level), Lightning Bolt (at
5th level), Wall of Fire

41
Summon Nightmare. As an action, expend 5 charges those that wore it would come to life could rebel and kill
and you call a nightmare, friendly to you and your com- the user of the mask if they keep this item for too long.
panions, that appears within 15 ft. of you. In combat, the
creature shares your initiative count, but it takes its turn Claws of the Mad Berzerker
immediately after yours. It obeys your verbal commands Wondrous item, legendary (requires attunement)
(no action required by you).
Upon attunement, the claws bind to your body and cannot
Description: The Grasp of the Hag is an artifact oozing be removed without the use of curse removal, at which
with chaotic magic. Made from a strange, point they will fall to the ground.
black, leathery material it feels like cold
metal once in hand but upon closer ins- As a bonus action, you can cause the claws on the
pection, the strangeness of the material gauntlets to sink deeper into your flesh, augmen-
reveals it to be the petrified flesh of ting your attacks as your attacks become magical
a Night Hag. The flesh and metal and you gain a +2 bonus to the attack and damage
of the staff are covered in intricate rolls you make with unarmed strikes. This power
fiendish symbols and runes that is not without consequence however, as
convert the power within into while the claws are situated, you
devastating magic. With its wild and consecutively lose 1 hp for
unpredictable nature, this staff is a force every round the bonus is
to be reckoned with, and is sure to leave activated. (For example, in
its mark on the world. round one you lose 1 hp,
and by round four you lose
4 hp).
The Shadowmaster’s Helm
Wondrous item, legendary (requires attunement) Whenever your hp is below
50% of your maximum, you
You gain a +1 bonus to AC, saving throws and intimida- add 2d6 slashing damage to
tion as long as you are attuned to this mask. your unarmed strikes and
natural weapons.
Additionally, while attuned and wearing the mask it
breathes life into your shadow. As long as your shadow is Description: Created by a tribe of warriors as part of a
with you, and a creature has targeted you with an attack, ritual to harness the rage of their ancestors, the Shards of
roll a d20. If the result is an 11 or higher, the attack the Mad Berserker have since been attached one by one
instead targets your shadow which then vanishes. Your to a pair of gauntlets. These shards are an amalgamation
shadow returns to you at midnight after which this ability of the most sinister, deadly and effective natural weapons:
can be used again. horns, barbs, teeth, and claws. The metal bezels that hold
them in place are forged from old metal, and myths tell
Description: Not just for lending an air of mystery, the that they are the weapons of fallen clan members now
sinister metal design of the Shadowmaster’s Bauta is carved with symbols of their triumphs.
sure to intimidate anyone who sees it. The penultimate
creation of a shadow mage, it is said that the shadow of Strigoi’s Thirst
Sword (any), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made


with this magic weapon.

When attacking a creature with this weapon and you roll


a 20 on the attack, or when you reduce another crea-
ture to 0 hp, a swarm of bats appear within 15 ft. of you.
The swarm is friendly to you and your companions and
remains for 10 minutes or if they are dismissed sooner by
you using a bonus action.

While summoned, the swarm acts on your initiative, and


obey any verbal commands that you issue to them (no
action required by you). If you don’t issue any commands
to them, they defend themselves from hostile creatures,
but otherwise take no actions.

42
You can’t have more than 2 swarms under your control
at the same time, so if an effect triggers to create a new
swarm of bats, it immediately dismisses the oldest swarm
of bats under your command.

Description: Easily recognized, the adamantine blade


known as Strigoi’s Thirst is a fearsome weapon torn from
the bleeding bowels of history. Designed to slice through
the hearts of its enemies, the blade’s creator sacrificed
many souls in order to harness the dark power of the
night and become the most powerful vampire lord. Its
crowning ability occurs on particularly vicious attacks as
it summons the twisted aspects of the souls it consumed
when it was forged.

Armor of the Corrupted Paladin


Heavy armor (any), legendary (requires attunement)

You gain +1 to your AC when you wear this armor.

The armor has 6 charges and regains 1d6 expended


charges daily at dawn. Whenever you kill a celestial, a cle-
ric or a paladin, the armor regains 1 expended charge. As
a Bonus action, you may expend one or more charges to:

Cast Bane (1 charge)


Cast Hellish Rebuke (2 charges)
Cast Branding Smite (3 charges)

These spells use your save DC and spell save values,


otherwise they have +5 to hit and a DC 13 spell save.

Description: Once worn by a steadfast guardian of faith,


the history of the Armor of the Corrupted Paladin tells
a tale of just how far one can fall. Seduced from their
stalwart path by the succubus queen, the paladin surren-
dered their oath and was in turn struck down by their
god. While they perished, their armor was forever altered
from its bright hues to better represent the unforgivable
descent into corruption so is sure to intimidate or repulse
any who see it.

43
Defending the Lair

Base defense is a new style of combat for players, al- Installed Traps
lowing them to take the driver’s seat in battling against
attacking heroes determined to raid their organization Nefarious traps are sure to put attackers in a bind, but
or lair. Players are now in charge of setting up their base beware! Some traps could be triggered by defenders too.
defense following the rules below: positioning traps and Each room may have a maximum of one trap placed, with
defending monsters like the masterminds they are! Once some exceptions. Basic Traps are CR 1/2 and Advanced
ready, it’s time for combat which follows the usual 5E Traps are CR 1.
combat rules. To keep the location of traps hidden from the DM, we
suggest one of these methods for players, or have them
Defense of the base is required given the myriad reasons devise their own:
for enemies to strike at the player’s heart of operations. For each trap, place multiple tokens, with one being
These include, but aren’t limited to magic item or re- the actual marked trap. (One in a lounge and another in a
source retrieval, destroying a facility, clout or even to res- lab, but the lab is the trapped room)
cue a captive! Make sure to check out the optional rules at Write down the location of the trap/trigger on a folded/
the end for how to set up different attacker objectives. facedown piece of paper. When the trap is triggered,
reveal the paper.

Setup Phase Placing Artefacts


Artefacts are powerful items that when placed in rooms
The setup phase consists of four parts, three for players
will lend their effects to the area. Any attacker or defender
(Installing Traps, Placing Artefacts and Choosing Defen-
can be affected by an Artefact unless specified otherwise,
ders) and one for the DM (Choosing Attackers & En-
so take care of where they are placed. Each room may
trance).
have a maximum of one CR 1 artefact placed.

44
Choosing Defenders Defender Control
Defenders are the henchmen and monsters that reside Defenders stay in their assigned guard positions until
within their lair. Defenders can be placed in any room/ they encounter the attacking heroes, so carefully consider
section but they can only be placed with creatures belon- where your defenders are located! Once encountered,
ging to the same defender type (Aberrations, Humanoids, players may then choose their defenders to control.
etc.) to avoid infighting.
The Shadow Owl Ring earned at the end of story chap-
Depending on the difficulty of play, players should choose ter one, or awarded via another method, can be used by
7-10 defenders with a cumulative CR value matching that players here to control defenders:
tier. See the table below for our suggested tiers and their
corresponding range of CR values. Shadow Owl Ring
Ring, Artifact
Defender Artefact Total Total
CR and Trap Defense Attacker This ring allows you to
CR CR CR control a shadow owl in
Tier 1 the players’ lair cult base.
8 to 12 0.5 to 3 8.5 to 15 8 to 10
This bird cannot fly more
Tier 2 12 to 18 3 to 7 15 to 25 10 to 12 than 100 feet away from
Tier 3 18 to 20 7 to 9 25 to 29 12 to 13 the heart of the base. At the
discretion of the DM, when an
enemy enters the base, the sha-
Choosing Attackers & Entrance dow owl activates with an initiative
of 25 and your character sees through its
The DM now chooses the attacking team and determines eyes and takes control of it.
the entrance (door/window) they will use to enter the
base from. The attacking team progresses through the Each round you can move the shadow owl up to 40 feet
dungeon from this entrance, triggering traps and battling and use its action to land on the shoulder of a willing
defenders along the way. creature. You then take control of this creature who im-
mediately takes its turn (action, move, bonus).
When choosing attackers, determine the tier of play to get
the total attacker CR. This CR value is split amongst the A shadow owl can’t land on a creature that already has a
chosen 3-4 attacking heroes and any blessings applied to shadow owl on its shoulder. A creature that has already
them. Generally, Heroes will have no more than 2 bles- acted this round cannot be made to act again using this
sings applied to them until you get to higher tiers/levels of feature.
play.
Combat Phase
Infiltration Phase
Whenever the attacking team meets a defender, roll for
During this phase, the DM will control the attackers, initiative to determine turn order for all attackers and
moving them throughout the dungeon from their entrance defenders.
point, meanwhile the players can control the defenders,
moving them throughout the base to intercept the attac- Once combat has been initiated, each player chooses one
kers. defender in the base to control for each round using the
Shadow Owl Ring. If selecting a defender that is part of
Attacker Control immediate combat, they may use its actions and abilities
against the attackers. Players can also choose a defender
The DM should move the attackers as a group throughout not currently in combat.
the lair, checking rooms and hallways as adventurers At the end of each round, a player may choose to control
would do until they trigger a trap, or encounter defen- a different defender for the next round.
ders. Movement as a group will speed up overall play, as
”splitting the party” can alter the balance and difficulty of Strategy and planning are key here as players can use
combat, or delay it. a round to battle against the attackers, bring a far away
defender closer to battle, or reposition defenders.

45
Any defenders not controlled by the players are controlled
by the DM. Those not in battle will not automatically res-
pond to sounds of combat. Instead they may stay where Defeat a Boss: The attacking heroes must locate and
they are stationed, move throughout the base or even to defeat a specific enemy, such as a villainous leader or a
an adjacent room if doors are open. monstrous lieutenant.The players could choose a hi-
gher level defender along with a number of defending
henchmen to help protect the boss.
Winning
The base defense ends when the defending team blocks Gather Rare Resources: The attacking heroes must
the attackers from reaching the secret entrance to the locate and gather rare resources stashed within the lair.
heart of the lair or stops them from accomplishing ano- Have the players place a set number of resources in
ther objective. The defenders win when the attackers are different rooms of the lair, if the attacking heroes gather a
neutralized or forced to flee. majority, they win and the resources are lost..

Forced to Flee
Adjusting the Difficulty
If at any time the situation becomes too desperate for the
attacking heroes, they may be forced to flee. More deter- In order to balance encounters, we’ve measured the dif-
mined attackers may refuse to flee, while those wanting ficulty based on each component of the battle (Attackers,
to fight for another day are more apt to. This situation can Defenders, Traps, Artefacts, and Blessings) in terms of
occur if the leader of the attackers, or a significant portion Challenge Rating (CR).
of the attackers, have been killed or incapacitated.
• Attackers are classified as either standard (CR 2)
Alternative Objectives or advanced (CR 3), and also have access to gifted
abilities called Blessings that result in a boost to
Reaching the entrance to the heart of the lair isn’t the CR of ½.
only method that can be available in this style of play. • Defenders are classified by clan and have
Here are other objectives that the defenders may need to challenge ratings ranging from CR ½ to 3.
thwart! • Traps have two ratings: a standard trap is CR ½,
while advanced versions are CR 1.
Retrieve a Valuable Item: The attacking heroes must • All Artefacts are CR 1.
locate and retrieve a specific item hidden within the lair,
such as a magical artifact or a powerful weapon… But the In order to keep combats running smoothly we suggest
party doesn’t know which one! If the item is not located for the chosen total number of defending monsters be
in a dedicated storage room, DMs can place tokens for between 7-10 and be composed of 3-4 clans.
possible locations throughout the lair, and then have the
players set up defense, only revealing the location once Adding additional defenders above 10 can ease the diffi-
the setup phase is complete. culty, but at the expense of much longer combat sessions.
More clans results in henchmen being blocked from
Captive Rescue: The attacking heroes must find and res- movement making defense harder or even completely
cue prisoner(s) being held captive within the lair, such as untenable depending on the layout of the base.
an ally or an important NPC. During the setup phase only
50% of the defenders are available to the party to defend Easier Defense:
the base, with the other 50% to arrive when the captive(s)
are being freed and alarm raised. In order to make combat easier for the defending players
the following changes can be made. Take heed as ap-
Destroy a Key Facility: The attacking heroes must locate plying more than one will have an exponential increase in
and destroy a crucial facility within the lair, such as a ease:
laboratory or forge, which is essential to the players’
operations. Successful destruction to the facility could Less Defender Clans. Have players choose from two
take place over a number of rounds or after a set number or three defender clans to increase defender compatibility
of points of damage is taken. Defenders should battle the and reduce the likelihood of blocked defender movement.
attackers to slow their progress or block further damage More Defenders. Adding additional defenders (more
to the facility, such as by putting out fires. than the suggested maximum of 10) results in a greater

46
number of defender actions versus the attacking heroes. Well Prepared. The attackers are knowledgeable and
well-prepared for infiltration and may have useful items
Effective Traps. Adding another CR ½ trap to Tier 1 like torches, vials of oil or healing potions.
and 2 or another CR 1 trap to Tier 3 or 4. Weak Lair Defenses. When combating an alternate
Limited Blessings. Limit blessings to only one or objective, like base destruction, decrease the number of
two of your attacking heroes or by reducing their overall damage points required for attackers to succeed (8 vs.
potency. For example, an blessing that lasts all day can 10), or provide more avenues for attackers to deal base
instead only be used three times per day. damage (vials of oil or torches to help set the base alight)
Stronger Lair Defenses. When combating an alternate
objective, like base destruction, increase the number of Lair Discovery!
damage points required for attackers to succeed (10 vs.
8), or provide more avenues for players to combat this
damage (such as nearby fountains pr water sources when 1d12 Discovering the Lair
the base is being attacked via fire) 1 Betrayal! One of the organization members
leaked the location in exchange for a reward
Difficult Defense: from the authorities.
2 An inside Job… The latest recruitr is a spy in-
To help increase the difficulty of base defense, the fol- tent on infiltrating the organization and discove-
lowing changes can be applied with exponential spike to ring the location of the secret lair.
combat difficulty when choosing more than one:
3 Confession. While captured and under duress,
More Defender Clans. Suitable for large sprawling an organization member reveals the lair loca-
lairs, adding an additional defender clan (for a maximum tion.
of 5) reduces the total defender compatibility and restricts 4 A Rival Organization. Another evil organization
defender movement. has discovered the players’ lair and tipped off
Faulty Traps. Deployed traps aren’t reliable so have a the authorities in order to weaken the competi-
chance to fail to deploy when triggered (roll 1d20, on a 1 tion.
the trap fails to deploy) or cannot be used multiple times. 5 A Powerful Divination Spell. A powerful seer
Seasoned Heroes. Increasing the Attacker CR allows has helped locate the players’ lair, possibly even
for more powerful attackers or for further Blessings to be from a great distance.
applied to the available attackers.
Twice Blessed. Adding an extra blessing to an attacker 6 Dirty Items. One of the recent magic items or
that already has one or increase the bonus the blessing artefacts confiscated has a hidden tracking spell.
provides. 7 A Teleportation Mishap… A spell or device
used for teleportation malfunctioned and led to
the discovery of the lair.
8 Too Many Crooks! An apprentice necromancer
has raised too many skeletons and an uncon-
trolled horde of undead has spilled out into the
streets, drawing attention to the secret lair.
9 Construction Woes. The secret lair has been
accidentally discovered during the construction
of a neighbouring building who have alerted the
authorities.
10 Unnatural Disaster! A flood or an earthquake
has damaged the lair and revealing the hidden
inner workings to the neighborhood.
11 Mating Season. A pet or monster within the
secret lair, driven by its mating instincts, ma-
nages to escape and is spotted by unsuspecting
civilians or authorities
12 Unwanted Guests. One of the members orga-
nized a party andthings got out of hand as the
lair was discovered by neighbors.

47
Organization Mascot owlbear represents the untamed side of nature. At the
same time, it embodies balance, symbolizing the delicate
equilibrium of the natural world.
In the world of adventure and intrigue, every organization
needs an emblem that represents its core values and
The owlbear’s fearsome reputation serves as
beliefs. Enter the mascot, a beloved creature that serves
a symbol of the organization’s shared
as a symbol of the group’s identity and spirit. Whether
commitment to the preservation of
it’s a baby dragon to testify the nobility of your heart, a
the environment, and becomes
loyal dog that wins over guards, or a mischievous cat that
a glaring warning to those
charms the thieves, the right mascot can make all the
who would interfere with the
difference in the success of your organization.
natural order of the party’s
plans. The owlbear’s pre-
In this chapter, we present a collection of potential
sence is particularly effective
mascots that players can choose for their secret organi-
when interacting with people
zation. While not the physically strongest member of the
who have a strong connec-
organization, the mascot plays a vital role in boosting
tion to nature.
morale and inspiring loyalty among its members. Each
Gain a +1 to any social inte-
mascot listed provides a unique flavor to the organization
raction with rangers, druids,
and offers a small bonus to any social interaction with a
or other individuals who have
particular group of people.
dedicated themselves to the
protection of the natural world.
The Dragon
Overall, choosing the baby owlbear as your organization’s
The dragon is a creature of legend, a symbol of power
mascot is a statement of solidarity with the forces of na-
and might that has captured the imaginations of people
ture, and a powerful reminder that balance and fierceness
for generations. As a mascot for your organization, a baby
can coexist in perfect harmony.
dragon’s fiery reputation represents the group’s strength
and ambition to achieve greatness, dominate or conquer.
The Cat
Whether through force of arms or cunning diplomacy, the
A black cat in particular has long been associated with
dragon’s very presence inspires awe and respect among
bad luck, and can represent the organization’s ability to
many, making it easier for the party to gain an audience
operate in the shadows and manipulate their surroun-
with those in positions of authority and to negotiate
dings to achieve their goals. The cat, with its reputation
favorable deals. Gain a +1 to any social interaction with
as a sly and stealthy creature, is the perfect mascot for a
powerful individuals such as nobles and lords when
secret organization seeking to navigate the underworld.
the dragon is
the organization
With an air of mystery and intrigue, the cat’s reputation
mascot.
for being able to slink unnoticed through even the most
dangerous of environments makes it an ideal symbol for
Overall, choosing
an organization that relies on stealth and subterfuge.
the baby dragon as
Gain +1 to any social interac-
your organization’s
tion with those in the criminal
mascot is a bold
underworld, including thieves,
statement of intent,
smugglers, and other unsavo-
signaling to all that
ry characters.
you are a force
to be reckoned
Overall, choosing the cat as
with and that your
your organization’s mascot
ambitions know no
sends a clear message that you
bounds.
are a force to be reckoned with
in the underworld, and that
The Owlbear your ability to move unnoticed
and manipulate your surroun-
The owlbear is a unique and fascinating creature, and dings makes you a valuable ally
choosing it as your organization’s mascot has many bene- or a formidable foe.
fits. With its wild origins and fierce hunting instincts, the

48
The Green Parakeet The Demon
As birds that are native to many different regions, farmers The baby demon is a fearsome creature of
often rely on the green parakeet’s bright plumage and na- dark magic and malevolent power that is
tural agility to deter and control pests that threaten their sure to unnerve the hearts of all who op-
crops. The parakeet’s ability to fly and move quickly repre- pose your organization. As a mascot,
sents adaptability and resourcefulness, key traits ideal for its infernal nature is a perfect symbol
any successful clandestine organization who’s focus is for an organization that seeks to
on gathering information and taking swift harness the power of the dark
action against their foes. forces and strike fear into your
enemies.
The green parakeet is an ex-
cellent symbol for an orga- Choosing the baby demon as your
nization that values speed, organization’s mascot is a bold
precision and a warning move, but one that is sure to pay off
to those that would cross in the long run. By aligning yourselves
them. The Parakeet also re- with the forces of darkness, you signal
flects the organization’s role to all that you are not to be trifled with,
in maintaining the balance of and that you are willing to go to any lengths to
the ecosystem and those that achieve your goals. Gain +1 to any social interac-
work within it. tion with wizards, warlocks, and other practitioners
The green parakeet grants a small of the dark arts.
bonus of +1 to any social interaction
with farmers or other rural inhabitants, With the baby demon by your side, you can be sure that
who are essential to the group’s operations. your organization’s reputation as a force to be reckoned
with in the world of magic will precede you wherever
Overall, the green parakeet as your mascot solidifies you you go.
as an organization representing a pillar of vigilance, their
plumage a bright warning to all adversaries that may get The Octopus
in their way while holding court over their demense.
The octopus is a creature of mystery and intrigue that
The Dog has captured the imaginations of people for centuries. Its
ability to change its color and shape according to its sur-
The dog’s ability to form deep emotional bonds with its roundings makes it an ideal mascot for
human companions makes it a powerful symbol of unity an organization with the ingenuity
and camaraderie. As a steadfast companion and fierce and flexibility to thrive in any
protector, the dog makes an excellent mascot for any environment.
organization that values strength and security.
The octopus’s reputation for
As a symbol of loyalty and obedience, the dog can help intelligence and shrewdness
the party establish valuable connections and precedes it, representing the
increase rapport with those that protect and party’s quest for success and
serve. Gain a +1 bonus to any social in- prosperity and making it easier
teraction with guards and members for the party to negotiate favorable
of local militia. deals and forge profitable alliances. Gain +1 to any
In short, the dog is an excellent social interaction with merchants and traders.
choice for any organization that
values toughness, loyalty, and Choosing the octopus as your organization’s mascot
security, demonstrating the is a wise decision, signifying that you are a group of
organization’s commitment to shrewd and adaptable individuals capable of cunning
working together and suppor- strategy and quick adaptation.
ting one another through thick
and thin.

49
Lair Building Lair Entrances, Rooms and Path
to the Core
In this clandestine world of secret lairs and secure bases,
a unique sanctum provides adventurers with a hidden To begin, it’s important to understand that the lair’s
haven where strategies are hatched, spoils are stored, and exterior is merely a façade, disguising the true heart of
weary bodies may find rest. your operations. This could be any type of structure and is
subject only to your imagination and narrative needs.
Players love to have agency in the stories they are a part
of, and establishing a base of operation in the form of a Entrances: Entrances serve as the gateways to your se-
lair is the perfect opportunity to exercise that creativity. cret world. Intruders or attackers may attempt to breach
Whether they want to build an underground dungeon, your sanctuary through any accessible points: doors,
clandestine operations in the sewers, a fortified castle in windows, secret passages, etc. As the owner, you have
the sky, or a secret hideout in the woods, the choice is the power to fortify these entrances, but remember, a lair
theirs in how they root themselves within the worl. with too many entrances can be difficult to defend.

In this section, we’ll explore the different types of custo- Rooms: Rooms are any space large enough to station
mization options available to you, from the layout of the guards, traps or can display many valuable pieces of
lair to the type of traps and artefacts they can install. So equipment. Monsters can only occupy rooms, they will
gather the party, grab a type of building, and get ready to not station in corridors, tiny bathrooms or closets, as
create the perfect lair that suits their needs and style. small rooms would get full quite quickly. The norkers still
rib their colleague about that one time they got trapped in
the bathroom with the Minotaur…
Lair Tiers
When creating the layout for a base or lair, DMs can use
Whether it’s a quaint farmhouse nestled in the quiet existing maps or start from scratch and we suggest the
countryside, an unassuming inn bustling with stories below room sizes based on our testing:
and opportunities, or a mystical school tucked away from
prying eyes, each location offers a unique blend of oppor- Small rooms: 15 x 15 ft.
tunities and challenges. The Lair Tier will determine the Standard rooms: 20 x 20 up to 30 x 30 ft.
overall size based on its number of rooms and entrances. Large rooms: No larger than 30 x 50 ft.

Tiers: The complexity and size of the lair can be scaled Path to the Core: The layout of the lair should direct
according to these tiers: visitors (wanted or unwanted) through a series of rooms
before they reach the lair’s heart, where your characters
Tier 1 A modest setup with six rooms and three plan their operations or store their prized possessions.
entrances. Ideal for small parties or those just Players (or DMs) can define one room to house a secret
beginning their adventuring careers. passage leading to this core, this part is where intruders
shouldn’t put their nose. If intruders spend enough time
Tier 2 A more expansive lair comprising eight in this room investigating the defense the base is lost.
rooms and four entrances. This allows for
more flexibility in layout and defense strate-
gies.
Tier 3+ A grand sprawling lair featuring at least ten
rooms and six entrances, perfect for expe-
rienced adventurers with ample resources and
reputation.

In this chapter, we present you with a variety of maps,


each representing a potential lair that the players can
purchase, rent, or occupy through other means.

50
Traps For example, basic traps found in dungeons or while infil-
trating another hideout could be disassembled. Advanced
A dramatic part of any lair’s defenses, traps provide traps could be earned as part of a quest to recruit new
a hidden layer of protection against potential threats. henchmen to the lair, such as a group of rascally juvenile
Some traps are straightforward and direct, meant to deal norkers that just love to use exploding barrels…
significant damage to those who trigger them. Others are
subtle, designed to slow down or impede intruders while Level Progression: Traps earned through level progres-
letting defenders make the perfect counter-attack. Ultima- sion offer a steadier automated system with more DM and
tely, the traps used in a lair should be a reflection of the player collaboration. Both DM and players know when
player’s style and preferences. They should be used not new traps will become available, the DM can still plan
only to defend the lair but also to showcase the creativity ahead to match the available traps to the CR of the heroes
and ingenuity of its builders. With the right combination likely to attack the base, and the players get to choose
of traps and strategy, any lair can become an impene- from the traps on offer. Additionally, this method can be
trable fortress that strikes fear into the hearts of would-be used without adventure or quest progression such as if
intruders. you are running a lair defense game, but can just as easily
be a starting point for plot hooks if a particular item or
The magical and mechanical traps here are adjusted special ingredient is required to set up the trap.
from what you would find in the basic 5E sourcebooks
and consist of two levels for installation, basic traps and For example once the party has reached a certain le-
advanced traps: vel, the DM can offer the players a choice between two
randomly selected basic traps through a trap engineer.
• Basic Traps (CR 0.5) are a great starting point for The players can then choose one to be built and installed
new players, dealing a moderate amount of damage to in their lair, while the other plan is shelved or discarded.
providing a solid foundation for defense. If the players want an advanced trap, they can refuse the
basic traps and instead ask their engineer to refine their
• Advanced Traps (CR 1) are designed to deal signifi- offer, gaining an advanced trap at a cost such as additio-
cant damage when triggered and require careful plan- nal time to set up, more gold or required materials!
ning and execution to be effective. Heroes will have a
more difficult time due to their higher DC. Purchasing Traps: Purchasing traps is by far the least
upfront planning method for a DM. Like with level pro-
We put a lot of thought into designing a wide variety of gression it can be used without quests and could even
traps, each with unique features and applications. But help introduce a recurring NPC merchant or trap en-
when designing traps, it was crucial to strike a balance gineer. This system is also particularly useful for players
between effectiveness and fairness. Players need to feel who want even more control over the types of traps they
challenged after all! Therefore, some traps have univer- have in their lair.
sal effects while other traps synergize with artifacts and
monsters to form a cohesive defense strategy. Players are For example, players or their organizations can pay a set
encouraged to experiment with different combinations to amount of gold to build and set up traps. However, it’s im-
find what works best for them, and to refine their strategy portant to limit the number of traps available to players,
as they encounter new threats. so that they don’t become too powerful or overwhelming
for intruders.
Acquiring Traps
The table below gives our suggested cost for basic or
When it comes to incorporating traps into a lair, there are advanced traps which can also be used to replace some
multiple options available to the DM such as quest rewar- or all of the quest reward value. For the recommended
ds, level progression or through purchase, to name a few. number of henchmen and traps for each level of play or
lair level review page 43.
Quest Rewards: Traps or trap plans earned through quest
rewards can replace other treasure, and can be a wonder- Trap Type CR Setup Cost
ful method to showcase the traps to the players, especial-
ly if they need to bypass it themselves during the course Basic 1/2 500
of the quest or adventure. However this method gives Advanced 1 2000
the least amount of player collaboration as they cannot
choose the trap that they receive.

51
Trap Placement as a base, with an additional effect in case of failure on a
save. This modification provides a fair and balanced ga-
Strategic placement of traps in the dungeon can be the meplay experience while still maintaining the excitement
key to the party’s success. Therefore, it’s imperative to and danger that traps bring to a game.
plan carefully and choose the most effective locations for
the traps. A well-placed trap can save the party from an
onslaught of enemies, but misplaced or poorly planned Basic Traps
traps can cause more harm than good.
D12 Name
Traps can be set up in any room large enough to contain 1 Charming Trap
their trigger area. However, with the exception of the
Spring Trap, only one trap can be placed in each room. 2 Falling Net
Engineers who specialize in trap installation will refuse to 3 Fire Scorcher
work in a room where there is already a trap, deeming it 4 Frightening Trap
too risky.
5 Poison Snake Statue
Trap Triggers & Area of Effect 6 Poisonous Spike Trap
7 Puppet Decoy
When it comes to traps, it’s important to understand
8 Shadow Bind Trap
two key components: the trigger and the area of effect.
For the traps described herein, we’ve simplified the two 9 Snow Dispenser
main components for easier use.primary forms of trigger 10 Spring Trap
mechanisms - the pressure plate and the magic zone. A
11 Swinging mace
pressure plate will activate the trap when anyone walks
over it, making it an effective way to protect a specific 12 Tar Spitter
area. On the other hand, the magic zone will only be trig-
gered by intruders who are not meant to be there, such as Charming Trap
enemies or trespassers. This ensures that only those who Trigger: Enter magic zone
are not authorized to enter the area will activate the trap, Area of Effect: 10 ft. x 10 ft., one creature
preventing accidental harm to the party or their allies.
This magical trap creates a magical zone containing a
DM Notes: Whenever the attacking heroes progresses tranquility charm. When a creature enters the area for the
in the lair without fighting, a trap with an area of effect first time on a turn or starts its turn there, it must make a
is meant to affect 2 heroes. But some other factors could DC 13 Charisma save or take a -2 penalty on saving rolls
also determine that less or more heroes are affected. and attack rolls for 1 minute. On a success, the -2 penalty
lasts until the end of its next turn.
The area of effect is the second critical component, as it If the target suffers any harm before the duration ends, it
determines how many targets are affected by the trap. can repeat the saving throw with advantage, ending the
Simple traps may target only the creature that triggered effect on a success.
them, whereas more complex traps can target an entire
area, indiscriminately affecting everyone within it. Once this trap has affected a creature that failed saving
throw, it can’t be triggered again before midnight.
In addition to the trigger and area of effect, other factors
such as damage output, cost, and complexity must also be Falling Net
considered. Each trap should be designed with a speci- Trigger: 5 ft. x 5 ft. pressure plate
fic purpose in mind and should complement the other Area of Effect: 15 ft. x 15 ft.
traps in the lair’s defenses. By taking the time to carefully
plan and execute their trap designs, players can create a When a creature activates the pressure plate, a net falls
fortress that is not only challenging to intruders but also a from the ceiling and ensnares those in a 15 ft. square cen-
reflection of their unique style and personality. tered on the pressure plate. The net deals no damage but
any character in the zone must make a DC 14 Dexterity
We have made adjustments to the traps compared to save or become Restrained.
those found in the official 5E books. The traps in the
original books were primarily «save or suck,» which could
potentially upset the balance of the game. To address this
issue, we have designed traps that have a minor effect

52
A creature can use its Action to make a DC 12 Strength ring 1d6 poison damage on failure or half on success.
check, freeing itself or another creature within its reach The poison cloud stays 1d4+1 rounds and affects any
on a success. The net has 20 Hit Points, AC 10 and is creature that enters the area for the first time or starts its
vulnerable to slashing damage. Destroying the net frees turn there. On the subsequent turn, the poison cloud is
any creature trapped in it. dispersed.

This trap can be triggered once per day. This trap can be triggered only one time per day.

Poisonous Spike Trap


Fire Scorcher Trigger: 10 ft. x 10 ft. pressure plate
Trigger: 10 ft. x 10 ft. magic zone set up next to a wall or Area of Effect: One creature
door.
Area of Effect: a 15 ft. cone coming from the wall or door. Upon stepping on the pressure plate, spikes shower
forth onto the creature below. Anyone triggering the trap
Whenever a hero triggers the trapped door or wall, a 15 suffers 1d6 piercing damage and must make a DC 13
ft. cone of flames spouts forth. The triggering creature Constitution saving throw or suffer an additional 1d6
must make a DC 14 Dexterity save, while any other poison damage and become poisoned for 1 minute.
creature caught in the area of effect must roll a DC 13
Dexterity save, suffering 3d6 fire damage or half on a This trap is triggered every time someone steps on the
successful roll. pressure plate.

This trap can be triggered once per day.


Puppet Decoy
Trigger: enters 10 ft. x 10 ft. magic zone
Frightening Trap Area of Effect: 15 ft. x 15 ft. zone
Trigger: 10 ft. x 10 ft pressure plate
Area of Effect: One creature Whenever a hero enters the zone, it
triggers the Puppet decoy to suddenly
Whenever a creature steps on the trigger plate a fake emerge from the ground. All heroes
ghost pops out from the floor and the creature must make that can see the puppet decoy have
a DC14 Wisdom save or become Frightened. disadvantage on ranged attacks or
ranged spells until the end of their
While frightened by this trap, the creature must take the next turn. The hero that triggered
Dash action to move away from the trap by the safest the trap must make a DC 13 Wisdom
available route on each of its turns, unless there is saving throw or also lose their reaction.
nowhere to move. If the creature ends its turn in a loca-
tion where it doesn’t have line of sight to the fake ghost, This trap can be triggered once per day.
the creature can make another Wisdom save, ending the
effect on a success.
Shadow Bind Trap
This trap can be triggered once per day. Trigger: Enters magic zone
Area of Effect: 10 ft. x 10 ft., one creature

Poison Snake Statue When a creature enters the 10 ft. square magic zone, a
Trigger: 10 ft. x 10 ft. trigger plate spell is cast that binds their shadows to the floor. The
Area of Effect: 15 ft. x 15 ft. zone creature’s movement speed becomes 0 until the
end of its next turn and must make a DC 14
When setting up this trap, players Wisdom saving throw or its movement speed
should also choose where the area stays 0 for an additional round.
of effect will occur.
The trap can be dispelled by exposing
Whenever a hero steps on the it to light or with the dispel spell. Once
trigger plate, a gout of poiso- this trap has been activated, it can’t be
nous gas is released that fills a triggered again before midnight.
15 ft. x 15 ft. cube. Any charac-
ter in the cloud must make a
DC 13 Constitution save, suffe-

53
Snow Dispenser Swinging Mace
Trigger: 10 ft. x 10 ft. pressure plate Trigger: 10 ft. x 10 ft. pressure plate
Area of Effect: 15 ft. x 15 ft. zone Area of Effect: any creature on a 20 ft. x 5 ft. line

Whenever a hero steps on the This trap uses a pressure plate


trigger plate, the area is ma- that lets loose a mace that
gically covered with ice and swings forward and back in a
becomes difficult terrain. 20 ft. line beginning from the
Any creature that enters trigger plate area. The player
the area for the first next in turn order chooses the
time on a turn or starts direction of the swinging mace.
its turn there must
make a DC 15 Dexte- On the forward swing, any
rity save or fall prone. creature in the area of effect
must make a DC 15 Dexterity
save or suffer 2d6 bludgeoning
damage. On initiative count 0
Spring Trap the mace swings back, dealing
Trigger: 10 ft. x 10 ft. pressure plate 2d6 bludgeoning damage to
Area of Effect: One creature any creature situated in its area
of effect unless they succeed on a DC 15 Dexterity save.
When setting up this trap, players must choose a direc-
tion to have affected creatures pushed. This trap can be triggered once and stops moving on
Whenever a creature steps on the trigger plate, they must subsequent turns.
make a DC 14 Dexterity save or be pushed up to 10 ft. in
the designated direction to a free space and are knocked Tar Spitter
prone. If they succeed the saving throw, they are pushed Trigger: 10 ft. x 10 ft. pressure plate
away 10 ft. in a random direction instead: roll a d8 and Area of Effect: 15 ft. x 15 ft. zone
move 10 ft. in the direction indicated below:
When triggered, a sticky, flammable tar bursts forth in a
15 ft. square, covering the feet and legs of creatures wit-
hin that zone who suffer 1d6 poison damage and gain a

1 2 3 -10 ft. reduction to their movement speed until the end of


their turn. Additionally, when leaving the zone, a creature
must make a DC 13 Strength save to successfully extri-
cate themselves from the tar or become vulnerable to fire

4  5
until they spend 1 minute cleaning themselves.

This trap is triggered every time someone steps on the


pressure plate. It doesn’t have a limitation to its use.

6 7 8
If the space is occupied by another creature or object,
they and the creature they are pushed into suffer 1d6
bludgeoning damage.

This trap is triggered every time someone steps on the


pressure plate. It is also easy to set up and doesn’t count
in the limit of 1 trap per room so can be installed in a
room where there is already a trap.

54
Advanced Traps Explosive Barrel
Trigger: Attacking the barrel (located on a 5x5 square)
D12 Name Area of Effect/Target: All creatures within 10 feet of the
barrel (25 x 25 ft. cube).
1 Acid Pool
2 Dart Spitter This barrel is rigged to explode on impact. If the barrel
3 Explosive Barrel (AC 8) is hit with an attack, the barrel explodes at the end
of that creature’s turn. All creatures within 10 ft. of the
4 Gravity Trap
barrel must make a DC 10 Dexterity save, taking 4d6 fire
5 Love Trap damage or half damage on a success.
6 Poison demon Statue
This trap can be triggered only one time per day. Then
7 Shock Zapper
trap resets at midnight.
8 Slowing Trap
9 Teleporting Trap
10 Turret Gravity Trap
Trigger: 10 ft. x 10 ft. pressure plate
11 Unholy Bear Trap Area of Effect/Target: One creature
12 Wind Generator Trap
Whenever a creature steps on the trigger plate they gain
Acid Pool a 10 ft. reduction to their movement speed until the end
Trigger: Jumps over the acid pool of their turn and must make a DC 15 Dexterity saving
Area of Effect/Target: 10 ft. x 10 ft. pool, one creature throw. On a failure, they become restrained as they are
pulled 10 ft. straight up into the air. Restrained creatures
A 10 ft. square acid pool blocks passage and must be tra- are released at the beginning of their next turn, falling
versed. Whenever a creature tries to jump over the acid prone and suffering 1d6 bludgeoning damage.
pool they hit an invisible obstacle taking 2d6 bludgeoning
damage and then must make a DC 15 Dexterity save or Until a creature is restrained by this trap, it can be trigge-
fall into the acid pool below suffering an additional 3d6 red any number of times. The trap resets at midnight.
acid damage.

This trap doesn’t have a limitation to its use, but a hero Love Trap
will not jump if they saw another hero blocked by the Trigger: Enters magic zone
invisible barrier. Area of Effect: 20 ft. x 20 ft. square

A note on placement: If this acid trap is set up in a way When a creature enters the magic zone or starts its turn
that fully blocks a doorway into a room or passage down there, it must make a DC 15 Charisma save or become
a hallway, it poses a formidable obstacle to the heroes. charmed by the highest charisma monster within the
To balance this, the heroes must have an alternate travel dungeon and cannot attack or otherwise harm the-
route to bypass the blocked passage. monster. If that monster dies or damages the charmed
creature, the effect immediately ends.

Dart Spitter This trap can be triggered only one time per day and
Trigger: 10 ft. x 10 ft. trigger resets at midnight.
plate
Area of Effect/Target: All crea-
tures within the room

Whenever a hero steps on the


trigger plate, multiple volleys of
darts fly through the room requi-
ring every creature in the room
to make a DC 15 Dexterity save
or suffer 2d6 piercing damage.

This trap can be triggered once


per day and resets at midnight.

55
Poison Demon Statue Teleporting trap
Trigger: 10 ft. x 10 ft. pressure plate Trigger: 10 ft. x 10 ft. pressure plate
Area of Effect: 20 ft. x 20 ft. sphere Area of Effect/Target: One creature

Whenever a hero steps on the trigger Whenever a hero steps on the trigger plate,
plate, a 20 ft. sphere poison cloud they must make a DC 15 Intelligence
centered on the pressure plate is saving throw and be teleported 3d4 x 5 ft.
released before dissipating after 1 away on a failure or 1d4 x 5ft on success.
minute. Any character in the cloud Roll a d8 to randomly determine the
must make a DC 15 Constitution direction they will be teleported to. If
save or suffer 3d6 poison damage the destination they are teleported to is
and become poisoned or take half occupied or outside of the lair, they will be
damage on a success. teleported instead to an adjacent space or
At the start of each of its turns, a the nearest unoccupied position inside the
poisoned creature can make another lair. If another creature enters the teleporting
Constitution save or suffer 1d6 poison trap, they will be teleported to the same direction
damage, ending the effect on a success. as the first teleported creature.

This trap can be triggered once per day and resets at This trap can be triggered once per
midnight. round.

Shock Zapper Turret


Trigger: 10 ft. x 10 ft. magic zone Trigger: Enters magic zone
Area of Effect/Target: One creature (the room)
Area of Effect/Target: One crea-
A cryptic riddle is intricately inscribed on the wall ture
adjacent to the trap and acts as a memory aid for the
command word required for safe passage. Whenever a Whenever an attacking hero enters a room
creature steps on the zone, it must make a DC 15 Intel- affected by this trap, the turret (AC 12 and 20 HP) acti-
ligence save to speak the command word or suffer 4d6 vates to immediately attack them. The darts shot from
lightning damage. The lightning then arcs to another the turrent have a +5 bonus to hit, range or 80/320 ft. and
creature within 10 ft. who suffers 2d6 lightning damage. deal 2d6 piercing damage.
If a target is wearing metallic armor, they take an addi-
tional 1d6 lightning damage. Every round, the turret attacks one hero within range at
initiative 0, staying active until midnight or destroyed.
This trap can be triggered once per turn and will conti-
nue to trigger until a creature fails its saving throw and Unholy Bear Trap
suffers the full effect. The trap resets at midnight. Trigger: 10 ft. x 10 ft. pressure plate
Area of Effect: One creature
Slowing Trap
Trigger: 10 ft. x 10 ft. magic zone When triggered, the metal jaws of this bear trap unmoor
Area of Effect: 20 ft. x 20 ft. square and snap shut in an attempt to entrap a creature. The trap
automatically resets itself if no creature was caught.
Whenever a creature enters the magical trigger zone, a A creature stepping on the pressure plate
slowing spell is cast in a 20 ft. square centered on the must make a DC 15 Dexterity save
trigger. Creatures caught within the area of effect must to escape the trap jaws. On a
succeed on a DC 15 Wisdom save or be affected by the failure, they take 2d6 piercing
spell until the end of their next turn. damage, their movement
speed becomes 0 and
While affected, a creature’s speed is halved, it takes their next attack is made
a −2 penalty to AC and Dexterity saving throws, and at disadvantage. At the
it cannot use their Reaction. On their turn, they can beginning of their sub-
choose to use either an Action or a Bonus Action, sequent turns, a trapped
but not both. creature can use their
Action to make a DC 15
This trap can be triggered once per day and resets Strength check to pry
at midnight. open the trap otherwise

56
their movement speed stays at 0. Any other creature can Lair Maps by Tier
use its action to free the victim.

This trap can be triggered once per turn, resetting itself


Tier 1 Farm
if no creature was caught. It must be reactivated the
following day once a creature is caught and fails its saving
throw.

Wind Generator Trap


Trigger: 10 ft. x 10 ft. pressure plate
Area of Effect: 20 ft. x 10 ft.

When placing this trap, players should determine its area


of effect location and wind direction.

Activated by tripwires released via pressure plate, anyone


situated in the area of effect must make a Strength save
or be pushed away by a sudden gale, taking damage if
hitting an object or creature when pushed. The distance
and damage incurred is based on the resulting save value
as seen on the following table:

Save Effect Damage if hitting an obstacle


Result or creature
12 or less 15 ft. push 3d6 bludgeoning
back and fall
prone
13 - 14 10 ft. push 2d6 bludgeoning
back
Tier 2 Church
15 - 16 5 ft. push 1d6 bludgeoning
back
16 or No effect -
more

57
Tier 2 Inn

58
Tier 2 Shop

59
Tier 3 Prison

60
Lair Artefacts Fountain of Spilling
Found, bought or earned during their adventures, the The Fountain of
players may come across a new form of magic items: Spilling artefact will
dungeon artefacts. These items are not directly usable quickly overflow
by players like equipment, rather their power is used to its container when
accentuate and customize their fiendish base. placed in a chamber.
For an unknown
Each room can only be equipped with one artefact at a reason though, the
time. Should players place multiple artefacts in the same cascades of water
room, the power of each overwhelms the other, cance- stop at the doorway
ling the effects of both and losing their effectiveness in as if an invisible
combat. barrier blocks it from
spreading further.
Mysterious Sovereign Sword
The flooding and waterlogging make the surrounding
When a melee hero (a Tank or Scout) enters area difficult terrain for those without a swim score. Addi-
this room, they move to the center of the tionally, all successful attacks within this room deal one
room and attempt to pull the sword out less damage.
of its rock... without success. A hero
attempting to remove the sword Creatures flying through the room are unaffected by
loses an attack during this turn. this difficult terrain.

A hero will not risk approaching Description: Created ages ago, this excessing
the sword if they risk triggering an water feature was briefly owned by a traveling circus
attack of opportunity, but will do which used it for their “classy” fish dances. The show
so as soon as they are no longer in had a very disappointing run given the saltwater fish and
danger provoking such an attack. freshwater fountain and since then this magic object has
passed from owner to owner.
Description: This sword is a replica of a famous magic
sword and emits an aura of power just like the original, Inspiring Trophy Weapons
it is the dream of every adventurer who can use a sword!
If one studies it carefully, an ancient dwarven inscription A multitude of Inspiring Trophy Weapons once hung on
appears slightly off -center at the back of the blade: Not the walls inspire warriors to greater deeds in combat. Any
Suitable For Children Under 3 Years Old. creature within this room who lands a successful melee
attack in the room deals 2 more damage.
The Unholy Harpsichord
Description: These weapons placed on the wall are said
When set up inside a chamber, the Unholy Harpsichord to be connected to a demon worshiped by a few strong
will continuously play disturbing and discordant music. and militant orc tribes. A
Each creature within the chamber is considered Deafe- small placard at the
ned and casting a Spell that includes a verbal component bottom right of the
becomes impossible. display shows a por-
trait of a horned
Description: This demon with red
harpsichord constant- skin bearing
ly emits slow, droning the nickname
chords. It clearly of ‘The Great
must have belonged Bruiser’ and
to a half-deaf musi- an inscription
cian who disappeared below: Sweat
(or fled!) without for the Sweat
uttering a command God!
word in order to stop
the overpowering
strains.

61
Heated Fireplace Dueling Throne
While lit in any room, the Heated Fireplace releases em- Each creature entering or
bers which float along the eddies in the room and ultima- starting its turn in the room
tely towards any creatures that remain within. with the Dueling Throne must
succeed on a DC 15 Charisma
Any creature that starts its turn in the room must move at saving throw or become unable
least 15 ft. on their turn or take 1d6+3 fire damage at the to attack a creature that has
end of their turn. Creatures that cannot move, such as if already been attacked this round.
they are unconscious or in a grapple, suffer this damage
automatically. Description: There it stands, the Due-
ling Throne… Carved from the bones of fallen
As long as the Heated Fireplace is lit, its power remains warriors, it has been adorned with the teeth and claws of
activated in the room. fierce beasts, the seat is elevated on a platform of rough-
hewn stones, and even the backrest is graced with the
Description: The crafts- skull of a powerful orcish shaman.
manship is clear when
observing the stone The throne imposes its powerful presence upon all who
that this fireplace was see it, radiating an aura of dominance and aggression,
carved from. While and inspiring any warrior who sits upon it to defend their
the corbels are quite territory with ferocity.
embellished, it is the
remarkably lifelike vi- Undead Relic
sage of a red dragon
on the lintel that truly In a room hosting the Undead Relic, whenever a crea-
draws the eye. An ture’s hit points are reduced to 0, it immediately rises as
irascible fire spirit a Dead Walker. This creature is an ally of the players and
has been sealed creatures that inhabit the lair, maintains the appearance
inside, granting the of the creature it once was, and maintains its original
unending warmth position in initiative order.
and its surly attitude to war-
ming up those in its abode. If the creature that was reduced to 0 hit points was
already an undead creature, the newly
Refreshing Mysteary awakened Dead Walker gains an
additional 10 temporary hit points.
While this pot of Refershing Mysteary stands in the
middle of the room, any creature within 5ft. can heal This Artefact can be activated only
themself for 1d8+3 hp as a reaction, however upon doing once per 24h.
so, they cannot leave the room until their next turn.
Description: The ancient Undead
Description: Brewed by a powerful sorcerer, and im- Relic artefact once belonged to a
bued with powerful healing magic, it is said that whoe- powerful necromancer, who suffused
ver drinks the Refreshing Mysteary it will be instantly it with trapped and raging souls that
restored to full health, and their wounds weaken the living until they can be
healed. However, the tea is said to turned to the necromancer’s side.
be very dangerous, as it is said Fashioned with ominous-looking
that whoever drinks it will glass and adorned with intricate
become cursed, and will engravings of undead creatures, it
be unable to leave radiates a sense of dread and unease,
the room until the and is a fearsome item in the hands
curse is lifted. of the undead.

62
Poisonous Enchantment Dragon Trophy
While the Poisonous Enchantment is on Each creature entering or starting its turn
display in a room, any creature that en- in the room with a Dragon Trophy gains a
ters the room or starts its turn within it, breath weapon until the end of their turn.
while wielding a weapon, adds an extra Once they start a new turn outside the
1d6 poison damage to that weapon’s room, they lose this breath weapon.
damage until the end of the turn.
While blessed by the Dragon Trophy they
Description: The Poisonous Anchant- can exhale fire in a 15-foot cone once per
ment artefact is made of a dark, greenish turn. Each creature in that area must make
metal and is adorned with intricate engra- a DC 12 Dexterity saving throw, taking 10
vings of venomous snakes. Shrouded in (3d6) fire damage on a failed save, or half as
mystery, and dripping with poison, this arte- much damage on a successful one.
fact is said to have been created by a powerful
witch to poison any but her who dares to weild it.
Ages on, it still radiates a sense of malice and danger, Description: The Dragon Trophy is made of real
affecting nearby weapons. When properly deployed it is a dragon scales and is adorned with intricate engravings on
deadly weapon for those who seek to harm others. the dragon’s head. Defeated in battle by a brave warrior,
this impressive
artefact is said to
Golden Tree have been taken
from the remains of
Each creature entering, or starting its turn in the room a powerful dragon.
with the Golden Tree, has its AC adjusted to match the Radiating a sense of
strength of the tree’s bark, an AC of 12, regardless of the power and strength,
armor they wear. The members of Nature’s Wrath are the trophy is a power-
immune to this effect. ful symbol of victory
in the hands of those
Description: This beautiful artefact, known as the who seek to intimidate
Golden Tree, is said to have been created by a powerful others.
druid, who imbued it with the power to protect those who
stand beneath its branches. The tree is made of a golden Reckless Ruby
leaf and is adorned with intricate engravings of leaves
and branches. It is said to radiate a sense of serenity and Each creature entering or starting its turn in the room
safety, making it a powerful tool in the hands of those displaying the Reckless Ruby is charmed, granting them
who seek to protect others. advantage on their attack rolls as long as another friendly
creature is present in the room.

When in this room, The Ironfang Tribe receive an additio-


nal die (for a total of 3) when they roll with advantage and
still taking the highest roll.

Description: This
bright red stone was
created by a group
of dwarves known
for their love of battle
and their disregard for
their own safety. The
ruby glows with an intense
energy, making it appear as
though it is on fire. It is said
to imbue those who hold it
with a fierce determination and
a reckless abandon in battle.

63
Cold Sapphire Inspiring Flag
Each creature entering or starting its turn in the room Any creature within the
displaying the Cold Sapphire has its speed reduced by 10 chamber displaying the
feet. Additionally, any spell or ranged attack deals 1d10 Inspiring Flag can use
cold damage to its target until the start of their a free hand to carry the
next turn. flag as a free action.

Description: This deep blue Once wielded, it allows the


stone was created by a power- creature to use its Bonus
ful sorcerer who sought to action to give an inspiration die
harness the power of ice (1d6) to one willing creature that
and cold and infused The is in the same room. When held by The
Cold Sapphire with the Arcane Insurgents, they grant creatures 1d10
essence of a powerful ele- instead.
mental being. When you
hold the stone it thrums Any ranged attack has advantage when targeting the
with icy power and gives wielder of the flag. Once the wielder is dead, the flag falls
you the feeling that you on the floor and can then be carried by another creature
could command the ele- on its turn.
ments themselves.
Description: The Inspiring Flag is a symbol of unity and
Magical Decoy Chest solidarity, and it is said to bring victory to those who carry
it in battle. Created by a group of warriors who sought to
When a support or area spellcaster hero enters a room rally their allies in arms, the flag is adorned with symbols
storing the Magical Decoy Chest, they must roll a DC of courage and strength which imbues any who carry it
15 Wisdom save. On a failure, that creature moves to with a sense of purpose and determination.
the center of the room and attempts to open the magic
chest... without success. Any support or area spellcaster Jeweled Egg
hero attempting to open the chest will be unable to cast a
tiered spell until the end of their turn. While in the confines of the room hosting a Jeweled Egg,
whenever a creature successfully damages one or more
A hero will not risk approaching the chest if doing so other creatures with an attack, one additional random
would trigger an attack of opportunity, but will not he- creature present in the room is also targeted with a dupli-
sitate to move towards the chest as soon as they are no cate of the attack.
longer in any danger of provoking such an attack.
Target creature must make a DC 15 Dexterity saving
Description: Casters who spy the Magical Decoy Chest throw as the attack materializes and on a failure, the
are lulled in with a vision of ancient arcane symbols, creature will suffer the exact same amount and type of
nearly finished powerful spells, or reality-warping magic damage as the initial attack.
formulas swirling through the air around the open chest,
before disappearing inside with a solid clunk of the lid Description: This stunning and
and lock. intricately crafted Jeweled
Egg exudes an ethereal
Created by a group of rogue thieves who sought to shroud of magic that
outsmart their mage rivals and gain an edge in their radiates with a brilliant
heists, the Magical Decoy Chest has been enchanted to speckled light. Expertly
lure spellcasters into a trap to waste their carved with intricate
time and energy. Said to details and imbued with
be cursed, blocking any deadly power, it bears
chance of opening it, any the inscription: an egg
spellcaster who touches for an egg.
the chest is doomed to
bring about bad luck
upon themselves.

64
Created by a skilled and powerful enchanter, it was Statue of
meant to serve as a symbol of protection in the heat of Unfairness
battle despite its delicate and enchanting appearance.
The bewitching light of the egg, along with its remarkable When situated, the
defensive capabilities, make it a treasure to be reckoned Statue of Unfairness
with so it is highly coveted by those seeking to make a dominates the room it is
lasting impression on allies and enemies alike… in, causing all creatures
within the room to gain
disadvantage on Dexte-
Blinding Chandelier Lamp rity saving throws and
ability checks.
Upon placing the Blinding Chandelier
Lamp in a room, it begins to emit Additionally, all attacks
slow, undulating waves of magical made against creatures
darkness that fill the space. Upon in the room are made
first entering the room a creature with advantage.
is immediately Blinded until the
end of their turn. The Brimstone Description: This statue was created by a powerful
Legion are immune to this effect. warlord who sought to give himself an advantage in
battle. The statue is said to be imbued with the power of
Description: Said to be infused unfairness, and it is rumored that those who stand near it
with the power of a demonic will find themselves at a disadvantage.
shadow plane, the Blinding
Chandelier Lamp was created by Glass Shoe
a powerful warlock who sought to
control demons. Any who stand within Each creature entering or starting its turn in the room
the lamp’s light are said to be consumed where that Glas Shoe has been placed cannot hide this
by the darkness it emits, so the chandelier is turn, as every step makes noise.
best used as a tool of fear and domination, bringing terror
to those who dare draw closer.. Additionally, if a creature falls prone, the jagged edges of
the glass inflict an extra 1d6 slashing damage. Thanks to
Demonic Statuette their psychic abilities, the Tentacles of Torment gain an
extra 1d6 whenever they damage a creature situated in
When placed in a room, the Demonic Statuette emits an the room.
aura causing any creature that starts its turn in the room
to make a DC 15 Wisdom saving throw or spend its reac- Description: Crafted by a paranoid en-
tion to attack an allied creature in range. chantress who sought to protect herself
from potential intruders, the Glass
Description: This demonic statuette was created by a Shoe is imbued with stone ma-
powerful demon prince as a tool for spreading fear and gic, causing it to spray crystals
terror. Its faint but pervasive aura of evil fills a room across the ground that emit
with an ominous feeling and over enough time is said to a clanging sound with
instill madness in even the bravest of creatures, making every step taken by those
it an ideal tool for chaos and who enter a room.
destruction.
Delicate and sparkling,
the high-heeled shoe has
been crafted from a single
piece of perfectly clear glass
but is surprisingly sturdy and able to withstand a great deal
of weight, despite its fragile appearance. Despite its beauty,
the faint, ethereal glow exudes a sense of unease, as if it
holds some dangerous secret within its crystal depths.

65
Recruiting Monsters Recruiting with Skills
& Henchmen When gold won’t do, Players can use a specific skill to
charm, coerce, or otherwise sway potential allies to join
Some recruits can be paid with gold, while others can be their organization. Each potential recruit has one skill
persuaded with skills. However the method, recruiting that they are vulnerable to resulting in easier recruitment.
Monsters and Henchmen for your base is imperative to Motivate players to be inventive in their recruitment
ensure its safety and defense while you’re out adventuring strategies, and to use a range of skills to accomplish their
or deploying your schemes. objectives.

Paying with gold is a simple and straightforward way to As the DM you can pick a skill that best fits with the NPC/
hire recruits who are motivated by wealth or who have recruit or choose from the following table to determine
no strong loyalty to anyone. However, it can also be an which skill. If players take their time speaking to the re-
expensive method if recruiting multiple henchmen at cruit, the PCs could learn which skill would be best or by
once or for those that know their worth! Persuading with rolling a DC 13 Insight check to understand their motiva-
ability skills is a more complex and subtle way to hire tions and intentions.
recruits who are impressed by the organization’s reputa-
tion or who share its goals. It’s not without its downsides If a player rejects the randomly selected skill and wishes
as it can be time-consuming and challenging. Especially to choose a different skill instead, you can grant advan-
as some recruits may require proof of the organization’s tage to the roll or lower the DC for clever skill usage, or
competence or commitment before joining. impose disadvantage on their roll or increase the DC
needed to succeed. This is to challenge players to think
Recruiting with Gold outside the box and use the skills they may not usually
depend on.
Player characters will assume a new role as a lieutenant
or a leader of their own organization using their cunning
(and coin!) to hire powerful allies and form a team that Roll Skill
can face any threat. Gold is crucial in this section, as PCs
will need to spend it to acquire or persuade allies with 1 Persuasion: The player can use their charisma
special skills and abilities. Some allies may be smart and to convince potential recruits to join their orga-
independent, while others may be beasts or monsters nization. This could involve making promises of
more apt to obey the orders of their masters. wealth, power, or prestige, or appealing to the
recruit’s personal motivations or beliefs.
For those monstrous allies that are not very smart, 2 Intimidation: If the player prefers a more forceful
players may need to look for other ways to convince them. approach, they could use intimidation to recruit
Maybe a band of hunters specializes in trapping and tra- henchmen. This could involve threats or displays
ding rare and dangerous creatures, or maybe a wandering of violence, or using the player’s reputation or
circus is willing to part with some of their more bizarre at- resources to intimidate potential recruits into
tractions. In any case, players will need to use their assets joining.
and their imagination in order to obtain these formidable 3 Deception: If the player needs to keep the true
friends and add them to their organization. nature of their organization hidden, they could
use deception to recruit henchmen. This could
Examples of payment may include: involve disguising the true purpose of the organi-
• One-time payment (such as when purchasing a zation, or using false promises or flattery to lure
monstrous beast) recruits in.
• Payment by the day based on skill (similar to hiring
4 Arcana: The player could use their magical
hirelings)
abilities to demonstrate their own prowess and
• Payment via gems, items, artifacts
attract individuals who are interested in develo-
• Barter with other items of value (such as offering a
ping their own magical skills. By offering to share
Goblin 100 shiny beetles)
their knowledge, resources, or protection against
magical threats, the player can recruit individuals
When the party recruits with gold, PCs get to choose one
who are motivated by the desire to learn more
ally from three creatures of the same Challenge Rating.
about magic or to protect themselves against
They can pick the ally that suits their defense strategy and
magical dangers.
organization best.

66
5 History: The player could use their knowledge Creature CR DC to roll
of past events and influential figures to recruit 1/2 11
individuals who share their cause. They could
appeal to the potential recruits’ sense of tradition, 1 13
or offer them the chance to be part of a legacy of 2 15
great deeds and accomplishments. 3 17
6 Nature: The player could use their knowledge of
the natural world to recruit individuals who have Recruiting Costs &
lost their animals, are in need of assistance in Gold Allowance
caring for their animals or tracking an animal.
7 Religion: The player could use their knowledge As a Dungeon Master, it is important to ensure that
of religious beliefs and practices to recruit indivi- players have the resources they need to develop their
duals who share their faith. They could appeal to organizations. This money can be used to purchase equip-
the potential recruits’ sense of duty, or offer them ment, hire henchmen, or invest in other resources that
the chance to serve a higher power by joining the will help players achieve their goals. By allowing players
organization. to accumulate wealth in this way, you can create a more
immersive and engaging experience that allows players to
8 Medicine: The player could use their knowledge truly become the masters of their own destiny.
of medicine and healing to treat an individual
who has suffered injuries or illnesses, or who has To that end, we recommend offering more money than
loved ones who are suffering. usually available in other campaigns as they have to
9 Performance: Perfect for those enthalled by recruit some henchmen and maintain a base using this
legends, the player spins tales of daring, intrigue, wealth. Below we have provided two tables to assist in
suspense, or woe to enrapture individuals to their this: Suggested Recruiting Cost by CR and Suggested
cause. This could appeal to the overly theatric, Organizational Costs by Tier.
the starry-eyed or those wanting to take part in
creating a new legend. As always, it is important to maintain balance and ensure
10 Survival: Tracking down talent can mean more that players are not becoming too rich and powerful too
than boots to pavement, it could lead a skilled quickly. By working with your players and staying flexible,
player to track or hunt their next ally. By mana- you can create a game that is both challenging and rewar-
ging to locate a wily assassin or by following the ding for everyone involved.
nearly-hidden tracks left behind, the party could
attain a skilled accomplice. Suggested Recruitment Cost

Monster CR One-time Recruit Cost (gp)


Reason Roll Bonus 1/2 250
The henchman is in danger or indeb- 2 1 1000
ted to someone else
2 4000
The henchman is impressed by the 2
3 16000
organization’s reputation or achieve-
ment
Suggested Organizational Costs by Tier
The henchman is friendly to the orga- 1
nization
Organization Tier Additional Currency for
The henchman has a chaotic nature -1 Organizational Costs (gp)
The henchman has a personal risk in -2 1 1250
joining the organization
2 4000
The henchman belongs to a group -3
3 6000
that was harmed by the organization
4 7000

Divide by the number of party members if you give curren-


cy individually

67
Monsters and Henchmen
Juvenile Norker
Small goblinoid, chaotic evil
All monsters and henchmen found here have been se-
parated into specific groups, or clans, as they synergize Armor Class 15 (Leather and Shield)
together during base defense or with particular Lair Arte- Hit Points 17(5d6)
facts which may grant bonuses to certain clans. Speed 30 ft.

The Ironfang Tribe STR DEX CON INT WIS CHA


8 (-1) 14(+2) 11 (+0) 8 (-1) 8 (-1) 7 (-2)
Cave Hobgoblin
Medium goblinoid, neutral evil Skills Athletics +3
Senses Passive Perception 9
Armor Class 11 Languages Goblin
Hit Points 19 (3d8 +64) Challenge 1/2 (100 XP)
Speed 30 ft.
Nimble Escape. The norker can take the Disengage or
STR DEX CON INT WIS CHA Hide action as a bonus action on each of its turns.

14(+2) 12(+1) 15 (+2) 9 (-1) 8 (-1) 6 (-2) Actions


Multiattack. The norker makes one shortsword and
Skills Athletics +5, Perception +2, Stealth +4 one bite attack.
Condition Immunities Blinded Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses Blindsight 30 ft. (blind beyond this radius), target. Hit: 5 (1d6 + 2) piercing damage.
Passive Perception 12 Shortsword. Melee Weapon Attack: +4 to hit, reach
Languages Goblin, Undercommon 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus
Challenge 1/2 (100 XP) 3(1d6 poison).

Blind Senses. The hobgoblin can’t use its blindsight


while deafened and unable to smell.

Actions
Flame Club. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage and 7
(2d6) fire damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage
and 3 (1d6) poison damage.

68
Tamed Worg
Large monstrosity, neutral evil
Goblin Alchemist
Armor Class 13 (Natural Armor) Small goblinoid, chaotic evil
Hit Points 26 (4d10 + 4)
Speed 50 ft. Armor Class 13 (Leather)
Hit Points 17 (5d6)
Speed 30 ft.
STR DEX CON INT WIS CHA

16 (+3) 13 (+1) 13 (+1) 7 (-2) 11(+0) 8 (-1) STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Skills Perception + 4
Senses Darkvision 60 ft., Passive Perception 14 Skills Stealth + 5
Languages understands Goblin but cannot speak Senses Darkvision 60 ft., Passive Perception 9
Challenge 1/2 (100 XP) Languages Common, Goblin
Challenge 1 (200 XP)
Keen Hearing and Smell. The worg has advantage on
Wisdom (Perception) checks that rely on hearing or Nimble Escape. The goblin can take the Disengage or
smell. Hide action as a bonus action on each of its turns.
Prestige Mount. The worg is a terrifying and loyal
mount, known for its ferocity in battle. When a rider Actions
mounts the worg, they are granted advantage on all at- Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
tack rolls. The worg has the same initiative as its rider. one target. Hit: 6 (1d6 + 3) slashing damage + 4 (1d8)
poison damage.
Actions Poison Sack. Ranged Weapon Attack: Range 25 ft.,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Each creature in a 5-foot-radius sphere centered on
target. Hit: 10 (2d6 + 3) piercing damage. If the target that point must make a DC 13 Dexterity saving throw
is a medium or small creature, it must succeed on a DC suffering 10 (3d6) poison damage on failed save, or
13 Strength saving throw or be knocked prone. half on a successful one.

69
Hobgoblin Guard
Medium goblinoid, lawful evil

Armor Class 14 (Scalemail)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

Senses Darkvision 60 ft., Passive Perception 10


Languages Common, Goblin
Challenge 1 (200 XP)

Martial Advantage. Once per turn, the hobgoblin can


deal an extra 10 (3d6) damage to a creature it hits
with a weapon attack if that creature is within 5 feet
of an ally of the hobgoblin that isn’t incapacitated.

Actions
Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If
used with two hands, the damage is 6 (1d10 + 1).
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.

Brutal Bugbear
Medium goblinoid, chaotic evil
Ogre
Armor Class 13 (Hide) Large goblinoid, chaotic evil
Hit Points 27 (5d8 + 5)
Speed 30 ft. Armor Class 10 (Leather)
Hit Points 51 (6d10 + 18)
STR DEX CON INT WIS CHA Speed 40 ft.
15 (+2) 12 (+1) 16 (+3) 8 (-1) 11 (+0) 9 (-1)
STR DEX CON INT WIS CHA
Skills Stealth + 6, Survival +2 19 (+4) 8 (-1) 16 (+3) 5(-3) 7 (-2) 7 (-2)
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin Senses Darkvision 60 ft., Passive Perception 8
Challenge 1 (200 XP) Languages Common, Goblin
Challenge 2 (450 XP)
Vicious. Whenever the bugbear hits a prone creature
it inflicts an extra 7(2d6) piercing damage. Actions
Spiked Greatclub. Melee Weapon Attack: +6 to hit,
Actions reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
Morningstar. Melee Weapon Attack: +5 to hit, reach damage and 4 (1d8) piercing damage.If the target is a
5 ft., one target. Hit: 11 (2d8 + 2) piercing and 7 (2d6) creature, it must succeed on a DC 14 Strength saving
poison damage. throw or be knocked prone.

70
Orc Battlecrier Old Troll
Medium goblinoid, chaotic evil Large goblinoid, chaotic evil

Armor Class 16 (Chainmail) Armor Class 12 (Natural Armor)


Hit Points 30 (4d8 + 12) Hit Points 51 (6d10 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 11(+0) 11 (+0) 16(+3) 18 (+4) 13 (+1) 16(+3) 7(-2) 9 (-1) 7(-2)

Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Goblin, Orc Languages Common, Goblin
Challenge 2 (450 XP) Challenge 3 (700 XP)

Assault. One living creature the battlecrier can see Lesser Regeneration. The troll regains 10 hit points
within 10 ft. can use its reaction to move 10 ft. and at the start of its turn, or they regain 5 hit points if it
make a melee attack. was dealt any damage in the previous round.

Actions Actions
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., Multiattack. The troll makes three attacks.
one target. Hit: 8 (1d10 + 3) slashing damage and 3 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
(1d6) poison damage. target. Hit: 11 (2d6 + 4) slashing damage.
Stones. Ranged Weapon Attack: +6 to hit, range
30/90 ft., one target. Hit: 7 (1d6 + 4) bludgeonning
damage.

71
The Arcane Insurgents

Young Apprentice Enlarged Dark Dwarf


Medium humanoid (any race), lawful neutral Large humanoid, lawful evil

Armor Class 12 Armor Class 15 (Chain Shirt and Shield)


Hit Points 19 (3d8 + 6) Hit Points 26 (4d10 + 4)
Speed 30 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 9 (-1)

Skills Arcana +2, Deception +2 Damage Resistances Poison


Senses Passive Perception 10 Senses Darkvision 120 ft., Passive Perception 10
Languages Common Languages Common, Dwarf, Undercommon
Challenge 1/2 (50 XP) Challenge 1/2 (100 XP)

Devotion. The apprentice has advantage on saving Dark Resilience. The dark dwarf has advantage on
throws against spells. saving throws against poison and spells.

Actions Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., War Pick. Melee Weapon Attack: +3 to hit, reach 5
one target. Hit: 4 (1d6 + 1) slashing damage. ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Fire Blast. Ranged Magic Attack: +4 to hit, range
80/320 ft., one target. Hit: 11 (2d10) fire damage.

72
Guard
Medium humanoid, lawful neutral

Armor Class 15 (Studded Leather and Shield)


Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses Passive Perception 10


Languages Common
Challenge 1/2 (100 XP)

Actions
Multiattack. The guard makes two longsword attacks
or two light crossbow attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

Apprentice assassin
Medium humanoid, lawful neutral

Armor Class 14 (Leather)


Young Priest
Medium humanoid, lawful neutral
Hit Points 22 (4d8+4)
Speed 40 ft.
Armor Class 15 (Chain Shirt and Shield)
Hit Points 22 (4d8 + 4)
STR DEX CON INT WIS CHA Speed 30 ft.
13 (+1) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Senses Blindsight 10 ft., Passive Perception 10
10 (+0) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 14 (+2)
Languages Common, Infernal
Challenge 1 (250 XP)
Senses Passive Perception 12
Languages Common
Sneak Attack (1/Turn). Once per turn, the assassin
Challenge 1 (250 XP)
deals an extra 10 (3d6) damage when it hits a target
with a weapon attack and has advantage on the attack
Spellcasting. The priest is a 2nd-level spellcaster. Its
roll, or when the target is within 5 feet of an ally of
spellcasting ability is Wisdom (spell save DC 13, +5
the assassin that isn’t incapacitated and the assassin
to hit with spell attacks). The priest has the following
doesn’t have disadvantage on the attack roll.
cleric spells prepared:
Cantrips (at will): sacred flame
Actions 1st level (3 slots): Heroism, guiding bolt, bless
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.

73
Henchman
Medium humanoid (any race), lawful neutral

Armor Class 16 (Chain Mail)


Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses Passive Perception 10


Languages Common
Challenge 1 (250 XP)

Actions
Multiattack. The henchman makes two melee at-
tacks when attacking with its Longsword.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 7 (1d10 + 2) pier-
cing damage. Rockskin Golem
Large construct, neutral evil
Reactions
Parry. The henchman adds 2 to its AC against one Armor Class (Natural armor: 15 in moving form,
melee attack that would hit it. To do so, it must see 20 in defensive stance)
the attacker and be wielding a melee weapon. Hit Points 58(9d10 + 18)
Speed 15 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1)

Immunities Acid, Cold, Fire, Poison


Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator
but can’t speak
Challenge 2 (450 XP)

Magic Resistance. The golem has the advantage


of saving throws against spells and other magical
effects.
Defensive Stance. The golem can turn himself as
an immovable object that blocks doors or passages.
While in this stance, the golem cannot move or use
any action.

Actions
Ground Stomp. Any creature within 5 ft. of the golem
must make a DC 14 Dexterity saving throw suffering
10 (3d6) bludgeoning damage on a failed throw, or
half on a successful one.

74
Champion
Medium humanoid (any race), lawful evil

Armor Class 18 (Plate)


Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)

Senses Passive Perception 11


Languages Common
Challenge 2 (400 XP)

Leader. The champion can spend its reaction to


make a willing creature reroll a saving throw

Actions
Multiattack. The champion makes two melee attacks
when attacking with its greatsword.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 8 (1d10 + 2) pier-
cing damage.

Blue Mage
Medium humanoid (any race), lawful neutral

Armor Class 15 (Mage Armor)


Hit Points 40 (9d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 14 (+2)

Senses Passive Perception 12


Languages Common
Challenge 3 (700 XP)

Spellcasting. The mage is a 5th-level spellcaster.


Its spellcasting ability is Wisdom (spell save DC 14,
+6 to hit with spell attacks). The Blue Mage has the
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand,
1st level (4 slots): mage armor, magic missile,
shield
2nd level (3 slots): misty step, shatter.

75
Nature’s Wrath
Young Grizzly
Medium beast, chaotic neutral
Faunus
Medium fiend, chaotic neutral Armor Class 11 (Natural Armor)
Hit Points 19 (3d8 + 6)
Armor Class 14 (Leather) Speed 40 ft., swim 30 ft.
Hit Points 31 (7d8)
Speed 40 ft. STR DEX CON INT WIS CHA
15 (+2) 10(+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) Senses Passive Perception 13
Challenge 1/2 (100 XP)
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12 Keen Smell. The bear has advantage on Wisdom
Languages Sylvan (Perception) checks that rely on smell.
Challenge 1/2 (100 XP)
Actions
Charger. If the faunus moves at least 10 feet in a Multiattack. The bear makes two attacks: one with
straight line towards a target and successfully hits it its bite and one with its claws.
with a ram attack on the same turn, the target takes Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
an extra 5 (2d4) piercing damage and is pushed up to target. Hit: 5 (1d6 + 2) piercing damage.
5 feet away. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing da-
mage.

76
Giant Cobra Fast Naga
Medium beast, neutral Medium humanoid, chaotic evil

Armor Class 14 Armor Class 15 (Broken Armor)


Hit Points 17 (3d8 + 3) Hit Points 30 (4d8 + 12)
Speed 30 ft., swim 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 3 (-4) 16 (+3) 12(+1) 16 (+3) 13 (+1) 14 (+2) 8 (-1)

Senses Blindsight 10 ft., Passive Perception 12 Damage Resistance Poison


Challenge 1/2 (100 XP) Senses Blindsight 10 ft., Passive Perception 12
Languages Sylvan
Actions Challenge 1 (200 XP)
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage, and the Spellcasting. The naga is a 3rd-level spellcaster. Its
target must make a DC 12 Constitution saving throw, spellcasting ability is Wisdom (spell save DC 12, +4 to
taking 13 (4d6) poison damage on a failed save, or hit with spell attacks), and it needs only verbal com-
half as much damage on a successful one. ponents to cast its spells. It has the following cleric
spells prepared:
1st level (3 slots): heroism, shield of faith
2nd level (2 slots): hold person

Actions
Poison Fangs. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 3) piercing damage plus
7 (2d6) poison damage.

77
Manticore Hippo
Medium monstrosity, neutral evil

Armor Class 11 (Natural Armor)


Hit Points 33 (6d8 + 6)
Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 13 (+1) 7 (-2) 7 (-2) 8 (-1)

Skills Stealth +3
Senses Darkvision, Passive Perception 11
Languages Common
Challenge 1 (700 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. If the target
is a medium or small creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage + 7 (2d6)
poison damage.

Young Minotaur
Large monstrosity, chaotic evil

Armor Class 13 (Natural Armor)


Hit Points 39 (6d10 + 6) Treant Sprout
Speed 40 ft. Medium plant, neutral

Armor Class 11 (Natural Armor)


STR DEX CON INT WIS CHA Hit Points 52(8d10 + 16)
17 (+3) 15 (+2) 15 (+2) 8 (-1) 12 (+1) 8 (-1) Speed 20 ft.

Senses Darkvision 60 ft., Passive Perception 15 STR DEX CON INT WIS CHA
Languages Common
Challenge 1 (200 XP) 17 (+3) 6 (-2) 15 (+2) 10 (+0) 12 (+1) 8 (-1)

Charger. If the Minotaur moves at least 10 feet in a Damage Resistances Bludgeoning, Piercing damage
straight line towards a target and successfully hits it Damage Vulnerabilities Fire
with a gore attack on the same turn, the target takes Senses Darkvision 60 ft., Passive Perception 11
an extra 7 (2d6) piercing damage and is pushed up to Languages Common, Sylvan
10 feet away. Challenge 2 (400 XP)

Actions Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (2d10 + 3) slashing damage. one target. Hit: 17 (4d6 + 3) bludgeoning damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one Rock. Ranged Weapon Attack: +6 to hit, range 30/90
target. Hit: 10 (2d6 + 3) piercing damage. ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage.

78
Elven Druid Young Hydra
Medium humanoid, neutral Large monstrosity, unaligned

Armor Class 11 (16 with barkskin) Armor Class 13 (Natural Armor)


Hit Points 27 (5d8 + 5) Hit Points 49 (9d10)
Speed 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) 14 (+2) 12 (+1) 11 (+0) 9 (-1) 12 (+1) 10 (+0)

Skills Medicine +4, Nature +3, Perception +4 Skills Perception +6


Senses Passive Perception 14 Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Sylvan Challenge 3 (700 XP)
Challenge 2 (450 XP)
Regenerative Growth. The hydra starts with three
Spellcasting. The druid is a 3rd-level spellcaster. Its heads. Whenever the hydra takes 15 or more damage
spellcasting ability is Wisdom (spell save DC 12, +4 to in a single turn, it grows one extra head and regains 7
hit with spell attacks). It has the following druid spells HP at the end of its next turn.
prepared:
1st level (3 slots): entangle, longstrider, Actions
thunderwave Multiattack. The hydra makes as many bite attacks
2nd level (2 slots): barkskin as it has heads.
Emergency Shapechange (1/day). When the druid Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
reaches 0 HP, they transform into a giant cobra. target. Hit: 5 (1d6 + 2) piercing damage.

Actions
Sling. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage.

79
Tentacles of Torment

Flying Eyeball Enlightened Helot


Medium aberration, chaotic evil Medium humanoid, chaotic evil

Armor Class 12 Armor Class 14 (Leather)


Hit Points 17 (4d8) Hit Points 22 (5d8)
Speed Fly 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 10 (+0) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 13 (+1) 10 (+0)

Damage vulnerabilities Piercing Senses Darkvision 60 ft., Passive Perception 10


Condition Immunities Charmed Languages Common
Senses Darkvision 60 ft., Passive Perception 10 Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP)
Actions
Actions Empathic Dagger. Melee Weapon Attack: +4 to hit,
Ray of Fear. Ranged Spell Attack: +4 to hit, range 30 reach 5 ft., one target. Hit: 5(1d4 + 3) slashing da-
ft., one target. Hit: 5 (1d6 + 2) psychic damage and mage plus 7 (2d6) psychic damage.
the target must succeed on a DC 11 Wisdom saving
throw or be frightened for 1 round.

Charmed Splint
Medium construct, unaligned

Armor Class 17 (Splint)


Hit Points 27 (5d8 + 5)
Speed 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 12 (+1) 1 (-5) 1 (-5) 1 (-5)

Damage Immunities Poison, Psychic


Condition Immunities Blinded, Charmed, Deafened,
Exhaustion, Frightened, Paralyzed, Petrified, Poi-
soned
Senses Blindsight 60 ft., Passive Perception 5
Challenge 1/2 (100 XP)

Antimagic Vulnerability. The armor becomes inca-


pacitated while in the area of an antimagic field. If
targeted by dispel magic, the armor must succeed on
a Constitution saving throw against the caster’s spell
save DC or fall unconscious for 1 minute.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage.

80
Aggressive Harpy
Medium monstrosity, chaotic evil

Armor Class 11 (Natural Armor)


Hit Points 27 (7d8)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 10 (+0) 7 (-2) 10 (+0) 13 (+1)

Senses Passive Perception 10


Languages Undercommon
Challenge 1 (200 XP)

Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (3d6 + 1) slashing damage.
Psychic Call. Ranged Magic Attack: +5 to hit, range
Enslaved Horn 40 ft., one target. Hit: 8 (2d6 + 1) psychic damage.
Large monstrosity, chaotic evil
Target hit by this attack must then succeed on a DC
13 Charisma save or be forced to move 10 ft. towards
Armor Class 15 (Natural Armor)
the harpy.
Hit Points 38 (4d10 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 9(-1)

Senses Passive Perception 11


Languages Common
Challenge 1 (200 XP)

Charger. If the enslaved horn moves at least 10 feet


straight toward a target and then hits it with a gore
attack on the same turn, the target takes an extra 7
(2d6) piercing damage and is pushed up to 10 feet
away.

Actions
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 3) piercing damage. If the target
is a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone.

Reaction
Tough Skin (1/day). The enslaved horn can bear the
brunt of incoming damage, gaining resistance against
Slashing and Bludgeoning damage until the end of
their next turn.

81
Psychic Mimic
Medium monstrosity, chaotic evil

Armor Class 12 (Natural Armor)


Hit Points 27 (7d8)
Speed 20 ft.

STR DEX CON INT WIS CHA


17 (+3) 10(+0) 10(+0) 14 (+2) 14(+2) 10(+0)

Condition Immunities Prone


Senses Passive Perception 12
Languages Common, Telepathy 60 ft.
Challenge 1 (200 XP)

Shapechanger. The mimic can use its action to poly-


morph into an object or back into its true, amorphous
form. Its statistics are the same in each form. Any
equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.
Grappler. The mimic has advantage on attack rolls
against any creature grappled by it.

Actions Slimy Mouther


Pseudopod. Melee Weapon Attack: +5 to hit, reach Medium aberration, chaotic evil
5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage
and the target is grappled (escape DC 14). Armor Class 9
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hit Points 52 (7d8 + 21)
target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) Speed 20 ft.
psychic damage.
STR DEX CON INT WIS CHA
10 (+0) 9(-1) 16(+3) 14 (+2) 16(+3) 10(+0)

Condition Immunities Prone


Senses Darkvision 60 ft., Passive Perception 12
a2 (450 XP)

Slimy Ground. The ground in a 10-foot radius around


the Slimy Mouther is slimy. Each creature that enters
or starts its turn in that area must succeed on a DC
10 Strength saving throw or have its Speed reduced
to 0 until the start of its next turn.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 17 (5d6) piercing damage.
Confusing Spittle. Ranged Weapon Attack: +6 to hit,
range 15/30 ft. Hit: 7 (1d8 + 3) acid damage and the
target must succeed on a DC 10 Intelligence saving
throw or immediately spend its reaction to attack an
ally if they can.

82
Lesser Tyrant
Medium aberration, neutral evil

Armor Class 14 (Natural Armor)


Hit Points 27 (5d8 + 5)
Speed Fly 30 ft.

STR DEX CON INT WIS CHA


8(-1) 14(+2) 12(+1) 12 (+1) 14(+2) 10(+0)

Skills Perception +6
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 12
Languages Undercommon, Telepathy 120 ft.
Challenge 2 (450 XP)

Actions
Multiattack. The tyrant makes two attacks, and must
use two different rays.
Ray of confusion. Ranged Spell Attack: +6 to hit,
range 15/30 ft. Hit: 7 (1d8 + 3) psychic damage and
the target must succeed on a DC 10 Intelligence sa-
Cephaloid
Medium aberration, neutral evil
ving throw or immediately spend its reaction to attack
an ally if they can.
Armor Class 13 (Natural Armor)
Ray of Fear. Ranged Spell Attack: +6 to hit, range
Hit Points 36 (6d8 + 6)
15/30 ft. Hit: 7 (1d8 + 3) psychic damage and the tar-
Speed 30ft.
get must succeed on a DC 10 Wisdom saving throw
or be frightened for 1 round.
Ray of Death. Ranged Magic Attack: +6 to hit, range STR DEX CON INT WIS CHA
15/30 ft. Hit: 7 (1d8 + 3) psychic damage and the 11(+0) 12(+1) 12(+1) 18 (+4) 16(+3) 16(+3)
target must succeed on a DC 13 Constitution saving
throw or take 10 (3d6) necrotic damage. Saves INT +7, WIS +6, CHA +6
Skills Arcana +6, Deception +5, Insight +5, Percep-
tion +5, Persuasion +5, Stealth +4
Senses Darkvision 60 ft., Passive Perception 12
Languages Undercommon, Telepathy 120 ft.
Challenge 3 (700xp)

Magic Resistance. The cephaloid has advantage


on saving throws against spells and other magical
effects.

Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 8 (2d6 + 1) slashing damage plus 10
(3d6) psychic damage.
Mind Bolt (1/day). The cephaloid exhales a bolt in
a 20-foot line that is 5 ft. wide. Each creature in that
line must make a DC 14 Intelligence saving throw be-
coming stunned until the end of their turn and taking
14 (3d6 + 4) psychic damage, or half as much damage
on a successful one.

83
The Restless Skeleton Fighter
Medium undead, lawful evil

Armor Class 13
Hit Points 22 (3d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities Bludgeoning


Damage Immunities Poison, Necrotic
Condition Immunities Exhausted, Poisoned
Senses Blindsight 60 ft., Passive Perception 9
Challenge 1/2 (100 XP)

Actions
Multiattack. The skeleton makes two attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Short Bow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 4 (1d6 + 1) piercing da-
mage.

Lesser Ghoul Dead Walker


Medium undead, chaotic evil Medium undead, neutral evil

Armor Class 12 Armor Class 8


Hit Points 26 (6d8) Hit Points 30 (4d8 + 12)
Speed 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) 14 (+2) 6 (-2) 16 (+3) 3 (+4) 6 (-2) 5 (-3)

Damage Resistance Poison Damage Immunities Poison


Condition Immunities Charmed, Exhausted, Poi- Condition Immunities Poisoned
soned Senses Darkvision 60 ft., Passive Perception 8
Senses Darkvision 60 ft., Passive Perception 10 Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP)
Zombie Fortitude. If damage reduces the Dead
Actions Walker to 0 hit points, it must make a DC15 Constitu-
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one tion saving throw unless the damage is radiant. On a
target. Hit: 9 (2d6 + 2) piercing damage. success, the zombie drops to 1 hit point instead.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage. The target Actions
must succeed on a DC 13 Constitution saving throw Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
or become poisoned until the end of its next turn. target. Hit: 7 (2d4 + 2) bludgeoning damage.

84
Necromancer
Medium undead, chaotic evil

Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Skills Arcana +6, History +6


Senses Darkvision 60 ft., Passive Perception 11
Languages Common
Challenge 1 (200 XP)

Spellcasting. The necromancer is a 4th-level spell-


caster. Its spellcasting ability is Intelligence (spell
save DC 13, +5 to hit with spell attacks). The necro-
mancer has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand
1st level (3 slots): false life, inflict wounds
2nd level (2 slots): blindness/deafness, ray of
enfeeblement
Poltergeist
Actions Medium undead, chaotic evil
Animate Corpse (3/day). This ability creates a dead
walker with 5 HP. from a corpse within 30 ft. It takes Armor Class 12
its turn on the necromancer’s initiative and obeys its Hit Points 22 (5d8)
orders. Speed Hover 50 ft.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4+2) piercing damage. STR DEX CON INT WIS CHA
1(-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Damage Resistances Acid, Cold, Fire, Lightning,


Thunder, Bludgeoning, Piercing and Slashing from
nonmagical attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhausted,
Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained and Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Challenge 1 (200 XP)

Ghostly Protection. As a bonus action, target crea-


ture gains resistance to one type of damage you
choose until it receives damage until the end of your
next turn.

Actions
Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (3d6) necrotic damage and the pol-
tergeist regains hit points equal to half of the damage
inflicted.

85
Decaying Mummy Spectral Screamer
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 11 (Natural Armor) Armor Class 12


Hit Points 38 (7d8+7) Hit Points 28 (6d8)
Speed 20 ft. Speed Fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 13 (+1) 6 (-2) 10 (+0) 12 (+1) 1(-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)

Damage Vulnerabilities Fire Damage Resistances Acid, Fire, Lightning, Thunder;


Damage Resistances Necrotic, Poison; Bludgeoning, Bludgeoning, Piercing and Slashing from nonmagical
Piercing and Slashing from nonmagical attacks attacks
Condition Immunities Charmed, Exhausted, Frighte- Damage Immunities Cold, Necrotic, Poison
ned, Paralyzed, Poisoned Condition Immunities Charmed, Exhausted, Frighte-
Senses Darkvision 60 ft., Passive Perception 10 ned, Grappled, Paralyzed, Petrified, Poisoned, Prone
Challenge 1 (200 XP) and Restrained
Senses Darkvision 60 ft., Passive Perception 10
Actions Challenge 2 (450 XP)
Multiattack. The mummy can use its Shocking Glare
and makes one attack with its Rotting Fist. Elusive Target. This creature is difficult to target
Rotting Fist. Melee Weapon Attack: +5 to hit, reach from afar. Any ranged attacks made against it are
5 ft., one target. Hit: 6 (1d6+3) bludgeoning + 7 (2d6) made with disadvantage.
necrotic damage.
Shocking Glare. The mummy targets one creature it Actions
can see within 60 ft., forcing it to make a DC 13 Wis- Corrupting Touch. Melee Weapon Attack: +5 to
dom saving throw or become muted and blinded until hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic
the end of its next turn. damage.
Scream (1/day). Target living creature within 20 ft.
must make a DC 13 Constitution saving throw, losing
half of its hit points on failure, or 7 (2d6) psychic
damage on success.

86
Revenant Lord Half Vampire
Medium undead, chaotic evil Medium undead, lawful evil

Armor Class 14 (Chain Shirt) Armor Class 16 (Natural Armor)


Hit Points 31 (7d8) Hit Points 52 (7d8+21)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 10 (+0) 12 (+1) 16 (+3) 18 (+4) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

Damage Immunities Necrotic, Poison Skills Perception +3, Stealth +6


Condition Immunities Exhausted, Frightened, Poi- Damage Resistances Necrotic;
soned Senses Darkvision 60 ft., Passive Perception 13
Senses Darkvision 120 ft., Passive Perception 13 Languages Common
Languages Common Challenge 3 (700 XP)
Challenge 2 (450 XP)
Bloodlust. The vampire has advantage on damage
Magic Resistance. The Revenant Lord has advantage rolls against any creature that doesn’t have all its hit
on saving throws against spells and other magical points.
effects.
Superior Presence (3/day). All undead within 30 ft., Actions
may roll saves to resist turn undead with advantage. Multiattack. The Vampire makes two attacks: two
claw attacks or one claw and one bite attack.
Actions Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Dark Morningstar. Melee Weapon Attack: +5 to hit, target. Hit: 10 (2d6 + 3) slashing damage or instead of
reach 5 ft., one target. Hit: 5 (1d8+1) piercing and 13 dealing damage, the Vampire can grapple the target
(3d8) necrotic damage. (escape DC 13).
Negative Aura (1/day). Each creature within 10ft. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
must make a DC 14 Constitution saving throw or take willing or grappled creature. Hit: 6 (1d6+3) piercing
4d6 necrotic damage on failed save. and 10 (3d6) necrotic damage. The Vampire regains
hit points equal to the necrotic damage the victim
takes.

87
The Brimstone Legion Mad Cultist
Medium humanoid, lawful evil

Armor Class 13 (Leather)


Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

Skills Deception +2, Religion +2


Senses Passive Perception 10
Languages Common
Challenge: 1/2 (100 XP)

Dark Devotion. Within 30 ft., if two creatures have


died by the end of this round, a new friendly CR 1/2
fiend with 50% of its maximum HP appears on the
battlefield. If four creatures died, it is a CR 1 fiend.
The DM chooses the fiend which disappears after 1
minute.

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage.

Lesser Demon
Medium fiend, chaotic evil

Armor Class 14 (Natural Armor) Smoke Demon


Hit Points 16 (3d8 + 3) Small fiend, neutral evil
Speed 40 ft.
Armor Class 12
Hit Points 21 (6d6)
STR DEX CON INT WIS CHA
Speed 30 ft.
10 (+0) 10 (+0) 12 (+1) 10 (+0) 13 (+1) 7 (-2)
STR DEX CON INT WIS CHA
Damage Resistance Cold, Fire, Lightning
Damage Immunities Poison 6 (-2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Condition Immunities Charmed, Frightened, Poi-
soned Skill: Perception +2, Stealth +4
Senses Darkvision 120 ft., Passive Perception 9 Damage Immunities Fire, Poison
Languages Infernal Condition Immunities Poisoned
Challenge 1/2 (100 XP) Senses Darkvision 60 ft., Passive Perception 12
Languages Infernal
Fiendish presence. When any creature that isn’t a Challenge 1/2 (100 XP)
fiend starts its turn within 15 ft., that creature must
succeed on a DC 13 Constitution saving throw or take Death Burst. When a Smoke Demon dies, the zone
1d6 psychic damage. within 5 ft. of its corpse becomes filled with magical
Sure-Footed. The Lesser Demon has advantage on darkness that lasts the end of next turn.
Strength and Dexterity saving throws made against
effects that would knock it prone. Actions
Multiattack. The demon makes two attacks.
Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Barbed Tail. Melee Weapon Attack: +4 to hit, reach one target. Hit: 4 (1d4 + 2) slashing damage.
10 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Cinder Breath (1/day). The Smoke Demon exhales a
15 ft. cone of smoldering ash. Each creature in that
area must succeed on a DC 10 Dexterity saving throw
or be blinded until the end of the demon’s next turn.

88
Gargoylite Hellpup
Medium fiend, chaotic evil Medium fiend, lawful evil

Armor Class 13 (Natural Armor) Armor Class 15 (Natural Armor)


Hit Points 26(4d8 + 8) Hit Points 22 (4d8 + 8)
Speed 30 ft., fly 60 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (+2) 15 (+2) 12 (+1) 13 (+1) 6 (-2) 13 (+1) 6 (-2)

Damage Resistances Bludgeoning, Piercing and Skills Perception +5


Slashing from nonmagical attacks not made with Damage Immunities Fire
adamantine weapons; Poison Senses Darkvision 60 ft., Passive Perception 15
Condition Immunities Exhaustion, Petrified, Poi- Challenge 1 (200 XP)
soned
Senses Darkvision 60 ft., Passive Perception 10 Keen Hearing and Smell. The Hellpup has advan-
Challenge 1 (200 XP) tage on Perception checks that rely on hearing or
smell.
False Appearance. While the gargoylite remains Pack Tactics. The Hellpup has advantage on an
motionless, it is indistinguishable from an inanimate attack roll against a creature if at least one of its allies
statue. is within 5 ft of the creature and the ally isn’t incapa-
citated.
Actions
Multiattack. The gargoylite makes two attacks: one Actions
with its bite and one with its claws. Burning Bite. Melee Weapon Attack: +4 to hit, reach
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 5 ft., one target. Hit: 5 (1d6 + 2) piercing and 7 (2d6)
target. Hit: 5 (1d6 + 2) piercing damage. fire damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., Fire Breath (1/day): The Hellpup exhales fire in a
one target. Hit: 5 (1d6 + 2) slashing damage. Once 15 ft. cone. Each creature in that area must make a
per round if the attack is successful, the gargoyle may DC 12 Dexterity saving throw, taking 18 (4d6) fire
make an extra bite attack against a second target damage on a failed save, or half as much damage on a
within 5 ft. of the first one. successful one.

89
Poisonous Imp Fat Baron
Tiny fiend, lawful evil Large fiend, neutral evil
Armor Class 13 Armor Class 16 (Natural Armor)
Hit Points 13 (4d4 + 3) Hit Points 38 (4d10+ 16)
Speed 20 ft., fly 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) 20 (+5) 11 (+0) 19 (+4) 12 (+1) 10 (+0) 15 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Skills Intimidation +6, Perception +4, Stealth +4
Stealth +5 Damage Resistances Fire
Damage Resistances Cold; Bludgeoning, Piercing Senses Blindsight 60 ft., Passive Perception 14
and Slashing from nonmagical attacks Languages Common, Abyssal, Infernal
Damage Immunities Fire, Poison Challenge 2 (450 XP)
Condition Immunities Poisoned
Senses Blindsight 120 ft., Passive Perception 11 Magic Resistance. The Fat Baron has advantage
Languages Common, Infernal on saving throws against spells and other magical
Challenge 2 (200 XP) effects.
Magic Resistance. The Imp has advantage on saving
Action
throws against spells and other magical effects.
Multiattack. The Fat Baron makes two melee
attacks, or it makes one melee attack and teleports
Actions before or after the attack.
Poison Sting. Melee Weapon Attack: +5 to hit, reach Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
5 ft., one target. Hit: 5 (1d4 + 3) piercing and the target. Hit: 9 (1d8 + 5) slashing
target must make a DC 11 Constitution saving throw, Teleport (3/day). The Fat Baron magically teleports,
taking 10 (3d6) poison damage on a failed save, or along with any equipment it is wearing or carrying, up
half as much damage on a successful one. to 60 ft. to an unoccupied space it can see.
Poison Needles. (1/day) The poisonous imp claps
its wings together releasing a shower of tiny needle
hairs. All creatures within 10 feet of it must make
a DC 14 Constitution saving throw or become poi-
soned.
Invisibility (1/day). The imp remains invisible until
he takes damage.

90
Lust Fiend Juvenile Balor
Medium fiend, neutral evil Large fiend, chaotic evil

Armor Class 15 (Natural Armor) Armor Class 16 (Natural Armor)


Hit Points 33 (6d8 + 6) Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 30 ft. Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) 18 (+4) 10 (+0) 17 (+3) 15 (+2) 11 (+0) 17 (+3)

Skills Deception +9, Insight +5, Perception +5, Per- Damage Resistances Fire, Poison, Cold, Lightning
suasion +9, Stealth +7 Senses Blindsight 120 ft., Passive Perception 13
Damage Resistances Cold, Fire, Lightning, Poison; Languages Common, Infernal
Bludgeoning, Piercing and Slashing from non-magi- Challenge 3 (700 XP)
cal attacks
Senses Darkvision 60 ft., Passive Perception 15 Fire Aura. At the start of each of the balor’s turns,
Languages Common, Abyssal, Infernal or when a melee attack hits the balor, each creature
Challenge 2 (450 XP) within 5 ft. takes 4 (1d8) fire damage.

Actions Actions
Charmed Claw. Melee Weapon Attack: +5 to hit, Multiattack. The balor makes two attacks: one with
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing its battleaxe and one with its whip.
damage. Target hit by this attack must succeed on Burning Battleaxe. Melee Weapon Attack: +6 to hit,
a DC 15 Wisdom saving throw or become charmed, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing + 4
causing it to spend its reaction to attack an ally if they (1d8) fire damage.
can. Target may attempt this save again at the end of Fire Whip. Melee Weapon Attack: +6 to hit, reach 15
its next turn. ft., one target. Hit: 7 (1d6 + 4) slashing and 4 (1d8)
Draining Kiss. The fiend targets a creature charmed fire damage. Targets successfully hit by this attack
by it or a willing creature. The target must make a must succeed on a DC 20 Strength saving throw or
DC 15 Constitution saving throw against this magic, be pulled up to 10 ft. toward the Balor.
taking 25 (3d10 + 5) psychic damage on a failed save,
or half as much damage on a successful one.

91
Heroes
We designed a list of formidable Heroes that your players Whether your players are looking for a tough fight or
may encounter on their adventures. These humanoid a memorable encounter, these characters are sure to
opponents have been carefully crafted to provide a range deliver. Each character is based on the famous classes
of challenges for your players, with each character falling of character in 5E, making them easy to understand and
into one of four categories: Scouts, Tanks, Area Spellcas- integrate into any game.
ters, and Supports. We took a lot of effort to make these characters to give
the feeling of each class and at the same time simplify to
Scouts: As the eyes and ears of the party, Scouts are able be easy to handle for the DM.
to move quickly and strike hard. Since they can be melee
or ranged fighters, Scouts are versatile in any situation.
They are highly mobile and deal high damage, making Forming a Team
them perfect for taking out key targets such as mages or
other high-priority monsters. The group of heroes in this game consists of four charac-
ters, one for each type. Through testing, we’ve created a
Tanks: The stalwart defenders known as Tanks stand table that shows the balance between the heroes and the
at the forefront of battle to protect others. With a combi- lair. While some heroes’ stories make them better suited
nation of high HP and Armor Class, they can withstand to certain groups, such as robbers or nature protectors,
even the strongest attacks and keep the enemy focused they can all be mixed together to form a team.
on them. Tanks can also dish out some decent damage,
making them a threat to be reckoned with. Note 1: To make encounters more challenging, one or
two heroes can be added to the invading team, but we
Supports: The backbone of any adventuring party, Sup- caution against adding more than two, as it can lengthen
ports provide healing, buffs, and assistance to their allies. the encounter.
While not adept at dealing damage, they can still hold
their own in combat. Supports also have medium resis- Note 2: These classic foes can be used as opponents any-
tance, making them less susceptible to debilitating effects. time a DM needs them. However, support heroes are not
effective when alone so should be combined with others
Area Spellcasters: The masters of destruction, able to to maximize their abilities.
decimate large groups of enemies at once, are the Area
Spellcasters. Their spells pack quite the punch but every- Every hero is available in two versions: a standard version
thing comes with a balance since they are also the least and an upgraded version. Both versions represent the
resistant characters with small Armor Class and HP. As same NPC character, but with different levels of power
such, Area spellcasters can also be vulnerable to interrup- and abilities.
tion, making them a priority target for the enemy.

92
Advanced (CR 3, 700 XP)
Scouts Armor Class 16 (Scale Mail)
Hit Points 48
Borty Fizzingum Speed 25 ft.
Small humanoid (Halfling), chaotic neutral (Warlock)

Borty Fizzingum hailed from a family of halfling brewers, STR DEX CON INT WIS CHA
displaying a natural talent for imbuing his creations 8 (-1) 16( +3) 12 (+1) 12 (+1) 9 (-1) 20 (+5)
with magical properties. He ventured into the world of
warlocks, delving into forbidden arts that gave him the
power to surprise foes by summoning weapons from the Saving Throws WIS +1, CHA +7
ether. Despite his chaotic and indifferent nature towards Skills Arcana +3, Investigation +3
societal laws and opinions, Borty utilized his prowess to Damage Resistances Poison
battle demons and other warlocks, while exploring new Senses Blindsight 120 ft., Passive Perception 9
mysteries of the arcane. Throughout his travels, which Languages Common
spanned treacherous mountain ranges and shadowy ur-
ban enclaves, Borty remained true to his own unique path Spellcasting. Borty is a 9th-level spellcaster. His
and destiny. To those who know him, he is recognized as spellcasting ability is Charisma (spell save DC 17, +9
a master of the dark arts and a fierce adversary. to hit with spell attacks).
He has the following spells prepared:
Cantrips (at will): disguise self, eldritch blast
2/day each: hex
1/day each: banishing smite
Relentless Hex. As a bonus action, Borty can magi-
Standard (CR 2, 450 XP) cally teleport up to 30 feet to an unoccupied space he
can see that is within 5 feet of the target cursed by his
Armor Class 13 (Leather Armor) hex spell.
Hit Points 33
Speed 25 ft. Actions
Multiattack. Borty can make two melee attacks.
Greataxe. Melee weapon attack: +9 to hit, reach 5ft.,
STR DEX CON INT WIS CHA one target. Hit: 12 (1d12 + 5) slashing damage.
8 (-1) 16 (+3) 12 (+1) 12 (+1) 9 (-1) 18 (+4)

Saving Throws WIS +1, CHA +6


Skills Arcana +3, Investigation +3
Damage Resistances Poison
Senses Blindsight 120 ft., Passive Perception 9
Languages Common

Spellcasting. Borty is a 5th-level spellcaster. His


spellcasting ability is Charisma (spell save DC 15, +7
to hit with spell attacks).
He has the following spells prepared:
Cantrips (at will): disguise self, eldritch blast
2/day each: hex

Actions
Multiattack. Borty can make two melee attacks.
Greataxe. Melee weapon attack: +7 to hit, reach 5ft.,
one target. Hit: 11 (1d12 + 4) slashing damage.

93
Antauril
Medium Humanoid (Half-elf), Neutral (Shadow Monk) Advanced (CR 3, 700 XP)

Antauril was born in a village that lived in the constant fear Armor Class 17 (Unarmored Defense)
of the darkness that surrounded them. From a young age, Hit Points 45
they showed a deep affinity for the shadows, disappearing Speed 40 ft.
and reappearing from sight without any effort. As they grew
older, Antauril began to train in the ways of the shadow STR DEX CON INT WIS CHA
monks, learning to harness the power of darkness. Despite 12 (+1) 20 (+5) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
incredible abilities, they remained shy and unassuming, using
their powers to protect anyone in need, especially the ones Saving Throws STR +4, DEX +8
too weak to protect themselves. Reputation soon spread, and Skills Acrobatics +8, Stealth +8
they were called upon by many to aid in the struggles against Senses Blindsight 60 ft., Passive Perception 12
darkness. Antauril remained the unseen protector, a shadowy Languages Common, Elvish
figure lurking on the edge of danger.
Shadow Arts. Antauril can cast spells from the fol-
Standard (CR 2, 450 XP) lowing prepared list:
At will : minor illusion
1/day each: darkness, darkvision, pass without
Armor Class 16 (Unarmored Defense)
trace, silence
Hit Points 33
Shadow Trapmaster (1/day). Honed by the shadows,
Speed 40 ft.
Anthauril’s keen eyes automatically detect the first
trap that he comes across, allowing him to identify
STR DEX CON INT WIS CHA both its mechanism and design. He may then use his
12 (+1) 18 (+4) 12 (+1) 10 (+0) 15 (+2) 10 (+0) action to disarm the trap without the need for any
additional tools.
Saving Throws STR +4, DEX +7
Skills Acrobatics +7, Stealth +7 Action
Senses Blindsight 60 ft., Passive Perception 12 Multiattack. Antauril can make two unarmed strike
Languages Common, Elvish attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit,
Shadow Arts. Antauril can cast spells from the fol- reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning
lowing prepared list: damage.
At will: minor illusion
1/day each: darkness, darkvision, pass without Bonus Action
trace, silence Unarmed Strike. Melee Weapon Attack: +8 to hit,
Shadow Trapmaster (1/day). Honed by the sha- reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning
dows, Anthauril’s keen eyes automatically detect damage.
the first trap that he comes across, allowing him to Shadow Step. When in dim light or darkness, Antau-
identify both its mechanism and design. He may then ril can teleport up to 60 feet to an unoccupied space
use his action to disarm the trap without the need for they can see that is also in dim light or darkness.
any additional tools.

Action
Multiattack. Antauril can make two unarmed strike
attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning
damage.

Bonus Action
Unarmed Strike. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning
damage.
Shadow Step. When in dim light or darkness, Antau-
ril can teleport up to 60 feet to an unoccupied space
they can see that is also in dim light or darkness.

94
Harry Bull
Medium humanoid (Human), Chaotic Neutral (Monster
Slayer)

Harry Bull was attacked by goblins as a child, leading


him to become a skilled hunter. He trained with a ranger,
developing a reputation for being fearless. Despite going
against the advice of his peers, Harry developed a special
hatred and began to actively hunt goblins. He is respected
for his strength but feared for his short temper. Harry
Bull continues to roam the land, seeking out and elimina-
ting any threats to the peace and security of the realm.

Standard (CR 2, 450 XP) Advanced (CR 3, 700 XP)


Armor Class 15 (Leather Armor) Armor Class 16 (Leather Armor)
Hit Points 33 Hit Points 60
Speed 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 10 (+0)

Saving Throws STR +4, DEX +7 Saving Throws STR +4, DEX +9
Skills Athletics +7, Stealth +7 Skills Athletics +8, Stealth +8
Senses Passive Perception 13 Senses Passive Perception 12
Languages Common Languages Common

Goblinoid Hunter. Whenever Harry deals damage to Free Movement. Moving through difficult terrain
a goblinoid they deal an extra 2 piercing damage. costs Harry no extra movement.
Tenacious Slayer. When you hit a creature with a Goblinoid Great Hunter. Whenever Harry deals
weapon attack, the creature takes an extra 1d6 da- damage to a goblinoïd he deals an extra 4 piercing
mage if it’s below its hit point maximum. damage.
Aberration Great Hunter. Whenever Harry deals
Actions damage to an aberration he deals an extra 4 piercing
Multiattack. Harry can make two attacks with damage.
shortbow or shortsword. Tenacious Slayer. When you hit a creature with a
Shortbow. Ranged Weapon Attack: +7 to hit, range weapon attack, the creature takes an extra 1d6 da-
80/320 ft., one target. Hit: 7 (1d6 + 4) piercing da- mage if it’s below its hit point maximum.
mage.
Shortsword. Melee weapon attack: +7 to hit, reach Actions
5ft., one target. Hit: 7 (1d6 + 4) slashing damage. Multiattack. Harry can make two attacks with a
shortbow or shortsword.
Bow. Ranged Weapon Attack: +11 to hit, range
80/320 ft., one target. Hit: 14 (2d6 + 7) bludgeoning
damage.
Shortsword. Melee weapon attack: +9 to hit, reach
5ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Barrage of arrows. Ranged Weapon Attack: range 80
ft., 10 ft. radius sphere. Harry unleashes a barrage
of arrows and each creature within the radius must
make a Dexterity saving throw taking 3d6 piercing
damage on failed save.

95
Aranrus Koyle
Medium humanoid (Tiefling), lawful neutral (Assassin) Advanced (CR 3, 700 XP)
Aranrus Koyle was born into a world of darkness and Armor Class 16 (Leather Armor)
deceit where the strong preyed upon the weak… The law Hit Points 60
was just a suggestion. As a rogue, he was destined for a Speed 30 ft.
life of crime, living in the shadow world of the thieves’
guild the Blackhands. Aranrus rapidly rose through the
STR DEX CON INT WIS CHA
ranks, becoming a ruthless and efficient killer, feared
by his enemies and his peers. Despite his reputation, 10 (+0) 20 (+5) 12 (+1) 12 (+1) 8 (-1) 12 (+1)
Aranrus had a strict code of conduct: he would only
target those he deemed deserving of punishment. As a Saving Throws DEX +9, INT +5
master of deception and disguise, Aranrus soon caught Skills Perception +7, Stealth +8
the attention of the leaders of the guild, landing contracts Senses Passive Perception 13
for various high-profile missions. Through it all, Aranrus Languages Common, Infernal
remained fiercely loyal to the Blackhands, becoming a
dark and mysterious figure, feared and respected in equal Evasion. If the Aranrus is subjected to an effect that
measure. allows him to make a Dexterity saving throw to take
only half damage, he instead takes no damage if the
roll succeeds and only half damage if it fails.
Assassinate. During their first turn, Aranrus has
advantage on attack rolls against any creature that
Standard (CR 2, 450 XP)
hasn’t taken a turn this combat. Any hit the Aranrus
scores against a surprised creature is a critical hit.
Armor Class 15 (Leather Armor)
Sneak Attack. Once per turn, Aranrus deals an extra
Hit Points 33 (5d10 +7)
13 (4d6) damage when it hits a target with a weapon
Speed 30 ft.
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the assassin
STR DEX CON INT WIS CHA that isn’t incapacitated and the assassin doesn’t have
10 (+0) 18 (+4) 12 (+1) 12 (+1) 8 (-1) 12 (+1) disadvantage on the attack roll.

Saving Throws DEX +7, INT +4 Actions


Skills Perception +7, Stealth +7 Multiattack. Aranrus
Damage resistances Cold, Fire, Poison makes two shortsword
Senses Passive Perception 11 attacks.
Languages Common, Infernal Shortsword. Melee Weapon
Attack: +9 to hit, reach 5 ft.,
Sneak Attack. Once per turn, Aranrus deals an one target. Hit: 8 (1d6 + 5)
extra 10 (3d6) damage when they hit a target with piercing damage.
a weapon attack and either have advantage on the
attack roll, or when the target is within 5 feet of an
ally of Aranrus that isn’t incapacitated and Aranrus
doesn’t have disadvantage on the attack roll.

Actions
Multiattack. Aranrus makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.

96
Lady Arthoria Hardback
Medium Humanoid (Human) , Lawful Good (Archer)

Arthoria Hardback was born into a farm but showed a


natural talent for archery from a young age. As she grew
older, her reputation as the finest archer in the village
grew, but Arthoria remained committed to using her skills
for the greater good. When a powerful sorcerer threate-
ned the Mulnian kingdom, Arthoria joined the king’s army
without a doubt, and she became a formidable warrior in
battle. Her courage and selflessness made her renowned
among the army troops, and her skill became known as
one of the kingdom’s greatest archers. In the end, Artho-
ria’s skill with the bow proved to be the key to victory, and
she is celebrated as a young prowess that is destined to
become a hero.

Standard (CR 2, 450 XP) Advanced (CR 3, 700 XP)

Armor Class 16 (Chainmail Armor) Armor Class 16 (Chainmail Armor)


Hit Points 38 (7d8 +7) Hit Points 49 (9d8 +9)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0) 12 (+1)

Saving Throws STR +5, CON +4 Saving Throws STR +6, CON +5
Skills Athletics +7, Intimidation +7 Skills Athletics +6, Intimidation +6
Senses Passive Perception 12 Senses Passive Perception 12
Languages Common Languages Common

Attack Surge (1/day). When Lady Arthoria attacks in Attack Surge (1/day). When Lady Arthoria attacks in
combat, she can make one additional action. combat, she can make one additional action.

Actions Actions
Multiattack. Arthoria makes two attacks, only one Multiattack. Arthoria makes two attacks, only one
can be a charming arrow. can be a charming arrow.
Longbow. Ranged Weapon Attack: +6 to hit, ranged Longbow. Ranged Weapon Attack: +8 to hit, ranged
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing da- 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing da-
mage. mage.
Charming Arrow. Ranged Weapon Attack: +6 to hit, Charming Arrow. Ranged Weapon Attack: +8 to hit,
ranged 150/600 ft., one target. Hit: 7 (1d8 + 3) pier- ranged 150/600 ft., one target. Hit: 7 (1d8 + 3) pier-
cing damage and 5 (2d4) psychic damage. The target cing damage and 5 (2d4) psychic damage. The target
must succeed on a 13 Wisdom saving throw, or it is must succeed on a 13 Wisdom saving throw, or it is
charmed by Arthoria until the start of her next turn. charmed by Arthoria until the start of her next turn.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 Shortsword. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 3) slashing damage. ft., one target. Hit: 8 (1d6 + 4) slashing damage.

97
Picket Fence
Small humanoid (halfling), chaotic neutral (Psychic
rogue)

Picket Fence was born into a luxury life full of privilege.


The youngest son of a rich merchant family, he always
felt like he didn’t quite fit in. He was drawn instead to the
dark arts and ancient artifacts. He sought out a powerful
lich rumored to possess a rare artifact that could grant
immense power to the wielder. After stealing the artifact
and awakening the wrath of the undead sorcerer, Picket
Fence fled and eventually joined a group of adventurers
hired to take down the lich. Using his rogue and psychic
abilities, he helped the adventurers end the realm of the
lich.

Advanced (CR 3, 700 XP)


Standard (CR 2, 450 XP)
Armor Class 16 (Leather Armor)
Armor Class 15 (Leather Armor) Hit Points 40
Hit Points 28 Speed 25 ft.
Speed 25 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 12 (+1) 12 (+1) 9 (-1) 16 (+3)
8 (-1) 16 (+3) 10 (+0) 12 (+1) 9 (-1) 16 (+3)
Saving Throws Dex +8, Int +5
Saving Throws DEX +6, INT +4 Skills Perception +3, Stealth +8
Skills Perception +2, Stealth +6 Senses Passive Perception 11
Senses Passive Perception 11 Languages Common
Languages Common
Evasion. If Picket is subjected to a Dexterity saving
Sneak Attack. Once per turn, Picket deals an ex- throw to take only half damage, they instead take no
tra 10 (3d6) damage when they hit a target with a damage on a success, and only half damage if it fails.
weapon attack and have advantage on the attack roll, Sneak Attack. Once per turn, Picket deals an ex-
or when the target is within 5 feet of Picket’s ally who tra 17 (5d6) damage when they hit a target with a
isn’t incapacitated and Picket doesn’t have disadvan- weapon attack and have advantage on the attack roll,
tage on the attack roll. or when the target is within 5 feet of Picket’s ally who
Trap Expert. If Picket is caught in a trap, he gains isn’t incapacitated and Picket doesn’t have disadvan-
advantage on any saving throws related to the trap, tage on the attack roll.
allowing him to escape or mitigate its effects with Trap Expert. If Picket is caught in a trap, he gains
greater ease. advantage on any saving throws related to the trap,
allowing him to escape or mitigate its effects with
greater ease.
Actions
Multiattack. Picket can make two attacks.
Actions
Psychic Dagger. Melee Weapon Attack: +6 to hit,
Multiattack. Picket can make two attacks.
reach 5 ft., one creature. Hit: 6 (1d6 + 3) psychic
Psychic Dagger. Melee Weapon Attack: +8 to hit,
damage.
reach 5 ft. or range 20/60 ft., one creature. Hit: 7
Psychic Dagger (thrown). Ranged Weapon Attack:
(1d6 + 4) psychic damage.
+6 to hit, range 20/60 ft., one creature. Hit: 6 (1d6 +
Psychic Dagger (thrown). Ranged Weapon Attack:
3) psychic damage.
+8 to hit, reach 5 ft. or range 20/60 ft., one creature.
Hit: 7 (1d6 + 4) psychic damage

98
Tanks Advanced (CR 3, 700 XP)

Kalian Stonegrinder Armor Class 17 (Splint Armor)


Medium humanoid (Golem), lawful good (Fighter) Hit Points 76 (9d8+32)
Speed 30 ft.
Kalian Stonegrinder is a sentient golem warrior created
by a powerful wizard to serve as the perfect fighter. After STR DEX CON INT WIS CHA
serving their master for centuries, Kalian began to ques- 16 (+3) 10 (+0) 1 8(+4) 12 (+1) 12 (+1) 8 (-1)
tion their existence and lack of free will. During a mission
to quell a rebellion, Kalian realized they were just being Saving Throws STR +9, CON +8
used to bring horror and despair to civilians to insure a Skills Intimidation +1, Perception +3
quick surrender. No longer able to serve a master that Senses Darkvision 60 ft., Passive Perception 13
cared only for conquest, they turned against their master Languages Common, Primordial
to gain their freedom. Now, Kalian has become a skilled
mercenary, always trying to bring justice to the world. Attack Surge. After Kalian attacks for the first time in
combat, they can make one additional action.
Stony Shell (3/day). When hit with an attack that
deals slashing, piercing or bludgeoning damage,
Kalian may spend his reaction to become resistant to
Standard (CR 2, 450 XP) that damage type until the end of his next turn.
Armor Class 16 (Scale Mail)
Actions
Hit Points 60 (7d8 + 28)
Multiattack. Kalian can make two melee attacks: one
Speed 30 ft.
trip and one greatsword attack.
Trip. Melee Weapon Attack: +5 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 10 (2d6 + 3) bludgeoning damage. When
16 (+3) 10 (+0) 18 (+4) 12 (+1) 12 (+1) 8 (-1) Kalian hits a Large or smaller creature with a trip
attack, it must make a DC 13 Strength saving throw
Saving Throws STR +5, CON +6 or fall prone.
Skills Intimidation +1, Perception +3 Greatsword. Melee Weapon Attack: +5 to hit, reach 5
Senses Darkvision 60 ft., Passive Perception 13 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Languages Common, Primordial

Attack Surge. After Kalian attacks for the first time in


combat, they can make one additional action.
Stony Shell (1/day). When hit with an attack that
deals slashing, piercing or bludgeoning damage,
Kalian may spend his reaction to become resistant to
that damage type until the end of his next turn.

Actions
Multiattack. Kalian can make two melee attacks: one
trip and one greatsword attack.
Trip. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) bludgeoning damage. When
Kalian hits a Large or smaller creature with a trip
attack, it must make a DC 13 Strength saving throw
or fall prone.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 8 (1d10 + 3) slashing damage.

99
Mannak
Medium humanoid (Dwarf), chaotic good (Barbarian)

As a child, Mannak’s clan, the Granite Warriors, were


destroyed by their rivals, leaving him as the sole survivor.
Fueled by his anger, Mannak dedicated his life to seeking
revenge. He trained tirelessly as a barbarian, perfecting
his skills in combat, and eventually led a successful attack
on the fortress, where he finally met the mastermind
behind the destruction of his ancestors: Gregor the Des-
tructor. Despite the warlord’s defeat, Mannak found him-
self feeling unfulfilled, with a deep emptiness that could
not be filled by his long-awaited revenge. Now he travels
the land, offering his expertise to those in need, searching
for a purpose that is worth dying for.

Standard (CR 2, 450 XP)

Armor Class 15 (Unarmored)


Hit Points 65
Speed 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 18 (+4) 8 (-1) 10 (+0) 8 (-1)
Advanced (CR 3, 700 XP)
Saving Throws STR +6, CON +7
Skills Nature +2, Perception +3 Armor Class 15 (Unarmored)
Damage Resistances Slashing, piercing, bludgeo- Hit Points 92
ning Speed 40 ft.
Senses Passive Perception 13
Languages Common, Dwarven
STR DEX CON INT WIS CHA
Careless Attacker. Mannak’s relentless attacks leave 18 (+4) 12 (+1) 18 (+4) 8 (-1) 10 (+0) 8 (-1)
him open to counterattack. The next attack made
against him is done with advantage. Saving Throws STR +8, CON +8
Skills Intimidation +2, Perception +4
Actions Damage Resistances Slashing, piercing, bludgeoning
Multiattack. Mannak makes two melee attacks. Senses Passive Perception 13
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 Languages Common, Dwarven
ft., one target. Hit: 9 (1d8 + 4) slashing damage.
Careless Attacker. Mannak’s relentless attacks leave
him open to counterattack. The next attack made
against him is done with advantage.
Focused. Mannak can’t be charmed or frightened.

Actions
Multiattack. Mannak makes two melee attacks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (1d8 + 6) slashing damage.

100
Gavin Advanced (CR 3, 700 XP)
Medium Humanoid (Dwarf), Lawful Good (Paladin)
Armor Class 17 (Half plate + Shield)
Gavin is a towering Dwarf with rippling muscles and a
Hit Points 80
mighty beard that flows down to his waist. He entered the
Speed 25 ft.
Brotherhood of Light and swore his life to serve his glim-
mering deity. He is always ready to wield his holy powers
to smite evil and defend the innocent. He is a master of STR DEX CON INT WIS CHA
the battlegrounds, wielding his shiny sword with deadly 17 (+3) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 18 (+4)
precision and shield to protect his comrades. Gavin is
highly revered by all who know him, and his unwavering Saving Throws WIS +1, CHA +6
devotion to his faith and his allies made him a true hero Skills Athletics +4, Persuasion +6
among the Brotherhood. Damage Resistances Poison
Senses Passive Perception 9
Languages Common, Dwarvish
Standard (CR 2, 450 XP)
Divine Smite (2/day). When Gavin deals damage to
an enemy, he deals an additional 3d8 radiant da-
Armor Class 17 (Half plate + Shield)
mage.
Hit Points 49
Inspiring Strike. Once per round, when Gavin deals
Speed 25 ft.
damage to an enemy, they can distribute temporary
hit points equal to the damage dealt to any creatures
STR DEX CON INT WIS CHA they can see within 30 ft, including themself. The
15 (+2) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 18 (+4) temporary hit points cannot exceed 10.

Saving Throws WIS +1, CHA +6 Actions


Skills Athletics +4, Persuasion +6 Multiattack. Gavin can make two melee attacks.
Damage Resistances Poison Longsword. Melee Weapon Attack: +6 to hit, reach 5
Senses Passive Perception 9 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Languages Common, Dwarvish

Divine Smite (2/day). When Gavin deals damage to


an enemy, he deals an additional 2d8 radiant da-
mage.
Inspiring Strike. Once per round, when Gavin deals
damage to an enemy, they can distribute temporary
hit points equal to the damage dealt to any creatures
they can see within 30 ft, including themself. The
temporary hit points cannot exceed 10.

Actions
Multiattack. Gavin can make two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage.

101
TBD
Medium Humanoid (Lizardfolk), Neutral Good (Paladin)

TBD was born into a tribe of fierce Lizardfolk warriors


who honored their ancestors. Despite this, TBD felt
drawn to the ways of the paladin and studied the tea-
chings of the divine.
While traveling through a forest with a group of paladins,
he encountered a strange portal and battled hideous aber-
rations that emerged from it. He was so ruthless towards
these evil creatures that he got his nickname TBD for Tac-
tical Biter Destructor.
He now travels the land, fighting against evil and fol-
lowing the most prestigious leaders of the kingdoms, he
stays committed to both his tribe and his higher calling as
a paladin.

Standard (CR 2, 450 XP) Advanced (CR 3, 700 XP)


Armor Class 17 (Splint Armor) Armor Class 18 (Plate Armor)
Hit Points 50 Hit Points 80
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 16 (+3) 8 (-1) 8 (-1) 18 (+4) 17 (+3) 8 (-1) 18 (+4) 8 (-1) 8 (-1) 18 (+4)

Saving Throws WIS +1, CHA +6 Saving Throws WIS +1, CHA +6
Skills Athletics +4, Persuasion +6 Skills Athletics +4, Persuasion +6
Damage Resistances Fire Damage Resistances Fire
Senses Blindsight 10 ft., Passive Perception 9 Senses Blindsight 10 ft., Passive Perception 9
Languages Common, Draconic Languages Common, Draconic

Divine Smite (2/day). When TBD deals damage to Divine Smite (2/day). When TBD deals damage to
an enemy, they can deal an additional 2d8 radiant an enemy, they can deal an additional 3d8 radiant
damage. damage.
Divine Taunt. One creature that TBD can see within Divine Taunt. One creature that TBD can see within
range must make a DC 13 Wisdom saving throw. range must make a DC 15 Wisdom saving throw.
On a failed save, it has disadvantage on attack rolls On a failed save, it has disadvantage on attack rolls
against creatures other than TBD for 1 minute. against creatures other than TBD for 1 minute.

Actions Actions
Multiattack. TBD makes two attacks. Multiattack. TBD makes two attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach Greatsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

102
Advanced (CR 3, 700 XP)
Cave Bear Form
Oakurk Armor Class 12
Large goblinoid (Orc), Neutral (Druid) Hit Points 88 (11d10 +33)
Speed 40 ft., climb 30 ft.
Oakurk, a forest-born orc, survived a wolf attack thanks to
the intervention of benevolent bears. He dedicated his life
to studying the paths of the woods and became a druid. STR DEX CON INT WIS CHA
His fascination with bears grew, leading to an unbrea- 20 (+5) 10 (+0) 16 (+3) 10 (+0) 18 (+4) 14 (+2)
kable bond that transcended the boundaries of species.
Oakurk’s connection with a wounded bear cub ultimately Saving Throws INT +4, WIS +8
earned him the blessing of a bear spirit, cementing his Skills Nature +5, Survival +6
reputation as the Bear Brother and making him an ad- Senses Passive Perception 14
mired figure among the woodland creatures. As he travels Languages Common, Orcish
the land, Oakurk is driven by a fierce determination to
safeguard nature against those who would exploit and Regeneration. Oakurk heals himself for 10 hit points
desecrate it. at the start of his turn. If he takes acid or fire damage,
this trait doesn’t function at the start of his next turn.
Oakurk dies only if it starts its turn with 0 hit points
and doesn’t regenerate.

Actions
Multiattack. Oakurk makes two attacks: one bite and
Standard (CR 2, 450 XP) one with his claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Armor Class 11 target. Hit: 9 (1d8 + 5) piercing damage.
Hit Points 68 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Speed 40 ft., climb 30 ft. one target. Hit: 12 (2d6 + 4) slashing damage. If
the target is a creature, it must succeed on a DC 14
STR DEX CON INT WIS CHA Strength saving throw or be knocked prone.
19 (+4) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 14 (+2)

Saving Throws INT +3, WIS +6


Skills Nature +4, Survival +5
Senses Passive Perception 14
Languages Common, Orcish

Regeneration. Oakurk heals himself for 8 hit points


at the start of his turn. If he takes acid or fire da-
mage, this trait doesn’t function at the start of his
next turn. Oakurk dies only if it starts its turn with 0
hit points and doesn’t regenerate.

Actions
Multiattack. Oakurk makes two attacks: one bite
and one with his claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.

103
Advanced (CR 3, 450 XP)
Blaze Fury Armor Class 17 (Scale Mail)
Medium fey (Fey), lawful good (Beast master) Hit Points 67 (9d10 +27)
Speed 30 ft., swim 30 ft.
Blaze Fury is a member of a Feywild Clan with an innate
connection to the animals of the forest. He became a STR DEX CON INT WIS CHA
famous tracker and monster hunter when he used his
abilities to protect the human settlements of lumberjacks 12 (+1) 16 (+3) 16 (+3) 8 (-1) 14 (+2) 12 (+1)
on the edge of the forest. However, his actions to help
innocent people often brought him into dispute with the Saving Throws STR +4, DEX +6
authorities, making him a wanted criminal. Blaze Fury Skills Athletics +4, Stealth +5
was then approached by various actors of the underworld, Damage Resistance Psychic
who saw in him a valuable asset for their illegal activities. Senses Passive Perception 13
He began to work with them, using his companion frog Languages Common, Fey
to scout out locations and to provide support during the
operations. Through his actions, Blaze Fury gained a Wildling Hunter. Whenever you damage a hostile
reputation as a swift agent ready for hire. humanoid you deal an extra 2 piercing damage.

Action
Multiattack. Blaze can make two attacks.
Shortbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage.
Standard (CR 2, 450 XP) Shortsword. Melee weapon attack: +6 to hit, reach
5ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Armor Class 17 (Scale Mail)
Hit Points 42 (5d10 +14)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 12 (+1)

Saving Throws STR +4, DEX +5


Skills Athletics +4, Stealth +5
Damage Resistance: Psychic
Senses Passive Perception 13
Languages Common, Fey

Wildling Hunter. Whenever you damage a hostile


humanoid you deal an extra 2 piercing damage.

Action
Multiattack. Blaze can make two attacks.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 5(1d6 + 2) bludgeoning
damage.
Shortsword. Melee weapon attack: +5 to hit, reach
5ft., one target. Hit: 5(1d6 + 2) slashing damage.

104
Standard (CR ½, 100 XP)

Armor Class 15 Mystery Frog


Hit Points 22 (4d10) Large beast, lawful good
Speed 30 ft., swim 30 ft.
Blaze Fury stumbled upon a frog in distress, pinned
STR DEX CON INT WIS CHA beneath a fallen branch. As Blaze freed it, the frog’s
eyes sparkled with an unusual intelligence. Realizing
12 (+1) 15 (+2) 11 (+0) 2 (-5) 10 (+0) 3 (-4)
this was an Awakened Frog from the Feywild, Blaze
named it «Mystery.» They quickly bonded, with Myste-
Skills Perception +2, Stealth +3
ry’s unique instincts aiding in Blaze’s hunts. Over time,
Senses Darkvision 30 ft., Passive Perception 12
Mystery revealed another surprise. It grew and grew and
grew, transforming into the giant frog we know today.
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s long jump is up to 20 feet
and its high jump is up to 10 feet, with or without a
running start.

Actions Advanced (CR 1, 200 XP)


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage, and the Armor Class 16
target is grappled (escape DC 12). Until this grapple Hit Points 32 (6d10+6)
ends, the target is restrained, and the frog can’t bite Speed 30 ft., swim 30 ft.
another target.
Swallow. The frog makes a bite attack to try to STR DEX CON INT WIS CHA
swallow it’s grappled target if it’s Small or smaller,
ending the grapple. If successful, the target is blinded, 12 (+1) 16 (+3) 12 (+1) 2 (-5) 10 (+0) 3 (-4)
restrained, gains full cover from attacks or effects
outside the frog, and takes 7 (3d4) acid damage at Skills Perception +3, Stealth +5
the start of each of the frog’s turn. The frog can only Senses Darkvision 30 ft., Passive Perception 12
swallow one target. If the frog dies, the creature exits
thecorpse prone and no longer blinded or restrained. Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s long jump is up to 20 feet
and its high jump is up to 10 feet, with or without a
running start.

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage, and the
target is grappled (escape DC 13). Until this grapple
ends, the target is restrained, and the frog can’t bite
another target.
Swallow. The frog makes one bite attack against a
Small or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends.
The swallowed target is blinded and restrained, it has
total cover against attacks and other effects outside
the frog, and it takes 10 (4d4) acid damage at the
start of each of the frog’s turns.
The frog can have only one target swallowed at a
time. If the frog dies, a swallowed creature is no lon-
ger restrained by it and can escape from the corpse
using 5 feet of movement, exiting prone.

105
Support
Gerty Belmore
Medium humanoid (Human), chaotic good (Potion Alche-
mist)

Gerty Belmore, an accomplished alchemist, is fascinated


by the magical properties of potions and became known
for her talent in potion-making. After her parents were
killed during an attack on her farm on the outskirts of
Muln, Gerty journeyed to use her skills to help others.
She used her potions to aid the injured and support her
allies, earning a reputation as a skilled healer and a fierce
protector. However, her chaotic nature led her to occa-
sionally use her potions for mischief, causing frustration
among those around her. Despite this, Gerty remained a
strong advocate for justice and equality throughout her
travels.

Advanced (CR 3, 700 XP)


Standard (CR 2, 450 XP) Armor Class 15 (Scale mail)
Hit Points 57
Armor Class 15 (Scale mail) Speed 30 ft.
Hit Points 33
Speed 30 ft.
STR DEX CON INT WIS CHA
12(+1) 12(+1) 12(+1) 20(+5) 8(-1) 12(+1)
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 18 (+4) 8 (-1) 12 (+1) Saving Throws CON +5, INT +9,
Skills Arcana +9, Sleight of Hand +3
Saving Throws CON +4, INT +7 Senses Passive Perception 10
Skills Arcana +7, Sleight of Hand +3 Languages Common
Senses Passive Perception 10
Languages Common Better Equipment. At the start of combat target one
creature that gets +2 to attack rolls and damage, +1
Better Equipment. At the start of combat target one to AC and gets resistance to one damage type among:
creature that gets +2 to attack rolls and damage and cold, fire, lightning, necrotic, poison, psychic.
+1 to AC. Healing Savant. +7 to any spell that heals HP.
Healing Savant. +5 to any spell that heals HP. Spellcasting. Gerty is a 5th-level spellcaster. Her
Spellcasting. Gerty is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18,
spellcasting ability is Intelligence (spell save DC 16, +10 to hit with spell attacks). She has the following
+8 to hit with spell attacks). She has the following spells prepared:
spells prepared: Cantrips (at will): fire bolt
Cantrips (at will): fire bolt 1st level (4 slots): healing word, faerie fire
1st level (4 slots): healing word, faerie fire 2nd level (3 slots): acid arrow, flaming sphere,
2nd level (2 slots): acid arrow, flaming sphere lesser restoration
3rd level (2 slots): mass healing word, haste
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach Actions
5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

106
Senara Valard Advanced (CR 3, 700 XP)
Medium celestial, lawful good (Sorcerer)
Armor Class 12 (no armor)
Hit Points 47
Senara Valard is a celestial with ethereal features and
Speed 30 ft.
piercing blue eyes that shine like stars. As a follower of
the Brotherhood of Light, she spends her life channeling
divine magic to heal the wounded and protect the weak, STR DEX CON INT WIS CHA
especially if they bend knees to the light. Even if she 8 (-1) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 18 (+4)
doesn’t like it, she takes part in operations to burn the he-
retics. A master of divine powers, Senara wields the ma- Saving Throws CON +5, INT +4, WIS +4, CHA +9
gic of the divine to unleash devastating spells against her Skills Arcana +4, Religion +4
adversaries. Despite her fearsome powers, Senara is kind Damage Resistances Necrotic, Radiant
and stubborn, always putting the needs of others and her Senses Darkvision 60 ft., Passive Perception 10
brothers before her own. She is respected by her peers Languages Common, Celestial
as someone you can rely on, and her selfless commitment
inspired others to join the brotherhood of light. Empowered Healing. When Senara rolls for a hea-
ling spell, if the result of a die is 1, she may reroll the
die but must use the new result.
Twinned Spell. When Senara casts a spell that heals
only one creature and doesn’t have a range of self,
Standard (CR 2, 450 XP) she may target a second creature in range with the
same spell.
Armor Class 12 (no armor)
Spellcasting. Senara is a 6th-level spellcaster. Her
Hit Points 33 ( 6d8 + 8)
spellcasting ability is Charisma (spell save DC 13, +7
Speed 30 ft.
to hit with spell attacks). She has the following spells
prepared:
STR DEX CON INT WIS CHA Cantrips (at will): light, sacred flame
8 (-1) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 18 (+4) 1st level (4 slots): cure wounds, guiding bolt
2nd level (3 slots): lesser restoration, hold person
Saving Throws CON +4, INT +3, WIS +3, CHA +7 3rd level (3 slots): dispel magic, haste
Skills Arcana +2, Religion +2
Damage Resistances Necrotic, Radiant Actions
Senses Darkvision 60 ft., Passive Perception 10 Fire Quarterstaff. Melee Weapon Attack: +3 to hit,
Languages Common, Celestial reach 5ft., one target. Hit: 3 (1d6 - 1) bludgeoning and
5 (1d10) fire damage.
Empowered Healing. When Senara rolls for a hea-
ling spell, if the result of a die is 1, she may reroll the
die but must use the new result.
Spellcasting. Senara is a 5th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 14, +6
to hit with spell attacks). She has the following spells
prepared:
Cantrips (at will): light, sacred flame
1st level (4 slots): cure wounds, guiding bolt
2nd level (3 slots): lesser restoration, hold person
3rd level (2 slots): dispel magic, haste

Action
Fire Quarterstaff. Melee Weapon Attack: +1 to hit,
reach 5ft., one target. Hit: 3 (1d6 - 1) bludgeoning and
5 (1d10) fire damage.

107
Singing Wind Advanced (CR 3, 700 XP)
Medium humanoid (catfolk), neutral
Armor Class 16 (Leather Armor)
Singing Wind was born into a family of catfolk bards, but Hit Points 53
from a young age, she felt destined for something more Speed 35 ft., climb 15 ft.
than a life of endless songs and stories. She dived into the
underworld of the city and quickly became an important in- STR DEX CON INT WIS CHA
formant, gathering intel for various criminal organizations.
Singing Wind yearned for adventure and participated in 8 (-1) 18 (+4) 12 (+1) 9 (-1) 12 (+1) 18 (+4)
several special quests as a fierce and capable support. She
fought humanoids and monsters, delved into ancient tombs, Saving Throws DEX +8, CHA +8
and traveled to far far lands in search of valuable treasures Skills Medicine +3, Performance +8
and forgotten lore. Through it all, Singing Wind remained Senses Darkvision 60 ft., Passive Perception 14
true to her bardic roots, using her music and wit to charm Languages Common
her way out of danger and inspire her allies in battle.
Lilting Countercharm. Singing Wind and any frien-
dly creatures within 30 feet of her have advantage on
saving throws against being frightened or charmed. A
Standard (CR 2, 450 XP) creature must be able to hear her to gain this benefit.
Spellcasting. Singing Wind is a 9th-level spellcaster.
Armor Class 15 (Leather Armor) Her spellcasting ability is Wisdom (spell save DC 16,
Hit Points 31 +8 to hit with spell attacks). She has the following
Speed 35 ft., climb 15 ft. spells prepared:
Cantrips (at will): mage hand
1st level (4 slots): healing word, hideous laughter
STR DEX CON INT WIS CHA
2nd level (4 slots): enlarge/reduce
8 (-1) 16 (+3) 12 (+1) 9 (-1) 12 (+1) 18 (+4) 3rd level (3 slots): hypnotic pattern, haste
4th level (2 slots): greater invisibility
Saving Throws DEX +6, CHA +7 5th level (1slot): greater restoration
Skills Medicine +2, Performance +7
Senses Darkvision 60 ft., Passive Perception 14 Actions
Languages Common Rapier. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing
Spellcasting. Singing Wind is a 5th-level spellcaster. Longbow. Ranged Weapon Attack: +8 to hit,
Her spellcasting ability is Wisdom (spell save DC 15, reach 80 ft., one target. Hit: 8 (1d8 + 4)
+7 to hit with spell attacks). She has the following slashing damage.
spells prepared:
Cantrips (at will): mage hand Bonus Action
1st level (4 slots): healing word, hideous laughter Cutting Words (3/day). When a
2nd level (3 slots): enlarge/reduce creature that Senara can see within
3rd level (2 slots): hypnotic pattern 60 feet makes an attack roll, an
ability check, or a damage roll, she
Action can use her reaction to expend one
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., of her uses of Bardic Inspiration
one target. Hit: 7 (1d8 + 3) slashing (d10), rolling a Bardic Inspiration
Longbow. Ranged Weapon Attack: +6 to hit, reach die and subtracting the number
80 ft., one target. Hit: 7 (1d8 + 3) slashing damage. rolled from the creature’s roll.
Senara can choose to use this
Bonus Action feature after the creature makes
Cutting Words (3/day). When a creature Singing its roll.
Wind can see within 60 feet of her makes an attack
roll, an ability check, or a damage roll, she can use
her reaction to expend one use of Bardic Inspiration
(d8), rolling a Bardic Inspiration die and subtracting
the number rolled from the creature’s roll. She can
choose to use this feature after the creature makes
its roll.

108
Elgis Satwyn
Medium Humanoid (High Elf), neutral (Bard) Advanced (CR 3, 700 XP)
Elgis Satwyn was born into a family of soldiers, but he Armor Class 16 (Leather Armor)
found his true passion in tales and poetry. He became Hit Points 53
a famous bard known for inspiring his crew. Despite Speed 30 ft.
his family’s expectations, he left home to travel the
world with his sword and music to bring joy and jus- STR DEX CON INT WIS CHA
tice to those he met. He loves entertaining people and
hopes to change the world with his unique skills. Elgis 8 (-1) 18 (+4) 12 (+1) 9 (-1) 12 (+1) 18 (+4)
has learned to embrace his dual nature as a bard and a
battlemaster, using his talents to protect the innocent Saving Throws DEX +8, CHA +8
and inspire the hopeless. Skills History +3, Performance +8
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elven

Standard (CR 2, 450 XP) Spellcasting. Elgis a 7th-level spellcaster. His spell-
casting ability is Wisdom (spell save DC 16, +7 to
Armor Class 16 (Leather Armor) hit with spell attacks). He has the following spells
Hit Points 31 prepared:
Speed 30 ft. Cantrips (at will): message
1st level (4 slots): healing word, hideous laughter
STR DEX CON INT WIS CHA 2nd level (3 slots): enlarge/reduce
3rd level (2 slots): hypnotic pattern
8 (-1) 18 (+4) 12 (+1) 9 (-1) 12 (+1) 16 (+3) 4th level (2 slots): dimension door
Saving Throws DEX +7, CHA +8
Actions
Skills History +2, Performance +6
Multiattack. Elgis can make two melee attacks: one
Senses Darkvision 60 ft., Passive Perception 14
flourish and one shortsword.
Languages Common, Elven
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage.
Spellcasting. Elgis a 5th-level spellcaster. His spell-
Sword Flourish. Melee Weapon Attack: +8 to hit,
casting ability is Wisdom (spell save DC 14, +6 to
reach 5 ft., one target. Hit: 9 (2d8 + 4) slashing da-
hit with spell attacks). He has the following spells
mage. The bard can push the target up to 5 feet away.
prepared:
Cantrips (at will): message
1st level (4 slots): healing word, hideous laughter
2nd level (3 slots): enlarge/reduce
3rd level (2 slots): hypnotic pattern

Actions
Multiattack. Elgis can make two melee attacks: one
flourish and one shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d6 + 4) slashing damage.
Sword Flourish. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (2d6 + 4) slashing da-
mage. The bard can push the target up to 5 feet away.

109
Elantys Shadowblade
Medium humanoid (Half-elf), neutral good (Monk) Advanced (CR 3, 700 XP)
Elantys took the best of his elven and human ancestries, a
Armor Class 17 (Unarmored Defense)
heritage that he is proud of. From childhood he displayed
Hit Points 57
a deep respect for nature and a thirst for knowledge. Un-
Speed 45 ft.
der the guidance of his mother, an herbalist, he learned
the art of healing with natural remedies. Tragically, his
village was ravaged by bandits and he was sold into slave- STR DEX CON INT WIS CHA
ry, but fate intervened. A benevolent monk purchased 12 (+1) 16 (+3) 12 (+1) 12 (+1) 18 (+4) 8 (-1)
his freedom and took him under his wing. In the monas-
tery, Elantys studied martial prowess and improved his Saving Throws STR +5, DEX +7
spiritual fortitude, emerging as an impressive warrior and Skills Acrobatics +7, Medicine +4
a wise healer. Now, he roams the land… Ever-ready to Senses Passive Perception 16
aid those in need, and his name has become synonymous Languages Common, Elvish
with kindness and compassion.
Greater Healing Touch. Once on their turn, Elantys
can target an ally within 5 ft. of him to restore 14 HP
Standard (CR 2, 450 XP) and remove one of the following conditions: Blinded,
Deafened, Paralyzed, Poisoned, or Stunned.
Armor Class 16 (Unarmored Defense)
Hit Points 33 Actions
Speed 40 ft. Multiattack. Elantys can make two unarmed strike
attacks.
STR DEX CON INT WIS CHA Unarmed Strike. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6+3) bludgeoning
12 (+1) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 8 (-1)
damage.
Stunning strike (3/day). Melee Weapon Attack: +7 to
Saving Throws STR +4, DEX +6
hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning
Skills Acrobatics +6, Medicine +3
damage. The target must succeed on a DC13 Consti-
Senses Passive Perception 14
tution saving throw or be stunned until the end of your
Languages Common, Elvish
next turn.
Healing Touch. Once on their turn, Elantys can res-
tore 10 HP to an ally within 5 ft. of him.

Actions
Multiattack. He makes two unarmed attacks.
Unarmed Strike. Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 7
(1d6+4) bludgeoning damage.
Stunning strike (3/day). Melee
Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 6 (1d6+3)
bludgeoning damage. The tar-
get must succeed on a DC13
Constitution saving throw or
be stunned until the end of
your next turn.

110
Nalani Sunshimmer
Medium humanoid (Tiefling), chaotic good (Cleric) Advanced (CR 3, 700 XP)

Nalani Sunshimmer was born into a wealthy and influential Armor Class 16 (Chain Mail)
Tiefling family. Manipulative and deceitful, her family raised Hit Points 45 (10d8)
her with the intent to use her devilish features for political Speed 30 ft.
gain. Their machinations reached a tumultuous peak when
she was used as a pawn in a political power struggle that re- STR DEX CON INT WIS CHA
sulted in the deaths of many innocent people… Devastated, she
16 (+3) 16 (+3) 10 (+0) 12 (+1) 16 (+3) 12 (+1)
fled her family’s control and found solace in devotion to the
god of life. As a path for redemption, she has doned the cowl of
Saving Throws Wis +6, Cha +4
a cleric, travelling the world to use her abilities to right wrongs
Skills Medicine +4, Religion +4
and aid those in need… All while carrying the haunting burden
Damage Resistances Fire
of her past actions.
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Infernal
Standard (CR 2, 450 XP)
Life Adept. Whenever Nalani casts a spell of 1st level
Armor Class 15 (Chain Mail) or higher to restore hit points to a creature, her healing
Hit Points 31 (7d8) spells are more effective, causing the creature to regain
Speed 30 ft. an additional 7 HP.
Spellcasting. Senara is a 7th-level spellcaster. Her
STR DEX CON INT WIS CHA spellcasting ability is Wisdom (spell save DC 14, +6
16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 12 (+1) to hit with spell attacks). She has the following spells
prepared:
Saving Throws Wis +4, Cha +3 Cantrips (at will): light, sacred flame
Skills Medicine +3, Religion +3 1st level (4 slots): bless, cure wounds
Damage Resistances Fire 2nd level (3 slots): lesser restoration, hold person
Senses Darkvision 60 ft., Passive Perception 13 3rd level (2 slots): spirit uardians
Languages Common, Infernal 4th level (1 slot): freedom of movement

Life Adept. Whenever Nalani casts a spell to restore hit Actions


points to a creature, it regains an additional 5 HP. Mace. Melee weapon attack: +7 to hit, reach 5ft., one
Spellcasting. Senara is a 5th-level spellcaster. Her spell- target. Hit: 7 (1d8 + 3)
casting ability is Wisdom (spell save DC 13, +5 to hit with Turn Undead (2/day). As an action, Nalani presents
spell attacks). She has the following spells prepared: her holy symbol and speaks a prayer censuring the
Cantrips (at will): light, sacred flame undead. Each undead that can see or hear her within 30
1st level (4 slots): bless, cure wounds feet must make a DC 15 Wisdom saving throw. If the
2nd level (3 slots): lesser restoration, hold person creature fails its saving throw, it is turned for 1 minute
3rd level (2 slots): spirit guardians or until it takes any damage.
A turned creature must spend its turns trying to move
Actions as far away from Nalani as it can, and it can’t willingly
Mace. Melee weapon attack: +5 to hit, reach 5ft., one move to a space within 30 feet of her. It also can’t take
target. Hit: 7 (1d8 + 3) reactions. For its action, it can use only the Dash action
Turn Undead (1/day). As an action, Nalani presents her or try to escape from an effect that prevents it from
holy symbol and speaks a prayer censuring the undead.
moving. If there’s nowhere to move, the creature can
Each undead that can see or hear her within 30 feet must
use the Dodge action. A creature controlled by a player
make a DC 13 Wisdom saving throw. If the creature fails
cannot be turned.
its saving throw, it is turned for 1 minute or until it takes
Preserve Life (2/day). Evoking healing energy, Nala-
any damage.
A turned creature must spend its turns trying to move as ni can restore a number of hit points equal to 25 HP,
far away from Nalani as it can, and it can’t willingly move dividing those hit points among any creatures within 30
to a space within 30 feet of her. It also can’t take reactions. ft. of her.
For its action, it can use only the Dash action or try to es-
cape from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.
Preserve Life (1/day). Evoking healing energy, Nalani can
restore a number of hit points equal to 25 HP, dividing
those hit points among any creatures within 30 ft. of her.

111
Biblius Tome Advanced (CR 3, 700 XP)
Medium humanoid (Psionic), lawful good (Cleric of fire)
Armor Class 13 (Leather Armor)
Biblius Tome is a devoted follower of the Sons of Hit Points 49 (9d8 + 9)
Knowledge, and his faith burns with a fierce intensity that Speed 30 ft.
few could match. As the Chief Librarian of the temple,
he oversees his role as not just to collect knowledge, but STR DEX CON INT WIS CHA
share it to the world. He dedicates a significant portion of
his time to travel, encounter scholars and gather strange 12 (+1) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 12 (+1)
items to study them later in his library. He also fervently
hunts those who hide the truth, channeling divine flames Saving Throws WIS +6, CHA +4
to defeat this evil wherever it may lurk. Whether in battle Skills Arcana +3, Religion +3
or in the pursuit of knowledge, Biblius is a fierce character Damage Resistances Psychic
to be reckoned with, and his unwavering faith makes him Senses Darkvision 60 ft., Passive Perception 13
a true hero among his people. Languages Common

Shroud of Flame. When a creature within 5 feet of


Standard (CR 2, 450 XP) Biblius hits him with a melee attack. The attacking
creature takes 1d8 fire damage.
Armor Class 13 (Leather Armor) Spellcasting. Biblius is a 7th-level spellcaster. His
Hit Points 27 (5d8+5) spellcasting ability is Wisdom (spell save DC 16, +8
Speed 30 ft. to hit with spell attacks). He has the following spells
prepared:
STR DEX CON INT WIS CHA Cantrips (at will): light, sacred flame
1st level (4 slots): burning hands, faerie fire,
12 (+1) 14 (+2) 12 (+1) 10 (+0) 18 (+4) 12 (+1) cure wounds
2nd level (3 slots): moonbeam
Saving Throws WIS +6, CHA +4 3rd level (2 slots): spirit guardians
Skills Arcana +3, Religion +3
4th level (1 slot): guardian of faith
Damage Resistances Psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common Actions
Mace. Melee Weapon Attack: +7 to hit, reach 5ft., one
Shroud of Flame. When a creature within 5 feet of target. Hit: 6 (1d8 + 2) plus 4 (1d8) fire damage.
Biblius hits him with a melee attack. The attacking Turn Undead (2/day). As an action,
creature takes 1d8 fire damage. each undead within 30 feet of
Spellcasting. Biblius is a 5th-level spellcaster. His Biblius that can see or hear him
spellcasting ability is Wisdom (spell save DC 15, +7 must make a DC 16 Wisdom
to hit with spell attacks). He has the following spells saving throw or become turned
prepared: for 1 minute or until it takes
Cantrips (at will): light, sacred flame any damage.
1st level (4 slots): burning hands, faerie fire, A turned creature must spend
cure wounds its turns trying to move as far
2nd level (3 slots): moonbeam
away from Biblius as it can,
3rd level (2 slots): spirit guardians
and it can’t willingly move to a
Actions space within 30 feet of him. It
Mace. Melee Weapon Attack: +6 to hit, reach 5ft., one also can’t take reactions. For
target. Hit: 6 (1d8 + 2) + 3 (1d6) fire damage. its action, it can use only the
Turn Undead (1/day). As an action, each undead Dash action or try to escape
within 30 feet of Biblius that can see or hear him from an effect that prevents it
must make a DC 15 Wisdom saving throw or beco- from moving. If there’s nowhere
me turned for 1 minute or until it takes any damage. to move, the creature can use
A turned creature must spend its turns trying to the Dodge action. A creature
move as far away from Biblius as it can, and it can’t controlled by a player cannot be
willingly move to a space within 30 feet of him. It turned.
also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action. A crea-
ture controlled by a player cannot be turned.

112
Elenis Shadowblade
Medium humanoid (Elf), Chaotic (Warlock)

Elenis Shadowblade was born into a family of powerful


elven mages. However, her fascination with dark magic
led her down a perilous path, making a pact with a power-
ful entity from the Shadowfell to gain eldritch powers.
Her family disowned her, and she was forced to wander
the land as a scoundrel… She had to survive, relying on
her newfound powers. As she grew to understand the cost
of her actions, she sought, in vain, a way to end her pact.
Her patron’s henchmen are tracking her from time to
time, and she is forced to flee continuously. Elenis hopes
to find a way to escape her twisted fate.

Standard (CR 2, 450 XP)


Advanced (CR 3, 700 XP)
Armor Class 12 (Leather Armor)
Armor Class 12 (Leather Armor)
Hit Points 33 (6d8 +8)
Hit Points 44 (8d8 +8)
Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 14 (+2) 9 (-1) 18 (+4)
8 (-1) 12 (+1) 12 (+1) 14 (+2) 9 (-1) 20 (+5)
Saving Throws WIS +2, CHA +7
Saving Throws WIS +2, CHA +7
Skills Arcana +3, Investigation+3
Skills Arcana +3, Investigation+3
Senses Darkvision 60 ft., Passive Perception 9
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
Languages Common
Actions
Actions
Multiattack. Elenis can make two Forcebolt attacks
Multiattack. Elenis can make three Forcebolt attacks
or one Forcebolt and one Psychic Explosion.
or two Forcebolt and one Psychic Explosion.
Forcebolt. Ranged Spell Attack: +7 to hit, reach
Forcebolt. Ranged Spell Attack: +9 to hit, reach
120ft., one target. Hit: 8 (1d10 + 4) force damage.
120ft., one target. Hit: 9 (1d10 + 5) force damage.
The target can be pushed up to 10 feet away from you
The target can be pushed up to 10 feet away from you
in a straight line.
in a straight line.
Psychic Explosion. Each creature in a 5-foot-radius
Psychic Explosion. Each creature in a 5-foot-radius
sphere centered on that point must make a DC 15
sphere centered on that point must make a DC 16
Intelligence saving throw. Each creature receives 2d8
Intelligence saving throw. Each creature receives
psychic damage on failed save.
2d10 psychic damage on failed save.
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
one target. Hit: 3 (1d4 + 1) piercing damage.

113
Erkas Silvercrown
Medium humanoid (High Elf), Lawful good (Wizard)

Erkas Silvercrown was born to a powerful family of elven


wizards in the heart of the Great Forest, where the magic
of the Feywild flowed freely. A magic prodigy from a
young age, their magical talents meshed perfectly with
their great thirst for adventure. Stumbling upon a nearby
village under the control of a powerful evil warlock, Erkas
knew they must help, but soon realized they couldn’t de-
feat the powerful caster in a direct confrontation. Instead,
Erkas posed as a wandering merchant devoid of magic
to enter the village. A simple merchant would be below
the notice of the warlock, thus allowing Erkas to launch a
successful surprise attack, defeat the warlock and beco-
me a hero to the villagers. Though other dark forces may
rise, Erkas is confident they can overcome any challenge.
Advanced (CR 3, 700 XP)
Armor Class 15 (Mage Armor)
Standard (CR 2, 450 XP)
Hit Points 38
Speed 30 ft.
Armor Class 15 (Mage Armor)
Hit Points 22
Speed 30 ft. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 20 (+5) 12 (+1) 10 (+0)
STR DEX CON INT WIS CHA
Saving Throws INT +9, WIS +5
10 (+0) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 10 (+0)
Skills Arcana +9, Insight +9
Senses Passive Perception 12
Saving Throws INT +7, WIS +4
Languages Common, Elven
Skills Arcana +7, Insight +3
Senses Passive Perception 12
Careful Casting. When Erkas casts an evocation
Languages Common, Elven
spell they may choose any number of creatures. The
chosen creatures automatically succeed on their
Careful Casting. When Erkas casts an evocation
saving throws against the spell, and they take no
spell they may choose any number of creatures. The
damage if they would normally take half damage on a
chosen creatures automatically succeed on their
successful save.
saving throws against the spell, and they take no
Spellcasting. Erkas is a 7th-level spellcaster. Their
damage if they would normally take half damage on a
spellcasting ability is Intelligence (spell save DC 17,
successful save.
+9 to hit with spell attacks). They have the following
spells prepared:
Spellcasting. Erkas is a 3rd-level spellcaster. Their
Cantrips (at will): firebolt, chill touch
spellcasting ability is Intelligence (spell save DC 15,
1st level (4 slots): chromatic orb, shield
+7 to hit with spell attacks). They have the following
2nd level (3 slots): web
spells prepared:
3rd level (2 slots): lightning bolt, fireball
Cantrips (at will): firebolt, chill touch
4th level (1 slot): greater invisibility
1st level (4 slots): thunderwave, shield
2nd level (3 slots): web
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions
one target. Hit: 4 (1d4 + 2) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

114
Advanced (CR 3, 700 XP)
Iravis
Medium Humanoid (High Elf), Chaotic good (Wizard Armor Class 18 (Leather Armor)
Bladedancer) Hit Points 47
Speed 40 ft.
Iravis was born into a wealthy family of elves, but quickly
grew restless of their indulgent lifestyle. His natural talent STR DEX CON INT WIS CHA
for both magic and swordplay led him to become a re- 8 (-1) 1 (+3) 12 (+1) 18 (+4) 8 (-1) 10 (+0)
nowned figure throughout the land under a stagename of
sorts: Iravis the Swift. His rebellious nature often placed Saving Throws INT +9, CON +5, WIS +5
him in opposition with authorities, as he had a habit of Skills Acrobatics +9, Arcana +9
acting before thinking, frequently leading him to trouble. Senses Passive Perception 14
Although Iravis became a legendary figure to the common Languages Common, Elven
people, it was not enough to shield him from the suspi-
cion and mistrust from those in power. He lived a life Spellcasting. Iravis is a 5th-level spellcaster. Her
filled with constant danger and excitement, never compro- spellcasting ability is Intelligence (spell save DC 16,
mising his beliefs or backing down. Iravis’ determination +8 to hit with spell attacks). He has the following
and expertise would ultimately earn him a place in history spells prepared:
as one of the greatest adventurers of this era. Cantrips (at will): poison spray, acid splash
1st level (4 slots): magic missile, shield
2nd level (3 slots): misty step, flaming sphere
3rd level (2 slots): vampiric touch
Standard (CR 2, 450 XP)

Armor Class 17 (Natural armor)


Actions
Multiattack. Iravis makes two attacks, one of each.
Hit Points 27 (5d8+5)
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Speed 40 ft.
one target. Hit: 8 (1d8 + 4) slashing damage.
Lightning Blade. Melee Weapon Attack: +8 to hit,
STR DEX CON INT WIS CHA reach 5 ft., one target. Hit: 7 (2d6) Lightning damage.
8 (-1) 16 (+3) 12 (+1) 18 (+4) 8 (-1) 10 (+0) If the target willingly moves 5 feet or more, the target
takes 3d6 Lightning damage on their next round.
Saving Throws INT +8, CON +5, WIS +5
Skills Acrobatics +7, Arcana +8
Senses Passive Perception 12
Languages Common, Elven

Spellcasting. Iravis is a 4th-level spellcaster. Their


spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). They have the following
spells prepared:
Cantrips (at will): poison spray, acid splash
1st level (4 slots): magic missile, shield
2nd level (2 slots): misty step, flaming sphere

Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing damage.

115
Arthus Draco Advanced (CR 3, 700 XP)
Medium Humanoid (Human), Neutral ( Sorcerer)
Armor Class 15 (Natural Armor)
Arthus Draco was born into a family of wealthy sorcerers Hit Points 37 (5d8 + 15)
of dragon lineage, showing prodigious magical poten- Speed 30 ft.
tial from a young age. Unfortunately, Arthus struggled
with managing his raw power. Considered a hazard, he STR DEX CON INT WIS CHA
isolated himself for 1 year and gained a strong willpower
8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 16 (+3)
through meditation to control his magic powers. Upon
his return, he discovered his family had been ruthlessly
Saving Throws CON +6, CHA +6
killed, fueling his thirst for revenge against the power-
Skills Arcana +3, Intimidation +6
hungry sorcerers who perpetrated the massacre. With
Resistance Lightning, thunder
his combined mastery of willpower and sorcery, Arthus is
Senses Passive Perception 14
resolutely holding onto his moral convictions and never
Languages Common, Draconic, Abyssal
letting his lust for vengeance turn him towards male-
volence.
Fast Caster. Arthus can cast a firebolt as a bonus
action every turn.
Spellcasting. Arthus is a 5th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 15,
+7 to hit with spell attacks). Arthus has the following
Standard (CR 2, 450 XP) spells prepared:
Cantrips (at will): Firebolt
Armor Class 15 (Natural Armor) 1st level (4 slots): Magic Missile, Shield
Hit Points 26 (4d8 +8) 2nd level (3 slots): Shatter, Grease, Misty Step
Speed 30 ft. 3rd level (2 slots): Sleet Storm

Actions
STR DEX CON INT WIS CHA
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3) one target. Hit: 4 (1d4 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +5 to
Saving Throws CON +4, CHA +6 hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
Skills Arcana +4, Intimidation +6 damage.
Senses Passive Perception 14 Storm Breath (1/day). Draco exhales a blast of elec-
Languages Common, Draconic, Abyssal tricity in a 20-foot cone. Each creature in that area
must make a DC 15 Dexterity saving throw, taking
Fast Caster. Arthus can cast a firebolt as a bonus 18 (4d8) thunder damage on a failed save, or half as
action every turn. much damage on a successful one.
Spellcasting. Arthus is a 4th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). He has the following
spells prepared:
Cantrips (at will): Firebolt
1st level (4 slots): Magic Missile, Shield
2nd level (2 slots): Shatter, Misty Step

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing da-
mage.

116
Thareth Vyrarish
Medium humanoid (Dragonfolk), Chaotic (Druid)

Thareth Vyrarish was born into a clan of Dragonfolk in


a dense forest, where they learned how to communi-
cate with animals, how to tend to the forest, and how to
harness the power of nature to heal the sick and woun-
ded. Thareth’s family and clan members were committed
to protecting the forest and all its creatures. However,
when Thareth was only a teenager, their clan was ambu-
shed and attacked by a group of human poachers. The
attack left Thareth’s family and clan members dead or
dying, and Thareth alone, filled with grief and hatred for
humans. Thareth wandered the forest for years, surviving
off the land and honing their druidic abilities. Eventually,
Thareth realized that their anger was only causing more
destruction and decided to focus their energy on protec- Advanced (CR 3, 700 XP)
ting and healing the forest instead.
Armor Class 12 (Hide Armor)
Hit Points 45 (7d8+14)
Standard (CR 2, 450 XP) Speed 30 ft.
Armor Class 12 (Hide Armor)
Hit Points 38 STR DEX CON INT WIS CHA
Speed 30 ft. 12 (+1) 10 (+0) 14 (+2) 14 (+2) 20 (+5) 12 (+1)

STR DEX CON INT WIS CHA Saving Throws Wis +7, Int +5
Skills Medicine +3, Nature +3
12 (+1) 10 (+0) 14 (+2) 14 (+2) 18 (+4) 12 (+1)
Damage Resistances Psychic, Cold
Senses Darkvision 60 ft., Passive Perception 13
Saving Throws WIS +7, INT +5
Languages Common
Skills Medicine +3, Nature +3
Damage Resistances Psychic, Cold
Emergency Shapechange (1/day). Thareth trans-
Senses Darkvision 60 ft., Passive Perception 13
forms into a wolf when he reaches 0 HP.
Languages Common
Cold Spell. Thareth’s spells carry a chill, changing
their damage type to cold.
Emergency Shapechange (1/day). When reduced to
Spellcasting. Thareth is a 7th-level spellcaster. Their
0 HP for the first time today, Thareth transforms into
spellcasting ability is Wisdom (spell save DC 17, +9 to
a wolf with 1 HP.
hit with spell attacks). They have the following spells
Cold Spell. Thareth’s spells carry a chill, changing
prepared:
their damage type to cold.
Cantrips (at will): Shillelagh
Spellcasting. Thareth is a 5th-level spellcaster. Their
1st level (4 slots): Faerie Fire, Entangle, Healing
spellcasting ability is Wisdom (spell save DC 15, +7
Word
to hit with spell attacks). They have the following
2nd level (4 slots): Flaming Sphere, Heat Metal
spells prepared:
3rd level (2 slots): Plant Growth
Cantrips (at will): Shillelagh
4th level (1 slot): Freedom of Movement
1st level (4 slots): Faerie Fire, Entangle, Burning
Hands
2nd level (3 slots): Flaming Sphere
Actions
Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one
3rd level (2 slots): Plant Growth
target. Hit: 9 (1d8 + 5 ) plus 3 (1d6) poison
Cold Breath (1/day). Thareth exhales a blast of free-
Actions
zing wind in a 20-foot cone. Each creature in that area
Claws. Melee Weapon Attack: +7 to hit, reach 5ft.,
must make a DC 15 Dexterity saving throw, taking
one target. Hit: 8 (1d8 + 4 ) plus 3 (1d6) poison.
22 (4d8 + 4) cold damage on a failed save, or half as
Cold Breath (1/day). Thareth exhales a blast of
much damage on a successful one.
freezing wind in a 20-foot cone. Each creature in that
area must make a DC 15 Dexterity saving throw, ta-
king 18 (3d8+4) cold damage on a failed save, or half
as much damage on a successful one.

117
Blessings
Blessings enhance the power and uniqueness of the and become the new target of the damage. If the hero
attackers besieging your players by providing them with has resistance to the damage type being received, it is
additional abilities and powers. These blessings may also adjusted as usual.
be applied to other NPCs or monsters within your game
to add depth and variety to encounters, increase encoun- Strong Leader. This hero comes with 2 bandits (SRD
ter challenge and of course, make for more dangerous page 162) that move on the same initiative order as the
combats. hero.

The below list is sorted by heroic category: Scout, Tank, Support


Support and Area Spellcasters. However don’t let the
categories limit you, a Blessing can be applied to any Arcane Shield (2/day). When an attacker the hero can
attacking hero, NPC or monster up to a maximum of 2 see within 30 ft. successfully hits an ally with an attack,
blessings. they can use their reaction to halve the attack’s damage.

Tip:During the story, you will find that we’ve added Windmaker. Whenever this hero casts a spell targeting
blessings like heroic titles “the Zealous” or “the Battle an ally, it can choose to harness the raw magical energies
Focused”. The first example appears in chapter 4 of the and manifest a potent gale to push any number of me-
story for Picket Fence as “Picket Fence the Discreet”. dium or small creatures adjacent to the targeted ally 5 ft.
away from them.
Scout The direction of the push is at the caster’s discretion.
Each creature, whether friend or foe, can be subjected to
Well Equipped. For the next day, the hero has a +2 bo- this effect. If there is no unoccupied space for a creature
nus to the attack rolls and damage rolls. to be shoved to (such as a wall, ledge, or other obstruc-
tion) the creature stops moving, but takes no damage
Zealous. On their turn, when the hero scores a critical hit from the blocked movement.
with a melee weapon or reduces a creature to 0 hit points,
they can make one melee weapon attack as a bonus Inspiring. Whenever the hero casts a spell that targets an
action. allied creature, that creature is inspired until the end of
their next turn. Whenever the inspired creature makes an
Martial Artist. Once on their turn, this hero can exchange attack roll or a saving throw before the spell ends, the tar-
his position with a creature it just hit with a melee attack, get can roll a d4 and add the number rolled to the Attack
without provoking any attacks of opportunity, and deals roll or saving throw.
an extra 5 damage to that target.
Battle Focused. Whenever the hero casts a spell that
Discreet (2/day). This hero starts any combat invisible, targets an ally, that ally deals an extra 5 damage the next
becoming visible if they attack or cast a spell. The hero time they hit a creature with any attack.
may also spend its bonus action to become invisible if no
enemy is within 10 feet of them. Area Spellcaster
Tank Mage Slayer. Whenever the hero hits a creature that
has magic slots, it can inflict an additional 1d8 lightning
Hale and Hearty. This hero has a strong body, adding 10 damage.
HP to their maximum HP.
Flickering Flame. Whenever this character receives
Grappler’s Grip (2/day). Whenever this creature success- damage, it may spend its reaction to deal 2d6 fire damage
fully hits with a melee attack it can automatically grapple to one creature within 5 ft. of them as they teleport to a
(escape DC 14) the target. The grappler has advantage point 15 ft. away.
against any grappled creature. The grappler can grapple
only one creature at a time. Runic Plated. A magical force protects this character and
makes them resistant to attacks, adding + 2 to their AC.
Bodyguard. Whenever an ally within 5 ft. of the hero
receives damage from an attack, spell or effect they can Counter Magician (2/day). The character may spend
spend their reaction to exchange positions with that ally their reaction to allow a creature within 30 ft. to reroll a
failed saving roll against a spell.

118
Twisted Fate: Chronicles of the Endarkened
This campaign blends dark humor with high-stakes in- ned Brotherhood in Skipton. Tasked to investigate this
trigue and is designed for characters of level 3 to 10. The chapter they will need to locate the branch’s leader and
trials and tribulations found within allow for character convince him to return to speak with the High Warlock.
growth and development through navigating complex so- All while staying under the radar of the pious members of
cial and moral dilemmas, while also letting them revel in the Brotherhood of Light and the mysterious Rouge.
the absurdity of serving an evil cult and all of the comedic
mishaps that can come with it.
Chapter 3: Knowledge is our Enemy
So it’s time to dust off your dark robes and invite your
players to become new initiates of the Endarkened Bro- Not wanting to let the Brotherhood of Light grow their
therhood! influence, the party is given a new mission: infiltrate the
Library of Hatbury belonging to the Sons of Knowledge
and steal away a mysterious artifact. They are free to find
Chapter 1: The Wedding Gift their own methods to enter the library and navigate its
vaults, but must also navigate some serious hiccups in the
The players are members of a secretive evil cult known plan when they discover that the artifact is an unmovable
only as the Endarkened Brotherhood. As an act of re- silver statue!
venge against King Boric of Muln, they have been tasked
to sabotage a royal wedding between Princess Charity
and the Prince Frawd of Clangdia. How? Gain entry into Chapter 4: Take Control of a District
the castle, find and ruin the wedding dress and then make
their escape. This should be an easy job, but this is the In order to increase the range of the cults’ influence (and
Brotherhood we’re talking about... grow their coffers!) the High Warlock orders the party to
seize control of one district in Muln: the Docks, the Stalls,
or the Gutters. Each district presents unique challenges
Chapter 2: What happens in Shipton… and rewards. However after gaining control, a rebellion
erupts within their ranks, and the party must subdue
After their lair is discovered, the party must relocate the various groups of allies-turned-rebels.
entire chapter to the nearby town of Hatbury. Finding a
suitable new place of operations is all well and good, but
not with rumours of a too-quiet chapter of the Endarke-

119
Muln and Clandgia and as they ambush the caravan, the
Chapter 5: The Bones or the Oak actions of the three suspects during the attack will offer
crucial clues to identify the traitor within their midst.
To gather allies for the battle against the Brotherhood
of Light, the party must travel to the Cursed Forest and
choose which faction to align with: the Restless or Na- Chapter 7: Control of the Kingdom
ture’s Wrath. Along the way they’ll face obstacles, inclu-
ding a Mulnian patrol, a confrontation with a leader of the The High Warlock’s plan to replace King Boric with a
Brotherhood of Light, and a crucial battle where the party doppelganger to seize control of the kingdom reaches
must either protect a ritual or disrupt it. its climax. The party infiltrates the king’s camp but faces
opposition from the Brotherhood of Light, led by the Red
Chapter 6: A Rat Problem Sisters. As they close in on capturing the king, a divine
intervention thwarts their plans and confronts the party
There’s nothing quite like seizing an opportunity, and it’s with a moral dilemma: support the High Warlock in the
a two-for-one on their next mission to intercept a caravan final battle or let him perish and assume control of the
in the Hatbury Mountains and capture the first Princess organization themselves!
Muln, Patience. The disappearance of Princess Patience
should lead to worsening political tensions between

120
Chapter 1: The Wedding Gift
Players are part of an evil cult charged with infiltrating FULL! We will infiltrate this wedding and
and disrupting a royal wedding. The King’s daughter is to we will find the Princess’s dressing room
be married and the cult is seeking to exact revenge upon and exact the ultimate price.”
the king for his persecution of them. They must infiltrate
the castle as members of a circus troupe, find the prin- “Murder?!” gasps the collective voices of
cess’s dressing room and sabotage her wedding dress. those assembled. Beneath the mask,
the High Warlock grins, and his eyes
The Brief seem to flash with sudden fire.

You are gathered in a dark, underground chamber with “No…. We will ruin her dress.”
the other members of the Endarkened Brotherhood.
The meager light cast from the burning brazier creates a Planning is Everything
foreboding, atmospheric effect but does little to stave off
the icy chill. When all are gathered, the High Warlock and The High Warlock has handpicked the party to enact this
leader of your collective steps forward and you watch as plan. He conveys the following information while placing
the firelight catches the steely mask beneath his hood. the map of the castle in front of them (Map 1).

“My brothers…” he begins, before a sudden cough inter- The day of the wedding, players will go to the market
rupts. Everyone glances towards the source of the sound, to collect an invitation on behalf of Joyful Monsters. Your
a huge stooped figure whose robe fails to come below contact is a young boy with golden eyes; he has already
their furry knees and does little to hide their bestial face. been paid. Ask him if he can give you “the special enve-
The High Warlock sighs and goes on. lope” and he will understand.

“My brother AND sisters.” He glares again at the The High Warlock has brewed a foul-smelling, sludgy
stooped figure, “We are gathered here today to address a potion called Yarrow’s Unwashable Concoction (YUC)
grievous wrong—and exact revenge!” which can be applied to the dress to permanently ruin it.

“Oh, is it the Elucidated Brethren of the Hidden light?” ex- The front gates are guarded, but fellow members of the
claims an excited voice. “They outed me in the street last Brotherhood have secured invitations for the party, under
week, pointed at me and called me a child of darkness! the guise of a circus troupe.
I’ve still got the bruises from the villager’s tomatoes and
me mum hasn’t spoken to me since!” The voice emanates The groom, Prince Frawd, has a fascination with
from a short, burly fellow whose robe trails on the ground monsters and other creatures and so the king has invited
but is straining to stay buttoned across a broad gut. a circus troupe and the wedding is a masquerade ball.
Realizing he was interrupting he gives an audible gulp
before trying to blend back into the group, without much Merchants, adventurers and magicians are among
success. those invited to the festivities.

Narrowed eyes peering from over his mask, the The doors to the Princess’ rooms are guarded by
High Warlock’s displeasure is palpable. Ne- a magical bodyguard, who is known to be skilled at
vertheless, he continues on, “King Boric of remaining unseen and difficult to fool. They should
Muln— a name I’m sure we all remember— be avoided entirely or overcome quietly.
is hosting a royal wedding for his daughter, Allow the players time to plan their infiltration
Princess Charity. His persecution of our and come up with interesting and unique ideas. If
faith is an insult to the Dark One and this possible, facilitate these ideas and the players will
is our chance to repay that debt.” enjoy feeling like their creativity is being rewar-
ded.
“I spent weeks sleeping in hedges and
haystacks while his Whitecoats prodded
and poked their spears into every nook
and cranny looking for us,” mutters
another hooded figure, but the High
Warlock has had enough.
“WE WILL REPAY THAT DEBT IN

121
Part 1: The Market be anarchy! Empty your pockets so we can collect your
fine. It’s a fair punishment!”
The Market square is bustling with activity in preparation
for the Princess’ upcoming nuptials. Vendors adorned with The boy tries to resist and the merchants overpower him,
blue scarves are crowded together, haggling and hawking finding the envelope with the invitation.
their wares to anyone who passes by. With a DC 12 Intel-
ligence (Investigation) check, the players may find the boy, If the players take too long to locate the boy, the mer-
surrounded by three merchant guards and their leader. chants have already emptied his pockets, including the
They are intimidating the boy to empty his pockets… invitation, and they find him on the ground crying instead.

“You come to sell your flowers on the market but you don’t When confronted, the four shopkeepers refuse to hand
respect the rules. Why don’t you wear a blue scarf like the over the invitations to the players. They feel so strongly
guild asks? On Tuesdays all the sellers have to wear blue!” regarding this that they will even move to fight the
players, but will surrender when half of them have been
A second member adds, “If everyone did like you it would bested.

Merchant Guard Merchant Leader


Medium Humanoid (any race), Lawful Medium Humanoid (any race), Lawful

Armor Class 12 (leather armor) Armor Class 16 (chainmail armor)


Hit Points 19 (3d8 + 6) Hit Points 27 (6d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10(+0) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 12 (+1)

Senses Passive Perception 14 Senses Passive Perception 14


Languages Common Languages Common
Challenge ½, 100 XP Challenge 1, 200 XP

Actions Leadership (Recharge 5-6). One creature the ser-


Heavy Mace. Melee Weapon Attack: +5 to hit, reach geant can see within 30 feet can use its reaction to
5 ft., one target. Hit: 8 (1d10 + 2) abludgeoning make a melee attack if it can hear the sergeant.
damage.
Actions
Multiattack. The Leader makes two attacks.
Heavy Mace. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d10 + 2) bludgeoning damage.

The merchants have taken 3 sp from Ortolfus along with


his stock of twelve roses, and have the following items
on them: 1 coin pouch with 10 gp, 50 sp and 35 cp, and a
scroll of Identify.

Once the fight is over, the young boy will thank the
players, introducing himself as Ortolfus, a young priest.
He will proudly display his knowledge by casting Heroism
(SRD 154) on the party and is happy to help the players if
they need it and may even join their cult.

With invitation in hand, give the players time to prepare


spells, access a general store and have a long rest before
entering the castle.

122
At the first hurdle the party falls flat, but this is not the
DM Note: Some NPCs that your players interact with end of their plan. They can attempt to persuade Heriot,
during the story, such as Ortolfus, can be recruited using the older Whitecoat knight (SRD 400), that they were
money or through a successful ability check. For full told to come anyway by the Prince or that he may face a
details on recruiting, visit the Recruiting Monsters & reprimand for denying them access. Convincing Heriot
Henchmen chapter on page 62. requires either a successful DC 18 Persuasion or DC
20 Intimidation check to gain access, otherwise they are
barred from entry.
If barred, the players have other alternate ways insuch as
Part 2: Enter the Castle the following:

King Boric’s summer castle, Caer Naut, is a vision. Ivory Scale the Wall: The party may undertake a skill
parapets tower above verdant gardens and the shade challenge to scale the outer wall and gain access to the
beneath the high walls swarms with nobles, handmaidens castle gardens (A1). This could involve a successful DC
and waiters.The outer wall and the sturdy, iron-wrought 17 Dexterity (Stealth) checks to avoid detection, a DC 15
gates are flanked by a squad of armed men in spotless Wisdom (Perception) checks to spot patrols and a DC 15
white surcoats ready to contain the heaving crowds of Strength (Athletics) checks to climb the wall.
people around you. These are the common citizenry;
uninvited masses who are having their own impromptu Enter via the Culvert: Caer Naut’s drainage systems all
festival around the palace walls. flow out via a single culvert in the outer wall. The grate
is solid but the stone fixtures can be loosed or pried open
If the party is utilizing the circus invites the following with a DC 15 Strength (Athletics) check. Using a crowbar
interaction occurs at the gates: or mason’s tools give advantage on the check. This route
runs the risk of attracting attention if too much noise is
As you approach the gates you see a pair of Whitecoats, made (with failed checks) and once inside the dirty water
one older, one younger, checking invites carefully before can stain the party’s clothes and cause them to stand out
admitting entry. The younger of the two checks your amongst the wedding guests. The Culvert can exit in the
invites and nods you through but suddenly you find your Royal Baths (A8) or Storerooms (A3)
way barred by the elder. He checks your invite and looks
sharply at the younger man. Stowaway: There are a few wagons still to enter the
castle. Those with valid invites can be identified with a
“Selwyn, you dolt! These invites are the real deal, but the DC 12 Wisdom (Insight) check. The wagons themselves
king cancelled this troupe weeks ago in favour of contain two circus monstrosities; a griffon (SRD 318) and
Marionettes and Monsters, Prince Frawd’s favourites. You a manticore (SRD 329); but the drivers can be convinced
should know that.” to allow the party to hide beneath the wagons with a
bribe of at least 10 gp or a DC 16 Charisma (Persuasion)
He looks hard at you. “Now, I don’t know if you folks made check. If the party is willing to slip inside the wagons, they
an honest mistake or if you think you can just wander into can avoid making a Stealth check but must find a way
Princess Charity’s wedding without a proper invitation. to subdue the monsters or risk alerting the drivers and
Either way, turn yourselves around. Go enjoy the festivi- Whitecoats.
ties with the common folk. They’ll appreciate your tricks
and tumbles. The Princess has her entertainment.” However the party makes it inside, this is merely the
beginning as they have until sunset to complete their mis-
sion before the wedding ceremony commences.

123
123
A1. Maid Room If the players enter unusually, are covered in muck or
water, or behave oddly, then they are likely to attract
A2. Kitchen
unwanted attention and may even arouse suspicion
A3. Storerooms amongst the guests. They are unlikely to be approached
A4. Toilets directly by the guardsmen (guards) without good cause or
a report by a guest.
A5. Guard Room
A6. King’s Office The masquerade ball means that monstrous PCs or those
A7. King’s Chambers with distinguishing features may go unnoticed if they
wear a mask.
A8. Royal Baths
A9. Princess Charity’s Rooms People within the castle seem to be wearing either a
A10. Garden white ribbon or a black ribbon, denoting guests of the
bride or groom. There seems to be some tension between
A11. Ballroom
both parties, with the Groom’s guests being much row-
A12. Stables dier.
A13. Stage
A14. Backstage The bulk of the guests and Prince Frawd are in the
gardens viewing the circus on stage (A13). King Boric
A15. Monster Pens has recently arrived to keep him company, flanked by two
A16. Culvert Exits keen-eyed guards (spies).

Princess Charity is in the Royal Baths (A8) with her


Part 3: The Masquerade handmaids, leaving only Eist, her gargoylite bodyguard to
protect her rooms (A9).
Upon infiltrating the castle the players will have to gain
entry to the Princess’s room and dress. The exact details Allow the players to enact their plan but each time they
depend upon their plan but the following information do something to arouse suspicion or enter a new area
should be considered. (Ballroom, Gardens, Kitchens, Storeroom, Stage) use the
complications table here.

124
Roll Complication A6. King’s office
1 One of the groom’s guests stops you and de- The king’s office is very luxurious and contains many
mands to know why you aren’t wearing a ribbon. precious objects. The king used to receive his guests for
2 One of the bride’s guests comes over and asks private discussions in this room. If the players decide to
you about yourself, their curiosity piqued. search the room, they will find a golden eagle statuette
worth 15 GP and the guest list if they succeed a DC 13
3 A waiter looks at you suspiciously, sensing you
Intelligence (Investigation).
are somewhere you shouldn’t be.
4 You see two guards interrogating a guest sus- A7. King’s Chambers
pected of being an intruder.. King Boric’s rooms are immaculate, and everything is
The guards let the guest return to the party but decorated in white, including the polar bear skin on his
they now wander around, looking for any suspect floor. He is a pious man and his rooms are surprisingly
behavior from the guests. spartan (for a king). The king is absent from here save
5 A fight breaks out between two guests and for the hour before sunset when he will prepare for the
guards leave their posts to investigate. wedding.
6 The King returns to the Ballroom.
A8. Royal Baths
The royal baths hold an ornate stone bath that is painsta-
If the party is seen entering the King’s Chambers,
kingly filled and maintained by a series of pipes from the
Princess’s Rooms, Royal Baths or Backstage, they are
kitchens, requiring a servant to continuously pour boiling
immediately pursued by any guards who witnessed it.
water into it and another servant to monitor the water
Otherwise, they have 15 minutes before guards become
level and if need be open the drain that leads to the culvert
alerted to their presence
(A16). Here, Princess Charity bathes and is attended by
handmaidens doing her makeup and hair for the ceremony.
A1. Maids Room
The maids room is a small room with low quality furni-
Princess Charity is a tall, stocky woman with rosy cheeks,
ture compared to the other rooms in the castle. There are
bright eyes and a brilliant smile. Her manner however
two single beds and some storage furniture. By searching
is spoiled and imperious as she treats those she speaks
the room, a successful DC 15 Intelligence (Investigation)
to with disdain, save her father and her beloved fiancé,
check, allows the players to find two food rations.
Prince Frawd.
A2. Kitchen
A9. Princess Charity’s Room
The kitchens are busy and bustling the entire day to
The door to the Princess Charity’s room has a simple
churn out a constant stream of snacks and beverages
lock which may be opened by a DC 12 Dexterity (Thieves
while preparing the grandest of feasts. The busy atmos-
Tools) check, or by spells such as Knock.
phere is surprisingly closely monitored by the chef, who
spots strangers in her kitchen quickly.
Inside the Princess’s rooms, you see a lavish, ornate
bedroom. The floors are lined with furs and silk sheets
A3. Storerooms
adorn the bed. Enough wardrobes to
The storerooms hold the food and drinks for the castle,
outfit a small village line the walls and
as well as odds and ends for maintenance. Locked boxes
there, by the light of the eastern window,
contain new clothes for the king’s servants that can be
is a beautiful white dress. The rooms
unlocked with a DC 12 Dexterity (Thieves’ Tools) check
are a vision of everything you would ex-
or with the key kept by Chamberlain Neville currently in
pect from a spoiled royal, save for a soli-
the gardens (A10).
tary stone statue by the door depicting a
proud warrior, some seven feet tall.
A4. Toilets
This toilet is functional and is intended for guests.
Allow the party a moment to ask
There is a sink with a fountain from which a few drops
questions about the room, or even the
of water flow permanently. If the players enter the castle
statue, before calling for initiative. Eist
through the culvert to this room, they will be dirty and
(gargoylite) is indistinguishable from a
there is not enough water to clean themselves.
statue and so will gain a surprise round
in the combat to come. Eist’s goal is to
A5. Guard Room
kill the trespassers and he cares little
Here at least two off duty guards can be found at all
for raising the alarm. Any player in the
times, ready to be summoned. The rest of the room
room that isn’t being attacked by the
contains dozens of sets of basic chainmail, shields and
Eist can use their action to administer
at least one of every martial weapon.

125
the YUC on the dress. pass beyond the safety lines.
If the party uses spells that generate loud noises, signifi-
cant environmental effects or bright light they will hear A14. Backstage
the sounds of alarm in the castle and guardsmen (guards) Behind the stage, there is a relaxed atmosphere as the
will run to the room. puppeteers take their well-earned breaks and handlers
The first 1d3 guards will enter the room in 1d4+1 rounds line up the next monster for the show. An ettercap (SRD
after the alarm is triggered and 1d3 more guards will 308) has spun a particularly ornate web inside its enclo-
enter the room every 1d4+2 rounds after the previous sure before going onstage (it has learned this earns it a
squad. better meal afterwards).

If they defeat Eist without raising the alarm, they are A15. Monster Pens
free to administer the YUC. Almost as if fate is playing a Unguarded beneath a colorful canvas canopy, several
cruel joke however, this is the moment Princess Charity sturdily built cages hold monsters (young minotaur, de-
returns to her room. caying mummy and aggressive harpy) awaiting their turn
The doorway is blocked, players can escape through the on the stage. The cage locks can be overcome by a DC 13
windows and move to the Monster Pens (A15). Dexterity (Thieves Tools) check or a DC 15 Strength (Ath-
An anguished scream seems to fill the room like an ex- letics). Each lock has an AC of 17 and 10 HP.
plosion. In the doorway, in undergarments and robe, the It is possible to enter the Princess’s Rooms (A9) through
Princess has seen the ruin of her dress. There is little else a tapestry-covered window behind the cages by climbing
to do but flee. The doorway is blocked, but in a stroke of up the cages and making a DC 15 Dexterity (Acrobatics)
luck, the window is flung wide. or Strength (Athletics) check.

A10. Garden A16. Culvert Exits


The Royal Gardens are spacious and filled with bushes, The culvert carries refuse water away from the castle. It
trees and plant life. For most of the day, King Boric has several access pipes but the largests are the drains in
(noble, SRD 401) will wander between here and the the Storerooms (A3) or Royal Baths (A8). Exiting through
Stage (A13), flanked by two guards (spy, SRD 402). the storeooms is much easier but the waste poured down
King Boric’s chief of staff, Chamberlain Neville, over- the drain causes any characters to become noticeably
looks events from there. The gardens are a good place to dirty. Accessing the culvery exit to the baths requires a
remain unseen with plenty of cover, despite the greater DC 15 Strength (Athletics) check and will quickly drain
concentration of guests. the bath above. Anyone caught in the deluge will have to
make a DC 14 Dexterity save or be knocked prone, falling
A11. Ballroom 30 ft. back into the culvert.
The Ballroom is where the dancing is taking place and la-
ter on, the wedding feast. The masquerade ball is planned
for afterwards but everyone in the ballroom, like most Guard
of the rest of the castle, is already fully masked. A small Medium humanoid (any race), any non-lawful
band plays a series of well-known dance numbers and alignment
waiters slip effortlessly between guests offering refresh-
ments. The doorways to the castle hallways are watched Armor Class 15 (Studded Leather and Shield)
by two guards. Hit Points 16 (3d8 + 3)
Speed 30 ft.
A12. Stables
The Stables are staffed with capable stablehands led by STR DEX CON INT WIS CHA
the ornery Ostler Brand. There are many horses belon-
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
ging to the royal household and their guests. The scent of
lavender is thick in the air to prevent the horses from pa-
Senses Passive Perception 10
nicking at the smell of the monsters nearby in the Stage
Languages Common
(A13) and Monster Pens (A14).
Challenge ½, 100 XP
A13. Stage
The Stage is where the “Marionettes and Monsters’’ cir-
Actions
Multiattack. The guard makes two longsword attacks
cus provides entertainment for the guests. The circus is
or two light crossbow attacks
led by Jackson Hue, the colorful ringmaster who remains
Longsword. Melee Weapon Attack: +5 to hit, reach 5
near the stage to monitor proceedings. Prince Frawd
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
spends most of the day here admiring the puppet shows
Light Crossbow. Ranged Weapon Attack: +4 to hit,
but he most looks forward to the monster circus. Indeed
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
there is a winter wolf (SRD 392) on display that periodi-
damage.
cally unleashes a blast of frost at anyone it perceives to

126
Gargoylite Decaying Mummy
Medium fiend, chaotic evil Medium undead, chaotic evil

Armor Class 13 (Natural Armor) Armor Class 11 (Natural Armor)


Hit Points 30 (4d8 + 12) Hit Points 44 (8d8+8)
Speed 30 ft., fly 60 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (+2) 16 (+3) 8 (-1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)

Damage Resistances Bludgeoning, Piercing and Damage Vulnerabilities Fire


Slashing from nonmagical attacks not made with Damage Resistances Necrotic, Poison; Bludgeoning,
adamantine weapons; Poison Piercing and Slashing from nonmagical attacks
Condition Immunities Exhaustion, Petrified, Poi- Condition Immunities Charmed, Exhausted, Frighte-
soned ned, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Challenge 1, 200 XP Challenge 1, 200 XP

False Appearance. While the gargoylite remains Actions


motionless, it is indistinguishable from an inanimate Multiattack. The mummy can use its Shocking Glare
statue. and makes one attack with its Rotting Fist.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach
Actions 5 ft., one target. Hit: 6 (1d6+3) bludgeoning + 7 (2d6)
Multiattack. The gargoylite makes 2 attacks: one with necrotic damage
its bite and one with its claws. Shocking Glare. The mummy targets one creature it
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one can see within 60 ft., forcing it to make a DC 13 Wis-
target. Hit: 5 (1d6 + 2) piercing damage. dom saving throw or become muted and blinded until
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., the end of its next turn.
one target. Hit: 5 (1d6 + 2) slashing damage. Once
per round Iif the attack is successful, the gargoyle
may make an extra bite attack against a second target
Young Minotaur
Large monstrosity, chaotic evil
within 5 ft. of the first one.
Armor Class 13 (Natural Armor)
Hit Points 39 (6d10 + 6)
Aggressive Harpy Speed 40 ft.
Medium monstrosity, any chaotic alignment

Armor Class 11 (Natural Armor) STR DEX CON INT WIS CHA
Hit Points 27 (7d8) 17 (+3) 15 (+2) 15 (+2) 8 (-1) 12 (+1) 8 (-1)
Speed 20 ft., fly 40 ft.
Senses Darkvision 60 ft., Passive Perception 15
STR DEX CON INT WIS CHA Languages Common
Challenge 1, 200 XP
12 (+1) 13 (+1) 10 (+0) 7 (-2) 10 (+0) 13 (+1)
Charger. If the Minotaur moves at least 10 feet in a
Senses Passive Perception 10
straight line towards a target and successfully hits it
Languages Undercommon
with a gore attack on the same turn, the target takes
Challenge 1, 200 XPa
an extra 7 (2d6) piercing damage and is pushed up to
10 feet away.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Actions
one target. Hit: 8 (2d6 + 1) slashing damage.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Psychic Call. Ranged Magic Attack: +5 to hit, range
one target. Hit: 14 (2d10 + 3) slashing damage.
40 ft., one target. Hit: 12 (3d6 + 2) psychic damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., on
Target hit by this attack must then succeed on a DC
target. Hit: 10 (2d6 + 3) piercing damage.
13 Charisma save or be forced to move 10 ft. towar-
ds the harpy.

127
Part 4: Flight

The party must now flee Caer Naut, but along the way, As the party reaches the gates they are barred and
they have the opportunity for a little chaos, and to perhaps guarded by the two Whitecoat knights, Heriot and
make some new friends. Selwyn. The latter has a panicked look in his eye but He-
riot looks at the party with grim determination:
Leaping from the window onto the cages below makes
for a hard landing, but it is not half so terrifying as the “You should have stayed outside.”
creature that looks up at you from between the bars. You
see a human-like face surrounded by a thick mane with If the party freed any monsters they could help clear the
sharp jagged teeth. You can’t help but notice the barbed, Whitecoats and open the gates. This will occur several
scorpion-like tail either, but in its eyes you see a flicker of turns after the party engages the Whitecoats (4 minus
intelligence and sadness. the number of monsters released). The creature(s) will
charge the gates seeking freedom—any with fly speeds
The party has landed amongst the creatures of the have been hobbled to stop their escape—and knock aside
Marionettes and Monsters circus (A11). The circus is a anyone in their path. They seem to recognise their libera-
favourite of Prince Frawd, who is a frequent patron. Who tors however, and avoid attacking the party.
knows what it is he enjoys but clearly it is not their high
standard of welfare. The creatures, monstrous as they Once the gates are open the party can flee the castle and
are, are poorly cared for, sickly and afraid, though unnoti- lose themselves among the chaotic crowd.
ceable to your average customer.
Aftermath
The creatures (young minotaur, decaying mummy and If the party has successfully completed their mission and
aggressive harpy) that remain in the monster pens are returned to the Brotherhood’s hideout, the High Warlock
held in their sturdily built cages, but the locks are easily is surprised, but pleased.
overcome by a DC 13 Dexterity (Thieves’ Tools) check or
a DC 15 Strength (Athletics). Each lock has an AC of 17 He promotes every player of the party to third circle
and 10 HP. Should the party free these creatures, Defenders of the Brotherhood, and each of them receives
one of them—swayed by the party’s strength and cou- a shadow owl ring before the High Warlock bids them
rage—pledges its allegiance to the players’ Brotherhood, farewell, with these parting words:
ready to stand fast as a defender upon the conclusion of “Go forth and rest, brothers and sisters. The Darkness is
the chapter. not done with you.”

Impress upon the players that time is of the essence, but The master of the organization sends the players to per-
speed alone may not be enough. The sound of crossbow form a ritual on the biggest hill around the city for 3 days
bolts from the guards in Princess Charity’s room can be to honor the Dark One. All players gain one level.
clearly heard hitting the cages or shredding the canvas
awnings, giving a sense of urgency. In a matter of mi- Shadow Owl Ring
nutes, the whole castle will be in an uproar. Ring, Artifact

Allow the players to come up with their own escape This ring allows you to control a shadow owl in the
plan but consider that the hallway to the storeroom (A3) players’ lair cult base. This bird cannot fly more than 100
culvert is heavily guarded, directly climbing the walls may feet away from the heart of the base. At the discretion of
expose them to the guard’s crossbows and freeing the the DM, when an enemy enters the base, the shadow owl
trapped beasts may result in further enemies amidst the activates with an initiative of 25 and your character sees
chaos. through its eyes and takes control of it.

If the party stays put they will encounter the following Each round you can move the shadow owl up to 40 feet
foes, 1d4+1 rounds apart: and use its action to land on the shoulder of a willing
creature. You then take control of this creature who im-
mediately takes its turn (action, move, bonus).
Wave 1: Four guards (SRD 399) and two mastiffs
(SRD 384)
A shadow owl can’t land on a creature that already has a
Wave 2: Two veterans (SRD 403) shadow owl on its shoulder. A creature that has already
Wave 3: Two knights (SRD 400) and one priest acted this round cannot be made to act again using this
(SRD 401) feature.

128
Defend The Base!

Suspicious activity around the secret base has been no- Tips: It is sometimes difficult for a DM to fall into a trap
ticed by the neighborhood. The local authorities have sent on purpose. To help maintain surprise, players can
a team of heroes to investigate the players’ secret lair. choose to place down two trap areas on the field, only
one of which will actually be trapped. Players can note
Assault Team which one is real on a piece of paper before the sequence
begins and reveal it to the DM the moment an enemy
Borty Fizzingum triggers the trap.
Kalian Stonegrinder
Arthus Draco
The attacker CR is 6 as the defending team is expected to
Setup be a CR 8.5 (8 for defenders and 0.5 for traps and arte-
facts). If the players have recruited additional defenders
During this encounter, players must organize the defense such as the young priest or a monster from the show,
of the base by positioning monsters and traps where they then add 1 or 2 blessings to the attacking team to balance
want prior to the battle beginning. Players will also have the fight.
access to their Shadow Owl Ring to take control of a
monster each turn. The Fight

Monsters At the beginning of the fight the Heroes will enter through
a random door or window. Roll a die to determine the
For this combat, the players have at their disposal the point of entry for the heroes. Draw the initiatives of the
following monsters and henchmen whose stat blocks and monsters and the heroes.
abilities are listed below. When placing monsters in the
base, remember that each monster can only stay in the Monsters’ turn
same room with other monsters of its type.
Using their shadow owls, players can take control and
Arcane In- 3x Young 1x Enlarged 1x Rockskin play one of the monsters in the field by landing an owl on
surgents Apprentice Dark Dwarf Golem their shoulder.
Ironfang 1x Juvenile 1x Brutal 1x Goblin
In the first round of combat only monsters controlled by
Tribe Norker Bugbear Alchemist
a player and those in the same room as a hero can play.
Brimstone 1x Poisonous On the second turn, monsters in adjacent rooms hear the
Legion Imp battle and join. On the third turn all monsters in the base
Tentacles 1x Enslaved are active and able to be used.
of Tor- Horn
ment Tips: The fight follows usual combat steps, the DM
plays the heroes and monsters that are not controlled
Traps by the players. It is recommended to play the monsters
in a simple way, they attack the target closest to them.
Players have one fire scorcher at their disposal which they While the heroes are more intelligent and choose their
can place anywhere on the map, and the trap is triggered target carefully. The goal is for players to actively use
when any creature sets foot on a 20 foot x 20 foot area. the monsters in order to organize the best defense of the
base.
Fire Scorcher
Trigger: 10 ft. x 10 ft. magic zone, set up next to a wall or
door
Area of Effect: a 15 ft. cone coming from the wall or door

Whenever a hero triggers the trapped door or wall, a 15


ft. cone of flames spouts forth. The triggering creature
must make a DC 14 Dexterity save, while any other crea-
ture caught in the area of effect must roll a DC 13 Dexte-
rity save, suffering 3d6 fire damage or half on a successful
roll.
This trap can be triggered once per day.

129
Victory Conditions

Using the monsters and trap, players must successfully the Anger’s Grasp (page 34).
34 The High warlock will also
cause the heroes to flee or take them out of the action grant one lair artefact and one trap as a reward for com-
before they manage to locate the secret passage. pleting this adventure. These can either be chosen by the
DM or at random.
The heroes’ goal is to find a way into the secret part of the
dungeon.
The encounter is lost if any hero spends at least one turn If the players have failed:
without fighting in the room where the secret passage is The master of the cult, the High Warlock himself,
located. If this happens, the master of the cult will come emerges from the secret passage, coming face to face
to deal with the heroes himself and admonish the players with one of the heroes. Enraged, a blast of fire bursts
for their failure to handle the situation. forth, throwing the occupants of the room away.

If the players succeed: “Base defense is of our utmost priority. Failure is not an
option.” Toeing a fallen hero he looks back to you, “Clean
Heroes defeated, the High Warlock lays a seemingly this mess up and take out the trash…”
hodgepodge of items on a table before you. “You have
done well. The Dark One favors you with these gifts.”

Raising his hands upwards, and with a low mumble the


objects will twist and warp, becoming a dark velvet cloak
and a wicked-looking greataxe.
The items are the e Robe of the Dark One (page 35) and

Young Apprentice Enlarged Dark Dwarf


Medium humanoid (any race), lawful
Large humanoid, lawful evil
Armor Class 12
Armor Class 15 (Chain Shirt and Shield)
Hit Points 19 (3d8 + 6)
Hit Points 26 (4d10 + 4)
Speed 30 ft.
Speed 25 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 14 (+2) 11 (+0) 10 (+0)
14 (+2) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 9 (-1)
Skills Arcana +2, Deception +2
Damage Resistances Poison
Senses Passive Perception 10
Senses Darkvision 120 ft., Passive Perception 10
Languages Common
Languages Common, Dwarf, Undercommon
Challenge 1/2 (50 XP)
Challenge 1/2 (100 XP)
Devotion. The apprentice has advantage on saving
Dark Resilience. The dark dwarf has advantage on
throws against spells.
saving throws against poison and spells.

Actions Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
War Pick. Melee Weapon Attack: +3 to hit, reach 5
one target. Hit: 4 (1d6 + 1) slashing damage.
ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Fire Blast. Ranged Magic Attack: +4 to hit, range
80/320 ft., one target. Hit: 11 (2d10) fire damage.

130
Rockskin Golem Juvenile Norker
Large construct, neutral evil Small goblinoid, chaotic evil

Armor Class 15 in moving form, 20 in defensive Armor Class 15 (Leather & Shield)
stance Hit Points 17(5d6)
Hit Points 58 (9d10 + 18) Speed 30 ft.
Speed 15 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 11 (+0) 8 (-1) 8 (-1) 7 (-2)
18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1)
Skills Athletics +3
Immunities Acid, Cold, Fire, Poison Senses Passive Perception 9
Senses Darkvision 60 ft., Passive Perception 9 Languages Goblin
Languages Understands the languages of its creator Challenge 1/2 (100 XP)
but can’t speak
Challenge 2 (450 XP) Nimble Escape. The norker can take the Disengage
or Hide action as a bonus action on each of its turns.
Magic Resistance. The golem has the advantage of
saving throws against spells and other magical effects. Actions
Defensive Stance. The golem can turn himself as Multiattack. The norker makes one shortsword and
an immovable object that blocks doors or passages. one bite attack.
While in this stance, the golem cannot move or use Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
any action. target. Hit: 5 (1d6 + 2) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach
Actions 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus
Ground Stomp. Any creature within 5 ft. of the golem 3(1d6 poison).
must make a DC 14 Dexterity saving throw suffering
10 (3d6) bludgeoning damage on a failed throw, or
half on a successful one.
Goblin Alchemist
Small goblinoid, chaotic evil

Brutal Bugbear Armor Class 13 (Leather)


Medium goblinoid, chaotic evil Hit Points 17 (5d6)
Speed 30 ft.
Armor Class 13 (Hide)
Hit Points 27 (5d8 + 5) STR DEX CON INT WIS CHA
Speed 30 ft.
8 (-1) 16 (+3) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

STR DEX CON INT WIS CHA Skills Stealth + 5


15 (+2) 12 (+1) 16 (+3) 8 (-1) 11 (+0) 9 (-1) Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Skills Stealth + 6, Survival +2 Challenge 1 (200 XP)
Senses Darkvision 60 ft., Passive Perception
Languages Common, Goblin Nimble Escape. The goblin can take the Disengage or
Challenge 1 (200 XP) Hide action as a bonus action on each of its turns.

Vicious. Whenever the bugbear hits a prone creature Actions


it inflicts an extra 7(2d6) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage + 4 (1d8)
Actions poison damage.
Morningstar. Melee Weapon Attack: +5 to hit, reach Poison Sack. Range 25 ft., Each creature in a
5 ft., one target. Hit: 11 (2d8 + 2) piercing and 7 (2d6) 5-foot-radius sphere centered on that point must make
poison damage. a DC 13 Dexterity saving throw suffering 10 (3d6) poi-
son damage on failed save, or half on a successful one.

131
Poisonous Imp Enslaved Horn
Tiny fiend, lawful evil Large monstrosity, any chaotic alignment

Armor Class 13 Armor Class 15 natural armor


Hit Points 13 (4d4 + 3) Hit Points 38 (4d10 + 16)
Speed 20 ft., fly 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 9 (-1)

Skills Deception +4, Insight +3, Persuasion +4, Senses Passive Perception 11
Stealth +5 Languages Common
Damage Resistances Cold; Bludgeoning, Piercing Challenge 1 (200 XP)
and Slashing from nonmagical attacks
Damage Immunities Fire, Poison Charger. If the Enslaved Horn moves at least 10 feet
Condition Immunities Poisoned straight toward a target and then hits it with a gore
Senses Blindsight 120 ft., Passive Perception 11 attack on the same turn, the target takes an extra 7
Languages Common, Infernal (2d6) piercing damage and is pushed up to 10 feet
Challenge 2 (200 XP) away.

Magic Resistance. The Imp has advantage on saving Actions


throws against spells and other magical effects. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 3) piercing damage. If the target
Actions is a creature, it must succeed on a DC 13 Strength
Poison Sting. Melee Weapon Attack: +5 to hit, reach saving throw or be knocked prone.
5 ft., one target. Hit: 5 (1d4 + 3) piercing and the
target must make a DC 11 Constitution saving throw, Reaction
taking 10 (3d6) poison damage on a failed save, or Tough Skin (1/day). The Enslaved Horn can bear the
half as much damage on a successful one. brunt of incoming damage, gaining resistance against
Poison Needles. (1/day) The poisonous imp claps its Slashing and Bludgeoning damage until the end of
wings together releasing a shower of tiny needle hairs. their next turn.
All creatures within 10 feet of it must make a DC 14
Constitution saving throw or become poisoned.
Invisibility (1/day). The imp remains invisible until he
takes damage.

132
Borty Fizzingum
Attacking Heroes Small humanoid (Gnome), chaotic neutral

Armor Class 13 (studded leatherl)


Hit Points 33 (7d8 + 5)
Arthus Draco Speed 25 ft.
Medium humanoid (human), any neutral alignment

Armor Class 13 (Studded Leather) STR DEX CON INT WIS CHA
Hit Points 37 (8d6 + 13) 8 (-1) 16 (+3) 12 (+1) 12 (+1) 9 (-1) 18 (+4)
Speed 30 ft.
Senses Darkvision 60 ft., Passive Perception 11
STR DEX CON INT WIS CHA Languages Gnomish, Common
Challenge ½, 100 XP
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4)
Gnome Cunning. You have advantage on all Intelli-
Senses Passive Perception 14
gence, Wisdom, and Charisma saves against magic.
Languages Common, Abyssal
Spellcasting Borty Fizzingum is a 1st-level spellcas-
Challenge 3, 700 XP
ter. Their spellcasting ability is Charisma (spell save
DC 14, +4 to hit with spell attacks). They have the
Fast Caster. Arthus can cast a firebolt as a bonus
following warlock spells:
action every turn.
Cantrips (at will): Disguise Self, Hex, Eldritch
Blast
Spellcasting. Arthus is a 3rd-level spellcaster. Their
1st Level (2 slots): Shield
spellcasting ability is Charisma (spell save DC 14,
+4 to hit with spell attacks). They have the following
sorcerer spells:
Actions
Multiattack. The Warlock can make two melee
Cantrips (at will): Firebolt
attacks.
1st Level (4 slots) : Chromatic Orb (Lightning),
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Grease
one target. Hit: 11 (1d12 + 4) slashing damage.
2nd Level (2 slots) : Hold Person

Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., Kalian Stonegrinder
one target. Hit: 6 (1d4 + 3) slashing damage. Medium humanoid (Earthen Golem), any lawful
Crossbow, light. Ranged Weapon Attack: +6 to hit, alignment
reach 80 ft., one target. Hit: 6 (1d6 + 3) slashing
damage. Armor Class 17 (scale mail)
Hit Points 64 (8d10 + 25)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 18 (+4) 12 (+0) 12 (+1) 9 (-1)

Senses Passive Perception 14


Languages Primordial, Common
Action Surge If this is the first time attacking during
this combat, take one additional action.
Challenge 2, 450 XP

Actions
Multiattack. The fighter makes two melee attacks:
one trip and one greatsword.
Trip. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage. When you
hit a creature with a trip attack, if the target’s size
is Large or smaller, it must make a DC 13 Strength
saving throw or fall prone.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) slashing damage.

133
Chapter 2 What happens in Shipton…
A New Base of Operations sites for use by the cult. While each has a different set
of cosmetic differences, each also imparts a mechanical
The High Warlock has gathered you to him for a new benefit.
task, but as you enter the stronghold of the Endarkened
Brotherhood, it is a mess of debris and remains of those The Leaky Bucket
who fell in the battle. You surreptitiously shuffle to a
cleaner spot as you eye the clearly frazzled High Warlock. The town of Hatbury is well aware of cultists in their
“Clearly, your actions have drawn too much attention. We midst, but thankfully they don’t care much as long as they
cannot remain here. We must find a new location for our mind their own business. They are far more irritated by
rituals.” the various people on high that preach and berate them
as they walk around the streets.
Murmurs ripple through the crowd as the members
begin discussing amongst themselves. “What about me As you cross the bridge into Hatbury and walk along the
mum’s place?” calls out a hooded figure that quickly grows muddy cobblestone streets, various vendors call out their
silent at a haughty glance from the High Warlock. wares and a few bleary-eyed priests begin preaching - or
at least, muttering, about heresy and sin. Not far off, the
Another outburst, this time from the back, “The Hag sign for the Leaky Bucket quickly catches your eye. It
and Hen has a back room, we could meet there! Just not is unmistakable, a bashed and battered wooden bucket
Tuesdays… the Illuminated Sisterhood of Candlemakers hanging from a post above the inn’s door.
meet then.Oh, and Thursdays are the knitting club. But on
weekends it’s used for karaoke–” As you enter the tavern, you note its state of disrepair:
cracked windows, floor sticky beneath your feet, squeaky
“My uncle’s stables are usually empty, on account of floorboards and that mold on the ceiling suggesting its
him having no horses–” roof is as leaky as the pub’s name. A large man with re-
ceding silver hair is asleep at the bar, his snores echoing
“SILENCE!” roars the High Warlock, “I already have a throughout the empty pub.
few places in mind.”
The Leaky Bucket is currently owned by Lodsa Buz, who
“Ooh, is it an abandoned crypt?” asks a linen-wrapped bought it as his personal taproom six months ago and has
woman with flaky skin. since become bankrupt. He is desperate to make a quick
sale.
“Or a circle of standing stones?” asks a tall thin man Master Buz can be shaken awake and he will groggily ask
whose only feature visible beneath his hood is a wispy the party what he can do for them. If they explain their
white beard. interest in purchasing the venue, he can barely hide his
delight.
“No.” sighs the High Warlock, “I’ve narrowed it down to
the Leaky Bucket, Saint Simon’s chapel or the old furni- “Oh my!” —burp— “I mean to say,
ture store, Ike–Ears.” Gasps go up from the assembled well… it’ll be a dear pain to part with
cultists, “It was in-budget?! Well, memberships are down her of course… Can’t say she’ll be
since SOMEONE forgot to feed the ogre!” cheap but I could be convinced to
part with her for say, three hundred
“You lot,” he gesticulates towards the party, “scout crowns?”
out the locations and make sure no one figures out what
you’re doing. We need a SECRET hideout. Take this to The low fee (300 gp) that Master
pay for it.” He hands you a pouch of gold. He looks at you Buz proffers to sell the Leaky
one more time and says “Remember, it must be a secret!” Bucket for is in the hope the
party will not snoop around too
“REMEMBER, IT’S A SECRET!” the chorus of voices much. If they do more than a
repeats, loud enough to be heard several streets away. quick review they will disco-
ver the place is completely
The High Warlock has given the party a pouch of 500 gp derelict. With a DC 16 In-
to secure a new secret cult location. The party must travel vestigation check, the party
around the town of Hatbury and examine three potential can deduce that a further

134
200 gp will be required to return the inn to a habitable The chapel is in a good state of repair, save for a heavily
state—enough to accommodate the cult, but not attract stained carpet and the crypt which seems to be filled with
too many patrons. This still renders the Leaky Bucket more bodies than coffins. If asked about the oddity, Si will
just within the 500 gp budget, but with enough sleuthing shrug and state, “I had to make sacrifices if I was going to
further areas for discount can be found: manage the upkeep.”

A DC 14 Wisdom (Insight) check when questioning While he won’t negotiate on the price due to this, a
Buz reveals he is eager to sell and if asked, admits few DC 14 Persuasion check will encourage him to make an
patrons ever visit the Leaky Bucket. Accordingly, Buz will alternate offer: “I tell you what, if you pay the fee now, I’ll
lower the asking price by 40 gp. have new carpets added and even dump—erm, relocate
A DC 15 Wisdom (Perception) check notes the broken the bodies by this weekend.”
furniture, empty barrels and moth-eaten curtains. Buz will
lower the asking price by 30 gp if this is called out. Si is very straightforward, he wants the price he is asking
A DC 15 Intelligence (Nature) check finds signs of and isn’t willing to negotiate. However, there is also an
woodworm in the floor. The whole place could collapse opportunity to recruit him to the cult if the Party inquires
and signs of a rat infestation are present. Buz will grud- more into Si’s backstory. He is a former assassin turned
gingly lower the price by 30 gp. gentleman. After he killed the previous King of Muln,
the new King pardoned him as part of his coronation
The Church of Saint Simon the amnesty. He misses the game terribly though and very
Recapitated little gets past him. While the party feels him out, he will
be doing the same to them.
The Church of Saint Simon the Recapitated is one of
Hatbury’s smaller churches. The small chapel fits neatly A DC 16 Charisma (Persuasion) check convinces
between two houses on a row that overlooks the rest of the him that his talents might be put to good use by the High
town and the river beyond. The church has been abandoned Warlock. “An intriguing offer, and if I am correct in my
for some time, but this has not detracted from its beautiful assumptions, I rather think you may have a better use for
period architecture. Interestingly, the pair of ancient stone those bodies in the crypt. I look forward to working with
gargoyles at the entrance are now sporting more recent you.”
stonework in the form of human heads. A well dressed gent-
leman can be seen by the door and he warmly beckons you If the party does not purchase the church, he merely
over before introducing himself as the owner, Si. smiles: “Well, it’s not going anywhere, perhaps in time you
will reconsider.”
Si is happy to show the party around the grounds, chapel
and small lower crypt and will explain the church’s history
with little prompting:

“Well as the story goes Saint Simon was a blessed man.


He did not live a particularly holy life, but he was a patron
of this chapel. After he was unfortunately decapitated by the
King’s executioner, he miraculously returned and visited this
very spot! Well, the Bishop was astounded and immediately
set about canonising Simon and renamed the church in his
honour!

“Unfortunately, there had been a bit of a mix-up,” Si chuc-


kles, “I was not in fact decapitated at all, but I got the King’s
pardon! It’s funny how tales spread isn’t it?

“Anyhoo… the Bishop was so insistent on my sainthood


he thought the only way to prove it was to take my head off
again. I objected furiously of course, but wound up having to
stab him and it just all became a bit of a bloodbath.

“The church was abandoned after that so I picked up the


deeds and have been trying to shift this place ever since but
nothing in almost six months! I know the value and I won’t
see less than five hundred crowns for a building of this
quality.”

135
Ike-Ears
The Ike-Ears furniture store backs onto Hatbury’s river. With a strained smile, Mistress Ears agrees, “Yes, that
It has a beautifully carved exterior, the work of master might be best.”
carpenters, but the facade is ruined by the various fruit
and vegetable matter staining the wood and the rotting ve- Master Ike believes the party will be unable to meet their
getation strewn below. Inside, the store and workshop are price so is holding out hope for another day. Mistress
clean and well organised except for a small corner with a Ears, however, is determined to make the sale and if gi-
sculpture surrounded by scattered tools and sawdust. The ven the chance has another offer to put forth to the party.
owners, Master Ike and Mistress Ears are found bickering At some point in the day, or at the player’s lodging, she
inside, only stopping when interrupted: catches up to them and makes them a new offer.

“It was always a foolish idea of course. Unbuilt fur- “If I could convince Master Ike to…reconsider… would
niture, who would go for that? I am a true artist, the you be willing to drop by later to settle the deal? For five
wood is merely a medium for my creativity. This was just hundred, like you bargained? I must settle a few of my
supposed to be a day job, but alas, I was naive,” remarks affairs first, but I wish to leave him and this town speedily.
Mistress Ears. Say tomorrow morning? At the shop?”

“Perhaps if you had listened and followed the plan, it The party can make a DC 12 Wisdom (Insight) check
would have worked!” snaps Master Ike, “The vision was to determine that Mistress Ears is up to something and
to make the furniture that could be easily assembled by isn’t telling the full truth, but is about making the sale for
the common man, and I was building a small but dedi- 500 gold. If they beat the DC by 5 or more, they deter-
cated customer base! It was you who started selling bun- mine that she has a clearly murderous arua. If the party
dles of wood and nails, saying build it yourself! You sold shows up the next morning, she will meet them outside,
dozens of the bloody things to people expecting my vision alone, with the keys.
and we ended up with a mob at our door!”
“Greetings, fine morning isn’t it! Well, here you are!
Ike and Ears were bankrupted when their business failed You’re now the proud owners of Ike-Ears! Of course you
and are left squatting in the shop, the only asset that can change the name. Five hundred crowns, yes?”
remains to them. They have grown to hate each other
for their failed venture and each hopes to make enough A DC 16 Wisdom (Perception) check reveals blood
from the sale of the store to set up their own workshop spattered on the bottom hem of her apron. If pointed out,
elsewhere. a DC 15 Charisma (Persuasion or Intimidation) check is
enough to convince her to part with the store for 400 gp
They respond quickly when asked about the sale price for in return for your silence. If the party beats the DC by 5 or
the location: “We would be willing to sell for six hundred more, she will accept 350 gp.
crowns,” replies Master Ike and Mistress Ears nods.
After the sale, Mistress Ears rushes away hurriedly. In-
If the party objects, saying their budget is only 500 gp, side, the party finds the dismembered body of Master Ike
then Mistress Ears will speak up: and are immediately attacked by The Mouse (gladiator),
a notorious thug that Mistress Ears has promised 100
“Well, we could manage that, couldn’t we Ike? Two-fifty gp to for killing Ike and framing the party. She hopes the
each is enough to start over.” party and The Mouse will kill one another and she can
slip away in the
Master Ike shoots her a scowl, “No Mistress Ears. We chaos. When the
could not. If you will recall, I put in the bulk of the invest- party is trium-
ment. I require three hundred from the sale. Since you phant, they can
are so keen to sell, two hundred crowns should be more dispose of the
than acceptable for you, no?” Mouse and Mas-
ter Ike via the
“Outrageous!” exclaims Mistress Ears, “Do you see river, which the
what I must put up with? Unabashed lies!” workshop backs
onto. Alterna-
The pair quickly devolves into argument again but after tively, they can
a minute Master Ike pauses, remembering they aren’t report the whole
alone and turns to you, “My apologies, it seems we are thing to the town
unable to agree. If you are staying in town, perhaps we guard.
can contact you when we are ready to settle a deal?”

136
If the party stops or kills Mistress Ears before she has High Warlock’s Response
Master Ike killed: Master Ike accepts the player’s story
and sells them the store for 400 gp . The High Warlock is satisfied with whichever location the
party chose, but if the authorities became involved at any
point he curses the party’s carelessness.
Gladiator
Medium humanoid (any race), any alignment The Leaky Bucket

Armor Class Armor 16 (Studded Leather and “It will do I suppose, although the amount of work re-
Shield) quired is staggering. I think we should allow a few regular
Hit Points 112 (15d8 + 45) patrons in. Some of our members require employment
Speed 30 ft. and who knows what we might overhear?”

Each party member gains Advantage on all History and


STR DEX CON INT WIS CHA Investigation checks that could be a result of informa-
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) tion gathered by the cult.

The party may keep the remaining gold, less 200 gp for
Saving Throws Str +7, Dex +5, Con +6 repairs.
Skills Athletics +10, Intimidation +5
Senses passive Perception 11 One party member receives the title “Head Barman of
Languages Common the Bucket”
Challenge 5 (1800 XP)

Brave. The gladiator has advantage on saving throws Saint Simon the Recapitated
against being frightened.
Brute. A melee weapon deals one extra die of its “An excellent choice. I admit I was uncomfortable with
damage when the gladiator hits with it (included in conducting our rituals on holy ground but given its bloody
the attack). history, it will do nicely. No one will seek for us in an aban-
Multiattack. The gladiator makes three melee attacks doned church and we can… dissuade curious eyes.”
or two ranged attacks.
Each party member gains Advantage on History and Re-
ligion checks that can draw upon the church’s library.
Actions
Spear. Melee Weapon Attack: +7 to hit, reach 5 One party member receives the title “High Priest of
ft., one target. Hit: (2d8 + 4) piercing damage. two Capitation”
handed
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: (2d6 + 4) piercing damage. Ike-Ears Furniture
Spear. Ranged Weapon Attack: +7 to hit, reach 20/60
ft., one target. Hit: (2d6 + 4) piercing damage. “An interesting choice, but perhaps a brilliant one. If
Shield Bash. Melee Weapon Attack: +7 to hit, reach we can paint ourselves as craftsmen trying to revive a
5 ft., one creature. Hit: (2d4 + 4) bludgeoning damage. failing business, we will have a perfect cover and a great
If the target is a medium or smaller creature, it must excuse for any strange noises. The proximity to the river
succeed on a DC 15 Strength saving throw or be will also come in handy.”
knocked prone
Each party member gains Advantage on Deception
Reactions checks to disguise their identity and gain proficiency
Parry. The gladiator adds 3 to its AC against one with Woodcarver’s Tools. One party member receives
melee attack that would hit it. To do so, the gladia- the title
tor must see the attacker and be wielding a melee “Master Carver - Human Resources”
weapon.

137
The Road to Shipton
“It has been some time since we have heard from our leader, an eight-foot female bugbear named Gromwell, the
brethren in Shipton…” This quiet statement by the High Kind. The title has been spread by the bugbear herself,
Warlock immediately spurs the group of hooded figures who chooses to let one prisoner go from each of her raids.
to alertness, the calm tone demanding answers. It is the The party encounters the Tall Boyz when they come
hooded brother known only as “The Night” that is the first across an ambushed caravan of Mulnian peasants. The
to clamber to speech: Knight-errant accompanying the peasants offered to duel
“Not a peep. Not since you said they were the worst Gromwell in exchange for the caravan’s freedom but after
example of a chapter since Darrow’s Treatise on Cocka- she crushed his skull, she and the Tall Boyz took the ca-
trice Husbandry— a single page and the word ‘Don’t’.” ravan and lined up the peasants. She is about to put them
“Yes, well… Even so, the Crimson Owl should know to the sword when the party arrives, stumbling across the
better than cease all communication.” goblin band.
“But didn’t you also say that if he didn’t give you peace
you’d strand him on a desert island for a week?” The sound of a recent clash of weapons has pulled
“Did I? Even so, that’s practically a vacation!” you from the forest into a clearing. Two abandoned carts
A brief pause before The Night shakes his head, “He’s a laden with goods backdrop a fallen knight and approxima-
vampire, sir.” tely twenty kneeling peasants, all surrounded by goblins
“Ah.” A wry smirk worms its way to the surface as the with drawn daggers. A huge bugbear towers over the
High Warlock shrugs away his indifference then turns his terrified commoners but rolls her eyes as you arrive.
gaze to the Party. “Well it’s been long enough for them to
mope. You find out what’s going on with them. “I suppose you want to rescue these nice folks? Ya
“Take some time off and visit Shipton, if all is in order think yourselves heroes? ”
then you may return after a week. If there are any issues,
do what you must and report to me. Swiftly.” Gromwell is eager for more blood. Regardless of how the
“Sir, there are definitely issues with Shipton, such as–” party responds to her questions, even to the contrary, she
“ISSUES WITH THE BROTHERHOOD, SYMONS. will push for a duel against another chosen champion.
YOU DOLT!” roars the High Warlock and you watch The
Night sink into himself and shuffle away. Pointing towards the fallen knight with a crushed skull,
the bugbear continues, “Take a good look at the ‘hero’
Travel to Shipton takes three days at a moderate pace as over there. As you can tell, he wasn’t much of a fight and
the lands are fairly civilised. Farms border the road most I’m itching for more. You want to fight me too?”
of the way, but the rambunctious seaport of Shipton itself
is surrounded by thick forest known to be plagued at times If the party declines or attempts to back out, Gromwell
by bandits. At present, it’s prowled by a goblin warband will ignore the party, and gives the following response
known as the Tall Boyz. They were named thus by their even if the players agree to the fight:

138
138
Juvenile Norker
“Fine, have it your way, set out your champion! And if I Small humanoid (goblinoid), chaotic evil
win, I get to kill you all!”
Armor Class 15 (leather armor, shield)
Gromwell strides towards the party, who have a split Hit Points 22 (5d6 + 5)
second to nominate a champion. If they do not, Gromwell Speed 30 ft.
picks the largest party member to attack.
STR DEX CON INT WIS CHA
If more than one party member fights, They will have
9 (-1) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
to contest with Gromwell (Brutal Bugbear) and six of
her goblin bandits ( Juvenile Norker). Add two additional
Skills Athletics +3;
goblin bandits for each additional party member taking
Senses Passive Perception 11
part beyond four). Once Gromwell and half of the goblins
Languages Common, Goblin
are slain, the rest flee.
Challenge ½, 100 XP
If Gromwell is slain in single combat, the Tall Boyz
lack any real concept of honour and the six goblin bandits
Actions
attack the party.
Multiattack. The Norker makes one shortsword and
one bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Brutal Bugbear ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Medium humanoid (goblinoid), chaotic evil

Armor Class 16 (hide armor, shield)


Hit Points 27 (5d8+5)
Speed 30 ft.
Once the fighting is over, a nearby hobgoblin reveals
himself and offers to parlay. Red Colm is a tall, bald
STR DEX CON INT WIS CHA
hobgoblin (Hobgoblin Guard page 66) 66 who wants a bet-
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) ter future for himself and by extension, the Tall Boyz.
“Please… kill no more of our folk. You have proved
Saving Throws Str +7, Dex +5, Con +6 yourself the mightiest warriors here. How might we
Skills Stealth +6, Survival +2 appease you?”
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin Let the peasants go: The Tall Boyz will cut their
Challenge 1, 200 XP bonds and the villagers will run, leaving their carts.
Word of your heroism will spread in Shipton, as will
Surprise Attack. If the bugbear surprises a creature news of the Tall Boyz.
and hits it with an attack during the first round of Leave none alive: Screams fill the air and knives
combat, the target takes an extra 7 (2d6) damage flash at Colm’s order. Shipton will never hear of your
from the attack. coming and potential alliance with the Tall Boyz.
Brute. A melee weapon deals one extra die of its Join us: Players can attempt to recruit Colm with a
damage when the bugbear hits with it (included in successful DC15 Charisma (Persuasion/Intimidation)
the attack). check.
Other Demands: Colm will agree to most things,
Actions even if just to get rid of the party. He will decide what to
Morningstar. Melee Weapon Attack: +4 to hit, reach do after the party is gone. If the party makes a request
5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. he cannot meet he will lie to appease them, which can
Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., be deduced with a DC 15 Wisdom (Insight) check.
one target. Hit: 9 (2d6 + 2) piercing damage in melee,
or 5 (1d6 + 2) piercing damage at range.

139
The Main deck
Circus Headquarters
The main deck is divided into several distinct areas,
Shipton is a busy, rowdy port—during the day it is each serving a different purpose. One section of the deck is
dangerous to move beyond the main streets—at night, it dedicated to the storage of materials and supplies, and is
is deadly. Since its inception, the Shipton chapter of the cluttered with wooden crates, barrels, and boxes. Middeck
Endarkened Brotherhood floats on the back of Dread, a is also set up as a recreational area where the performers
carnival ship which has not left port in over ten years. It is and crew can relax and unwind. This section is lined with
here that The Circus of Dreadful Delights and its foun- comfortable chairs and tables, and is often used as a place
der, the enigmatic Crimson Owl entertain. Each night he to play cards, gamble, or simply chat with one another.
opens the show with a display of his comedic talents as
the infamous Hooty the Clown. The Lower deck
Should the party approach the carnival ship during the As you venture deeper, the ceilings are low and the air
day, they find the ship gangplank lowered and the ship ap- is heavy with the scent of saltwater and sweat as you walk
parantly deserted. At night, they find a gaggle of confused through the galley. The crew cabins are cramped and
patrons and a glimmer of light in the captain’s quarters. untidy, but are classier than expected with quality beds
and wooden furnishings. At the aft end of the hallway is
The Dread has been seized by the local militia on the the entrance to the captain’s cabin.
order of Rouge, a red-headed woman who represents the
Brotherhood of Light, which has contacts in many organi- For players investigating the Captain’s Cabin or the
sations across the land. She has imprisoned the Crimson Crew Cabins, see the sections below.
Owl below deck and has several militiamen guarding the
ship, hoping to entrap other cultists. The Orlop deck
Accessing The Dread The orlop deck is a dark and foreboding area, with
even lower ceilings and dim lighting. The walls are made
The ship can be accessed via the gangplank which of rough, unpolished wood and a palpable sense of dam-
remains down, or from the water. If the gangplank is pness lingers in the air. The deck has a series of small,
used, a member of the militia hidden in the crow’s nest windowless cells. Stark and unadorned, each is outfitted
spots them and signals to a pair of militiamen to guard only with a narrow, fleabitten cot, a single barred door
the gangplank to prevent retreat. On deck, the circus tents that has more rust than metal, and a lock with a forebo-
are abandoned, leaving a few other places to explore on ding weight.
the ship.

140
140
If the militia is not alerted by the trap in the captain’s The Crew Quarters
cabin, two militiamen (Guard) await the party here,
seeking to ambush and capture anyone foolish enough to The door to the cramped crew quarters is shut. Nor-
investigate lower. To this end, the orlop deck is kept in mally bustling with members of the Shipton chapter, it is
darkness. empty save for the sounds of conversation between two
people. With a DC 14 Wisdom (Perception) check, the
The Captain’s Cabin party can peer through the keyhole and press their ear to
the door to catch the conversation within.
The room seems untouched by time, the air is thick
and musty, with a distinct, coppery smell that seems Inside the room, a red-haired woman in a long brown
to cling to the walls and floorboards. The decoration is coat stands facing her captive. Strapped to a chair and
simple and older than the rest of the ship and the wooden impaled by several long daggers, is a man in clown
floorboards groan underfoot. A heavy wooden desk domi- makeup—the Crimson Owl! Instead of blood however,
nates the center of the room strewn with old maps and black ichor oozes around his wounds. Between them
age-yellowed charts. This cabin has been the Crimson stands a small wooden table holding a bowl of steaming
Owl’s home for almost forty years, Before he was Hooty soup.
the Clown, he was Horatio Tawny, captain of the Dread
when it was still a pirate vessel. The first voice you hear is the woman, “Sounds like the
militia are rounding up more of your pets, huh?”
Opening the door to the cabin triggers the striking of “Vot else can I say? I keep no pets save my dear rabbit,
the ship’s bell, which alerts the militiamen to the party’s Valter.”
presence. This trap can be spotted with a DC 18 Wisdom “You are the spawn of darkness. You don’t keep pets,
(Perception) check and disarmed with a successful DC 14 only tools.”
Dexterity (Sleight of Hand) check. If alerted, six mili- “Vot an imagination, Madam. I am but a simple enter-
tiamen (Guard) trap the party in the cabin forcing the par- tainer!”
ty to break free with a DC 14 Strength (Athletics) check. “If these new apostates can reveal other cells of your
In order to escape before reinforcements arrive, the party heretic organisation, I will gladly drive a stake through
may flee the ship, or sail the ship from the port. The more your heart.”
time spent, the more guards will join the fray. “Madam does like her little jokes. You know, you vould
be a perfect addition to ze circus!”
In order to sail the ship away from port, four mooring “You leave me no choice. I would say I regret it has
lines on the upper deck (AC 12 with 1 hit point each) come to this…” The woman steps closer to the table
must be severed and the anchor must be raised with a DC before delicately lifting a spoonful of the soup, “but I’d be
14 Strength (Athletics) check. lying.”
You watch as a spoonful of hot soup flings from the
After 3 rounds have elapsed, the militiaman (Guard) utensil—the rich broth weightless for a moment at the
from the crow’s nest joins the fray and a second bell can peak of its arc—before its tumultuous descent towards
be heard tolling from the docks. the Crimson Owl. He screams on impact as the soup
After 4 rounds, two additional militiamen guarding melts his skin and the strong smell of garlic fills the air.
the gangplank join the combat. (If the players entered “Fine, FINE! I VILL CONFESS!”
from the water, these reinforcements appear at the end of The woman smirks and puts down the spoon, “Do go
round 5 instead). on.”
At the end of round 6, the party must flee the ship “The accent. My accent. It’s fake. It’s all fake,” He
or sail it from port to block access by incoming militia hisses in a breath before continuing, “I thought a foreign
reinforcements. At the end of round 6, if the party is still accent would help me seem exotic, but I was born just
aboard the ship and the ship is still in port, six more down the coast in Muln.” A clink and another spoonful of
militiamen arrive, followed by three heavy guards (Cham- soup strikes his flesh, which bubbles and melts.
pion) at the end of round 7. “PLEASE, NO MORE!
I CONFESS,” he sucks
in a deep breath, “I DID
NOT GO TO CLOWN
SCHOOL! I AM A
FRAUD!”

141
The torture continues in this vein, but the party may inter-
rupt at any point. If they do, Rouge (Apprentice Assas- Champion
sin) reacts suddenly: Medium humanoid (any race), lawful evil

On her first turn she flees towards the porthole, intent on Armor Class 18 (Plate)
throwing herself from the room. Using her necklace of Hit Points 33 (6d8 + 6)
fireballs she will cast a 3rd level fireball in the centre of Speed 30 ft.
the room. Any creature within the room, including Rouge
and the Crimson Owl (Half Vampire), will be within the STR DEX CON INT WIS CHA
radius. Rouge takes half damage on a failed save and no 16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
damage on a successful save as she hurls herself into the
port waters. The Crimson Owl is wearing a ring of fire Senses Passive Perception 11
resistance. Languages Common
Challenge 2, 400 XP
The red-haired woman flees toward the porthole,
snatching something from around her neck and throws Leader. The champion can spend its reaction to make
it behind her. The resulting explosion blinds you for an a willing creature reroll a saving throw.
instant and the last you see of her is her face—badly
burned—before she strikes the surface of the water. She
Actions
does not rise again.
Multiattack. The champion makes three melee at-
tacks when attacking with its greatsword.
Although scarred, Rouge will drink her potion of water
Greatsword. Melee Weapon Attack: +65 to hit, reach
breathing and swim far from the Dread, hoping to fight
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
another day.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 5 (1d10 + 3) pier-
The Crimson Owl is unfazed by the attack and re-
cing damage.
cognises the party is here to liberate him. At the DM’s
discretion, if any of the party is killed or reduced to zero
hit points by the blast, the Crimson Owl offers to revive
them as a vampire. Apprentice Assassin
Medium humanoid, any non-lawful alignment

Guard Armor Class 14 (Leather)


Medium humanoid (any race), any non-lawful align- Hit Points 48
ment Speed 40 ft.

Armor Class 15 (Studded Leather and Shield) STR DEX CON INT WIS CHA
Hit Points 16 (3d8 + 3)
Speed 30 ft. 13 (+1) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

Senses Passive Perception 10


STR DEX CON INT WIS CHA Languages Common, Infernal
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Challenge 1, 250 XP

Senses Passive Perception 10 Sneak Attack. Once per turn, the assassin deals an
Languages Common extra 140 (43d6) damage when it hits a target with
Challenge ½, 100 XP a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of
Actions the assassin that isn’t incapacitated and the assassin
Multiattack. The guard makes two longsword at- doesn’t have disadvantage on the attack roll.
tacks or two light crossbow attacks
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Actions
ft., one target. Hit: 6 (1d8 + 2) slashing damage. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Light Crossbow. Ranged Weapon Attack: +4 to hit, one target. Hit: 6 (1d6 + 3) slashing damage.
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.

142
“I zink it’s time for ze Dread to disappear once more.
Half Vampire I am amazed she made it zis long vithout sinking. Take a
Medium undead, lawful evil row boat to shore, once I am done with my dinner, I shall
unmoor ze ship. You may tell ze High Varlock I shall pay
Armor Class 15 (Natural Armor) him a visit as quick as possible, I have a summoning ritual
Hit Points 74 (7d8+40) zat may pique his interest. Fare-vell.”
Speed 30 ft.
The Crimson Owl has asked the players to help free his
STR DEX CON INT WIS CHA two lieutenants who are currently awaiting their trial
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) which takes place the day after at sunset. After leaving the
ship, the players can lay low while they plan to infiltrate
Skills Perception +3, Stealth +6 the Shipton Cells. They are unlikely to be recognised, but
Damage Resistances Necrotic; Bludgeoning, Pier- should still take care.
cing and Slashing from nonmagical attacks If they ask around they will discover:
Senses Darkvision 60 ft., Passive Perception 13
Languages Common The “cultists” are two of the mayor’s favourite perfor-
Challenge 3, 700 XP mers at the circus and he has refused to allow them to be
tortured (see: firmly questioned) before they have been
Bloodlust. The vampire has advantage on damage convicted.
rolls against any creature that doesn’t have all its hit Their trial will be held tomorrow and in the meantime,
points. they are being held in his manor house located in the
centre of town.
The main witness is a pious farmer from the outskirts
Actions
of town named Purity Chased. She claims to have seen
Multiattack. The Vampire makes two attacks: two
the two women enchanting her husband, along with other
claw attacks or one claw and one bite attack.
men, during their “risque” performances.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage or instead of
The party may have a number of plans but the two most li-
dealing damage, the Vampire can grapple the target
kely avenues are breaking Nadia and Svetlana free of the
(escape DC 13).
manor under cover of darkness, or keeping the primary
witness from the trial.

The Owl Strikes Back


“Vell that was entertaining. Vonderful timing, though
I vish you hadn’t waited quite so long at ze door.” He
looks questioningly between you and the silver manacles
binding him. “If you vould be so kind as to release me, I
vould very much like to hunt down zat delightful woman.
Ze soup did nothing to quench my thirst.”

If the party releases him, he smiles as his wounds begin


to heal.

“I vonder if you might do me a teensy, tiny, favor. Two


of my lieutenants, Nadia and Svetlana, are being held by
ze militia, I suspect in ze Shipton Cells. Zey have, hmm…
sensitive information and lack my capacity for pain. If you
could see to zer release, I vill give you zis ring.”

If they agree, he hands them the ring of fire resistance


and continues:

143
Myld Manor

In the centre of town stands the stately Myld Manor, occasionally the tablecloth into
home to Shipton’s mayor and avid fan of The Circus of her mouth. Back to the balcony,
Dreadful Delights. Mayor Ergaster Greedfall doesn’t the mayor is lying on a chintzy
believe that his town’s famous circus is really an evil cult maroon and gold-tassled divan bed
and the Brotherhood of Light has not seen fit to divulge giggling and clapping happily.
further proof, or their plans to smoke out information on
other chapters. He staunchly believes in the innocence of Inside the drawing room that opens
the two performers but has agreed to allow two members out onto the balcony, Nadia and Svet-
of the town militia to guard the gates. lana are putting on their most requested
performances. Nadia (Elven Druid) who entertains
To scale the walls of the manor compound without crowds with various feats that involve holding her
detection by the militia (Henchman) the party must each breath for at least 15 minutes. At present, her act has
make a DC 15 Strength (Athletics) or Dexterity (Acro- her defying death via a headstand in a soil-filled terra-
batics) check. On a failed check, they scale the walls but cotta pot. Svetlana is a competitive eater (Hobgoblin
noise alerts the militia to run from the gate to investigate. Guard). When the players arrive, she has already started
eating her way through the dining table and its feast.
Inside the manor grounds, loud music can be heard
echoing from a second-floor balcony above. Players can Mayor Greedfall (Young Apprentice) will scream
reach the balcony with a DC 14 Strength (Athletics) or if he sees the party, alerting his guards if they are still
Dexterity (Acrobatics) check or enter via the unlocked alive. He will not try to fight and instead begs for his life.
front door. The mayor has dismissed all his servants Nadia and Svetlana are more confused than startled
for the night, allowing him to enjoy his entertainment and stop their performances to listen to the party. Once
uninterrupted. Outside the room are two of the mayor’s they realise they are being freed, they do not hesitate to
bodyguards (Champion) who come running at a shout leave with the party even as the mayor begs them to stay
from the mayor. with promises to pardon them. Their response to his
pleadings is quick as they ask him to pick one of them: If
As you enter the room, you see a most unusual sight. he chooses Nadia, they knock him unconscious and bury
What appears to be a lizardfolk in a pale blue leotard his head in the plant pot; if he picks Svetlana, she bites
performing balancing acrobatics but with her head buried off his hand and leaves him to bleed out.
in a plant pot. At a groaning table of culinary delights is
a ravenous gnoll with face paint matted into her fur to
imitate a smile. Barely chewing, she shovels the food and

144
Henchman Champion
Medium humanoid, lawful alignment Medium humanoid, lawful evil

Armor Class 17 (Splint) Armor Class 18 (Plate)


Hit Points 22 (4d8 + 4) Hit Points 33 (6d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)

Senses Passive Perception 10 Senses Passive Perception 11


Languages Common Languages Common
Challenge 1, 250 XP Challenge 2, 400 XP

Actions Leader. The champion can spend its reaction to


Multiattack. The henchman makes two melee attacks make a willing creature reroll a saving throw.
when attacking with its longsword.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Actions
ft., one target. Hit: 8 (1d10 + 3) slashing damage. Multiattack. The champion makes three melee at-
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, tacks when attacking with its greatsword.
range 100/400 ft., one target. Hit: 7 (1d10 + 2) pier- Greatsword. Melee Weapon Attack: +65 to hit, reach
cing damage. 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 5 (1d10 + 3) pier-
cing damage.
Elven Druid
Medium humanoid, neutral

Armor Class 11 (16 with barkskin) Hobgoblin Guard


Hit Points 27 (5d8 + 5) Medium goblinoid, lawful evil
Speed 30 ft., swim 30 ft., climb 20 ft.
Armor Class 14 (Scalemail)
STR DEX CON INT WIS CHA Hit Points 23 (4d8 + 4)
15 (+2) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1) Speed 30 ft.

Skills Medicine +4, Nature +3, Perception +4 STR DEX CON INT WIS CHA
Senses Passive Perception 14 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
Languages Common, Sylvan
Challenge 2, 450 XP Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin, Common
Emergency Shapechange (1/day). When the druid Challenge 1, 200 XP
reaches 0 HP, he transforms into a giant adder.
Spellcasting. The druid is a 3rd-level spellcaster. Its Martial Advantage. Once per turn, the hobgoblin can
spellcasting ability is Wisdom (spell save DC 12, +4 deal an extra 10 (3d6) damage to a creature it hits
to hit with spell attacks). It has the following druid with a weapon attack if that creature is within 5 feet
spells prepared: of an ally of the hobgoblin that isn’t incapacitated.
1st level (3 slots): entangle, longstrider, thun
derwave Actions
2nd level (2 slots): barkskin Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If
Actions used with two hands, the damage is 6 (1d10 + 1).
Sling. Ranged Weapon Attack: +5 to hit, range Longbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 10 (1d6 + 2) bludgeoning 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage. damage.

145
Young Priest Tamed Worg
Medium humanoid, lawful Medium humanoid, any non-lawful alignment

Armor Class 15 (Chain Shirt and Shield) Armor Class 13 (Natural Armor)
Hit Points 22 (4d8 + 4) Hit Points 26 (4d10 + 4)
Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

Senses Passive Perception 12 Skills Perception + 4


Languages Common Senses Darkvision 60 ft., Passive Perception 14
Challenge 1, 250 XP Languages Understands Goblin but cannot speak
Challenge ½, 100 XP
Spellcasting. The priest is a 2nd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 Keen Hearing and Smell. The worg has advantage
to hit with spell attacks). The priest has the following on Wisdom (Perception) checks that rely on hearing
cleric spells prepared: or smell.
Cantrips (at will): sacred flame Prestige Mount. The worg is a terrifying and loyal
1st level (3 slots): Heroism, guiding bolt, bless mount, known for its ferocity in battle. When a rider
mounts the worg, they are granted advantage on all
attack rolls.The worg has the same initiative of its
rider.

Chased Farm Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Chased Farm is not far from the town, only a half an target. Hit: 10 (2d6 + 3) piercing damage. If the target
hour’s walk. Surrounded by fields of sun-kissed wheat is a medium or small creature, it must succeed on a
and flanked by two large, weathered barns, the sizable DC 13 Strength saving throw or be knocked prone.
blue cottage can be easily seen from the road. While the
farmstead is picturesque and inviting, its owners are not
overly fond of unexpected visitors…

The party’s chances of sneaking up on the farm are Young Apprentice


slim as three hounds (Tamed Worg) diligently guard the Medium humanoid, lawful
farmhouse and begin to bark as soon as they notice any
intruders. Upon hearing the dogs, the door to the cottage Armor Class 12
bursts open to frame Purity’s brother, Celibacy Abbot Hit Points 19 (3d8 + 6)
(Young Priest). He’ll bar the way, while Purity screams at Speed 30 ft.
her dogs to attack, initiating combat. At the beginning of
round two, three more brothers: Devotion, Modesty and
Humility (Guards) burst from one of the barns to protect STR DEX CON INT WIS CHA
Purity. 11 (+0) 14 (+2) 10 (+0) 14 (+2) 11 (+0) 10 (+0)

In order to reach Purity, the party will have to incapaci- Skills Arcana +2, Deception +2
tate everyone else, but she herself can be intimidated. Senses Passive Perception 10
Languages Common
“I suppose you want me to withdraw my claims about Challenge ½, 50 XP
those witches!” she spits, quaking with terror, “Well I…I
won’t, light protect me.” Devotion. The apprentice has advantage on saving
throws against spells.
A DC 12 Wisdom (Insight) check reveals that she is
lying about withdrawing the charges. Further prodding Actions
reveals she just wishes to see her husband and children Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
again, who are staying with her sister in town. A DC 14 one target. Hit: 4 (1d6 + 1) slashing damage.
Charisma (Intimidation or Perception) check is enough to Fire Blast. Melee Spell Attack: +5 to hit, reach 5 ft.,
convince her to withdraw from the trial. one target. Hit: 11 (2d10) fire damage.

146
Defend The Base!
Guard
Medium humanoid, any non-lawful alignment At the conclusion of this chapter, the players’ secret lair
and home to the Endarkened Brotherhood has been
Armor Class 15 (Studded Leather and Shield) discovered by a greedy band of thieves known as the
Hit Points 16 (3d8 + 3) Blackhands.The Blackhands are not to be underes-
Speed 30 ft. timated and will stop at nothing to claim what is not
rightfully theirs. They have laid eyes on the riches and
STR DEX CON INT WIS CHA treasures accumulated by the Endarkened Brotherhood
and seek to plunder them for their own gain.
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Now it’s time for the players to defend the base, their
Senses Passive Perception 10
hard-won treasures, and protect their secret lair from
Languages Common
these invaders.
Challenge ½, 100 XP
Winning condition
Actions
This special tactical combat tasks players with defending
Multiattack. The guard makes two longsword at-
their secret lair from a band of thieves who have learned
tacks or two light crossbow attacks
of the organization’s treasures.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
The objective is to incapacitate at least two of the thieves
Light Crossbow. Ranged Weapon Attack: +4 to hit,
before they reach the core of the dungeon and spend a full
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
turn there. If left unchecked they will discover the secret
damage.
passage and make off with the treasures found within. If
successful, the remaining thieves will attempt to flee the
scene.

Conclusion Assault team


Scout: Aranrus Koyle the Martial Artist
Once the party has freed the Crimson Owl and saved his Area Spellcaster: Iravis
lieutenants from conviction, they are free to return to Tank: Blaze Fury the Bodyguard
the High Warlock. Halfway back to Hatbury, they come
across a curious sight. The attacker CR is 7 and the defending team is CR 11
(9 for defenders with 2 for traps and artefacts).
Moonlight floods the sky, illuminating the dark lands- DM may adjust if needed.
cape. From the direction of Shipton, a dark cloud rises
and coalesces, before it’s dark mass moves southwest Aftermath
towards you. Hundreds of tiny bodies twist and careen
over one another as thousands of unholy screeches echo If the party succeeds: The thieves guild will retract their
overhead, signalling the Crimson Owl’s presence. Even orders to target the Endarkened Brotherhood and as an
after they have passed, shivers still run down your spine. apology will send negotiators to offer one random trap
You’ve never seen so many budgies at once before. and the players a new member to defend their base. This
could be a henchman or an apprentice assassin, trained
The High Warlock welcomes you with much praise in stealth and combat to aid the players in their future
once you return. endeavors.
“Congratulations are in order. With our new base of
operations and the Crimson Owl back in the fold, we are If the party failed: The party has incurred the wrath of
in a better position than we have been in years! And new the High Warlock. As he expresses his disappointment,
allies have joined our cause.” he warns that continued failure could have dire conse-
As if on cue, the rising sounds of muffled chanting and quences for their membership in the organization. He
incantations can be heard from the next room and shortly does have some benevolence in him given the parties
after that, the distinct smell of sulphur. prior successes and gives them another chance to step up
“The Crimson Owl has proved most helpful, even now their game and redeem their incompetence.
we summon creatures both great and terrible!”
A rumble from the next room then a terrifying screech
that echoes through the base: “POLLY WANNA CRAC-
KER!”
The party will advance to 5th level.

147
Attacking Heroes

Aranrus Koyle Iravis


Medium humanoid (Tiefling), lawful neutral (Assas- Medium Humanoid (High Elf), Chaotic good (Wizard
sin) Bladedancer)

Armor Class 15 (Leather Armor) Armor Class 17 (Natural armor)


Hit Points 33 (5d10 +7) Hit Points 27 (5d8+5)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 8 (-1) 16 (+3) 12 (+1) 18 (+4) 8 (-1) 10 (+0)

Saving Throws DEX +7, INT +4 Saving Throws INT +8, CON +5, WIS +5
Skills Perception +7, Stealth +7 Skills Acrobatics +7, Arcana +8
Damage resistances Cold, Fire, Poison Senses Passive Perception 12
Senses Passive Perception 11 Languages Common, Elven
Languages Common, Infernal Challenge 2, 450 XP
Challenge 2, 450 XP
Spellcasting. Iravis is a 4th-level spellcaster. Their
Sneak Attack. Once per turn, Aranrus deals an spellcasting ability is Intelligence (spell save DC 14,
extra 10 (3d6) damage when they hit a target with +6 to hit with spell attacks). They have the following
a weapon attack and either have advantage on the spells prepared:
attack roll, or when the target is within 5 feet of an Cantrips (at will): Poison Spray, Acid Splash
ally of Aranrus that isn’t incapacitated and Aranrus 1st level (4 slots): Magic Missile, Shield
doesn’t have disadvantage on the attack roll. 2nd level (2 slots): Misty step, Flaming Sphere

Blessing Actions
Martial Artist. Once on their turn, this hero can Shortsword. Melee Weapon Attack: +7 to hit, reach 5
exchange his position with a creature it just hit with a ft., one target. Hit: 6 (1d6 + 3) slashing damage.
melee attack, without provoking any attacks of oppor-
tunity, and deals an extra 5 damage to that target.

Actions
Multiattack. Aranrus makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.

148
Blaze Fury Mystery Frog
Medium fey (Fey), lawful good (Beast master) Large beast, lawful good

Armor Class 17 (Scale Mail) Armor Class 15


Hit Points 42 (5d10 +14) Hit Points 22 (4d10)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 12 (+1) 12 (+1) 15 (+2) 11 (+0) 2 (-5) 10 (+0) 3 (-4)

Saving Throws : STR +4, DEX +5 Skills Perception +2, Stealth +3


Skills : Athletics +4, Stealth +5 Senses Darkvision 30 ft., Passive Perception 12
Damage Resistance: Psychic Challenge ½, 100 XP
Senses : Passive Perception 13
Languages : Common, Fey Amphibious. The frog can breathe air and water.
Challenge 2, 450 XP) Standing Leap. The frog’s long jump is up to 20 feet
and its high jump is up to 10 feet, with or without a
Wildling Hunter. Whenever you damage a hostile running start.
humanoid you deal an extra 2 piercing damage.
Actions
Blessings Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Bodyguard. Whenever an ally within 5 ft. of the hero one target. Hit: 5 (1d6 + 2) piercing damage, and the
receives damage from an attack, spell or effect they target is grappled (escape DC 12). Until this grapple
can spend their reaction to exchange positions with ends, the target is restrained, and the frog can’t bite
that ally and become the new target of the damage. another target.
If the hero has resistance to the damage type being Swallow. The frog makes one bite attack against a
received, it is adjusted as usual. Small or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends.
Actions The swallowed target is blinded and restrained, has
Multiattack. Blaze can make two attacks. total cover against attacks and other effects outside
Shortbow. Ranged Weapon Attack: +5 to hit, range the frog, and it takes 7 (3d4) acid damage at the start
80/320 ft., one target. Hit: 5(1d6 + 2) bludgeoning of each of the frog’s turns.
damage. The frog can have only one target swallowed at a
Shortsword. Melee weapon attack: +5 to hit, reach time. If the frog dies, a swallowed creature is no lon-
5ft., one target. Hit: 5(1d6 + 2) slashing damage. ger restrained by it and can escape from the corpse
using 5 feet of movement, exiting prone.

149
Chapter 3 Knowledge is our Enemy
Within the Library of Hatbury The party must come up with a cover story that will allow
them to enter the library and snoop around. The High
“You may be wondering why I have gathered you Warlock can impart the following information:
here…” begins the High Warlock. The Hatbury Library is the oldest building in the town
and its vaults contain many rare books.
“We was here for the meeting, sir,” says a hooded man. Most townsfolk are aware of the “secret” organisation
but choose to ignore it, finding it uninteresting over the
“Yes, well—this is a special meeting!” he clears his well kept library.
throat, “As you all know, we have recently come up against One of the new initiates of the Sons is a young
the Brotherhood of Light. Our spies have told us that they noblewoman named Preena Hardback. She has little in
are entrusting a powerful artefact to the Sons of Knowle- common with the organisation’s values, but enjoys the
ge, those bloody know-it-alls.” prestige she gains from it. She primarily acts in her own
interest.
“What kind of artefact!” asks a three-foot high goblin Many businesses seek out the Sons of Knowledge for
who missed the memo about black robes. “Is it worth an edge against their competitors or the knowledge to
something?” improve their business.

The High Warlock’s eyes take in the fluffy dressing The party must do their own research to find a way into
gown and the glint in the goblin’s eye. “It’s worth so- the Library.
mething to them. They value it dearly and have clearly
given it to the Sons because they fail to comprehend what Lady Preena Hardback
it does!” He laughs and the rest of the cult immediately
joins in with hoots and cackles. Lady Preena Hardback can be found most days in the
classy Fluffy Pastry Cafe. She will look down her nose
“So what does it do?” asks the goblin. The High War- at anyone who approaches her, but offers of fame bring
lock narrows his eyes. a sparkle to her eye. As the party enters the cafe, anyone
with a Passive Perception of 14 or greater overhear Pree-
“That is none of your concern, initiate.” He looks at you. na speaking to her companions, three women in ornate
“This is a task for seasoned acolytes.” and sparkling dresses:

“Nepotism.” someone mutters as the group turns to “-tomorrow. It’s to be a grand affair by all accounts
regard you. and I can’t wait to upstage the Grand Scrutiniser. He may
churlishly comment on my gowns, but his barely covers
“You will infiltrate the Sons of Knowledge and destroy his knees and frankly, he does not have the ankles for it.”
this artifact. You must remember, however, we are a SE-
CRET organisation, so finding an appropriate cover is of The party may learn the following information if they sit
the utmost importance.” close and continue to listen in to Preena’s conversation
or, if the party chooses to converse with Preena:
“How will they know where to find them? Asks a green- The Sons are preparing for their annual event, where
scaled figure doing a handstand, much to the chagrin of they will ask their goddess to grant them understanding
the High Warlock. about a particular object or subject.
The library will be closed tomorrow night for this
“The Sons of Knowledge have told us themselves; event, but many people will be entering via the bar next
they’re the registered owners of the local library.” door, the Secret Entrance.
If asked about Arthoria Hardback: Arthoria Hardback
“Aren’t they meant to be a secret organisation too?” has come on a personal mission from King Boric to ask
the Sons if they can determine who destroyed the Prin-
“Yes, but the fools cannot lie! Ahahaha!” The High cess’s dress.
Warlock leads the chorus of laughter which is once more If conversing, a DC 15 Charisma (Persuasion) check
interrupted by the goblin. is required to convince Preena to impart further details.
The party gains advantage on the check if they allude
“What does this artefact look like then?” he glances to her that doing so will enhance her image or spread
around, “We might spot it in transit or something.” her fame.
The High Warlock glowers at the goblin for its inces- “Well, that does seem intriguing. My cousin, Arthoria
sant interruptions, “Well… I am not precisely sure…” Hardback, is visiting on a business trip and she could

150
carry rumour of me back to Muln! With her connections tage on any Intelligence (History, Nature or Religion)
in society perhaps even the King or the poor Princess will checks. If asked directly about the Sons of Knowledge,
hear of it.” he falls silent but will not speak a lie. The best way to
glean information from Pennan is via deceit or coercion.
The name of the event is the Ritual of Apprehension. A DC 14 Charisma (Deception) check can ask seemingly
The Sons are incapable of deceit, but she has heard unobtrusive questions to discern the following informa-
that during the ritual, no lie can be spoken. tion. If the party does not have a cover story, they have
disadvantage on this check.
If Preena is pushed too far, threatened or grows tired The Library has extensive underground vaults.
of the repeated questions from the party, she signals her The King of Muln occasionally patronises the Libra-
guards to attack. The three women (Champion) all pull ry, and has sent an envoy to meet the Chief Librarian,
weapons from beneath the table and politely tell the party Biblius Tome.
to leave, attacking if they do not listen. The Library is closed tomorrow for a private event
(this can also be discovered via a DC 12 Wisdom (Per-
Note: If the party is unable to obtain the information re- ception) check, as there are signs near the door commu-
garding the ritual through the conversation with Preena, nicating this).
they may still have a chance to uncover it through their A DC 15 Charisma (Intimidation) check will reveal the
explorations of the library or by random encounters with following information:
the Brotherhood of Light or the town militia. The Sons are preparing for their annual event, the Ri-
tual of Apprehension, where they will ask their goddess
Scouting the Library to grant them understanding about a particular object or
subject.
The party may choose to scout out the Library ahead The underground vaults have more than one en-
of time. trance, one of which is through the library itself.
The Library of Hatbury is a tall conical building with
ancient stonework which has since been sandwiched in If the party is looking around the library, a DC 14 Intelli-
between other structures. One is an unobtrusive buil- gence (Investigation) check locates a hidden and locked
ding named the Krispy Winery and the other appears to entrance that would lead downwards to the vaults.
be a bar named Secret
Entrance, featuring a
sign depicting a book-
case half covering a
door. Other than the
main door, there are
two other entrances: an
unobtrusive staff door
in the side street, and a
door in the back, likely
used for shipments.

If the party enters


the Library, they are
greeted by a scribe
named Pennan Quill
(Blue Mage), who will
offer to help them with
any queries.

“Welcome to Hatbury
Library, how can I help
you? If it’s information
you seek, you’ve come
to the right place, this
is the greatest centre of
knowledge in Carte!”
Pennan can help
them with any general
knowledge queries,
granting them advan-

151
The Ritual of Apprehension
Champion
Medium humanoid, lawful evil When the party is ready to infiltrate the ritual they
must first enter the Vaults.
Armor Class 18 (Plate)
Hit Points 33 (6d8 + 6) If they stake out the library, they note that many well-
Speed 30 ft. dressed people, including Lady Preena Hardback, seem
to be entering the Secret Entrance bar, instead of the
STR DEX CON INT WIS CHA library.
16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
Entering via the Library
Senses Passive Perception 11
Languages Common With the local constabulary making their rounds, a DC
Challenge 2, 400 XP 15 Dexterity (Stealth) group check is also advisable to
avoid detection. This check is made with disadvantage if
the party uses the streetside rather than the back of the
Leader. The champion can spend its reaction to make Library. As the Library is closed for a private event, the
a willing creature reroll a saving throw. party will find all doors locked so entering the library re-
quires a DC 15 Strength (Athletics) or Dexterity (Sleight
Actions of Hand) check to break in. Significant noise will alert any
Multiattack. The champion makes three melee at- inside the library to their presence.
tacks when attacking with its greatsword.
Greatsword. Melee Weapon Attack: +65 to hit, reach Pennan Quill (Blue Mage) is still in the library, cata-
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. loguing books and preparing himself for the ritual. If he
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, is alerted to a break-in, he will summon two creatures
range 100/400 ft., one target. Hit: 5 (1d10 + 3) pier- (Gargoylite) to investigate and will follow closely after.
cing damage. If he is not alerted the party will find him at the central
desk. The party would have to make an exceptional DC
20 Charisma (Deception) check to convince Pennan they
are not the infiltrators they appear to be. If failed, he will
Blue Mage
summon the two Gargolites and use the desk as cover.
Medium humanoid, any lawful alignment
Once Pennan has been dealt with, the door to the
Armor Class 14 (Mage Armor)
vaults below can be forced with a DC 12 Intelligence(In-
Hit Points 31 (7d8)
vestigation) check. This door leads to the Scrutiniser’s
Speed 30 ft.
study.

STR DEX CON INT WIS CHA Entering via the Secret Entrance Bar
10 (+0) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 14 (+2)
The Secret Entrance is, techni-
Senses Passive Perception 12 cally, a front. The bar is sponsored
Languages Common by the Sons of Knowledge and
Challenge 3, 700 XP serves as the “secret” entrance
to the vaults beneath the Library.
Spellcasting. The mage is a 5th-level spellcaster. Its To avoid duplicity, however, the
spellcasting ability is Wisdom (spell save DC 14, +6 to Sons of Knowledge are quite
hit with spell attacks). They have the following wizard open about the entrance but most
spells prepared: people view it as a simple quirk of
Cantrips (at will): fire bolt, light, mage hand, the bar.
1st level (4 slots): mage armor, magic missile,
shield Entering the bar does not draw
2nd level (3 slots): misty step, shatter any specific attention and there
is something of a festival atmos-
phere inside. Many people are
dawdling over drinks to catch up
with friends and only a few are
headed for the open door behind
an old bookcase.

152
Passing through the door there is a small queue down Blue Mage
a flight of stairs where people enter the chamber ahead Medium humanoid, any lawful alignment
one at a time. No one enters the queue behind the party
and they can watch the person ahead. Armor Class 14 (Mage Armor)
Hit Points 31 (7d8)
A blue light briefly shines in the passageway, illumina- Speed 30 ft.
ting the man in front of you before a deep, earthy voice
speaks, “IF YOU WOULD ENTER YOU MUST FIRST STR DEX CON INT WIS CHA
SPEAK WHAT YOU SEEK.” 10 (+0) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 14 (+2)
The man’s reedy voice pipes up in reply, “I seek the Senses Passive Perception 12
knowledge of the ancients, the truth of history and purpo- Languages Common
se of life!” Challenge 3, 700 XP
“FALSE.” Spellcasting. The mage is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to
“What! I say, well- fine! Fine! It’s the food! I’m here for hit with spell attacks). They have the following wizard
the free buffet, I love the quiche at these things, please spells prepared:
just one more bite. NOOOO!” His pleading is cut off Cantrips (at will): fire bolt, light, mage hand,
suddenly with a loud crunch. 1st level (4 slots): mage armor, magic missile,
shield
It is a party member’s turn next. When they reach the 2nd level (3 slots): misty step, shatter
entrance to the room they see a tall construct in ancient
bronze armour (Rock Golem) towering over them, its
eyes flashing a bright blue. It will repeats it’s phrase once
when a creature first enters the room:
Gargoylite
Medium fiend, chaotic evil
IF YOU WOULD ENTER YOU MUST FIRST SPEAK
WHAT YOU SEEK.
Armor Class 13 (Natural Armor)
Hit Points 30 (4d8 + 12)
Party members trained in Arcana may make a DC 14
Speed 30 ft., fly 60 ft.
check to recognize that the guardian has cast a zone of
truth spell, which impacts a player as they enter the room
and requires a DC 15 Charisma saving throw. If a charac- STR DEX CON INT WIS CHA
ter chooses to fail this saving throw and be affected by the 15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (+2)
spell, they have an opportunity to answer the guardian’s
question. If they do not fail the saving throw, however, Damage Resistances Bludgeoning, Piercing and
the character is attacked by the guardian. The guardian Slashing from nonmagical attacks not made with
will accept any truth the character speaks to it, but it is adamantine weapons; Poison
intelligent enough to recognise an answer that involves Condition Immunities Exhaustion, Petrified, Poi-
threat or theft, and will attack. A character can circu- soned
mvent this challenge by answering more vaguely with a Senses Darkvision 60 ft., Passive Perception 10
true statement that does not directly relate to the current Challenge 1, 200 XP
task (for example, “I seek fame”).
False Appearance. While the gargoylite remains
Once a charac- motionless, it is indistinguishable from an inanimate
ter bypasses the statue.
guardian, they
may enter the Actions
vaults, and the Multiattack. The gargoylite makes two attacks: one
next player can with its bite and one with its claws.
enter the room. If Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
the characters de- target. Hit: 5 (1d6 + 2) piercing damage.
feat the guardian Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
through guile or one target. Hit: 5 (1d6 + 2) slashing damage. Once
combat, they can per round Iif the attack is successful, the gargoyle
enter the vaults. may make an extra bite attack against a second target
within 5 ft. of the first one.

153
Rock Golem The Vaults of Knowledge
Large construct, neutral evil
The Vaults are a series of rooms beneath the Library.
Armor Class 15 in moving form, 20 in defensive Most are for the storage and study of valuable documents
stance and artefacts. There is also the Ritual Chamber, the Scru-
Hit Points 58 (9d10 + 18) tinizer’s Study and the Hall of the Goddess.
Speed 15 ft.
The atmosphere within the Vaults is more respect-
ful than in the bar above, with knots of people deep in
STR DEX CON INT WIS CHA conversation. Most people congregate in the Hall of the
18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1) Goddess, while the Grand Scrutiniser meets with Artho-
ria Hardbackin his Study. The Ritual Chamber contains
Immunities Acid, Cold, Fire, Poison the Celestial Statue belonging to the Brotherhood of
Senses Darkvision 60 ft., Passive Perception 9 Light.
Languages Understands the languages of its creator
but can’t speak Hall of the Goddess
Challenge 2, 450 XP
The Hall of the Goddess features an altar piled with
Magic Resistance. The golem has the advantage supplicant’s favourite tomes and messages written to
of saving throws against spells and other magical the goddess and several benches where a number of the
effects. Sons of Knowledge sit and speak amongst themselves.
Defensive Stance. The golem can turn himself as An open doorway to the left of the room leads to a hallway
an immovable object that blocks doors or passages. and faint conversation between a man and woman can be
While in this stance, the golem cannot move or use heard from beyond, but not fully discerned.
any action.
While in this room, players will draw the attention of
Actions the Sons as those in attendance are familiar with their
Ground stomp. Any creature with 5 ft. of the golem members. None are suspicious enough to act on this, but
must make a DC 14 Dexterity saving throw or suffer 7 should the players try to enter the Ritual Chamber, an
(2d6) bludgeoning damage. outcry will go up and the party will find itself questioned
and perhaps attacked. At any given time, four priests
(SRD 401) are in the room, along with ten commoners
(SRD 398), who will try to flee conflict.

A number of rumours can be overheard while naviga-


ting this chamber. A DC 14 Wisdom (Perception) check
allows players to hear one of the following:

The King has sent an envoy to discover who spoiled


the Princess’s dress. They are in the Grand Scrutiniser’s
study right now.
“Did you see her? The King’s envoy. Very pomp and fancy.
I heard she’s here to find out who spoiled the Princess’s
dress. I saw her while she was by the refreshments. I’d
love to be a fly on the wall of the Grand Scrutinizer’s
office right now!”

The artefact the Sons will be investigating during the


ritual is a celestial silver statue.
“I saw them boys drag it in. A big silver statue. Quite
vulgar art if you ask me. Far too much flesh on show. But
if that’s what the Grand Scrutinizer wants us to seek
knowledge on, very well. I know his game.”

The Ritual room is presently undergoing its final clean


and any dirt or dust could disrupt the runes and dispel the
zone of truth.

154
“They’ve got the wobblers in there now. You know any (end of chapter and page 97), a trusted servant of King
dirt or dust might disrupt the runes and damage the truth Boric of Muln. She is seeking to discover who bespoiled the
spell. They’ll take care of it.” Princess’s dress. With a successful DC 15 Wisdom (Percep-
tion) check, the party can overhear the following while in
Scarlet the hallway.

As you are passing through the crowd your heart “Can you do it? Know that the king would be most
freezes as a familiar face catches your eye. Long red hair pleased to find those responsible. He would reward you
and a flash of dark eyes. The same woman you last saw and your order handsomely,” says a woman in a low, confi-
throwing herself out of a porthole on the Dread. dent voice: Arthoria.

In order to avoid her sight without attracting suspicion, “We are always grateful for the king’s patronage, but
the party must make a DC 16 Dexterity (Stealth) check we cannot be bought. I have promised to beseech the
and if any character fails the check: goddess in another matter in this year’s ritual, I cannot
produce the names of those who ruined Princess Cha-
She looks straight at you and her eyes widen in recogni- rity’s wedding. I am truly sorry, Arthoria.” from an older
tion. She moves toward you suddenly and then passes reedy voice you suspect is the Grand Scrutiniser.
straight by, striking up an animated conversation with an
elderly man in a white robe. “Who could have more importance than the king? See
sense, I beg of you!” Arthoria’s anger sounds barely held
Scarlet is the sister of Rouge, who the party has in check.
already encountered. Scarlet however has no reason to
suspect the party, especially here of all places. “I cannot say and you know we are unable to break our
word. The best I can do is enchant the cloth to guide you
Corridor in the right direction. You have a piece of the dress, yes?”

This long corridor connects to a multitude of rooms for “I do.” Arthoria’s voice sounds sheepish. There is the
learning and storage as well as two offices, one of which sound of rustling and something being tossed on the desk.
is the Grand Scrutiniser’s personal study.
“Ah, I see. This particular part?”
Corridor Secret Door
“It was the most stained.”
Halfway along the corridor to the Grand Master’s
study, there is a secret door that can be opened by pulling “Indeed,” the Grand Scrutiniser begins to chant. With a
a level cunningly disguised as a lit torch. The presence final incantation, a flash of light outlines the doorway. “Let
of the secret door can be found with a DC 17 Wisdom us see…oh.”
(Perception) check and the lever can be found with a DC
15 Intelligence (Investigation) check. The door leads to “It’s supposed to glow like that?”
a small antechamber containing the Yummsh Cooking
Pot (page 34) and a silver bell. Another door leads off the “Why -er...yes!”
antechamber into the ritual chamber.
“Right now?” demands Arthoria.
Scrutiniser’s Study
“When the culprits are in proximity.”
The corridor from the Hall of the Goddess to the Scru-
tiniser’s Study is quiet save for the muffled tones of a man “I would guess you are not the culprit
and woman speaking. No one is surprised to see people Grand Scrutiniser?”
heading towards the study as many entreat the Grand Scru-
tiniser with questions about their studies. This room can “Correct.”
also be accessed via the Library upstairs through a hidden
door, and the Grand Scrutiniser only expects Pennan to “Then let’s see who’s at the door.”
use this entrance. A sign hangs to the side of the door with
the words Grand Scrutiniser Biblius Tome on one side and The door will burst open seconds later, giving only a
when flipped, Chief Librarian: Biblius Tome on the other. splitsecond reaction for the party to attempt to flee. If the
Already meeting with Tome is Lady Arthoria Hardback party is still present when revealed,

155
Lady Arthoria does not ask questions and attacks. The racter that has dealt the most damage. If either is reduced
Grand Scrutiniser (Biblius Tome) is right behind her, to 30 hit points or less, they will try to flee, activating the
he is less sure what is happening but trusts in Arthoria’s alarm as they do.
decision. If combat occurs in the hallway, the noise will
bring 1d4 priests from the adjoining Hall of the Goddess. Once the party has destroyed the statue, they must
try and flee. Other than the corridor or the Hall of the
Inside the Grand Scrutiniser’s study, there are his Goddess, there is a secret door that can be found with a
white robes of office and his ornate golden mask. A DC 16 Wisdom (Perception) check and slight pressure
character could impersonate the Grand Scrutiniser with causes it to pop open.
a successful DC 16 Charisma (Deception) check to enter
the Ritual Chamber via the Hall of the Goddess. The party Escaping the Sons
may also find a secret passage to the Library with a DC
16 Wisdom (Perception) check. It is opened by applying If the alarm is raised: The Sons of Knowledge are not
pressure to the bookshelf door. warriors, once weapons are drawn most of them attempt
to flee. Unless they are already unconscious, the Biblius
If the party flees they would fail in their mission, which Tome and Arthoria Hardback are likely to be the only
has already proved far more dangerous than anticipated. people who try and physically stop the party from leaving.

Ritual Chamber Either way, the party can exit via the Secret Entrance
of the Library or the entrance from the bar, although the
The Ritual Chamber can be accessed via the main door guardian (Rock Golem) makes no effort to stop people
in the Hall of the Goddess, or from the corridor outside from leaving.
the Grand Scrutiniser’s study. The entire chamber is
under the effect of a zone of truth spell.
Three gelatinous cubes (SRD 337) have been released
in the ritual chamber in order to clean up any dirt or dust.
When the ritual is ready, they have been trained to retreat
from the bell the Grand Scrutiniser keeps in the an- Rockskin Golem
techamber behind a secret door. They will attack anyone Large construct, neutral evil
entering the room unless the bell is rung first.
Armor Class (Natural armor: 15 in moving form,
A tall silver statue shines dimly with divine light. It 20 in defensive stance)
looks to weigh several hundred pounds and is over six Hit Points 58(9d10 + 18)
feet tall. If this is the relic belonging to the Brotherhood of Speed 15 ft.
Light, it’s not moving anywhere quickly.
STR DEX CON INT WIS CHA
In the centre of the room is a seven-foot statue of a
deva, made from magical silver. This is the artefact the 18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1)
Brotherhood of Light wants to identify. It can be destroyed
by attacks from magical weapons or spells. It has an AC of Immunities Acid, Cold, Fire, Poison
19, 95 hit points and the following ability: Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator
Sword of Truth. Once its command phrase has been but can’t speak
uttered, each creature within 30 ft. of the Challenge 2 (450 XP)
statue, with an Intelligence score greater
than 8, must speak a truth each turn or take Magic Resistance. The golem has the advantage
1d4 psychic damage as a resonating voice of saving throws against spells and other magical
declaring “The liar shall be punished!”. effects.
Defensive Stance. The golem can turn himself as
Unbeknownst to the party, and even an immovable object that blocks doors or passages.
most of the Sons of Knowledge, the statue While in this stance, the golem cannot move or use
is watched over by two representatives of any action.
the Brotherhood of Light, Gavin the Glo-
rious and Senara Valard (end of chapter). Actions
When the party enters, Senara Valard Ground Stomp. Any creature within 5 ft. of the golem
whispers a command phrase for the statue, must make a DC 14 Dexterity saving throw suffering
activating the “Sword of Truth” ability. Se- 10 (3d6) bludgeoning damage on a failed throw, or
nara and Gavin allow the gelatinous cubes half on a successful one.
to deal with them, before attacking the cha-

156
Conclusion
The High Warlock is pleased the relic has been
destroyed but even a clean getaway has people asking
questions in town. Attention is growing. If Arthoria was
killed, she will be resuscitated, alerting King Boric to turn
his attention to Hatbury as Arthoria begins seeking out
the party.

“Once again, we have another victory under our belt,”


declares the High Warlock with pride. followers launch a surprise attack on the Endarkened
Brotherhood’s secret lair. The party must defend their
“Thank you, sir,” beams a short man who taps the cab- base and protect their treasures from this powerful foe
bage-shaped rosette pinned to his hooded cloak. The High and his f ollowers.
Warlock’s head tilts toward him.
Objective
“Er…yes, one of many victories to be sure. I was During this special tactical combat you must incapacitate
thinking particularly of the victory that entailed the thwar- or defeat the Grand Scrutiniser, Biblius Tome and his
ting of our enemies.” ally, Arthoria Hardback, before they can reach the core of
the dungeon and spend a full turn there.
“Yes, the Royal Cabbage Society thinks they know The remaining attackers that joined them will withdraw
everything there is to know about growing things but we and attempt to flee the scene with Biblius’s body if he and
showed them a thing or three. it’s such a pretentious club- Arthoria are defeated. Since they are carrying Biblius, all
” terrain is considered difficult for the remaining attackers,
“WILL YOU SHUT UP ABOUT THE CABBAGES!” slowing their flight from the base. The party shouldn’t let
snarls the High Warlock, “DESTROYING THE RELIC anybody escape.
WITHOUT GETTING CAUGHT IS MORE IMPOR-
TANT, AND CERTAINLY MORE DASTARDLY THAN Assault team
LETTUCES DISGUISED AS CABBAGE.” Scout: Lady Arthoria Hardback
Area Spellcaster: Biblius Tome (advanced)
“It was actually cauliflower-” Support: Senara Valard
Tank: Gavin
“ENOUGH,” the High Warlock
turns his eye on you, “You did The attacker CR is 9 the defending team is CR12.5
escape detection, didn’t you?” (10 for defenders and 2.5 for traps and artefacts).
DM shall adjust if needed.
The party will advance to
6th level. Tips: This battle is hard, at any point you can make the
party roll a DC 14 Charisma (Insight) roll, discovering
Defend The that Biblius and Arthoria are the leaders and that the
other attacking characters look to them for instructions.
Base! They will get demotivated if left alone to handle the base
assault.
At the end of this chap-
ter, the party’s secret After the combat
lair is discovered by the The High Warlock has performed a powerful ritual,
Grand Scrutiniser who thanks to a piece of magic from the Sons of Knowledge.
has recovered from his It shields the cult’s secrets from prying eyes and ears. As
embarrassment in the a result, all members of the cult are now immune to the
Vaults. Fueled by his following spells: Clairvoyance, Detect Thoughts and Zone
determination to find the of Truth.
culprits who ruined the
Princess’ dress and ruined If the players fail in their defense: the High Warlock of
his statue, he has used his the Endarkened Brotherhood will be deeply disappointed
magic to locate the Endarke- in their inability to protect the organization’s resources.
ned Brotherhood’s hideout. The party will be forced to find a new base of operations,
As soon as the party leaves and will have to do so without any aid or support from the
their base, Biblius and his Brotherhood.

157
If the players are successful in their defense: Pleased
Biblius Tome
with their efforts the High Warlock will reward them by
Medium humanoid (Psionic), lawful good (Cleric of
retrieving a valuable magic item and one lair artefact from
fire)
Biblius’s body. Biblius had a hidden pocket in his body
where he stored items for later study. The High Warlock
Armor Class 13 (Leather Armor)
will be happy to give one to the players and add the other
Hit Points 49 (9d8 + 9)
ones to the Endarkened Brotherhood’s treasure vaults.
Speed 30 ft.

Tips: The DM may choose one magic item to reward STR DEX CON INT WIS CHA
the your players according to the need of their character 12 (+1) 14 (+2) 12 (+1) 10 (+0) 20 (+5) 12 (+1)
(page 33).
33
Saving Throws WIS +6, CHA +4
Skills Arcana +3, Religion +3
Damage Resistances Psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common
Lady Arthoria Hardback
Challenge 3, 700 XP
Medium Humanoid (Human) , Lawful Good (Archer)
Shroud of Flame. When a creature within 5 feet of
Armor Class 16 (Chainmail Armor)
Biblius hits him with a melee attack. The attacking
Hit Points 38 (7d8 +7)
creature takes 1d8 fire damage.
Speed 30 ft.
Spellcasting. Biblius is a 7th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 16, +8
STR DEX CON INT WIS CHA to hit with spell attacks). He has the following spells
14 (+2) 16 (+3) 12 (+1) 16 (+3) 8 (-1) 10 (+0) prepared:
Cantrips (at will): Light, Sacred flame
Saving Throws STR +5, CON +4 1st level (4 slots): Burning Hands, Faerie Fire, Cure
Skills Athletics +7, Intimidation +7 Wounds
Senses Passive Perception 12 2nd level (3 slots): Moonbeam
Languages Common 3rd level (2 slots): Spirit Guardians
Challenge 2, 450 XP 4th level (1 slot): Guardian of Faith

Attack Surge (1/day). When Lady Arthoria attacks in Actions


combat, she can make one additional action. Mace. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit: 6 (1d8 + 2) plus 4 (1d8) fire damage.
Actions Turn Undead (2/day). As an action, each undead
Multiattack. Arthoria makes two attacks, only one within 30 feet of Biblius that can see or hear him
can be a charming arrow. must make a DC 16 Wisdom saving throw or become
Longbow. Ranged Weapon Attack: +6 to hit, ranged turned for 1 minute or until it takes any damage.
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing da- A turned creature must spend its turns trying to move
mage. as far away from Biblius as it can, and it can’t willingly
Charming Arrow. Ranged Weapon Attack: +6 to hit, move to a space within 30 feet of him. It also can’t
ranged 150/600 ft., one target. Hit: 7 (1d8 + 3) pier- take reactions. For its action, it can use only the Dash
cing damage and 5 (2d4) psychic damage. The target action or try to escape from an effect that prevents it
must succeed on a 13 Wisdom saving throw, or it is from moving. If there’s nowhere to move, the creature
charmed by Arthoria until the start of her next turn. can use the Dodge action. A creature controlled by a
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 player cannot be turned.
ft., one target. Hit: 7 (1d6 + 3) slashing damage.

158
Gavin Senara Valard
Medium Humanoid (Dwarf), Lawful Good (Paladin) Medium celestial, lawful good (Sorcerer)

Armor Class 17 (Half plate + Shield) Armor Class 12 (no armor)


Hit Points 49 Hit Points 33 ( 6d8 + 8)
Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 18 (+4) 8 (-1) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 18 (+4)

Saving Throws WIS +1, CHA +6 Saving Throws CON +4, INT +3, WIS +3, CHA +7
Skills Athletics +4, Persuasion +6 Skills Arcana +2, Religion +2
Damage Resistances Poison Damage Resistances Necrotic, Radiant
Senses Passive Perception 9 Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Dwarvish Languages Common, Celestial
Challenge 2, 450 XP Challenge 2, 450 XP

Divine Smite (2/day). When Gavin deals damage to Empowered Healing. When Senara rolls for a hea-
an enemy, he deals an additional 2d8 radiant damage. ling spell, if the result of a die is 1, she may reroll the
Inspiring Strike. Once per round, when Gavin deals die but must use the new result.
damage to an enemy, they can distribute temporary Spellcasting. Senara is a 5th-level spellcaster. Her
hit points equal to the damage dealt to any creatures spellcasting ability is Charisma (spell save DC 14,
they can see within 30 ft, including themself. The +6 to hit with spell attacks). She has the following
temporary hit points cannot exceed 10. spells prepared:
Cantrips (at will): light, sacred flame
Actions 1st level (4 slots): cure wounds, guiding bolt
Multiattack. Gavin can make two melee attacks. 2nd level (3 slots): lesser restoration, hold per
Longsword. Melee Weapon Attack: +5 to hit, reach 5 son
ft., one target. Hit: 6 (1d8 + 2) slashing damage. 3rd level (2 slots): dispel magic, haste

Action
Fire Quarterstaff. Melee Weapon Attack: +1 to hit,
reach 5ft., one target. Hit: 3 (1d6 - 1) bludgeoning
and 5 (1d10) fire damage.

159
Chapter 4 Take Control of a District
Time to Expand our Power The Stalls

“Come in. Have a seat,” directing you to a group of Representing the merchant quarter, the Stalls feature the
chairs in front of his desk, the High Warlock looks from majority of Muln’s shops and markets.
face to face and drums his fingers on the desk. Strength: Muln’s wealth flows through the Stalls, and
a certain percentage of that wealth finds its way into the
“I wanted to invite you here, away from the usual foo- pockets of whoever maintains the stalls and protects its
lishness of our meetings.” he takes out a pair of red balls merchants.
which he begins juggling absent-mindedly, “My hope was Challenge: Keeping the district happy requires a lot of
that we might have a serious discussion about your future man-hours.
in my organisation, one where you can see my face and I Current Management: The Golden Geese, a collection
can see yours.” of wealthy “facilitators” who aren’t afraid to spill a little
blood in order to keep the gold flowing.
The High Warlock, or “Punchy” according to the
sign on the door, is a tall thin man with watery eyes and The Gutters
pinched lips. He looks much like the rest of the people in
the building, with chalk white skin and a large red nose. The Gutters are first and foremost a residential district,
filled with low cost housing and cheap bars.
“Our organisation is a growing concern. We need to Strength: A steady source of labour is present in the
expand, and you have shown yourselves to be resource- Gutters, people are always looking for work and many
ful, if not always discreet. This time, I want you to make aren’t too bothered about what it is.
some waves.” He leans back, putting his huge shoes on Challenge: Many of the people living in the Gutters are
the desk. “I’m juggling a lot of balls here and I want you to desperate, resulting in an unruly populace that is hard to
take responsibility for our next acquisition.” control.
Current Management: The Seamstress’s Guild, a col-
“I have identified several areas where we might be lective of women who know how to manage the district’s
able to get ourselves a piece of the pie, so to speak. It’s tempestuous moods and channel its energy in the right
included in these dossiers, don’t mind the covers.” He direction.
gestures to a pile of books with brightly coloured covers
featuring the words ‘Jests and Japes’. The Docks
“Examine them thoroughly and make your decision. It’s The Muln Docks are heaving with activity. At any point
time this kingdom learned we are no joke.” one can see scores of workers transferring goods between
ships and warehouses, barges travelling downriver from
The High Warlock has given the party a dossier on the mines and lumber mills, and small ships packed
three of Muln’s districts that he believes are ripe for a with produce and wares to sell departing downstream to
takeover. The party can investigate each of the districts Muln. The Docks employ more workers than just about
and determine which they want to attempt to seize. anywhere else in town; it is a well-known fact that all
workers and businesses fall under the purview of the Doc-
The Docks kers Union, the Wharfers. The city council is powerless
to stand up to them and so they stand unchecked, taking
The docks are where Muln takes in the lumber and ore from their tithe from each passing ship and their fees from
upriver and exports wares and food downriver to Muln. the Dockers. For the most part, things work, but they’ve
Strength: All information passes through the docks grown complacent, and their blatant corruption and
and sailors will gladly talk to anyone willing to buy them increasing greed has not gone unnoticed by the workers
a round. they claim to serve.
Challenge: Anything that goes wrong in the Docks
quickly becomes known to nearby towns such as Manch The High Warlock has devised a plan, seemingly from
and Muln as sailors spill their stories. inside knowledge that will help the Cult wrest control of
Current Management: The Wharfers, a cutthroat gang the Docks from the Wharfers and turn it into an asset of
of informants and enforcers. their own:

160
1. Bribe the Customs Officer. They keep records of In all cases, offering Giza an actual role in management
all the vessels that pass through the docks. Access of the Docks gives the party advantage on these checks.
to this information gives the party a finger on the
pulse of all boat trade in or out of Muln. Once they have the shipping records they can proceed to
part two of the plan.
2. Be seen to be collecting the ‘import tax’ from inco-
ming vessels. Board a Barge
3. Demonstrate accountability. This can be proved by
ensuring a ship leaves on time, with correct cargo, In order to establish expectations, the party must be
and carrying the word that the Docks are under seen taking on the role of dock management. The easiest
new management. method is by boarding an incoming vessel and handling
the bribery (import tax) collection per the processes
Bribe the Official learned from Giza. However, the Wharfers have their own
representative ready to do the same. Skinny Deep, a sea
Giza Daush thought she was being handed a presti- hag (SRD 320) appearing human, is already waiting on
gious role when she was offered the role of Customs Offi- the docks when the party arrives and can be recognised
cer by the Muln Council. However, she quickly discovered by his prominently displayed union pin.
that if she wanted anything, from signatures to cargo
inspections, she had to go through the Union. Rather You approach the water’s edge as a barge heads towar-
than continue to rail at the hand she’d been dealt, she has ds the moorings. You spy a man standing nearby, stinking
begrudgingly put aside her aspirations to accept the wage of salt water, hair slicked back as if he’s just been for a
she’d been offered. She spends her days relaxing in her swim. You see the large union pin stuck to his lapel and
office and practicing various hobbies picked up over the realise he’s here for the same reason you are.
past few years in order to pass the time.
There are several ways the party might deal with Skinny
As the party arrives, Giza is found sprawled in her Deep, bearing in mind his loyalty to the Wharfers:
chair, feet up on the desk, examining her latest creation: If they try to convince him to leave, he will argue, requi-
a wooden carving of a fish holding a fishing rod. Unfazed, ring a DC 16 Charisma (Persuasion or Intimidation) check
she glances up towards the door when the party arrives, to make him back down. If they cannot convince him, he
but otherwise doesn’t move. will try to push past and onto the barge.
The party may also try to rough him up or even attempt
“Hello. For all official business no walk-in requests are to kill him. If the going gets tough during combat, Skin-
accepted, an information gathering appointment must ny Deep will throw himself into the water as a means to
be made. Please submit your request in writing and our escape.
office will respond within two business days along with
your assigned appointment slot...” Regardless of the methods chosen, if Skinny Deep has
been rebuffed or escaped, he immediately heads to report
If the party explains they want to take over the docks, the party’s presence to the Wharfers.
Giza maintains her blasé exterior, but a 13+ Passive
Insight reveals her interest has been piqued and If the party has successfully boarded the boat, they
is listening intently to what the party have to must collect the import tax from the wary Bar-
say. gemaster and convince them of their authority
through guile or intimidation. From the details
“You want to take on the Wharfers? Giza provided, barges pay a 10% import tax
Hope you’re ready for open ‘Wharfare’, upon their goods. So an average barge with
they won’t take that lying down. So what 500 gp of goods would thus pay 50 gp in
do you want from me?” tax.

In order to collect shipping records and If the party presents themselves as


information on the expected import pro- members of the Wharfers, make a DC
cesses, the party can: 16 Charisma (Deception) check, gaining
Bribe Giza with 100 gp and a DC 15 advantage if they acquired Skinny’s union
Charisma (Persuasion) check. pin.
Appeal to Giza’s dislike of the Wharfers Alternatively, they may try to openly claim
with a DC 16 Charisma (Persuasion) check. to be the new management, requiring a DC 16
Coerce Giza with a DC 16 Charisma (Intimidation) Charisma (Persuasion or Intimidation) check to
check. convince the captain.

161
If they fail by five or more he orders them off his boat. If 4 A crate smashes, sending three small chests (psy-
they succeed, the Bargemaster agrees and provides them chic mimics) tumbling onto the dock.
with the low sum of 35 gp. 5 Two men, (apprentive assassins), seem to be
keeping tabs on the progress of the HM Boric
The party can make a DC 14 Intelligence (History) unloading. If confronted they try to flee and a DC 16
check using the records to recall that this barge was Charisma (Intimidation) check reveals they work
meant to be carrying 500 gp of goods, and requires pay- for the Brotherhood of Light.
ment of 50 gp, or
They can choose to investigate, making a DC 16 In- 6 A band of Wharfer ruffians (two cave hobgoblin,
telligence (Investigation) check to deduce that the cargo two brutal bugbear and an orc battlecrier) show up
manifest has been altered and is worth 600 gp. Thus the and beeline for the HM Boric to cause chaos. They
Bargemaster actually owes them 60 gp. will start roughing up dockers and the party must
intervene.
When called on the mistake, the Bargemaster will capi-
tulate allowing the players to collect the tax. The party
is another step closer to controlling the docks, although As the HM Boric readies to leave, the Captain ap-
they have likely aroused the suspicion of the Wharfers! proaches, sticking out his hand.
“It’s been a pleasure. Honestly, this is the quickest
Arrival of the HM Boaric turnaround we’ve had in years, with minimal delays and
no disasters. I’ll pass on the word, Muln is under new ma-
Records show a ship called the HM Boric is nagement. I’m just waiting on a few passengers and then
due to arrive on the morning tide and must we’ll be off. Farewell!”
depart by the evening with all cargo. This
is the perfect chance to showcase your The party has managed to secure the docks, and more
control and send word downriver that importantly, the favour of many of those who work there.
the Muln Docks are under new manage- The coffers of the Cult will swell and the High Warlock
ment. releases an advance fund of 1000 gp to the party. The
party is also awarded the title “Dockmaster” which can be
While the HM Boric safely makes it into assigned to a single player by the DM, group choice (like
port, the party must oversee its time in an MVP), or could be granted to the entire party at DM
Muln by correctly managing dock workers, discretion. This title confers advantage on Investigation
ship crew and merchants to get the cargo loaded or History checks to discover or recall information via
on time. During that time, a number of complications rumours.
arise that the party must overcome to stay on track. Roll A few days after they take control of the Docks, Giza
on the table below three times. Daush sends word that several items of contraband have
been seized and gifts the party a Sword of Resentment, a
Dock Complications table Coil of the Immemorial and a Draining Axe (pages 34, 37
& 36).
D6 Complication
1 Several dockers never showed up today, the party
needs to make a DC 14 Strength (Athletics) group
check to help load cargo. If the check is a failure,
roll on this table and additional time.
2 An argument breaks out over the price of cargo
between the captain and a merchant. The party
can attempt to resolve the difference with a DC 15
Charisma (Persuasion) check, or pay 50 gp to make
up the difference.
3 The dockers are uneasy that the Wharfers are no
longer running the show. A DC 14 Charisma (Per-
suasion or Intimidation) check is required to get
them back to work. If the check is a failure, roll on
this table and additional time.

162
Cave Hobgoblin
Medium goblinoid, neutral evil
Brutal Bugbear
Medium goblinoid, chaotic evil
Armor Class 11
Armor Class 13 (Hide)
Hit Points 19 (3d8 +64)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 9 (-1) 8 (-1) 6 (-2)
15 (+2) 12 (+1) 16 (+3) 8 (-1) 11 (+0) 9 (-1)
Skills Athletics +5, Perception +2, Stealth +4
Skills Stealth + 6, Survival +2
Condition Immunities Blinded
Senses Darkvision 60 ft., Passive Perception 10
Senses Blindsight 30 ft. (blind beyond this radius),
Languages Common, Goblin
Passive Perception 12
Challenge 1 (200 XP)
Languages Goblin, Undercommon
Challenge ½, 100 XP
Vicious. Whenever the bugbear hits a prone creature
it inflicts an extra 7(2d6) piercing damage.
Blind Senses. The hobgoblin can’t use its blindsight
while deafened and unable to smell.
Actions
Morningstar. Melee Weapon Attack: +5 to hit, reach
Actions
5 ft., one target. Hit: 11 (2d8 + 2) piercing and 7 (2d6)
Flame Club. Melee Weapon Attack: +5 to hit, reach 5
poison damage.
ft., one target. Hit: 5 (1d6 + 2) piercing damage and 7
(2d6) fire damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage
and 3 (1d6) poison damage.

163
Orc Battlecrier The Stalls
Medium goblinoid, chaotic evil
The Stalls features a collection of markets and stores
Armor Class 16 (Chainmail) that is second only to the city of Muln. It is said that
Hit Points 30(4d8 + 12) anything that can be bought or sold can be found in the
Speed 30 ft. Stalls, and if you look in the right places, even the things
that can’t. As the economic hub of Muln, making and
STR DEX CON INT WIS CHA sharing wealth should have easily furnished Muln and its
citizens with the tax revenue to become a wealthy town
16 (+3) 12 (+1) 16 (+3) 11(+0) 11 (+0) 16 (+3) and eliminate the poverty that pervades lesser districts,
like the Gutters. Instead, the wealth has been hoarded by
Senses Darkvision 60 ft., Passive Perception 10 merchants and wealthy citizens thanks to the schemes of
Languages Common, Goblin, Orc the Golden Geese. Ostensibly a collective of merchants
Challenge 2, 450 XP and accountants, the Golden Geese in actuality function
more akin to a private bank. Laundering and loopholes
Assault. One living creature the battlecrier can see makes sure minimal taxes from the Stalls are paid to
within 10 ft. can use its reaction to move 10 ft. and Muln, leaving the majority of funds to flow back into the
make a melee attack pockets of investors and line their own coffers.

Actions This has created no small amount of strife with the poo-
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., rer citizens and those employed in the Stalls who, while
one target. Hit: 8 (1d10 + 3) slashing damage and 7 highly taxed, see little from the proceeds of their work.
(2d6) poison damage. This is where the High Warlock’s plan can take advan-
tage of the situation:
1. Firstly, you must make an example of Rob Onywan,
one of the most exploitative merchants in the
Stalls. Extort him and show his workers the vast
Psychic Mimic
wealth being kept from them.
Medium monstrosity, chaotic neutral
2. Secondly, hit the Golden Geese’s coffers and
Armor Class 12 (Natural Armor) dispose of their gold, eroding faith in their ability to
Hit Points 27 (7d8) protect the wealth of the Stalls.
Speed 20 ft. 3. Finally, you must be seen to invest the funds back
into the Stalls to raise support throughout the
STR DEX CON INT WIS CHA district. Giving charity to the poorer workers and
investing in the fortunes of non-Golden Geese mer-
17 (+3) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0)
chants are two such methods.
Condition Immunities Prone
Senses Passive Perception 12
Robbing Rob
Languages Common, Telepathy 60 ft.
Rob Onywan is the owner of Onywan Cans, a food pro-
Challenge 1, 200 XP
cessing business. It is notable for taking on impoverished
workers from the Gutters and offering them a wage. The
Shapechanger. The mimic can use its action to poly-
workers are paid barely enough to live on, while Rob re-la-
morph into an object or back into its true, amorphous
bels the jars of food they produce and sells them at luxury
form. Its statistics are the same in each form. Any
prices. When visiting his factory, he dresses in cheap
equipment it is wearing or carrying isn’t transformed.
clothes and pretends he himself is just above the poverty
It reverts to its true form if it dies.
line. It’s time his workers saw who he really is.
Grappler. The mimic has advantage on attack rolls
against any creature grappled by it.
The party can watch the factory, awaiting one of Rob’s
visits, then enter after him as the workers are too busy to
Actions
stop the party.
Pseudopod. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage
You see a carriage pull stop around the corner from the
and the target is grappled (escape DC 14).
factory and a footman helps a tall, thin man down from
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
the step. The man peels off his fur coat to reveal a thin
target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
grey shirt and he puts on a dirty apron. He then walks
psychic damage
around the corner and enters Onywan Cans. The footman

164
takes a seat back on the carriage and waits. coins, more than any of the workers have seen in their
life.
The party can expose Rob by accusing him while in the
middle of his factory, as this will be where the majority of Finally, breaking into Rob’s office with a DC 14 Dex-
his workers are. The true difficulty is in convincing him terity(Thieves Tools) or DC 15 Strength(Athletics) check
to reveal it here as many of the workers believe in the lie will reveal a stack of labels on his desk. They read “Finest
that he has sold them. Once Rob has been exposed, the Canned Meat, imported from Muln for over 100 years.”
workers will rise into an angry mob. Rob’s days in the
Stalls are done and word will spread. Get the Gold

Threatening him with a DC 18 Charisma (Intimidation) The Golden Geese headquarters are located in
check will cause him to stumble up, backtracking on his the prestigious Gilded Nest Bar. Only those with
words. If the check fails by 5 or more, the workers refuse memberships are allowed into the bar, but that includes
to believe the story since it was given under duress. If the most merchants in the Stalls. From the outside, the
check fails by less than 5, the party must make an additio- Gilded Nest Bar appears inconspicuous, but the queue
nal DC 14 Charisma (Persuasion) check to convince the of wealthy merchants waiting outside denotes its pres-
workers. tige. Even as you watch, a man hands over his gold
Rob can also be exposed by picking his pocket, with membership badge to a burly looking bouncer at the door.
a DC 15 Dexterity (Sleight of Hand) check. Pouring the Only after thorough inspection the bouncer allows him to
contents of his coin pouch onto a table reveals thirty gold enter with his companions.

165
If the party attempts to queue for entry, the two ogre 16 Intelligence (Investi-
(SRD 336) and hobgoblin (SRD 322) guards at the front gation) check reveals a
door will allow no one past without a membership badge. hidden chest containing
With little prodding, the guards explain that like the name a Nine Lives Stealer
of the bar implies, if their hands are gilded to the tune of dagger and a key to the
500 gp they will happily let them pass without a ‘for- strongroom door.
gotten’ badge. The strongroom door re-
quires a DC 18 Strength
This amount could be collected from the party’s own (Athletics) or Dexterity
inventory or stolen in chunks from a few merchants just (Thieves Tools) check to
outside the bar with a DC 16 Dexterity (Sleight of Hand) open without a key.
checks. With a higher DC 18 Dexterity (Sleight of Hand)
check, a membership badge can be procured. Otherwise, Inside the strongroom
a merchant can be convinced to take the party in as his is a treasury that resembles a dragon’s hoard more than it
guests with a DC 16 Charisma (Persuasion or Intimida- does the coffers of a prominent organisation. It’s littered
tion) check. with piles of gold and jewels, trinkets of all kinds and even
several pieces of art. Far more than you can feasibly carry,
The party may also attack the security directly, but but it never hurts to try. On the ceiling above, you note a
doing so puts everyone inside on high alert, doubling the hatch that appears to lead onto the roof.
guards inside and scaring off any merchants still waiting
outside. One of the leaders of the Golden Geese, Golden Carla,
is actually a Demon (Lust Fiend). This is her hoard, but
Inside, the bar is a den of excess. The wine flows like fortunately for the party, she has another method of ente-
water, high-stakes games of chance abound and scantily ring and exiting. The hatch in the roof is barred from the
clad young men and women wander from room to room inside, but with a successful DC 15 Strength (Athletics)
seeking companionship, for a price. Welldressed bugbear check, the party can climb onto the roof.
security guards stand on the outskirts of the room and
near the back of the bar is a closed door guarded by a The party can carry 1000 gp each, but if they are wil-
solitary, but clearly armed, orc woman. ling to spend an extra hour ferrying the rest of the trea-
sure onto the roof, they can alert locals to its presence
Inside the Gilded Nest Bar, there is a strongroom, and watch the Golden Geese’s entire fortune vanish.
guarded at all times by the Golden Geese’ security team If the party chooses to spend an extra hour doing this,
of highly skilled individuals. When more muscle is nee- there is a 25% chance (50% if the Golden Geese are on
ded, they simply hire mercenaries. high alert) that Golden Carla and her two henchmen
(disguised Juvenile Balor) appear and attack them, she
Any security guard can be distracted with a DC 15 retreats if reduced to 15 hit points or less.
Charisma (Deception or Performance) and should the
Orc guard be distracted, her key can be stolen with a DC By damaging the Golden Geese’s finances, and more
14 Dexterity (Sleight of Hand) check. If on high alert, the importantly, reputation, control of the Stalls is now within
Orc guard resists moving away from the door at the back, reach.
instead motioning to another guard to see to any issues
unless there are no nearby guards available. Patronise the Stalls
Entering the door takes a DC 16 Dexterity (Stealth)
group check and a character must make a DC 20 Stren- To cement the cult’s position, they must be seen by the
gth (Athletics) check or DC 18 Dexterity (Thieves Tools) masses to prove positive change while also appealing to
check to open the door without the key. the merchants by maintaining the status quo. This can
be achieved by undertaking the following skill challenge
If at any point, the party is spotted acting illicitly they which can be an opportunity for the players to craft a
will be attacked by three guards (two brutal bugbears cinematic takeover of the area:
and an orc battlecrier) who are present in the room. Add This Skill Challenge requires 5 successes before 3 fails
an additional three Brutal Bugbears to this combat if the are accrued.
bar is on high alert. Each player may use any skills they are proficient with,
but the same skill cannot be used more than once during
Past the door, the party will find themselves in a short the challenge. At the DM’s discretion, expending spell
corridor leading to two doors, one metal and another slots to cast appropriate spells can count as
plain wood. The wooden door leads to an office and a DC a success.

166
Players should get creative with their skills, but several Survival Locate and identify 18
possible skill options are laid out below. More unusual or Carla’s tracks to find out
unlikely uses will have a higher DC. her dark secret: she is in
The party will most likely succeed in winning the fact a fiend.
Stalls, but the benefits obtained from running it will suffer
if they fail to win broad support for their management.
Failures:
If the party ensured the Golden Geese’s entire hoard
was stolen, they begin with one success.
No failures: The party wins control of the Stalls and
receives 2000 gp in tributes from the Stalls, with more
Examples: to come. They also gain the title “Master of Coin”, which
grants the holder advantage on Charisma checks that
Skill Use(s) Recommended leverage their wealth or status.
DC One failure: The party takes control of the Stalls but
Arcana Find promising arcane 15 finds some opposition among the merchant class, they
research to invest in. receive 1500 gp in tributes as some of the merchants hide
their wealth.
Decep- Mingle with the wor- 14 Two failures: The party takes control of the Stalls with
tion kers, distributing gold heavy opposition by merchants merchants but also fails
and convincing them to win the working class so must divert funds to appease
you will better their lot them. They get 750 gp in tribute from the merchants.
in life. Three failures: The party fails to take control of the
Insight Work out which mer- 17 Stalls and it becomes clear that the party doesn’t have the
chants are least happy support necessary and might have better luck taking over
with the current situa- another district.
tion and buy their loyalty
with investment. The Stalls are now in the hands of the cult and several
Intimida- Come down hard on 15 investments deliver interesting results. For each failure
tion those who don’t imme- the part accrued, the party receives one fewer of the items
diately fall in line and below.
make an example of
them. A Sword of Resentment, a Coil of the Immemorial, a
Spicy Chicken Feather, a Ring of Shrieking (pages 34, 37,
Investiga- Find the most profitable 16
& 36).
tion businesses to invest
in, demonstrating your
attention to detail and
business acumen.
Percep- Spot those in direst 13
tion need and offer them
coin.
Perfor- Impress the have and 16
mance the have-nots with your
gravitas and generous
spirit.
Persua- Give a rousing speech to 15
sion convince people of your
vision for the Stalls.

167
Brutal Bugbear Lust Fiend
Medium goblinoid, chaotic evil Medium fiend, neutral evil

Armor Class 13 (Hide) Armor Class 15 (Natural Armor)


Hit Points 27 (5d8 + 5) Hit Points 44 (8d8 + 8)
Speed 30 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 8 (-1) 11 (+0) 9 (-1) 8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

Skills Stealth + 6, Survival +2 Skills Deception +9, Insight +5, Perception +5, Per-
Senses Darkvision 60 ft., Passive Perception 10 suasion +9, Stealth +7
Languages Common, Goblin Damage Resistances Bludgeoning, Piercing and
Challenge 1 (200 XP) Slashing from nonmagical weapons
Senses Darkvision 60 ft., Passive Perception 15
Vicious. Whenever the bugbear hits a prone creature Languages Common, Abyssal, Infernal
it inflicts an extra 7(2d6) piercing damage. Challenge 2, 450 XP

Actions Actions
Morningstar. Melee Weapon Attack: +5 to hit, reach Charmed Claw. Melee Weapon Attack: +5 to hit,
5 ft., one target. Hit: 11 (2d8 + 2) piercing and 7 (2d6) reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
poison damage. damage. Target hit by this attack must succeed on
a DC 15 Wisdom saving throw or become charmed,
causing it to spend its reaction to attack an ally if they
can. Target may attempt this save again at the end of
Juvenile Balor its next turn.
Large fiend, chaotic evil Draining Kiss. The fiend targets a creature charmed
by it or a willing creature. The target must make a
Armor Class 16 (Natural Armor) DC 15 Constitution saving throw against this magic,
Hit Points 59 (7d10 + 21) taking 25 (3d10 + 5) psychic damage on a failed save,
Speed 30 ft., fly 40 ft. or half as much damage on a successful one.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 17 (+3) 15 (+2) 11 (+0) 17 (+3)
Orc Battlecrier
Medium goblinoid, chaotic evil
Damage Resistances Fire, Poison, Cold, Lightning
Senses Blindsight 120 ft., Passive Perception 13
Armor Class 16 (Chainmail)
Languages Common, Infernal
Hit Points 30(4d8 + 12)
Challenge 3, 700 XP
Speed 30 ft.
Fire Aura. At the start of each of the balor’s turns,
or when a melee attack hits the balor, each creature STR DEX CON INT WIS CHA
within 5 ft. takes 4 (1d8) fire damage. 16 (+3) 12 (+1) 16 (+3) 11(+0) 11 (+0) 16 (+3)

Actions Senses Darkvision 60 ft., Passive Perception 10


Multiattack. The balor makes two attacks: one with Languages Common, Goblin, Orc
its battleaxe and one with its whip. Challenge 2, 450 XP
Burning Battleaxe. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing + 4 Assault. One living creature the battlecrier can see
(1d8) fire damage. within 10 ft. can use its reaction to move 10 ft. and
Fire Whip. Melee Weapon Attack: +6 to hit, reach 15 make a melee attack
ft., one target. Hit: 7 (1d6 + 4) slashing and 4 (1d8)
fire damage. Targets successfully hit by this attack Actions
must succeed on a DC 20 Strength saving throw or be Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
pulled up to 10 ft. toward the Balor. one target. Hit: 8 (1d10 + 3) slashing damage and 7
(2d6) poison damage.

168
The Gutters
The Gutters is the poorest neighbourhood in Muln, The boy is Oliver Winer and his sister, Annie Winer
with a well-earned reputation for criminal activity. Many will try to convince the party to give them money before
of the “Gutterlings’’ are unable to find fair compensating answering any questions, but before they get too far,
work, resulting in a choice between starvation wages or their father Utt’er Winer interrupts, exiting the alleyway
a life of crime. The wealthier denizens of Muln, including blinking sleep from his eyes.
the town council, either pretend not to see the Gutters or
see them as an opportunity to be exploited. “Will you two stop telling folks I’ve run off! You know
This abdication of responsibility results in the Gutters fine well I spent all last night working in the Stalls.” He
operating almost as an independent fief within the town sighs, “Hello folks, I apologise for my children, they forget
with the Seamstresses Guild overseeing affairs here. their manners. You’re not here to chase us off, are you?
They know who is pulling which jobs and are sure to take We got nowhere else to go!
their cut. They settle feuds, find work for the desperate If the party explains they’re looking for the Winer fa-
and see that those foolish enough to be caught preying on mily, he smiles broadly.
the Gutterlings pay a heavy price. “Ah yes! Ice told me he knew someone who could help,
I wasn’t sure I believed him. Can you really get us our
The High Warlock has been made aware of the despe- house back?”
ration in the Gutters and hopes to exploit it for the benefit
of the cult, but first, he has to get rid of the Seamstresses If prompted, Utt’er Winer will explain the situation fur-
Guild. An informant named Thin Ice, who runs the Dive ther:
Tavern, has mentioned that a growing proportion of the
Gutterlings are unhappy with the Guild. They feel their lot “Last week, we receives a letter saying our landlady
in life has grown worse, despite the Guild’s promises to has passed and it was her wish that her home be vacated.
uplift the Gutters. The time is ripe for a takeover. Next thing we know there’s someone in the attic, doors
First, the party must sort out problems with housing are locked and some woman is screaming at us to get out
for a few families on the edge of the Gutters. of her house. Now I know which way this goes when the
Then they must pay off several local taverns to start guards arrive. Been in that house since Oliver was born
spreading rumours about their deeds. and we’d be out on our ear before you can say ‘trespass’.
Finally they must be seen to resolve disputes between “I tried talking to the lady, to see if we could work so-
residents. Once people start believing the cult is the mething out but she wouldn’t even see me. The Guild aint
answer to their problems, the Guild is finished. interested either! Something about forbidding or summat,
that’s what Ms. Silence Knight said. Can you help? Have
Growing Pains a word with the new landlady and see if we could come
back, even if just until we can find a new place?”
A multitude of families are living on the streets and
Thin Ice thinks the party can help them by finding them Utt’er is telling as much as he knows, but there is
new accommodation or taking back their old house. The more to be learned once the party investigates the home.
Winer family is one such brood and the first to be intro- The landlady was Ms. Kinda Deed and she did die last
duced. week. Unfortunately, she doesn’t seem to be aware of
this and has been haunting her childhood home ever
You walk along a filthy street buzzing with people, since, convinced she is a young woman again. She had
many trying to sell something, anything they can get away left in her will that the house be left to Ms. Knight and it
with. is she who sent the letter of eviction. Silence Knight was
“Distressed skirts! Get your distressed skirts here!” a a friend of Ms. Deed and as a vampire, she cannot enter
woman calls. a house without invitation, so Ms. Deed willed her the
“Salads! Two-for-one salads! Made with 100 percent house. Unfortunately for Ms. Knight, supernatural limita-
green stuff, it’s good for your immune system! Everything tions do not depend on legal rights. Since the Winers had
in it, 100 percent green!” called the house their home, it is still barred to her. She is
You spy two children sitting at the mouth of an al- unaware of this as yet, thinking that Ms. Deed’s ghost is
leyway, wrapped in thin, tattered blankets. They stare at what is keeping her out as the “owner” is still present.
you belligerently as you check you’re in the right place.
“Oi, you got any gold?” the younger of the two says, The party may visit the house and try to talk to the new
“our dad left and now we ain’t got nothing in the world. landlady. When they discover the truth, they can try to
Not even a roof over our heads.” exorcise her or convince her to allow the Winers back.

169
The Deed House Upstairs there are two doors, one locked and one
leading to a bedroom with a single bed, two cots made
The Deed house is about fifteen minutes’ walk from the up on the floor and a jumble of clothes. It’s clear that the
alleyway where the Winers have been staying. It is a tall, room seems to have been abandoned in a hurry.
narrow house that seems to loom over anyone the closer The only object of note is a letter lying on the small
they approach. “Its appalling architecture right enough, bedside table:
my wife always expected it to come toppling forward one
day,” Utt’er says conversationally, as he points it out. He “Dear Resident,
provides his copy of the key to the house before thanking This is your notis to leev the house. Ms. Deed left this
the party again and leaving to rejoin his children. house to somewun moar important.
Ms. Deed’s Executioner”
The house is under surveillance by a swarm of bats
(SRD 389) across the street. A DC 14 Wisdom (Animal A DC 13 Intelligence (Investigation) check deduces
Handling or Perception) check spots them and a DC 15 that the poor spelling and mixing up of executor and
Intelligence (Investigation or Nature) check deduces they executioner, suggests this letter was not written by a legal
are actually watching the house. If disturbed, or if the par- professional. Something strange is at play here.
ty enters the house, they fly away to warn Silence Knight.
The locked door can be forced with a DC 15 Strength
Inside the house is dark and your breath mists the air. (Athletics) check or picked with a DC 14 Dexterity (Thie-
There is a single room to the right that then leads to a ves Tools) check. Knocking the door gets the following
small kitchen and a narrow staircase heading upstairs. response:

The room on the ground floor is the Winer’s living “Get out! Get ooouuutt” shrieks a haunting, ethereal
room, but there is also a large portrait of a younger Kinda voice.
Deed and her parents on the wall above the empty fire-
place. The kitchen is in a bit of disarray as plates, cutlery Behind the doorway is a staircase leading up into the
and some ripening food can still be found. attic of the Deed house.

170
The attic of the Deed house is la- “I…remember. Silence befriended me…she kissed me…
vishly furnished, at least for the Gut- no–bit me!…she USED ME! And now she wants my
ters, even if it is coated in a fine layer HOUSE!”
of dust. There is a fireplace and stove
flanked by two well-stuffed armchairs Finding a Resolution for the Winers
and along the wall a neatly made bed.
Springing up from one of the arm Kinda can be convinced or tricked into letting the
chairs a white sheet glides towards Winers back in her house with a DC 15 Charisma (Per-
the centre of the room, hugging a form suasion or Deception) check. There are a number of ways
invisible to the naked eye. the party might do this, such as promoting the children as
“What do you waaaaant! Trespassers! new friends for Kinda, convincing Kinda that Utt’er would
Get ooooout!” shrieks a voice from within make a good husband or by convincing her that as she is
the sheet, “Go awaaaay! I’m a ghost… Boo!” dead she might benefit from the company, among others.
If the note has been shown to Kinda, she can be
Kinda believes she is a living woman scaring off convinced without a check as Silence will eventually
intruders by pretending to be a ghost. She is in fact a have to come to the house if she wants to get rid of the
ghost haunting her old home. If asked who she is, she will Winers. Only then can Kinda get even. When the party
exclaim: finally meets Silence in Part 2, they can bring news of her
demise to Kinda, allowing her to pass on.
“I am the lady of the house, thank you very much! This
house has been in my family for generations!” The sheet Once the Winers are safely returned to Deed House,
will slip suddenly from her head and she coalesces, first they will thank the party and promise to spread word of
as a horrific corpse, then an old woman and finally as a their kindness and effectiveness.
younger woman, who can be recognised as the woman
from the painting downstairs, if the party found it. She It Pays to Spread the Word
will maintain her younger appearance for all future inte-
raction. The largest grouping of Gutterlings are found at the
If prompted again she will finally give her full name as local taverns so spreading the word and boosting goodwill
Kinda Vera Deed. there will be the fastest method. Thin Ice has provided
a listing of the most popular taverns and stresses that in
Attacking Kinda Deed (spectral screamer) is a tempo- order to make a good impression, you must convince the
rary solution. If the party kills her, she will reform by the landlord to speak highly of you. He notes that keeping the
time the Winers arrive who will then run to find the party. tavern patrons happy by buying them rounds will help
them be more amenable to any news or rumours you
Convincing Kinda she is dead requires evidence she want to spread, but it will take at least three of the bars to
cannot ignore. Telling her she is dead or incorporeal is make sure it sticks.
insufficient and pointing out the dust only gets a response
about needing to clean. The party must point out that the In each bar, the party must make a DC 16 Charisma
house is not as she remembers it or ask her where her (Persuasion) check, but this is only possible if they spend
parents are in order to make a DC 15 Charisma (Persua- 50 gp on a tab for the patrons. They only get one chance
sion) check to convince her all is not right. This is the in each bar and must succeed in at least three bars to
minimum required to achieve a resolution. From there successfully spread the word.
they can convince her she is dead with a further DC 15
Intelligence (Arcana or Nature) check, make a DC 16 Not all bars are the same however and complications
Charisma (Deception) check to trick her into another line arise. In each bar, roll on the table below or choose a
of thinking or even show her the note left to the Winers. complication.

Resolving Her Unfinished Business

Kinda will not rest until she is sure her house is safe. Due
to her recent death, Kinda doesn’t remember signing over
her home to her friend Silence Knight, in actuality a vam-
pire who had been manipulating her for years. However
once she has accepted her death, this knowledge can be
drawn out by showing her the letter. Kinda enters a fury
and asks the party to help her get even with Silence or at
least to protect her house from her.

171
Gutter Bars Complications He leads you through the back of the bar and through
a door to a hidden staircase that spirals to the cellar of
D6 Complication the Dive. The quiet cellar is furnished like a lounge, with
a set of well-made tables and chairs scattered throughout
1 A group of thugs (three henchmen) attempt to
the room. Sitting at the table in the middle of the room
rob the party.
is a man with a scarlet eye patch, flanked by two men
2 The landlord is a relative of one of the in black and white striped costumes, looking more like
Seamstresses guildmembers and the DC in- circus performers than master thieves. Across from him
creases by 4. is a woman, also sporting an eye patch of dark leather,
3 The patrons get out of hand and a brawl breaks and flanked by a man and woman in dark, loose clothing.
out, the barman kicks the party out. The quiet atmosphere sizzles with tension as both leaders
glare daggers at each other. Neva breaks the silence, but
4 The patrons are non-drinkers, it is a dry bar and
not her gaze, as Thin and the party enter.
they demand entertainment instead. The party
must succeed on a DC 15 Charisma (Perfor-
“You’re finally back. Can we proceed? We’ve got plans
mace) check to woo the patrons enough to be
for that loot.”
able to make the check to convince the landlord.
5 There is a robbery in progress which the party “What’s the rush, Neva? Times like these are meant to
interrupts and a fight breaks out between the enjoy wine and company. We so rarely meet and certainly
party and five robbers (apprentice assassins). not on someone else’s coin!”
Stopping the robbers results in an automatic
success when convincing the barman. “This is business, Sonny. If it were pleasure, you and
6 Four hooded monks (young priests) leave imme- your goons would not be present.”
diately when the party walks in. If questioned
they reveal they work for the Brotherhood of “Charming—as always. You never could take pleasure
Light and were told to report anything suspi- in the romance and thrill of life. ”
cious in the Gutters.
“And you reek of overindulgence in it. Let’s settle this.
Loot Dispute I’ll be taking our fair share.”

Thin Ice sends word that two crews have gone after “We never did see eye to eye,” Sonny winks—or blinks—
the same target in the Gutters and are ready to come to with a wry smile, before turning to you. “So pray tell…
blows over the division of the loot. Rather than let their why should we trust outsiders to arbitrate?”
feud spill out onto the streets, he’s taken the lead on the
party’s behalf and has invited the leaders to the backroom The party can persuade Neva and Sonny to accept them
of the Dive to resolve this amicably. But just because he’s as arbiters with a DC 16 Charisma (Persuasion) check
brought these angry horses to his watering hole doesn’t but will have advantage if the DM judges their answer to
mean they’ll drink and make amends. You must convince align with their values. The players can extract this infor-
the two leaders they can trust you to arbitrate and settle mation from the dialogue above with a DC 14 Wisdom
the dispute between them in a manner acceptable to both (Insight) check.
parties. Neva values straightforwardness, honesty and profes-
sionalism.
The Balle Street Jugglers and the Boosters of Short Sonny values cleverness, flair, and flattery.
Lane are both well-known gangs of thieves in the Gutters. Failing to convince either leader will not result in them
Neva Tumbles (apprentice assassin, accompanied by two rejecting your arbitration, but will result in disadvantage
guards) leads the Jugglers, while Sonny Slips (henchman, when trying to get them to agree to a settlement.
accompanied by two enlarged dark dwarfs) leads the
Boosters, both know each other well, but rarely see eye to Neva’s Tale:
eye. “We’ve been casing the Vectam, the old estate house
near the Docks, for weeks. We waited until the night
Thin Ice greets you when you arrive, his expression of their party and hit the second storey. We entered the
grim. study via the window and come face to face with two of
“We just got word, the guards are out tonight. This lot Sonny’s Jugglers walking into the room, ready to raid the
must have made enemies in high places. We need to sort chest we marked. They threaten to call out on us if we
this mess out fast and get the loot moving before we have don’t let them leave with the bulk of the bounty. They’re
boots at the door.” lucky we didn’t leave them dead on the floor. But bodies
leave trails…”

172
Sonny’s Tale: Spectral Screamer
“We saw that several performers and entertainers were Large fiend, chaotic evil
being invited to the big house by the docks and well, it
was too good an opportunity. We sidled into talks with the Armor Class 16 (Natural Armor)
owners and managed to glean our spot at the party. Half Hit Points 59 (7d10 + 21)
of us schmoozed the gentry and while they were happily Speed 30 ft., fly 40 ft.
unawares, several of my company slipped upstairs. That’s
when we find the Boosters trying to nab our score. It hap- STR DEX CON INT WIS CHA
pens. But by rights, we got our hands on it first. We were 18 (+4) 10 (+0) 17 (+3) 15 (+2) 11 (+0) 17 (+3)
certainly in the building long before them so we ought to
have more of the loot.” Damage Resistances Acid, Fire, Lightning, Thunder;
Bludgeoning, Piercing and Slashing from nonmagical
The party may come to their own conclusion over who attacks
has the right of it, but currently, Sonny holds 75% of the Damage Immunities Cold, Necrotic, Poison
spoils, while Neva holds 25%. Condition Immunities Charmed, Exhausted, Frighte-
ned, Grappled, Paralyzed, Petrified, Poisoned, Prone
Neva will not accept anything less than 50% of the loot and Restrained
but aims for 60%. She wishes for an agreed settlement Senses Darkvision 60 ft., Passive Perception 10
to avoid mutiny among her gang, who will press her to Challenge 3, 700 XP
attack the Boosters if they aren’t adequately paid.
Ghost Step. While moving, the Spectral Screamer
Sonny will not accept anything less than 40%, but he phases from sight every 5 ft. as it appears and disap-
wishes it to be known his Jugglers pulled off the job and pears into the ethereal plane
thwarted Neva. He is worried that if they don’t settle,
Neva’s Boosters will take more drastic action. Actions
Corrupting Touch. Melee Weapon Attack: +5 to
The specific resolution of this conflict is up to the players, hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic
but satisfying both gangs and convincing them to agree damage.
to a deal requires a DC 14 Charisma (Persuasion) check. Scream (1/day). Target living creature within 20 ft.
If the party fails the check on either gang, they can try to must make a DC 13 Constitution saving throw, losing
force them with a DC 16 Charisma (Intimidation) check. half of its hit points on failure, or 7 (2d6) psychic
If this fails, the gang will pretend to agree, but will secret- damage on success
ly petition the Guild, causing problems for the party later
on.

Resolving, or being seen to resolve this dispute is the Guard


final stepping stone to establishing the party in a position Medium humanoid, any non-lawful alignment
of power in the Gutters.
Word of your exploits has reached many ears around Armor Class 15 (Studded Leather and Shield)
the Gutters. New petitioners get in touch with Thin Ice Hit Points 16 (3d8 + 3)
daily to request your assistance with their problems and Speed 30 ft.
make offerings of friendship, assistance and, occasionally,
buckets of green goop. Slowly the balance of power shifts STR DEX CON INT WIS CHA
in your favor.
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
By taking control of the Gutters, the party receives
Senses Passive Perception 10
a small tribute from the various illicit activities of the
Languages Common
district, which results in the High Warlock giving them an
Challenge 3, 700 XP
advance of 500 gp. As tribute is mainly in the form of sto-
len goods and tools of their trade, the party also receives
the following items: a Sword of Resentment, a Coil of the Actions
Immemorial and a Cosmic Scepter Cap (pages 34 & 37). Multiattack. The guard makes two longsword attacks
The main benefit of the Gutters is its abundance of labour or two light crossbow attacks.
and swelling the cult’s ranks. However, if the party satis- Longsword. Melee Weapon Attack: +5 to hit, reach 5
fied Neva or Sonny, their crews become available for any ft., one target. Hit: 6 (1d8 + 2) slashing damage.
clandestine work required on the cult’s behalf. Light Crossbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.

173
Henchman Young Priest
Medium humanoid (any race), any lawful evil Medium humanoid (any race), any lawful alignment

Armor Class 16 (Chain Mail) Armor Class 15 (Chain Shirt and Shield)
Hit Points 22 (4d8 + 4) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 14 (+2)

Senses Passive Perception 10 Senses Passive Perception 12


Languages Common Languages Common
Challenge 1, 250 XP Challenge 1, 250 XP

Actions Spellcasting. The priest is a 2nd-level spellcaster. Its


Multiattack. The henchman makes two melee attacks spellcasting ability is Wisdom (spell save DC 13, +5
when attacking with its Longsword. to hit with spell attacks). The priest has the following
Longsword. Melee Weapon Attack: +5 to hit, reach 5 cleric spells prepared:
ft., one target. Hit: 7 (1d10 + 2) slashing damage. Cantrips (at will): sacred flame
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, 1st level (3 slots): Heroism, guiding bolt, bless
range 100/400 ft., one target. Hit: 7 (1d10 + 2) pier-
cing damage.
Apprentice Assassin
Reactions Medium humanoid (any race), any non-lawful align-
Parry. The henchman adds +2 to its AC against one ment
melee attack that would hit it. To do so, it must see the
attacker and be wielding a melee weapon. Armor Class 14 (Leather armor)
Hit Points 18 (4d8)
Speed 40 ft.

Enlarged Dark Dwarf


Large humanoid, lawful evil STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 10 (+0)
Armor Class 15 (Chain Shirt and Shield)
Hit Points 26 (4d10 + 4) Senses Passive Perception 10
Speed 25 ft. Languages Common
Challenge 1, 250 XP
STR DEX CON INT WIS CHA
Sneak Attack (1/Turn). Once per turn, the assassin
14 (+2) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 9 (-1) deals an extra 10 (3d6) damage when it hits a target
with a weapon attack and has advantage on the attack
Damage Resistances Poison roll, or when the target is within 5 feet of an ally of
Senses Darkvision 120 ft., Passive Perception 10 the assassin that isn’t incapacitated and the assassin
Languages Common, Dwarf, Undercommon doesn’t have disadvantage on the attack roll.
Challenge ½, 100 XP
Actions
Dark Resilience. The dark dwarf has advantage on
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
saving throws against poison and spells.
one target. Hit: 7 (1d8 + 3) slashing damage.

Actions
War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 11 (2d8 + 2) piercing damage.

174
See off Our Foes the Stalls. In front of their audience, Carla tries to set the
party straight on who owns the Stalls.
In a bold stroke, the party has seized control of a new
domain. Unfortunately, the previous management has a “These are the street chaff that purport to do for you
lot of something’s to say about that. Depending on which all that the Golden Geese has? Impossible. These are but
district the party has seized, they face serious backlash knaves or my name is not Carliferous!”
from the former owners. “Carla! Carla! Carla!” chant a few of the merchants.
“The Golden Geese are as sweet as we are merciful. I
Rough Tides at the Docks tell you now, leave the Stalls and do not return. You may
even keep your ill-gotten gains!”
A messenger comes running up to you panting and “Ill-gotten gains! Ill-gotten gains!”
stuttering out their information. “Er…yes! We are merciful. Do not play a game you have
“Pirates have seized the Boric! They’ve turned it around no understanding of. Fly now.”
and are blockading the port!” “Fly! Fly! Fly!”

The Wharfers have seized the HM Boric to draw the Tactics. If the party refuses to flee, Carla will take
party into the open. Aboard the vessel is Skinny Deep them on with her bodyguards. They remain in their
(cephaloid with 3 mind bolts), who has brought eight of human form until Carla is reduced to half her hit points,
his enforcers (enslaved horn) to teach the party a lesson. but will not flee. While in human form, their powers will
If the party killed Skinny Deep another sea hag Wharfer appear as magic items and spells, and claws appearing as
will be in command. daggers.
When the party reaches the deck of the HM Boric:
Reward. After Carla lies dead in the Stalls, a richly
“Ah, here are the upstarts. Think you can supplant us, dressed merchant will come forward.
eh!?” says the thin man, gone is his gleaming union pin “All hail the demon slayers! They have saved us from
but a set of sharp knives are stuffed in his belt glints just the greed of the Golden Geese!”
the same. His name is Gers Payd (lust fiend) and he willingly
“Aye, that’s why we’re here boss.” Mumbles one of the joins the cult, offering to oversee the wealth coming in via
burly dockhands behind him. the Stalls.
“Aye! Well, you can’t take what’s ours! These are our
docks and you can’t just come in here and cause chaos!” Horrors In The Gutters
“But it was smooth sailing, actually. They made sure
things ran on time and paid the appropriate fees…” “Hurry hurry! They’ve nailed Thin Ice to the door of the
“Birly! Who’s side are you on, pal?” snaps Skinny Deep. Dive!”
“Either way, tonight this lot will be sleeping with the di-
shes.” He glances around at his confused companions one The Seamstress’s Guild doesn’t play. Having been
of whom pipes up: outmaneuvered, they’ve come to exact revenge and show
“Because they’ll be in the galley?” the Gutters who’s really in charge. Silence Knight (half
vampire), Taylor Scurry (revenant lord) and Senga
Tactics. Skinny Deep will try to control the battle by Song (aggressive Harpy) have murdered Thin Ice and
stunning the party, while his enforcers rough them up. displayed him publicly as both warning and net to draw in
Ultimately they will try to capture the party rather than the party that stole their turf.
kill them. They want to make an example of them.
Recruit. If the party leaves the docks victorious, they’ll As you approach the Dive, you see Thin Ice hanging
find themselves walking beside a hunched old woman upside down in a crude diving pose: his hands nailed
who introduces herself as Durty Dorothy (lesser tyrant). together and ankles tied to the sign above the door. In
She joins your cult offering to help manage the docks and reddish paint, a message is scrawled on the wall beside
pass on any rumours she overhears. him. “Looks like he cracked.”

The Stalls are Not Open for Business The three members of the Guild sit calmly inside the
Dive and await the people that dared to face them. If
Word reaches you of merchants refusing to pay their either Neva (Apprentice assassin) or Sonny (Hench-
tribute and holding some sort of demonstration. man) were unconvinced by the party’s resolution, they are
The Golden Geese’s representatives, Golden Carla (lust present also to aid the Guild.
fiend, disguised as a dwarf) and her bodyguards (dis-
guised juvenile balors), have convinced several merchants When the party arrives, a tall thin woman with deathly
to withhold their tribute until the party comes to investi- white skin stands up, “Well now, Mrs. Scurry, look what
gate. She wishes to demonstrate who can truly protect the rats dragged in.”

175
“Watch it, Ms. Knight” squeaks a short, stout woman
with patchy grey hair. Cephaloid
“My apologies, slip of the tongue-” Medium aberration, neutral evil
“Maybe you should consider the…stakes.” giggles the
dark haired third woman whose eerie yellow eyes fixate Armor Class 13 (Natural Armor)
on you. Hit Points 36 (6d8 + 6)
The first woman rolls her eyes, “Indeed, Ms. Song. Let Speed 30ft.
me rephrase. Look who came for dinner.”
STR DEX CON INT WIS CHA
That is the extent of the preamble as the Seamstresses
11(+0) 12(+1) 12(+1) 18 (+4) 16(+3) 16(+3)
Guild isn’t looking to negotiate. Their bloodlust is
palpable and they wish to kill the party for their insolence.
Saves INT +7, WIS +6, CHA +6
Skills Arcana +6, Deception +5, Insight +5, Percep-
Tactics. Senga Song uses her Psychic Call (which her
tion +5, Persuasion +5, Stealth +4
companions have taken steps to block out) and stays at
Senses Darkvision 60 ft., Passive Perception 12
the back of the room while Taylor Scurry attacks anyone
Languages Undercommon, Telepathy 120 ft.
trying to reach Senga. Silence Knight strikes out at the
Challenge 3, 700 XP
targets who resist Senga’s Song.
Magic Resistance. The cephaloid has advantage on
Reward. As the party finishes off the Guild, a rogueish
saving throws against spells and other magical effects.
man in simple, well-maintained clothes enters the dive.
“My apologies… I came as soon as I could. Call me
Chase. I am at your service.”
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Chase Tayle (Lesser Lich) joins the cult, offering to
creature. Hit: 8 (2d6 + 1) slashing damage plus 10
keep things quiet in the Gutters by hunting down the
(3d6) psychic damage.
Guild’s associates and dealing with the day-to-day pro-
Mind Bolt (1/day). The cephaloid exhales a bolt in a
blems that arise.
20-foot line that is 5 ft. wide. Each creature in that line
must make a DC 14 Intelligence saving throw or take
14 (3d6 + 4) psychic damage and be stunned until the
end of their turn.
Henchman
Medium humanoid (any race), any lawful evil

Armor Class 16 (Chain Mail)


Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses Passive Perception 10


Languages Common
Challenge 1, 250 XP

Actions
Multiattack. The henchman makes two melee attacks
when attacking with its Longsword.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 7 (1d10 + 2) pier-
cing damage.

Reactions
Parry. The henchman adds +2 to its AC against one
melee attack that would hit it. To do so, it must see the
attacker and be wielding a melee weapon.

176
Lesser Lich Juvenile Balor
Medium undead, chaotic evil Large fiend, chaotic evil

Armor Class 14 (Chain Shirt) Armor Class 16 (Natural Armor)


Hit Points 31 (7d8) Hit Points 59 (7d10 + 21)
Speed 30 ft. Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 10 (+0) 12 (+1) 16 (+3) 18 (+4) 18 (+4) 10 (+0) 17 (+3) 15 (+2) 11 (+0) 17 (+3)

Damage Immunities Necrotic, Poison Damage Resistances Fire, Poison, Cold, Lightning
Condition Immunities Exhausted, Frightened, Poi- Senses Blindsight 120 ft., Passive Perception 13
soned Languages Common, Infernal
Senses Darkvision 120 ft., Passive Perception 13 Challenge 3, 700 XP
Languages Common
Challenge 2, 450 XP Fire Aura. At the start of each of the balor’s turns,
or when a melee attack hits the balor, each creature
Magic Resistance. The Lich has advantage on saving within 5 ft. takes 4 (1d8) fire damage.
throws against spells and other magical effects.
Superior Presence (3/day). All undead within 30 ft., Actions
may roll saves to resist turn undead with advantage. Multiattack. The balor makes two attacks: one with
its battleaxe and one with its whip.
Actions Burning Battleaxe. Melee Weapon Attack: +6 to hit,
Dark Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing + 4
reach 5 ft., one target. Hit: 5 (1d8+1) piercing and 13 (1d8) fire damage.
(3d8) necrotic damage. Fire Whip. Melee Weapon Attack: +6 to hit, reach 15
Negative Aura (1/day). Each creature within 10ft. ft., one target. Hit: 7 (1d6 + 4) slashing and 4 (1d8)
must make a DC 14 Constitution saving throw or take fire damage. Targets successfully hit by this attack
4d6 necrotic damage on failed save. must succeed on a DC 20 Strength saving throw or be
pulled up to 10 ft. toward the Balor.

Aggressive Harpy
Medium monstrosity, any chaotic alignment

Armor Class 11 (Natural Armor)


Hit Points 27 (7d8)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


12(+1) 13(+1) 10(+0) 7(-2) 10 (+0) 13(+1)

Senses Passive Perception 10


Languages Undercommon
Challenge 3, 700 XP

Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (3d6 + 1) slashing damage.
Psychic Call. Ranged Magic Attack: +5 to hit, range
40 ft., one target. Hit: 8 (2d6 + 1) psychic damage.
Target hit by this attack must then succeed on a DC
13 Charisma save or be forced to move 10 ft. towar-
ds the harpy.

177
Enslaved Horn Lesser Tyrant
Large monstrosity, chaotic evil Medium aberration, neutral evil

Armor Class 15 (Natural Armor) Armor Class 14 (Natural Armor)


Hit Points 38 (4d10 + 16) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed Fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 9(-1) 8(-1) 14(+2) 12(+1) 12 (+1) 14(+2) 10(+0)

Senses Passive Perception 11 Skills Perception +6


Languages Common Condition Immunities Prone
Challenge 1 (200 XP) Senses Darkvision 60 ft., Passive Perception 12
Languages Undercommon, Telepathy 120 ft.
Charger. If the enslaved horn moves at least 10 feet Challenge 2, 450 XP
straight toward a target and then hits it with a gore
attack on the same turn, the target takes an extra 7 Actions
(2d6) piercing damage and is pushed up to 10 feet Multiattack. The tyrant makes two attacks, and must
away. use two different rays.
Ray of confusion. Ranged Spell Attack: +6 to hit,
Actions range 15/30 ft. Hit: 7 (1d8 + 3) psychic damage and
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one the target must succeed on a DC 10 Intelligence sa-
target. Hit: 9 (2d4 + 3) piercing damage. If the target ving throw or immediately spend its reaction to attack
is a creature, it must succeed on a DC 13 Strength an ally if they can.
saving throw or be knocked prone. Ray of Fear. Ranged Spell Attack: +6 to hit, range
15/30 ft. Hit: 7 (1d8 + 3) psychic damage and the tar-
Reaction get must succeed on a DC 10 Wisdom saving throw
Tough Skin (1/day). The enslaved horn can bear the or be frightened for 1 round.
brunt of incoming damage, gaining resistance against Ray of Death. Ranged Magic Attack: +6 to hit, range
Slashing and Bludgeoning damage until the end of 15/30 ft. Hit: 7 (1d8 + 3) psychic damage and the
their next turn. target must succeed on a DC 13 Constitution saving
throw or take 10 (3d6) necrotic damage.

178
Half Vampire Lust Fiend
Medium aberration, neutral evil Medium fiend, neutral evil

Armor Class 15 (Natural Armor) Armor Class 15 (Natural Armor)


Hit Points 52 (7d8+21) Hit Points 44 (8d8 + 8)
Speed 30 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

Skills Perception +3, Stealth +6 Skills Deception +9, Insight +5, Perception +5, Per-
Damage Resistances Necrotic; Bludgeoning, Pier- suasion +9, Stealth +7
cing and Slashing from nonmagical attacks Damage Resistances Bludgeoning, Piercing and
Senses Darkvision 60 ft., Passive Perception 13 Slashing from nonmagical weapons
Languages Common Senses Darkvision 60 ft., Passive Perception 15
Challenge 3, 700 XP Languages Common, Abyssal, Infernal
Challenge 2, 450 XP
Bloodlust. The half vampire has advantage on da-
mage rolls against any creature that doesn’t have all Actions
its hit points. Charmed Claw. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
Actions damage. Target hit by this attack must succeed on
Multiattack. The Half vampire makes two attacks: a DC 15 Wisdom saving throw or become charmed,
two claw attacks or one claw and one bite attack. causing it to spend its reaction to attack an ally if they
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one can. Target may attempt this save again at the end of
target. Hit: 10 (2d6 + 3) slashing damage or instead of its next turn.
dealing damage, the Vampire can grapple the target Draining Kiss. The fiend targets a creature charmed
(escape DC 13). by it or a willing creature. The target must make a
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one DC 15 Constitution saving throw against this magic,
willing or grappled creature. Hit: 6 (1d6+3) piercing taking 25 (3d10 + 5) psychic damage on a failed save,
and 10 (3d6) necrotic damage. The Vampire regains or half as much damage on a successful one.
hit points equal to the necrotic damage the victim
takes.
Apprentice Assassin
Medium humanoid (any race), any non-lawful align-
ment

Armor Class 14 (Leather armor)


Hit Points 18 (4d8)
Speed 40 ft.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 10 (+0)

Senses Passive Perception 10


Languages Common
Challenge 1, 250 XP

Sneak Attack (1/Turn). Once per turn, the assassin


deals an extra 10 (3d6) damage when it hits a target
with a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of
the assassin that isn’t incapacitated and the assassin
doesn’t have disadvantage on the attack roll.

Actions
Rapier. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage.
179
Strikes!
Opponents Narration
After a few weeks in control of their new district, a 1 2 cave This small band of individuals,
new host of problems arrive at the party’s door. The High hobgoblins, driven by their own ambition
Warlock meets them at the headquarters, where a full 2 juvenile and bloodlust, began to indis-
meeting of the cult is underway. norkers, criminately attack anyone and
“Brethren- AND Sisters! We are gathered here to 4 tamed everyone in their path, without
address some troubling rumours. The Brotherhood of worgs and regard for friend or foe. They
Light is mobilising right here in Muln. They are forming a a goblin were consumed by their own
militia according to our spies and what is worse,” a stren- alchemist sense of invincibility and power,
gthening breath can be heard from beneath his mask, becoming a dangerous force
“what is worse, is the lies!” spits the High Warlock. that threatened the stability and
“They’re not really mobilising?” asks a bulky figure, safety of those around them.
whose tusks stick out farther than his hood. Their faces light up when they
“No! I mean the liars here among our own! realise the High Warlock’s
“Where?? They’re supposed to be in their cages, I fed chosen have entered the brawl.
them this morning!” squeals a diminutive figure with a
bandaged stump. 2 An orc An Orc War Chief and an Old
“Not lions.. LIARS!” battlecrier Troll are competing to see who
“Oh.” and an old can lay low as many of their
“There is dissension among our ranks! Decievers! troll foes as possible, competing
FALSIFIERS! Members of our organisation who think against the other until they see
themselves above our rules. Well, speak now! Hide in the the party wade in.
shadows no longer!” 3 3 decaying As the brawl broke out, a group
Attendees stiffen in shock, many murmuring amongst mummies of mummies and poltergeists,
themselves as heads swivel left and right. Standing and 3 pol- driven by their insatiable
suddenly, hooded figures firm their shoulders and toss tergeists hunger for life force, saw an
back their hoods as those around them recoil. A tall red- opportunity to satiate their cra-
skinned hobgoblin from among them speaks first: vings. They emerged from the
“We want better conditions.” shadows, drawn to the energy
“And better pay!” comes a chorus of other voices. of the conflict. They were re-
“STRIKE! STRIKE! STRIKE!” lentless in their pursuit of new
victims, and targeted the party.
A colossal brawl breaks out in the confusion that 4 One blue The mage, driven by his ambi-
follows. Shaking his head at his screaming, laughing, and mage tion and desire for power, en-
crying subordinates, the High Warlock leaves waving at and his tered the brawl with a singular
you to suppress the riot. rockskin goal in mind: to prove himself
golem worthy of becoming the next
The party must run through the following encounters, lieutenant of the High Warlock.
subduing their erstwhile allies rather than killing them. He believed that by defeating
Between each encounter the party may take a breather the party, he would demonstrate
and spend hit die as the angry mob breaks for a de- his superior abilities and earn
manded fifteen minute smoke-break. the respect and recognition
of his peers. To aid him in his
quest, he summoned a formi-
dable golem

When these key fighters have been dispatched, the brawl


will break up, with many of the more monstrous cultists
having blown off some steam and a few of the older cul-
tists wondering what they’ve gotten themselves into.

The party will advance to 7th level.

180
Cave Hobgoblin Decaying Mummy
Medium goblinoid, neutral evil Medium undead, chaotic evil

Armor Class 11 Armor Class 11 (Natural Armor)


Hit Points 19 (3d8 +64) Hit Points 38 (7d8+7)
Speed 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 9 (-1) 8 (-1) 6 (-2) 16 (+3) 8 (-1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)

Skills Athletics +5, Perception +2, Stealth +4 Damage Vulnerabilities Fire


Condition Immunities Blinded Damage Resistances Necrotic, Poison; Bludgeoning,
Senses Blindsight 30 ft. (blind beyond this radius), Piercing and Slashing from nonmagical attacks
Passive Perception 12 Condition Immunities Charmed, Exhausted, Frighte-
Languages Goblin, Undercommon ned, Paralyzed, Poisoned
Challenge 1/2 (100 XP) Senses Darkvision 60 ft., Passive Perception 10
Challenge 1 (200 XP)
Blind Senses. The hobgoblin can’t use its blindsight
while deafened and unable to smell. Actions
Multiattack. The mummy can use its Shocking Glare
Actions and makes one attack with its Rotting Fist.
Flame Club. Melee Weapon Attack: +5 to hit, reach 5 Rotting Fist. Melee Weapon Attack: +5 to hit, reach
ft., one target. Hit: 5 (1d6 + 2) piercing damage and 7 5 ft., one target. Hit: 6 (1d6+3) bludgeoning + 7 (2d6)
(2d6) fire damage. necrotic damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range Shocking Glare. The mummy targets one creature it
80/320 ft., one target. Hit: 4 (1d6 + 1) piercing da- can see within 60 ft., forcing it to make a DC 13 Wis-
mage and 3 (1d6) poison damage. dom saving throw or become muted and blinded until
the end of its next turn.

Goblin Alchemist
Small goblinoid, chaotic evil
Juvenile Norker
Small goblinoid, chaotic evil
Armor Class 13 (Leather)
Hit Points 17 (5d6)
Armor Class 15 (Leather & Shield)
Speed 30 ft.
Hit Points 17(5d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 10 (+0) 8 (-1) 8 (-1) STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 8 (-1) 8 (-1) 7 (-2)
Skills Stealth + 5
Senses Darkvision 60 ft., Passive Perception 9
Skills Athletics +3
Languages Common, Goblin
Senses Passive Perception 9
Challenge 1 (200 XP)
Languages Goblin
Challenge 1/2 (100 XP)
Nimble Escape. The goblin can take the Disengage or
Hide action as a bonus action on each of its turns.
Nimble Escape. The norker can take the Disengage
or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions
one target. Hit: 6 (1d6 + 3) slashing damage + 4 (1d8)
Multiattack. The norker makes one shortsword and
poison damage.
one bite attack.
Poison Sack. Ranged Weapon Attack: Range 25 ft.,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Each creature in a 5-foot-radius sphere centered on
target. Hit: 5 (1d6 + 2) piercing damage.
that point must make a DC 13 Dexterity saving throw
Shortsword. Melee Weapon Attack: +4 to hit, reach
suffering 10 (3d6) poison damage on failed save, or
5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus
half on a successful one.
3(1d6 poison).

181
Orc Battlecrier Old Troll
Medium goblinoid, chaotic evil Large goblinoid, chaotic evil

Armor Class 16 (Chainmail) Armor Class 12 (Natural Armor)


Hit Points 30 (4d8 + 12) Hit Points 51 (6d10 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 11(+0) 11 (+0) 16 (+3) 18 (+4) 13 (+1) 16(+3) 7(-2) 9 (-1) 7(-2)

Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Goblin, Orc Languages Common, Goblin
Challenge 2 (450 XP) Challenge 3 (700 XP)

Assault. One living creature the battlecrier can see Lesser Regeneration. The troll regains 10 hit points
within 10 ft. can use its reaction to move 10 ft. and at the start of its turn, or they regain 5 hit points if it
make a melee attack. was dealt any damage in the previous round.

Actions Actions
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., Multiattack. The troll makes three attacks.
one target. Hit: 8 (1d10 + 3) slashing damage and 3 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
(1d6) poison damage. target. Hit: 11 (2d6 + 4) slashing damage.
Stones. Ranged Weapon Attack: +6 to hit, range
30/90 ft., one target. Hit: 7 (1d6 + 4) bludgeonning
damage.
Poltergeist
Medium undead, chaotic evil
Tamed Worg
Armor Class 12 Large monstrosity, neutral evil
Hit Point 22 (5d8)
Speed Hover 50 ft. Armor Class 13 (Natural Armor)
Hit Points 26 (4d10 + 4)
STR DEX CON INT WIS CHA Speed 50 ft.
1(-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA
Damage Resistances Acid, Cold, Fire, Lightning, 16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)
Thunder, Bludgeoning, Piercing and Slashing from
nonmagical attacks Skills Perception + 4
Damage Immunities Necrotic, Poison Senses Darkvision 60 ft., Passive Perception 14
Condition Immunities Charmed, Exhausted, Languages understands Goblin but cannot speak
Grappled, Paralyzed, Petrified, Poisoned, Prone, Challenge 1/2 (100 XP)
Restrained and Inconscious
Senses Darkvision 60 ft., Passive Perception 10 Keen Hearing and Smell. The worg has advantage
Challenge 1 (200 XP) on Wisdom (Perception) checks that rely on hearing
or smell.
Ghostly Protection. As a bonus action, target crea- Prestige Mount. The worg is a terrifying and loyal
ture gains resistance to one type of damage you mount, known for its ferocity in battle. When a rider
choose until it receives damage until the end of your mounts the worg, they are granted advantage on all
next turn. attack rolls. The worg has the same initiative as its
rider.
Actions
Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., Actions
one target. Hit: 10 (3d6) necrotic damage and the pol- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
tergeist regains hit points equal to half of the damage target. Hit: 10 (2d6 + 3) piercing damage. If the target
inflicted. is a medium or small creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone.

182
Blue Mage Defend The Base!
Medium humanoid (any race), any lawful alignment
As the chapter comes to a close, a group of outraged
commoners and the dregs of the district gang have had
Armor Class 15 (Mage Armor)
enough of the suffering they’ve endured under the party’s
Hit Points 40 (9d8)
takeover and tyrannical rule over their district and decide
Speed 30 ft.
to take action. They have approached a band of skilled
and experienced adventurers and hired them to hunt
STR DEX CON INT WIS CHA down and eradicate the party’s lair, putting an end to their
10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 14 (+2) evil reign once and for all.

Senses Passive Perception 12 Winning condition


Languages Common The objective of this special tactical combat is to eli-
Challenge 3 (700 XP) minate the threat and extinguish the fires before they
damage the base beyond repair.
Spellcasting. The mage is a 5th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 14, Fire damaging the base:
+6 to hit with spell attacks). The Blue Mage has the The area spellcaster will cast a fire spell on a piece of fur-
following wizard spells prepared: niture every round. He will stop if he receives at least one
Cantrips (at will): fire bolt, light, mage hand, damage during the previous round, but will start up again
1st level (4 slots): mage armor, magic missile, if he has not taken any damage for a round.
shield
2nd level (3 slots): misty step, shatter At the end of each turn, each unextinguished fire deals
fire damage to the base.
Any creature can attempt to extinguish one fire at a time
with an appropriate spell of level 1 or higher, or with a DC
15 Strength or Dexterity throw, rolling with advantage if
Rockskin Golem
the creature has water or a similar liquid with them.
Large construct, neutral evil
If the base suffers fire damage 5 times, it is considered as
Armor Class 15 in moving form, 20 in defensive
heavily damaged and the below penalty comes into effect
stance
for all creatures within the base. If the base suffers 7 or
Hit Points 58(9d10 + 18)
more fire damage it can no longer be used.
Speed 15 ft.
When the base has taken 5 rounds of fire damage, the
STR DEX CON INT WIS CHA growing smoke starts to affect all creatures within the
18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1) base. At the beginning of their turn, a creature must make
a DC 14 constitution saving throw or becomes poisoned
Immunities Acid, Cold, Fire, Poison until the start of their next turn due to the negative effects
Senses Darkvision 60 ft., Passive Perception 9 of the smoke. A creature may make this roll with advan-
Languages Understands the languages of its creator tage if utilizing an object or spell to mitigate the smoke
but can’t speak around them or if they have a resistance to poison.
Challenge 2 (450 XP)
Assault team
Magic Resistance. The golem has the advantage Scout: Picket Fence the Discreet
of saving throws against spells and other magical Area Spellcaster: Erkas Sikvercrown the Runic Plated
effects. Support: Elgis Satwyn
Defensive Stance. The golem can turn himself as Tank: TBD (advanced)
an immovable object that blocks doors or passages.
While in this stance, the golem cannot move or use The attacker CR is 10, the defending team is CR 15
any action. (11.5 for defenders and 3.5 for traps and artefacts).
DM may adjust if needed.
Actions
Ground Stomp. Any creature within 5 ft. of the golem Tips:
must make a DC 14 Dexterity saving throw suffering If the fight seems too easy, the DM can add more difficulty
10 (3d6) bludgeoning damage on a failed throw, or with any of the following:
half on a successful one. • As a bonus action, any attacking heroes can throw
a torch on a piece of furniture, adding more fires to
be extinguished.

183
• If Erkas uses Fireball, ignite more than one piece
of furniture in a room. Picket Fence
• Update the effect applied to each creature when Small humanoid (halfling), chaotic neutral (Psychic
the base reaches 5 or more fire damage from poi- rogue)
soned to stunned.
If the fight seems too hard, the DM can reduce the difficul- Armor Class 15 (Leather Armor)
ty with any of the following: Hit Points 28
• Increase the amount of fire damage points that the Speed 25 ft.
base can take.
• When the base has reached 5 or more points of fire STR DEX CON INT WIS CHA
damage, the smoke only affects creatures when 8(-1) 16(+3) 10(+0) 12(+1) 9(-1) 16(+3)
they start their turn in rooms with fire.
Saving Throws DEX +6, INT +4
If the players fail in their defense: the High Warlock of Skills Perception +2, Stealth +6
the Endarkened Brotherhood will be deeply disappointed Senses Passive Perception 11
and write their name on the wall of shame. The party will Languages Common
be forced to find a new base of operations, and will have Challenge 2, 450 XP
to do so without any aid or support from the Brotherhood.
Sneak Attack. Once per turn, Picket deals an extra
If the players are successful in their defense: As a 104 (34d6) damage when they hit a target with a
reward for their service, the High Warlock grants the weapon attack and have advantage on the attack roll,
adventurers a rare and powerful magic item of their or when the target is within 5 feet of Picket’s ally who
choosing. The item is imbued with ancient and powerful isn’t incapacitated and Picket doesn’t have disadvan-
magic, and it is said to have been crafted by the High tage on the attack roll.
Warlock himself. Trap Expert. If Picket is caught in a trap, he gains
advantage on any saving throws related to the trap,
allowing him to escape or mitigate its effects with
TBD greater ease.
Medium Humanoid (Lizardfolk), Neutral Good (Pala-
din) Blessings
Discreet. This hero starts any combat invisible, be-
Armor Class 18 (Plate Armor) coming visible if they attack or cast a spell. The hero
Hit Points 80 may also spend its bonus action to become invisible if
Speed 30 ft., swim 30 ft. no enemy is within 10 feet of them.

STR DEX CON INT WIS CHA Actions


Multiattack. Picket can make two attacks.
17(+3) 8(-1) 18(+4) 8(-1) 8(-1) 18(+4)
Psychic Dagger. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 6 (1d6 + 3) psychic
Saving Throws WIS +1, CHA +6 damage.
Skills Athletics +4, Persuasion +6 Psychic Dagger (thrown). Ranged Weapon Attack:
Damage Resistances Fire +6 to hit, range 20/60 ft., one creature. Hit: 6 (1d6 + 3)
Senses Blindsight 10 ft., Passive Perception 9 psychic damage.
Languages Common, Draconic
Challenge 3, 700 XP

Divine Smite (2/day). When TBD deals damage to


an enemy, they can deal an additional 3d8 radiant
damage.
Divine Taunt. One creature that TBD can see within
range must make a DC 15 Wisdom saving throw.
On a failed save, it has disadvantage on attack rolls
against creatures other than TBD for 1 minute.

Actions
Multiattack. TBD can make two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage.

184
Erkas Silvercrown Elgis Satwyn
Medium humanoid (High Elf), Lawful good (Wizard) Medium Humanoid (High Elf), neutral (Bard)

Armor Class 17 (Mage Armor) Armor Class 16 (Leather Armor)


Hit Points 22 Hit Points 31
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10(+0) 14(+2) 10(+0) 18(+4) 12(+1) 10(+0) 8(-1) 18(+4) 12(+1) 9(-1) 12(+1) 16(+3)

Saving Throws INT +7, WIS +4 Saving Throws DEX +7, CHA +8
Skills Arcana +7, Insight +3 Skills History +2, Performance +6
Senses Passive Perception 12 Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elven Languages Common, Elven
Challenge 2, 450 XP Challenge 2, 450 XP

Careful Casting. When Erkas casts an evocation Spellcasting. Elgis a 5th-level spellcaster. His spell-
spell they may choose any number of creatures. The casting ability is Wisdom (spell save DC 14, +6 to
chosen creatures automatically succeed on their hit with spell attacks). He has the following spells
saving throws against the spell, and they take no prepared:
damage if they would normally take half damage on a 1st level (4 slots): healing word, hideous laughter
successful save. 2nd level (3 slots): enlarge/reduce
Spellcasting. Erkas is a 3rd-level spellcaster. Their 3rd level (2 slots): hypnotic pattern
spellcasting ability is Intelligence (spell save DC 15,
+7 to hit with spell attacks). They have the following Actions
spells prepared: Multiattack. Elgis can make two melee attacks: one
Cantrips (at will): Firebolt, Chill Touch flourish and one shortsword.
1st level (4 slots): Thunderwave, Shield Shortsword. Melee Weapon Attack: +7 to hit, reach 5
2nd level (3 slots): Web ft., one target. Hit: 8 (1d6 + 4) slashing damage.
Sword Flourish. Melee Weapon Attack: +7 to hit,
Blessings reach 5 ft., one target. Hit: 7 (2d6 + 4) slashing da-
Runic Plated. A magical force protects this character mage. The bard can push the target up to 5 feet away.
and makes them resistant to attacks, adding + 2 to
their AC.

Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

185
Chapter 5 The Bones or the Oak
Procuring New Allies
“Esteemed and celebrated colleagues!” booms the High “Both would be worthy allies to our cause, although
Warlock, “We have gathered here to discuss a grievous one perhaps more than the other. Still not sure which…”
threat. “The Brothers of the Light have been threatening He trails off while placing the models on their markers on
our very existence with their constant…threats. We must the map and looks at you more seriously now. “We’ll take
seek new allies! Despite our most recent disagreements, what we can get, however. So that leads to you. I need
we are mightier together than we are apart and by you to get down there, get a feel for the cursed forest, and
growing our numbers we become stronger still. We must find a way to rile them up against the King of Muln or the
be a broad church–” Brothers of Light—or whoever will inspire them to come
to our aid when we call. You understand?”
“Oh here we go,” mutters a hook-nosed woman in a
dark velvet robe, “there’s always a religious angle. He’ll be “Good. Now I really must know. What do you think of
talking about money next.” the dolls? I knitted them myself.” The tree and the skele-
ton appear to be some kind of lopsided homemade plushy.
The High Warlock glances in her direction and there is
a slight pause. The High Warlock briefs the party with the following
“–and as we are somewhat short of funds, due to our information from his sources.
recent acquisitions, which have yet to see returns, I won-
dered if—well—if I might ask for donations.” The room The Cursed Forest has been abandoned by hunters
is deadly silent, what eyes can be seen, refusing to meet and loggers for twenty years. Rumour suggests they
each other. awoke something dark deep in the forest and the twisted
creatures within have proved it to be a deadly folly to
“I don’t fink I can do this,” pipes up stout fellow, about enter ever since.
three feet tall, “it’s blasphemy, King Boric’s soldiers patrol the outskirts of the forest
right?” All eyes focused on the speaker, who appeared to stop any of its dangers from breaking out into his king-
startled by the attention. dom. Recently, they have been under greater stress.
A former acolyte of the necromancer has joined the
“Blasphemy how?” said the High Warlock, mentally cult, reporting that his former master, Raze, was raising
preparing himself for the agonising reply. an army of undead creatures in the forest. He wouldn’t
say why he left.
“Well me mam always said it’s blasphemy to follow
more than one church. So if we becoming a church, I can’t
be no part of it!”

“By the g— it’s an expression!” snapped the High


Warlock, “but I hadn’t taken any of our number for the
religious type, which dark god do you serve?”

“Hmmm. It’s t-tradition you see… the whole family! The


Lord… of Light.”

The High Warlock gathers the party to him in private.


The High Warlock’s new office has a large, pentagonal
table, covered in a map of Carte. He points towards the fo-
rest of Mouria, southeast of Muln. Picking up two models
from the table he studies them closely before hurriedly
turning in your direction. One is of a tree and the other is
a skeleton.

“Excellent renditions aren’t they?” he puffs out his chest


before gleefully continuing, “Well, the tree denotes a sect
of nature-loving dryads, and the skeleton, the servants of a
macabre necromancer. What do you think of that, eh?

186
Mulnian Blockade
Halt! Who Goes There?
Approaching the forest, you see the light of the setting
sun glinting off the armor and spears of a large Mulnian “Halt! Whomso goeth there!” calls a strained and high
patrol setting up camp within sight of the edge of the voice. A gruff figure jogs from the camp towards you,
trees. From your vantage point, only a small detachment carrying an ash spear in one hand and a leash restrai-
is handling camp patrols after the end of a long day. A ning a scruffy, mottled grey hound in the other. He seems
moment later you watch a breeze coil its way through the pleased to have set his sights on you. “What do—doth—
trees and through the camp, the leaves rustling like sun- we havest here, Rupert? Spies mayhaps?!”
ken whispers from the depths. It brushes past the patrol,
setting them on edge before its cold caress reaches you. Corporal Tibbs (champion) is an officer from Muln. A
Did the forest just beckon you inside? stickler for rules and regulations, Tibbs is determined to
rise through the ranks. He affects a nonsensically formal
The party is faced with the choice of sneaking past the and old-fashioned dialect with all the pomp and ceremo-
patrol to enter the forest under cover of night or waiting ny he can as he is sure speaking in this manner makes
until morning, but risk being spotted by the patrol. him more apt for the role he wants in future. His patrol
partner is Rupert (winter wolf SRD 392), a purebred
Sneaking Past the Patrol Mulnian hound with a sheepy look in its eyes.
Under the cover of darkness, the party has advantage on Tibbs will ask the party about their business and try
Stealth checks to bypass the patrol. Have the party make to bring them into the camp, warning about calling over
a group DC 17 Dexterity (Stealth) check. At DM Discre- other guards. If they refuse he will follow-up on his claim
tion, this group check DC may be lowered for clever uses and call for backup in order to subdue them. If allowed to
of distractions or can increase should the Party actively call out, he will be joined by three more patrolling guards
bring further guards’ attention. On a success, read the (henchmen) in 1d4 rounds.
following text before proceeding to the Cursed Forest. On
a failure proceed to HALT! Who Goes There? The party may talk their way past Corporal Tibbs by
convincing him they seek to oppose the evil in the wood,
Stalking along the shadows, you skirt around the edge perhaps claiming to be noble adventurers. This requires a
of the firelight to avoid the watchful eyes of patrols and DC 15 Charisma (Deception) check.
their guard dogs. Just before reaching the copse of trees,
you cast a glance back at the camp through the shadows. “I doth see. Perhaps this mayest be beneficial to us all.
Near the centre of the camp by the fires, a group of sol- Forsooth, I cannot speaketh for Rupert here,” he indicates
diers has begun to gather to listen to a red-haired figure to the dog, “but unless he speaketh up, thou may pass.”
standing on a mess table. The familiar figure seems to be There is no immediate response so you are free to go.
preaching to their audience but an approaching sentry As you pass by, you hear a second gruff voice from behind
and dog team means you’ll get caught if you dawdle lon- you, “You’re an idiot, Tibbs.”
ger...
Captured!
Waiting Until Daylight
By the light of day, there is a much greater chance the If the party is willingly taken into the camp, or cap-
party will be spotted. The camp has well rested patrol tured by the guards, they will be brought
guards ready for duty granting a passive Per- before Marshal Nott (champion ). By
ception of 19 for dangers or threats in his side is a familiar red-haired wo-
the surrounding area. Approaching the man (Ruby) who is not introduced
camp and failing a Stealth check results but stares at the party, searching
in the HALT! Who Goes There! encoun- their faces with a raised eyebrow. The
ter, otherwise proceed to the Cursed party may mistake her for either of her
Forest. sisters, Rouge or Scarlet, but the woman
does not show any immediate recognition.
Slipping carefully around the now wakeful
patrols and barking hounds, you cast a glance back Marshall Nott will question them about their motives
at the camp from the cover of undergrowth. You catch a and is a much more stern inquisitor. He has proficiency in
glimpse of a red-haired figure standing by one of the mess the Insight skill, resulting in a +5 bonus. He will require
tables along with a growing number of soldiers. They a DC 19 Charisma (Deception) check to be fooled and
seem to be preaching to their audience while gesturing if failed, will order the party stripped of their weapons
to the forest. You strain to hear more, but an approaching and ushered to a comfortable tent to wait in. This tent
sentry cuts short your observation. Stay and be caught or is guarded by six champions until he decides what to do
head to the forest. with them.

187
While imprisoned, the party may Ruby
question their captors with a DC Medium Humanoid, Lawful
16 Charisma (Persuasion) check
or eavesdrop in their conversation Armor Class 15 (Mage Armor)
with a DC 15 Wisdom (Percep- Hit Points 63 (14d8)
tion) check. Doing so they may Speed 30 ft.
discover the following information:
Lady Ruby is here to recruit
STR DEX CON INT WIS CHA
Marshall Nott. She preaches to the
soldiers each night that evil walks among them and in the 10 (+0) 14 (+2) 10 (+0) 18 (+4) 16 (+3) 14 (+2)
cities and they do the Light’s work by opposing the forces
in the forest. Saving Throws Int +6, Wis +4
The King’s orders were to watch the forest and patrol Skills Arcana +6, History +6
but there has been word of burning the forest down to Senses Passive Perception 12
weed out the evil. Languages Common
Challenge Rating 6
If the party chooses to escape, they must overpower their
captors without their weapons. However, their weapons Heart of the Righteous. Ruby regains 10 hit points at
can be located by searching the camp with three successful the start of her turn. If Ruby takes fire or necrotic da-
DC 17 Intelligence (Investigation) checks. Each time they mage, this trait doesn’t function at the start of Ruby’s
fail they are found 2d4 patrolling guards and can fight or next turn. Ruby dies only if she starts her turn with 0
talk their way out of the situation. If they fail three times, hit points and doesn’t regenerate.
Marshall Nott and Ruby have been notified and come to Spellcasting. Ruby is a 8th-level spellcaster. Her
collect the wayward party. spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). Ruby has the following
If the party does not try to escape, they are freed that night wizard spells prepared:
by Lady Ruby. She has cast sleep on their guards and tells Cantrips (at will): blade ward, fire bolt, light, mage
them to seek out the darkness in the forest and tell it she is hand
coming. She hopes the party will either destroy the evil or 1st level (4 slots): mage armor, magic missile,
unleash it, proving her preaching correct. shield
2nd level (3 slots): misty step
3rd level (3 slots): fireball
Henchman 4th level (2 slots): greater invisibility, Wall of Fire
Medium humanoid (any race), lawful alignment
Actions
Armor Class 16 (Chain Mail)
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Hit Points 22 (4d8 + 4)
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
Speed 30 ft.
2) piercing damage.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses Passive Perception 10


Languages Common
Challenge 1 (250 XP)

Actions
Multiattack. The henchman makes two melee at-
tacks when attacking with its Longsword.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 7 (1d10 + 2) pier-
cing damage.

Reactions
Parry. The henchman adds 2 to its AC against one
melee attack that would hit it. To do so, it must see
the attacker and be wielding a melee weapon.
188
Champion
Medium humanoid (any race), lawful evil When exactly this happens is at the DM’s discretion, and
we’ve included some examples below:
Armor Class 18 (Plate) Meraia and Raze can stay at their bases until the party
Hit Points 33 (6d8 + 6) has had a chance to visit both factions.
Speed 30 ft. One, or both, begin preparation to leave their base after
a set amount of time in game such as after 48 hours have
STR DEX CON INT WIS CHA elapsed.
If the party has already made their decision on who
16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
they are backing, have the opposite leader begin leaving
their base.
Senses Passive Perception 11
Languages Common
If Meraia has left the Grove, it is guarded by Nauglim
Challenge 2 (400 XP)
(treant SRD 351), a swarm of ravens (SRD 391) and
two giant apes (SRD 373). If Raze has left the Graves, it
Leader. The champion can spend its reaction to
is protected by an outer perimeter of six zombies (SRD
make a willing creature reroll a saving throw
356) and inside by two deathdogs (SRD 370) and two
wights (SRD 354).
Actions
Multiattack. The champion makes two melee attacks
when attacking with its greatsword. The Grove of Nature’s Wrath
Greatsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage. To traverse the forest successfully and locate the Grove,
Heavy Crossbow. Ranged Weapon Attack: +5 to the party must make a Wisdom (Survival) check. They
hit, range 100/400 ft., one target. Hit: 85 (1d10 + 3) take a number of hours equal to 24 minus the result of
piercing damage. their roll. Each hour the party is in the forest, roll 1d10.
On a roll of 1 or 2, they encounter one of the following
encounters depending on which path they have taken.

The Grove and the Graves Path to the Grove of Nature’s Wrath:
You hear the sounds of night beetles and a far-off owl as Encounter
you step into the forest. The shade from the canopy cools
your skin as the dappled light illuminates the path ahead. 1 The party encounters a tyrannosaurus rex (SRD
A crossroad ahead begs you to make a decision on where 279), feasting on several zombies. It dispatches the
you will tread next. A moment later you watch a breeze last of these and turns on the party with a deafening
coil its way through the trees, the leaves rustling with roar.
sunken whispers from the depths before its cold caress 2 As the party pauses by a small river they are ambu-
reaches you. Did the forest just beckon you inside, or give shed by four treant sprouts.
a warning to leave? The forest creatures are silent now. 3 A pair of elven druids patrolling the treetops spot
You’ll get no answer from them… the party and begin lobbing magic pebbles (3-4) with
their sling down on them. They descend to attack
Upon entering the forest, the party must choose to search once out of pebbles, along with 2 black bears (SRD
for the Grove of the Nature’s Wrath or travel to the 367).
Graves of the Restless, where the Dryads and Raze dwell,
respectively. 4 While crossing the river, 1 young hydra and 6 giant
cobras ambush the party, seeking for their meal.
To help make a decision on whom to back, it may be 5 The party stumbles into a patch of poison thorns.
helpful if the party hears both factions’ offers. Allow for They must each make a DC 15 Dexterity saving
twists and turns, as well as underhanded dealings with throw or be poisoned for 8 hours.
each faction. At the end of the day, the party will ally with 6 The party finds a gargantuan patch of desiccated
the leader that remains alive: Meraia or Raze. grass. The relentless flies and mosquitoes seem
to avoid the area, nothing grows there and none of
The Passage of Time. Both leaders have plans to tem- Nature’s Wrath will enter it. It seems an ideal place
porarily leave their bases. It is worth noting that before for a rest… while the sun is in the sky. If the party
While Meraia and Raze are at their starting locations, rests during the night, 2 half vampires attack using
those areas are heavily guarded and become more diffi- stealth.
cult to infiltrate. Raze will abandon the Graves to head to
a ritual site; Meraia leaving her grove to march with her
minions to disrupt the ritual.

189
Elven Druid Treant Sprout
Medium humanoid, neutral
Medium plant, neutral
Armor Class 11 (16 with barkskin)
Armor Class 11 (Natural Armor)
Hit Points 27 (5d8 + 5)
Hit Points 52(8d10 + 16)
Speed 30 ft., swim 30 ft., climb 20 ft.
Speed 20 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 8 (-1)
17 (+3) 6 (-2) 15 (+2) 10 (+0) 12 (+1) 8 (-1)
Skills Medicine +4, Nature +3, Perception +4
Damage Resistances Bludgeoning, Piercing damage
Senses Passive Perception 14
Damage Vulnerabilities Fire
Languages Common, Sylvan
Senses Darkvision 60 ft., Passive Perception 11
Challenge 2 (450 XP)
Languages Common, Sylvan
Challenge 2 (400 XP)
Spellcasting. The druid is a 3rd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). It has the following druid spells
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
prepared:
target. Hit: 17 (4d6 + 3) bludgeoning damage.
1st level (3 slots): entangle, longstrider, thu
Rock. Ranged Weapon Attack: +6 to hit, range 30/90
derwave
ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage.
2nd level (2 slots): barkskin
Emergency Shapechange (1/day). When the druid
reaches 0 HP, they transform into a giant adder.

Actions Young Hydra


Sling. Ranged Weapon Attack: +5 to hit, range Large monstrosity, unaligned
30/120 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage. Armor Class 13 (Natural Armor)
Hit Points 49 (9d10)
Speed 30 ft., swim 30 ft.
Giant Cobra
Medium beast, neutral STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 9 (-1) 12 (+1) 10 (+0)
Armor Class 14
Hit Points 17 (3d8 + 3) Skills Perception +6
Speed 30 ft., swim 30 ft. Senses Darkvision 60 ft., Passive Perception 12
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
Regenerative Growth. The hydra starts with three
10 (+0) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 3 (-4)
heads. Whenever the hydra takes 15 or more damage
in a single turn, it grows one extra head and regains 7
Senses Blindsight 10 ft., Passive Perception 12
HP at the end of its next turn.
Challenge 1/2 (100 XP)

Actions Actions
Multiattack. The hydra makes as many bite attacks
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
as it has heads.
one target. Hit: 6 (1d4 + 4) piercing damage, and the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target must make a DC 12 Constitution saving throw,
target. Hit: 5 (1d6 + 2) piercing damage.
taking 13 (4d6) poison damage on a failed save, or
half as much damage on a successful one.

190
190
“It’s like this, eh. There’s this bogan, Raze, who thinks
he can make this forest ‘is own. Well he can sod off, it’s
ours and we ain’t for no turning!” He preens back his ruf-
fled feathers before continuing, “Maybe wes and yous can
work summat out, yeah? You help us, we help you. See we
can’t enter his stronghold, it’s desecrated and defiled, all
dead-like. Bit of a bummer, really…”

Chatter hops closer to you, angling his head to get a


good look at the party. “But you... You can…”

Chatter will seek to hash out an agreement for the party


Arrival at the Grove to murder Raze and consecrate the Graves to keep the
dead where they lie. He conveys that Meraia drives a
Sunlight shimmers through the trees and sparkles hard bargain and their starting position is for the party to
off a pool of silver water. The glade teems with singing be allowed to leave the forest alive.
birds, insects buzzing and small animals wander freely,
without fear. There are other animals too— stately stags During bargaining, a DC 17 Charisma (Persuasion)
that watch from beneath branching antlers, yellow-eyed check can persuade the dryad to aid the cult more ge-
wolves lurking among the undergrowth and great apes nerally with animal spies and other creatures under her
standing sentry along the forest canopy. Flowers litter command. This check can be made with advantage if the
the glade; daisies, poppies, foxgloves and hemlocks party bring forth a good point about how Muln is a threat
everywhere you look. In the centre, stooped as if drinking to the continued existence of the forest.
from the pool, is a huge oak. As you approach a tall slim The party could also persuade Meraia and Chatter
woman emerges from within the trunk and gazes at you to give them some time to think it over. This can be
with eyes the colour of holly berries. beneficial if the party wishes to speak with Raze before
choosing a side. If going this route, Meraia will only give a
With a voice as ponderous as a growing tree, the wo- limited amount of time to decide as the ritual is set to be
man begins to speak, “I am Meraia.” and reaching out to held soon, and the party cannot think of leaving the forest
touch the tree beside her, “This is Nauglim.” on pain of death.

Turning back to you, her eyes focus on the group DM Note: If the party thinks of being aggressive with the
before her and she raises an arm to point at you all. dryad, a DC 10 Intelligence (Arcana, Investigation, Na-
Confusion and wariness are clear on her face as a ripple ture) check grants the understanding that the oak and the
runs through the glade, tensing each plant and animal to dryad have the advantage while in their terrain and defeat
silence. would be inevitable.

“Who…are…you?” she hisses. If Meraia takes any damage, the great oak, Nauglim,
awakens and moves to defend her, summoning 2d4 trees
Meraia is the dryad of the great oak, Nauglim (treant using the Animate Trees action on his first turn. Meraia
SRD 351), and leader of the Grove of Nature’s Wrath. It is further aided by two swarms of ravens (SRD 391), a
is her power that has awakened the plants and animals of giant elk (SRD 375) and three dire wolves (SRD 371)
the forest and also commands them to protect it. while in the grove. If Meraia is slain she will regrow in
Nauglim’s trunk in 1d6 hours unless Nauglim is des-
Meraia finds communication difficult given her slow troyed or by poisoning the silver pool with barrow dirt
cadence, but the party should not be fooled into belie- from the Graves of the Restless.
ving her simple, she is wise and difficult to decieve. If
she becomes caught up in a prolonged conversation, she Alliance with Meraia
summons Chatter, a white-tailed crow (raven SRD 387).
It has flown as far as Muln for her, picked up the common Chatter flaps up to a higher branch, plucking an acorn
tongue and will speak on her behalf regarding an alliance. from between Nauglim’s leaves. “We know she’s planning
summat. A ritual she’s got to leave his territory for. Our lot
“G’day mates! How are ya?” the crow caws when is going to stop her. You need to be elsewhere.”
summoned, perching himself on a convenient branch of
Nauglim. “Here! You take this acorn and plant it in the raised bar-
row mound. It should be at the base of the Graves of the
Restless. Oi! Take some water ‘ere from Nauglim’s silver

191
pool; it’ll consecrate the ground and then they won’t have
no place to retreat.” This entire region of the forest seems desolate. No
sound other than the shuffling of dead leaves on trees or
With that Meraia speaks up again, “We will…grow. along the ground. You realize you’ve not seen any animals
Crush and crack… Squeeze and throttle. We are ever for some time and the plant growth has gone from green
growing.” to brownish-grey; sparse to non-existent. Even what trees
still stand ooze a thick black sap from their faded bark.
This acorn will need to be buried at the heart of the
Graves of the Restless: Raze’s barrow mound and source In the centre of this desolation standsa large fortress,
of her power. Once buried and watered with liquid from its grandiose architecture and heroic statues have been
the silver pool, the barrow will be consecrated, allowing worn down by time and neglect. The hill at its base is
the everlasting acorn to stay quietly in place and awaken riddled with mounds of fresh earth and even as you ap-
at the right time. proach, a desiccated corpse pulls itself free from the dirt
and crawls towards the top of the hill where a growing
Fell Deeds collection of undead has pooled.

If the party has chosen to side with Raze and has brought A DC 14 Wisdom (Survival) check reveals the presence of
the dirt from the barrow mound, they will need to add the a side entrance, dug into the mountain and marked by a
soil to the silver pool that Nauglim drinks from. Adding trail of footprints. Those who succeed on a DC 20 Wis-
this dirt will slowly desecrate the pool and block Nauglim dom (Survival) check also notice that the space between
from being able to revive Meraia should she be killed. the footprints is short, Upon closer inspection, the foot-
prints are slow and shuffling, indicating that they belong
The Graves of the Restless to undead creatures known as the Restless.

DM’s Note: Exploration of this dungeon is meant to be


stressful and dangerous, with no opportunities for the
players to rest.

192
193
List of Rooms 1. Mines
The jewel and metal mines are the entrance through
which the players access the abandoned dwarven
C1. Mines fortress. The mines are dark and damp, with the sound of
C2. Blacksmith Workshop pickaxes echoing through the tunnels.
C3. War Machine Workshop
As the party makes their way into the mine, they are
C4. Entrance hall confronted by a gruesome scene: nine skeleton miners,
C5. Small guard room still working long after death has taken hold. Four
skeletons armed with pickaxes, seem to be in a state of
C6. Banquet Hall
mindless labor, extracting minerals from the earth with
C7. Toilet an almost mechanical manner. The other five (skeleton
C8. Soldiers’ Watch fighters) immediately launch into an attack.
C9. Collapsed corridor
As the players make their way deeper into the mines,
C10. Dwarven Temple they may come across sparkling jewels and veins of pre-
C11. Kitchens cious metal embedded in the walls, with a DC 15 Wisdom
C12. Storage Room & Brewery (Perception) check, they can spot a 20 gp ruby.

C13. Indoor Garden (13A. Recently dug tunnel)


Skeleton Fighter
C14. Crypt (14A. Common Pit) Medium undead, lawful evil
C15. A VIP Cell (15A secret room to spy on the big
cell) Armor Class 13
C16. Prison Hit Points 22 (3d8 + 6)
Speed 30 ft.
C17. Torture Room
C18. Guard Lounge STR DEX CON INT WIS CHA
C19. Guard Dormitory 12 (+1) 12 (+1) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
C20. Training Room
C21. Soldiers’ Baths Damage Vulnerabilities Bludgeoning
Damage Immunities Poison, Necrotic
C22. Officer Bedroom
Condition Immunities Exhausted, Poisoned
C23. Toilets Senses Blindsight 60 ft., Passive Perception 9
C24. Officer Office Challenge 1/2 (100 XP)
C25. Royal Bedroom
Actions
C26. Royal Bathroom Multiattack. The skeleton fighter makes two attacks.
C27. Royal Guard Room Shortsword. Melee Weapon Attack: +4 to hit, reach 5
C28. King’s Office ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Short Bow. Ranged Weapon Attack: +4 to hit, range
C29. Archives & Treasury 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing da-
C30. Healing Room mage.
C31. Staff Rooms (31A. Secret passage)
C32. Priest’s Room
C33. Stocking room/Larder
C34. Throne Room
C35. Cave Lake
C36. Library
C37. Laboratory

194
2. Blacksmith Workshop Dwarven Stone Hero
The blacksmith workshop is a bustling area filled with Large Construct, Unaligned
the sound of clanging metal and the oppressive heat of
the forge. Here, the dwarves would have crafted a variety Armor Class 17 (natural armor)
of metal objects, from weapons and armor to intricate Hit Points 127 (15d10 + 45)
trinkets and tools. The workshop is littered with half-fini- Speed 30 ft.
shed projects and tools of the trade, giving the players a
glimpse into the life of the dwarves who once called this STR DEX CON INT WIS CHA
place home.
22 (+6) 9 (-1) 16 (+3) 3 (+4) 11(+0) 1 (-5)
As the party enters the forge, they find a skeleton
working the bellows and tending to the flames. Despite its Damage Immunities poison, psychic
bony frame and lifeless appearance, the skeleton seems Damage Vulnerabilities: bludgeoning
to be expertly crafting a sword, its bony fingers deftly Condition Immunities charmed, exhaustion, frighte-
shaping the metal as it glows orange in the heat of the ned, paralyzed, petrified, poisoned
forge. The skeleton seems oblivious to the party’s pre- Senses Blindsense 120 ft., Passive Perception 10
sence, focused solely on its task as it works the forge with Languages Understands Dwarf but cannot speak
an almost mechanical precision. The players may decide Challenge 7
whether to interrupt the skeleton’s work or leave it be
to continue on their journey. If they prevent the skeleton Immutable Form. The Dwarven Stone Hero is im-
(skeleton fighter) from working, it will attack. mune to any spell or effect that would alter its form.
Magic Resistance. The Dwarven Stone Hero has
3. War Machine Workshop advantage on saving throws against spells and other
The war machine workshop is a large, open area filled magical effects.
with all manner of strange and complex creations. The Magic Weapons. The Hero attacks are considered
dwarves who lived in this fortress magical.
were known for their expertise in
engineering, and it shows in the in- Actions
tricate design of the war machines. Multiattack. The Hero makes two hammer attacks.
The players may come across Hammer. Melee Weapon Attack: +8 to hit, reach 10
all sorts of strange contraptions ft., one target. Hit: 21 (2d12 + 6) bludgeoning damage.
and devices as they explore this Rock. Ranged Weapon Attack: +8 to hit, range 60/240
workshop, some of which may still ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
be operational.

One catapult facing the southern access door can be 5. Guard Room
repaired with a DC 18 Intelligence check. The catapult is The small guard room off the entrance hall is a
able to shoot once for 6d10 bludgeoning damage. cramped space of a desk, chairs and lockers. It was here
that the guards who patrolled the fortress would rest
4. Entrance Hall between shifts. The room is dark and musty, with a faint
The large monumental entrance hall used to be a grand smell of sweat and old armor hanging in the air. The
space filled with towering statues of warrior dwarves. players may come across old, rusted weapons as they
Now it is a chaotic scene of rubble and debris scattered explore this room, left behind by the guards.
about the floor, the clear signs of a fierce battle. The
remaining statues are carved with great detail, each one 6. Banquet Hall
depicting a different hero of the dwarven people, and give The banqueting hall is a grand, opulent chamber
a sense of awe to those that stand in this hall, surrounded adorned with tapestries and banners, and illuminated
by the proud history of the dwarves. Among the debris, by flickering torches. It was once a place of revelry and
the remains of a treant lies in a heap near the entrance, its celebration for the dwarves, where they would gather to
body battered and broken. enjoy lavish feasts and revel in their victories. However,
it now lies in ruin, with broken goblets and discarded
Players can spot that one of the stone dwarf statues silverware scattered amongst the debris. The air is heavy
has cracks and is animated with a DC 17 Wisdom (Per- with the stench of decay, and the walls bear witness to the
ception) check as they draw closer. violence that once erupted within these hallowed halls.
Yet despite the chaos and destruction, a sense of regal
If the players fail the perception check, the dwarf statue grandeur still lingers within these walls, hinting at the
attacks with advantage on the first round. grandeur that once was.
7. Toilet

195
The smell of decay and waste hangs heavy in the air of 10. Temple
this small room of broken fixtures. Slick with moisture, Walls adorned with intricate carvings dimly lit by flic-
the players may have to navigate through this area care- kering torches, the ornate space is filled with statues and
fully to avoid slipping on the floor or coming into contact old offerings dedicated to an old dwarven god. Only your
with any of the noxious substances found here. footsteps can be heard breaking the reverent silence of
this sacred temple.
8. Soldiers’ Watch
The guard room is a spacious chamber, shelf dis- However, the peaceful atmosphere of
playing 3 healing potions and racks of weapons lining the temple is shattered by the presence of
the walls and. A variety of swords and polearms are on a spectral screamer, the undead princess
display, their metal glinting in the dim light. 4 guards (de- of the dwarves. Accompanied by her two
caying mummy with AC 16), clad in heavy armor, stand ghostly maids (poltergeists), the princess
motionless in the room, as if waiting for a command. relentlessly haunts the temple, attacking
As the party enters, the guards do not move, seemingly any intruders on sight.
content to remain stationary as long as the players do not
interfere with the weapons or other objects in the room. The spectral screamer will use
Fearful Scream as free action on the first
round. This alerts any remaining guards
(decaying mummy with AC 16) in the
Decaying Mummy soldiers’ watch (8) who will come to help
Medium undead, chaotic evil their princess.

Armor Class 11 (Natural Armor) The players may come across old,
Hit Points 38 (7d8+7) moldering offerings and relics and a
Speed 20 ft. 50 gp gold sphere as they explore this
room.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 13 (+1) 6 (-2) 10 (+0) 12 (+1) Poltergeist
Medium undead, chaotic evil
Damage Vulnerabilities Fire
Damage Resistances Necrotic, Poison; Bludgeoning, Armor Class 12
Piercing and Slashing from nonmagical attacks Hit Points 22 (5d8)
Condition Immunities Charmed, Exhausted, Frighte- Speed Hover 50 ft.
ned, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10 STR DEX CON INT WIS CHA
Challenge 1 (200 XP)
1(-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Actions
Multiattack. The mummy can use its Shocking Glare Damage Resistances Acid, Cold, Fire, Lightning,
and makes one attack with its Rotting Fist. Thunder, Bludgeoning, Piercing and Slashing from
Rotting Fist. Melee Weapon Attack: +5 to hit, reach nonmagical attacks
5 ft., one target. Hit: 6 (1d6+3) bludgeoning + 7 (2d6) Damage Immunities Necrotic, Poison
necrotic damage. Condition Immunities Charmed, Exhausted,
Shocking Glare. The mummy targets one creature it Grappled, Paralyzed, Petrified, Poisoned, Prone,
can see within 60 ft., forcing it to make a DC 13 Wis- Restrained and Inconscious
dom saving throw or become muted and blinded until Senses Darkvision 60 ft., Passive Perception 10
the end of its next turn. Challenge 1 (200 XP)

Ghostly Protection. As a bonus action, target crea-


ture gains resistance to one type of damage you
9. Collapsed Corridor choose until it receives damage until the end of your
This long, narrow passage has been partially caved next turn.
in and the remains of a barricade can be seen, scattered
amongst the rubble and debris. It appears as though a Actions
skirmish took place here, with the dwarves trying to de- Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft.,
fend their fortress from some unknown attacker. With the one target. Hit: 10 (3d6) necrotic damage and the pol-
ceiling collapsed it’s impossible to go any further to the tergeist regains hit points equal to half of the damage
north or the west. inflicted.

196
Spectral Screamer 11. Kitchens
Medium undead, chaotic evil The air is thick with the stench of decay in this kitchen
connected to the Banquet hall. It’s filled with rusted pots
Armor Class 12 and pans, broken tables, moldy food remnants and a floor
Hit Points 28 (6d8) slick with greasy sludge. Unaware or ignoring the party,
Speed Hover 40 ft. a skeleton chef stands by a lit stove of pots and can be
seen using bizarre and inedible ingredients in its cooking.
STR DEX CON INT WIS CHA If investigated, the pots and pans are filled with strange
substances and spoiled food, and the kitchen is cluttered
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
with all manner of bizarre objects. It is clear that this chef
is not preparing food for the living.
Damage Resistances Acid, Fire, Lightning, Thunder;
Bludgeoning, Piercing and Slashing from nonmagical
Note: The strange dishes being prepared could potentially
attacks
satisfy the undead king in the throne room.
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhausted, Frighte-
12. Storage Room & Brewery
ned, Grappled, Paralyzed, Petrified, Poisoned, Prone
The storage room is a cramped and cluttered space,
and Restrained
filled with barrels of rotgut beer and putrefying pro-
Senses Darkvision 60 ft., Passive Perception 10
visions. In the corner, there is a small brewery with a
Challenge 2 (450 XP)
broken copper kettle and a jumble of fermentation vats.
Elusive Target. This creature is difficult to target
from afar. Any ranged attacks made against it are 13. Indoor Gardens
made with disadvantage. Walking down a few stairs brings you into a large, do-
Fearful Scream (1/day). Each non-undead creature med cave with rows of mushrooms growing in neat rows.
within 60 feet of the banshee that can see her for the The air is damp and musty, and any light within is dim
first time must succeed on a DC 13 Wisdom saving and flickering. On the north side, a small tunnel seems to
throw or be frightened for 1 round. have been dug recently.

The mushrooms are about the size of a human fist,


Actions
caps smooth and velvety, and gives off a faint, sweet
Corrupting Touch. Melee Weapon Attack: +5 to
aroma along with a soft, luminescent glow. With a suc-
hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic
cessful DC 15 Nature check, the players identify that the
damage.
mushroom is valuable to any shaman or alchemist. They
Scream (1/day). Target living creature within 20 ft.
can spend 10 min to harvest 50 gp of mushrooms.
must make a DC 13 Constitution saving throw, losing
half of its hit points on failure, or 7 (2d6) psychic
As the party progresses through this chamber, a metal
damage on success.
door drops with resounding thunk, blocking the route
back to the storage room. Seeping from the ground, a
dark liquid begins to fill the cave while a shambling horde
of zombies emerges from the tunnels (13A) to attack the
party (10 dwarven zombies and 2 dead walkers).

The players must act quickly to avoid touching the


liquid and run to higher ground in the connected tunnels.
Each round while a player is not in the tunnels, they must
make a DC 15 Athletics or Acrobatics roll to move to
safer ground or suffer 2d6 poison damage as the poison
liquid touches their flesh.

13A. A recently dug tunnel has been mostly blocked by


a large boulder which is being held in place by two squi-
shed zombies. To open the passage and continue on their
journey, players must combine their strength to success-
fully pass a DC 30 Strength check. After passing through
the corridor, players can block the way again using the
boulder.

197
Dead Walker
Medium undead dwarf, neutral evil
DM Note: This combat encounter is designed to
challenge the players forcing the players to consider pos- Armor Class 8
sible escape strategies as waves of zombies relentlessly Hit Points 30 (4d8 + 12)
attack. It is important to carefully balance the difficulty of Speed 20 ft.
this encounter to ensure it is challenging for the players,
but is not completely insurmountable.
STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 3 (+4) 6 (-2) 5 (-3)

Damage Immunities Poison


Dwarven Zombie
Condition Immunities Poisoned
Medium Undead, Neutral Evil
Senses Darkvision 60 ft., Passive Perception 8
Challenge 1/2 (100 XP)
Armor Class 10
Hit Points 45 (6d8 + 18)
Zombie Fortitude. If damage reduces the Dead
Speed 20 ft.
Walker to 0 hit points, it must make a DC15 Constitu-
tion saving throw unless the damage is radiant. On a
STR DEX CON INT WIS CHA success, the zombie drops to 1 hit point instead.
12 (+1) 8 (-1) 10 (+0) 10 (+0) 8 (-1) 5 (-3)
Actions
Damage Immunities Poison Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Condition Immunities Poisoned target. Hit: 7 (2d4 + 2) bludgeoning damage.
Senses darkvision 60 ft., Passive Perception 10
Challenge 2 (200 XP)

Zombie Feast. The Dwarven Zombie has advantage 14. Crypt


on attack rolls against another creature if the creature As the party enters the crypt,the atmosphere in the
has the grabbed condition. room seems to thicken, as if the very air is charged with
Undead Fortitude. If damage reduces the zombie an unseen energy of multiple eyes following their every
to 0 hit points, it must make a Constitution saving move.
throw with a DC of 5 + the damage taken, unless the The crypt is a complex network of corridors and cham-
damage is radiant or from a critical hit. On a success, bers, each one more chilling than the last. The walls are
the zombie drops to 1 hit point instead. adorned with bones, but no complete skeletons can be
found.
As the party makes their way through the crypt, they
Actions
can hear the occasional sound of bones cracking, but they
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
see no signs of movement.
creature. Hit: 8 (2d6 + 1) bludgeoning damage plus
10 (3d6) necrotic damage.
14A. There is a common pit with turned earth, as many
Grab. Melee Weapon Attack: +7 to hit, reach 5 ft.,
things have been exhumed.
one creature. Hit: 8 (2d6 + 1) bludgeoning damage,
and the target is grappled (escape DC 14). Until this
grapple ends, the zombie can’t grab another target. If 15. VIP Cell
the zombie receives any damage, it ends its grapple. A barred wooden door separates this luxurious room
from the run of the mill cells in the prison. Well-appointed
with plush furnishings and fine art on the walls, the VIP
cell is marred only by the presence of an undead prisoner.
This undead noble sits at a desk, its eyes glowing with an
otherworldly light as it reads a thick tome.

15A is a secret room located with a DC 20 Perception


or Investigation check. It can be used to spy into the VIP
cell.

The secret room contains a log book written in Dwar-


ven. Players who can read the language may be able to
decipher the entries, while those who cannot will have to
make an Intelligence check (DC 18) to gain some unders-
tanding of the text.

198
1st entry: 17. Torture Room
«I’ve been assigned to watch this general, as ordered. A dark and ominous chamber filled with torture
There is a growing suspicion that he may have shared instruments and implements of pain awaits you beyond
information about the fortress with those from the grove, the prison. The air is thick with the smell of blood and
leading to the recent attack. I will continue to search for sweat, and the walls are scarred with deep grooves and
evidence to confirm or refute this theory.» scratches.

2nd entry: 18. Guard Lounge


«I can’t shake the feeling that this prisoner is more dan- The guard lounge has a few tables cluttered with dirty
gerous than he lets on. He’s always so calm and collected, dishes, playing cards and molded mugs of ale. The air is
even in the face of interrogation. ” stale and musty, and the floor is sticky with spilled drink.

3rd entry: I can’t sleep again. I keep hearing someone As the party enters the guard’s rest room, they are
whispering to him during the night. He must have some greeted by the sight of three soldiers (decaying mummy
way of communicating with the outside world, even here and two lesser lich) all armed and ready to attack. These
but found nothing when checked. Further observation will undead soldiers are held together by dark magic, and
reveal the truth; he won’t play us all for fools.» are determined to stop anyone who tries to enter their
domain.
4th entry:
«He’s talking to the earthworms in his cell, I’m sure of it! As the fights begin players are also attacked by two tor-
He must be a powerful warlock in order to summon them. turer ghosts (poltergeist) who emerge from the shadows
I’ll have to report this to the captain as soon as possible.» in the torture room (17) and attack the nearest character.

Talking to the prisoner:


If the players decide to speak with the undead within the
cell, he introduces himself as Thraindor, former general of Revenant Lord
this fortress and cousin of the King Thraindur the second. Medium undead, chaotic evil
He was falsely accused of betrayal and imprisoned after
the attack of the fortress. He can describe that he was left Armor Class 14 (Chain Shirt)
here without any care and died from hunger. Hit Points 31 (7d8)
Speed 30 ft.
If asked about the attack: Thraindor paints a vivid picture
of the formidable horde of wild animals and monsters that STR DEX CON INT WIS CHA
had stormed the village outside the fortress, wreaking
havoc and destruction in their wake. Despite their best 12 (+1) 11 (+0) 10 (+0) 12 (+1) 16 (+3) 18 (+4)
efforts to repel the invaders, the dwarves were forced to re-
sort to barricades and even collapsing parts of the fortress Damage Immunities Necrotic, Poison
to block off certain access points. Though they were ulti- Condition Immunities Exhausted, Frightened, Poi-
mately able to fend off the attack, the memory of the brutal soned
assault remains fresh in the prisoner’s mind. Thraindor Senses Darkvision 120 ft., Passive Perception 13
was arrested once the siege around the entrance of the Languages Common
fortress began. Challenge 2 (450 XP)

While Thraindor is weak now, he would like to come with Magic Resistance. The Revenant LordLich has
the party in hopes of finding something to replenish his advantage on saving throws against spells and other
power. The players can choose to leave him there or take magical effects.
him along. If released, Thraindor follows the party, sharing Superior Presence (3/day). All undead within 30 ft.,
knowledge of the fortress save for rooms 35, 36 and 37, may roll saves to resist turn undead with advantage.
but will not take part in any fight. If the players make him
go to 37, he will get some strength back for the undying Actions
stone and will join the players’ cult (as a Revenant Lord Dark Morningstar. Melee Weapon Attack: +5 to hit,
from the Restless clan). reach 5 ft., one target. Hit: 5 (1d8+1) piercing and 13
(3d8) necrotic damage.
16. Prison Negative Aura (1/day). Each creature within 10ft.
The prison is a series of interconnected cells with thick must make a DC 14 Constitution saving throw or take
iron bars and damp, fetid air. The sound of chains and 4d6 necrotic damage on failed save.
screams echoes through the halls. Several aggressive zom-
bies can be seen snarling and lunging at the players as they
pass by. These are the soulless assistants of Thraindor.

199
19. Guard Dormitory Half Vampire
The guard dormitory is a larger room with bunk beds Medium undead, lawful evil
and a few trunks for storage. The air is stuffy and the
blankets on the beds are threadbare and stained. Armor Class 16 (Natural Armor)
Hit Points 52 (7d8+21)
20. Training Room Speed 30 ft.
The training room is a large, open chamber filled with
practice dummies and targets. The air is thick with the
smell of sweat and the sound of clashing steel echoes STR DEX CON INT WIS CHA
through the room. the party comes across a small cabinet 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
containing 6 healing potions
Skills Perception +3, Stealth +6
21. Soldiers’ Baths Damage Resistances Necrotic;
The large open air baths are filled with damp slime Senses Darkvision 60 ft., Passive Perception 13
covered and broken tiles. The air is heavy with the smell Languages Common
of mold and mildew, and the water in the tubs long ago Challenge 3 (700 XP)
turned green and stagnant.
Bloodlust. The vampire has advantage on damage
22. Officer Bedroom rolls against any creature that doesn’t have all its hit
The officer bedroom is a small, cramped room with points.
a narrow bed and a few personal belongings scattered
about. The air is musty and the blankets on the bed are Actions
thin and threadbare. Multiattack. The half vampire makes two attacks:
If the general is with them, he will point out a hidden one claw and one bite attack, or two claw attacks.
stash under his bed, which contains a superior healing Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
potion and a General’s Brooch (page 36). target. Hit: 10 (2d6 + 3) slashing damage or instead of
Otherwise, the party can use an Investigation check dealing damage, the Vampire can grapple the target
(DC 18) to discover a hidden stash under the general’s (escape DC 13).
bed. However, a half vampire) is hidden in the armoire Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
and will attack with advantage any character that comes willing or grappled creature. Hit: 6 (1d6+3) piercing
near it. Another half vampire lurks within the General’s and 10 (3d6) necrotic damage. The Vampire regains
office (24), ready to rush out and attack the party as soon hit points equal to the necrotic damage the victim
as it hears or sees any of them. takes.

23. Toilets
Clearly not adequate for a group of soldiers on the best
of days, the lone toilet in this dirty and foul-smelling stall
has a broken seat and overflows with waste. The floors
are slick with filth and the air is thick with the stench of
decay.

24. General’s Office


The General’s office is a small, cluttered space with a
desk and a few chairs. There is a faint smell of tobacco in
the air.

25. Royal Bedroom


Perfumed with the scent of flowers, the royal bedroom
is a large and luxurious room furnished with a grand
bed laid with plush covers, rich tapestries, and other fine
furnishings.
On a table, it contains a pouch of 50 gp.

25A. Four (skeleton fighters) are patrolling in the cor-


ridors from 34 to 25 and 25 to 30.

200
26. Royal Baths
The royal bathroom is a lush and spacious sunken 30. Healing Room
chamber stocked with a variety of soaps and lotions. The The old abandoned healing room is a small, cramped
air is fragrant with the smell of lavender and the tiles on space filled with rusted metal tables and broken instru-
the floor are made of polished marble.Even after all this ments. The air is thick with the stench of decay, and the
time, the water is pristine and steaming. floor is slick with mold and grime. It is clear that this
room has not been used for many years. Two Healing
27. Royal Guard Room Potions and one Potion of Vitality can be found.
The guard room is a small, cramped space with a few
cots and a table cluttered with dirty dishes and half-empty 31. Staff Rooms
mugs of ale. The air is stale and musty, and the floor is As the party makes their way down the corridor, they
sticky with spilled drink. are confronted by a series of interconnected rooms filled
There are 1 revenant lord) and 4 dead walkers) inside, with small, cramped beds. It is clear that these were once
ready to attack anything entering. the quarters for the maids who served in the fortress.
In one of the maid bedrooms, the party can hear the
28. King’s Office sound of something scratching and pounding against the
Two rooms that make up the king’s office are opulent, door, as if trying to escape. Upon investigating, they find a
even if the air is a bit musty. One room contains a grand zombie trapped inside the room, snarling and lashing out
desk and throne-like chair covered with a faded map. at anyone who comes near.
The tasteful sitting room that connects is furnished with
a gleaming set of splint armour (400 gp), books and two 31A The secret passage is a narrow tunnel that winds
comfortable chairs. its way through the fortress walls. It is used by the Necro-
mancer and his allies to enter and exit the fortress.
A torn paper in the king’s office reveals a peace treaty
between the dwarves and the inhabitants of the grove. 32. Priest’s Room
The treaty was signed before the attack on the fortress The staff room closest to the temple must have been
and seems to indicate that the dwarves were seeking to assigned to the temple priest and is furnished with a cot,
establish a peaceful coexistence with their natural sur- altar and dresser. The air is musty and the altar is cove-
roundings. However, the attack suggests that this treaty red in a thick layer of dust.
was either ignored or broken, leading to the destruction
of the village and the siege on the fortress. 33. Larder
Filled to the ceiling with rows and rows of barrels and
29. Archive & Treasury boxes, this room is stocked with supplies and provisions
The empty treasure room is a vast chamber filled for grand celebrations. There are stacks of candles in
with empty pedestals and empty treasure chests. The all shapes and sizes, as well as bolts of brightly colored
air is thick with the stench of decay, and the floor is slick fabric and glittering decorations covered with dust and
with dust and cobwebs. In the corner, there are a few cobwebs.
shelves filled with moldering scrolls and ancient tomes.
Otherwise the treasury has long ago been picked clean, 34. Throne Room
and only a few coins can be found left abandoned. When the players enter the throne room, the floors
slowly creak as the players are invited inside by a bold
The following scrolls are found upon investigating: voice.The throne room is a grand chamber with a throne
Scroll of Raise Dead: This scroll contains a power- adorned with faded tapestries and rusted metal orna-
ful necromantic spell that allows the caster to bring a ments. The party is confronted by a sight both terrifying
deceased creature back to life. The scroll can be used to and awe-inspiring: the king, a revenant, sits on the throne
raise a single creature that has been dead for no longer with his eyes glowing a dark, otherworldly light. Despite
than 10 days, and the creature is restored to life with 1 hit his undead state, the king still exudes an aura of power
point. and authority.
Scroll of Stoneskin: This scroll contains a powerful
transmutation spell that imbues the caster’s skin with the By his throne are the rest of his court: a priest (ne-
properties of stone, granting them resistance to nonma- cromancer), a bodyguard (minotaur zombie) and four
gical bludgeoning, piercing, and slashing damage. The courtesans (lesser ghouls).
effect lasts for 1 hour.
Scroll of Telekinesis: This scroll contains a powerful “Welcome, wonderful wayfarers,” he croaks. “Come,
evocation spell that allows the caster to move objects and pay your respects to your ruler.”
creatures using only the power of their mind. The caster
can move objects weighing up to 1,000 pounds, and can He will chat with the party with a fatherly tone, as if the
also use the spell to knock creatures prone or push them party members are his people, asking for news from the
away. The effect lasts for 1 minute. world before finally asking for gifts of sustenance:

201
I’ve been longing for some delicious delicacies from players mention anything negative (death, the Grove, Na-
the outside world, what meal have you brought for your ture’s Wrath, Meraia, etc.), or if they are too slow to give
Majesty? food or give the wrong food, the king becomes enraged.

Monarch Morsels: If the party manages to give some The king’s eyes narrow and he stands from his throne,
food containing necrotic energy (such as the food from his bones creaking as his voice echoes off the walls,
the Kitchens) then the king will be pleased and will direct “Thou art Tidbit Traitors!”
the party to go see his Grand Wizard to the northeast of
the throne room. At this signal, his guards and court attack the party in a
frenzy.
Ravenous Revenant: The king is being delusional and
still thinks he and his kingdom to be well alive. If the

The Revenant King Unarmed Strike. Melee Weapon Attack: +8 to hit,


Medium Undead, neutral evil reach 5 ft., one creature. Hit: 7 (1d8 + 4) bludgeoning
damage. Instead of dealing damage, the King can
Armor Class 12 grapple the target (escape DC 16).
Hit Points 97 (13d8 + 39) Warhammer. Melee Weapon Attack: +10 to hit,
Speed 30 ft. reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning
damage. If the king is angry, the target takes an extra
STR DEX CON INT WIS CHA 7 (2d6) necrotic damage.
Authority Glare. The target is one creature it can see
17 (+3) 15 (+2) 17 (+3) 10 (+0) 10 (+0) 15 (+2) within 30 feet of it. The target must make a DC 16
Wisdom saving throw. On a failure, the target spends
Saving Throws Str +8, Con +8, Wis +7, Cha +8 its reaction and attacks its closest ally; the target is
Damage Resistances necrotic, psychic frightened of the king for 1 minute. The frightened
Damage Immunities poison target can repeat the saving throw at the end of each
Condition Immunities charmed, exhaustion, frighte- of its turns, with disadvantage if it can see the King,
ned, paralyzed, poisoned, stunned ending the frightened condition on itself on a success.
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarf
Legendary Actions
Challenge 7 (2900 XP)
The King can take 3 legendary actions, choosing
from the options below. Only one legendary action
Magic Resistance. The King has advantage on saving
option can be used at a time and only at the end
throws against spells and other magical effects.
of another creature’s turn. The King regains spent
Regeneration. The king regains 10 hit points at the
legendary actions at the start of its turn.
start of its turn. If the revenant takes fire or radiant
damage, this trait doesn’t function at the start of the
Spell Feint. The King teleports adjacent to a creature
revenant’s next turn. The King’s body is destroyed
that just cast a spell targeting him and makes one
only if it starts its turn with 0 hit points and doesn’t
unarmed strike agains the creature.
regenerate.
Explosion of Energy. The King magically unleashes
Rejuvenation. When the king’s body is destroyed, its
negative energy. Living creatures within 20 feet of the
soul lingers. After 24 hours, the soul inhabits and ani-
King, including ones behind barriers and around cor-
mates another humanoid corpse on the same plane of
ners, roll a DC 15 Strength save or suffer 10 (2d6 + 3)
existence and regains all its hit points. While the soul
necrotic damage and are pushed up to 20 feet away.
is bodiless, a wish spell can be used to force the soul
Drain Life. Melee Weapon Attack: +8 to hit, reach 5
to go to the afterlife and not return.
ft., one willing creature, or a creature that is grappled,
Turn Immunity. The king is immune to effects that
incapacitated, or restrained. Hit: 10 (3d6) necrotic
turn undead.
damage. The target’s hit point maximum is reduced
by an amount equal to the necrotic damage taken,
Actions and the king regains hit points equal to that amount.
Multiattack. The King makes three attacks: an Unar- The reduction lasts until the target finishes a long
med Strike, one warhammer and one Authority Glare. rest. The target dies if this effect reduces its hit point
maximum to 0.

202
Necromancer
Minotaur Zombie Medium undead, chaotic evil
Large Undead, any evil alignment
Armor Class 12
Armor Class 10 Hit Points 27 (6d8)
Hit Points 93 (11d10 + 33) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
18 (+4) 8 (-1) 16 (+3) 10 (+0) 8 (-1) 5 (-3)
Skills Arcana +6, History +6
Damage Immunities Poison Senses Darkvision 60 ft., Passive Perception 11
Condition Immunities Poisoned Languages Common
Senses darkvision 60 ft., Passive Perception 10 Challenge 1 (200 XP)
Challenge 4 (1100 XP)
Spellcasting. The necromancer is a 4th-level spell-
Zombie Feast. The minotaur zombie has advantage caster. Its spellcasting ability is Intelligence (spell
on attack rolls against another creature if the creature save DC 13, +5 to hit with spell attacks). The necro-
has the grabbed condition. mancer has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand
Charge. If the Minotaur moves at least 10 feet 1st level (3 slots): false life, inflict wounds
straight toward a target and then hits it with a gore 2nd level (2 slots): blindness/deafness, ray of
attack on the same turn, the target takes an extra 9 enfeeblement
(2d8) piercing damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or Actions
be pushed up to 10 feet away and knocked prone. Animate Corpse (3/day). This ability creates a dead
Undead Fortitude. If damage reduces the minotaur walker with 5 HP. from a corpse within 30 ft. It takes
to 0 hit points, it must make a Constitution saving its turn on the necromancer’s initiative and obeys its
throw with a DC of 5 + the damage taken, unless the orders.
damage is radiant or from a critical hit. On a success, Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
the zombie drops to 1 hit point instead. one target. Hit: 4 (1d4+2) piercing damage.

Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage + 7 (2d6) Lesser Ghoul
necrotic damage. Medium undead, chaotic evil
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 11 (2d6 + 4) bludgeoning damage + Armor Class 12
3 (1d6) necrotic damage, and the target is grappled Hit Points 26 (6d8)
(escape DC 14). Until this grapple ends, the zombie Speed 30 ft.
can’t grab another target. If the zombie receives any
damage, it ends its grapple.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Resistance Poison


Condition Immunities Charmed, Exhausted, Poi-
soned
Senses Darkvision 60 ft., Passive Perception 10
Challenge 1/2 (100 XP)

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage. The target
must succeed on a DC 13 Constitution saving throw
or become poisoned until the end of its next turn.

203
On the corpse of the king the party can find the comman- brewing. Although there is no trace of any plant on the top
der’s crown and the skull crusher (pages 35 & 37). of the altar.

35. Cave Lake When all three altars are activated, the water drains
The cave chamber with the dark blue lake is a vast, away, revealing the dark dirt and sand of the lake bottom,
underground space filled with stalactites and stalagmites. along with a hidden entrance to the Necromancer’s secret
The air is damp and cold, and the water is still, dark and laboratory. A dragon made of sand, once dormant at the
foreboding. bottom of the lake, stirs to life. Its dark form writhes and
undulates as it senses the presence of the party.
Three altars stand before the party, each with a different
symbol inscribed upon it: Without the commander’s crown, the dragon will
immediately attack, but if the players are carrying the
• The first holds a symbol of flame. commander’s crown, it will bow in respect thus allowing
• On the second, a droplet. the players to enter into the lab chamber.
• Upon the third, a stick and leaf.
“Your majesty, it has been far too long since I last saw
A DC 15 Nature check will reveal the faint remains of you. I did not recognize you at first.”
ashes on the first altar.
A DC 17 Medicine check will reveal that the dark rem- DM’s Note: The party must engage in combat with either
nants on the altar are of blood. the king and his court, or the dragon. However, if the party
A DC 18 History or Nature check will reveal that this appears to be in good condition, the DM may choose to
is an old symbol that designates a plant often used for have them fight both.

Sand Dragon one target. Hit: 12 (2d6 + 5) slashing damage.


Large Dragon, neutral Tail. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Armor Class 18 (Natural Armor) Sand Breath (1/day). The dragon exhales sands in
Hit Points 152 (16d10 + 64) a 60-foot line that is 5 feet wide. Each creature in
Speed 40 ft., fly 80 ft., swim 40 ft. that line must make a DC 17 Dexterity saving throw,
taking 54 (12d8) bludgeoning damage pushed up to
20 feet away on a failed save, or half as much damage
STR DEX CON INT WIS CHA
on a successful one.
21 (+5) 14 (+2) 18 (+4) 14 (+2) 13 (+1) 17 (+3)
Lair Actions
Saving Throws Dex +8, Con +10, Wis +7, Cha +9 On initiative count 20 (losing initiative ties), the dra-
Skills Perception +12, Stealth +9 gon takes a lair action to cause one of the following ef-
Damage Resistance: Bludgeoning, Slashing fects; the dragon can’t use the same effect two rounds
Senses Blindsight 30 ft., Darkvision 120 ft., Passive in a row:
Perception 21
Languages Common, Dwarf, Draconic Earthquake. The dragon causes the ground to shake
Challenge 12 (8400 XP) violently, causing all creatures within 60 feet of the
dragon to make a Dexterity saving throw (DC 17) or
Amphibious. The dragon can breathe air and water. be knocked prone.
Legendary Resistance (3/Day). If the dragon fails a Rockfall. The dragon causes a shower of rocks to
saving throw, it can choose to succeed instead. fall from the ceiling of the cave, targeting a point
Magic Weapons. The dragon’s weapon attacks are within 60 feet of the dragon. All creatures within a
magical. 5-foot radius of the targeted point must make a DC 17
Dexterity saving throw or take 18 (4d8) bludgeoning
Actions damage.
Multiattack. It then makes three attacks, only two of Spray Unholy Water. The dragon sprays unholy
which can be claw attacks. water from the ground, targeting one creature within
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 60 feet. The targeted creature must make a Dexterity
one target. Hit: 16 (2d10 + 5) piercing damage plus 4 saving throw (DC 17) or take 10(3d6) poison damage
(1d8) acid damage. and become poisoned for 1 hour. At the end of each
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., of its turns, the poisoned creature can make another
Constitution saving throw. On a success, the effect
ends.

204
36. Library
The vast chamber that houses the library differs in cracks ring out as skeletons are restored and horrid flesh
construction from the rest of the fortress. Surprisingly surfaces to cover their body and limbs.
clean, the chamber is filled with neat shelves stocked
with ancient tomes. On one table, a book with many Turning her gaze upon the adventurers,
annotations lies open as if someone had recently been
researching. “In perfect order, all is set right;
The chaos of before is now out of sight.
A poem on one of the open pages has been circled with Speak keenly, guests,
pencil with a plant scrawled in the margin: My work at hand is now at rest.
What hasty need has sped you to my side?
Golden and bubbly, from the barrel I pour A good story can be made from your long ride!”
a brew of fermented grains, to the glass I restore
the stress and tension of a long day’s toil. If the party defeated the King she will add:
Bringing joy and laughter, a drink of great foil
in social settings, I’m often enjoyed. “And do not fret,
But be careful, dear drinker, my effects can be de your hasty actions to the side we may set.
ployed The king may have anger issues;
to make you feel relaxed and free of all care. He is a good lad, don’t you miss.
Be warned, for in excess, my power can ensnare. Though his temper may flare,
His heart is pure and intentions fair.”
37. Secret Laboratory
A hidden room filled with piles of books and bones, the As the players explain their presence, the necromancer
atmosphere in the laboratory is oppressively tense and will become distracted and bored if their manner of spea-
the party can feel a formidable force of power flowing king is plain. A DC 14 Passive Insight or higher will alert
through the room. Towering piles of bones have been sta- a player that they need to find a way to make their discus-
cked and scattered across the floor only to be illuminated sion more captivating.
by a glowing crystal vein running through the walls. The
otherworldly light ebbs and flows as if breathing. Alliance with Raze
Raze the Necromancer stands at the center of the A successful DC 17 Charisma (Performance) check can
room between you and an altar covered in archaic runes. convince her to form an alliance with them. Using poetry
A formidable presence indeed with glowing eyes, sinister grants advantage on the check.
smile and a dark, twisted cloak of bones draped from her
shoulders. Turning to greet you, she motions you to sit as If the party succeeds in convincing the Necromancer to
a pile of bones rattle over themselves to form a series of form an alliance with them she will ask for them to assist
makeshift armchairs. her in return. Raze has an upcoming ritual the following
night and intends to extend her domain into The Grove
The party finally meets with Raze, the Versifier. She only but will be vulnerable until the ritual is complete. The
uses poetry to speak. Here is her welcome: Nature’s Wrath will try to stop her, and she asks the party
to poison the water of the grove and protect her until
Ah, dear adventurers, your arrival has brought the ritual has finished. This will likely involve facing off
A mess to my domain, to which I am distraught! against the Nature Wrath and other potentially dangerous
But fear not, for in a minute or two creatures that may try to disrupt the ritual.
I’ll have these bones back in order, good as new.
So rest easy, dear friends, and enjoy the show A splendid agreement may be had,
As I work my magic, bones in tow, For with your assistance I’ll be glad.
For I am a master of life and death Take these earthen handfuls to the Grove;
And tidying up this mess is but a simple test. Scattered ‘cross the pool will slow their drove.
Then back to my side quick as can be,
The necromancer’s dark eyes gleam as she focuses Your defense is needed for my ritual and… I.
on the task at hand, drawing upon the mysterious energy
that surrounds her. Her outstretched hand crackles with DM’s Note: If the party thinks of being aggressive with the
power as she waves it through the air, causing the scat- necromancer, a low DC roll such as DC 10 Intelligence
tered bones in the room to vibrate and hum with energy. (Arcana, Investigation, Religion) check allows them to un-
The adventurers watch as the bones begin reassembling derstand that this necromancer is on a higher level than
themselves into neat piles before a multitude of loud them and cannot be defeated while within her domain.

205
Now that Raze has raised her nearby creations she is As you push towards Raze, four skeletal stags charge
always accompanied by her two lieutenants, Blanc and you down guided by three robed undead…
Alabaster (wights, SRD 354), who are both deaf, along
with 2d6 (dead walkers) and 1d4 (minotaur zombies). • Round 3: Two half vampires command the line,
attacking anything that breaks through.
If combat is initiated, Raze will cast cloudkill centered
on her, attempting to move to stay within the cloud while Two pale humans with blood red lips bare their
activating her raise dead legendary action. If killed, Raze fangs and leap towards you.
will rise again 1d6 hours after death, emerging from the
earth of her barrow (35). The only way to prevent this is • Round 5: Two spectral screamers and two
to hallow the barrow by planting an acorn from Nauglim revenant lords begin bombarding the party and
and watering it with the water Meraia’s minions with their magic.
of the pool. If the barrow is consecrated in this manner
while Raze is dead, she does not Shimming visions? No, these are two new enemies.
revive. And they aren’t the ones cackling at your attempts to
break the barrier and stop the ritual.
The Rite of Awakening
• Round 10: If Raze is still alive at the beginning of
Once the party has completed their task from either Round 10, her ritual completes and all across the
Meraia or Raze, they must ensure their chosen side wins forest the dead shamble back to unlife. Even if the
the day at the site of the Ritual. They can either choose to battle continues, Raze has won and Meraia and her
side with Meraia and disrupt the ritual or side with Raze forces must flee to survive.
and protect it.
With a triumphant yell, Raze turns to her growing
From a hillock you see the ritual site splayed out below. legion as a burst of power bursts outward from the ritual
The Restless defend an outcrop where Raze has already circle. You watch as fallen comrades and bodies long
begun to enact her ritual, meanwhile the Nature’s Wrath since dead unsteadily rise to their feet and face towards
assault it relentlessly. For now the Restless withstand the Raze. Her ritual has succeeded. The forest’s whispers
assault, and you cannot see any from the Grove making it that had met you at the path have grown colder and clear-
to the ritual circle. It is up to you to tip the balance before ly bring with them a warning that you are no longer alone,
the ritual is complete. and clearly outnumbered.

Disrupt the Ritual


As you draw closer, you see Meraia riding a colossal ty-
rannesaurus rex and waving you and her Nature’s Wrath
minions forward. She gestures to the Restless before
them.

“BREAK! WIPE THEM OUT!”

Hailstones pound the ground, as a clear


sky suddenly clouds over. The hail makes the
ground treacherous underfoot and several Na-
ture’s Wrath are killed by falling ice. An arcane
hailstorm makes the outcrop where the ritual
is held, and 10 feet around it, difficult terrain.

The players have 10 rounds to disrupt the ritual


being cast by Raze as her forces hold back the
assault by Meraia and the players:

• Round 1: Four skeletal stags (decaying


mummy) and 3 necromancers hold the line,
pushing back the Nature’s Wrath.

206
Decaying Mummy
Medium undead, chaotic evil
Necromancer
Medium undead, chaotic evil
Armor Class 11 (Natural Armor)
Hit Points 38 (7d8+7)
Armor Class 12
Speed 20 ft.
Hit Points 27 (6d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 13 (+1) 6 (-2) 10 (+0) 12 (+1) STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Damage Vulnerabilities Fire
Damage Resistances Necrotic, Poison; Bludgeoning,
Piercing and Slashing from nonmagical attacks Skills Arcana +6, History +6
Condition Immunities Charmed, Exhausted, Frighte- Senses Darkvision 60 ft., Passive Perception 11
ned, Paralyzed, Poisoned Languages Common
Senses Darkvision 60 ft., Passive Perception 10 Challenge 1 (200 XP)
Challenge 1 (200 XP)
Spellcasting. The necromancer is a 4th-level spell-
Actions caster. Its spellcasting ability is Intelligence (spell
Multiattack. The mummy can use its Shocking Glare save DC 13, +5 to hit with spell attacks). The necro-
and makes one attack with its Rotting Fist. mancer has the following wizard spells prepared:
Rotting Fist. Melee Weapon Attack: +5 to hit, reach Cantrips (at will): chill touch, mage hand
5 ft., one target. Hit: 6 (1d6+3) bludgeoning + 7 (2d6) 1st level (3 slots): false life, inflict wounds
necrotic damage. 2nd level (2 slots): blindness/deafness, ray of
Shocking Glare. The mummy targets one creature it enfeeblement
can see within 60 ft., forcing it to make a DC 13 Wis-
dom saving throw or become muted and blinded until Actions
the end of its next turn. Animate Corpse (3/day). This ability creates a dead
walker with 5 HP. from a corpse within 30 ft. It takes
its turn on the necromancer’s initiative and obeys its
Revenant Lord orders.
Medium undead, chaotic evil Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4+2) piercing damage.
Armor Class 14 (Chain Shirt)
Hit Points 31 (7d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 10 (+0) 12 (+1) 16 (+3) 18 (+4)

Damage Immunities Necrotic, Poison


Condition Immunities Exhausted, Frightened, Poi-
soned
Senses Darkvision 120 ft., Passive Perception 13
Languages Common
Challenge 2 (450 XP)

Magic Resistance. The Revenant Lord has advantage


on saving throws against spells and other magical
effects.
Superior Presence (3/day). All undead within 30 ft.,
may roll saves to resist turn undead with advantage.

Actions
Dark Morningstar. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d8+1) piercing and 13
(3d8) necrotic damage.
Negative Aura (1/day). Each creature within 10ft.
must make a DC 14 Constitution saving throw or take
4d6 necrotic damage on failed save.
207
Spectral Screamer Half Vampire
Medium undead, chaotic evil Medium undead, lawful evil

Armor Class 12 Armor Class 16 (Natural Armor)


Hit Points 28 (6d8) Hit Points 52 (7d8+21)
Speed Hover 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

Damage Resistances Acid, Fire, Lightning, Thunder; Skills Perception +3, Stealth +6
Bludgeoning, Piercing and Slashing from nonmagical Damage Resistances Necrotic;
attacks Senses Darkvision 60 ft., Passive Perception 13
Damage Immunities Cold, Necrotic, Poison Languages Common
Condition Immunities Charmed, Exhausted, Frighte- Challenge 3 (700 XP)
ned, Grappled, Paralyzed, Petrified, Poisoned, Prone
and Restrained Bloodlust. The vampire has advantage on damage
Senses Darkvision 60 ft., Passive Perception 10 rolls against any creature that doesn’t have all its hit
Challenge 2 (450 XP) points.

Elusive Target. This creature is difficult to target Actions


from afar. Any ranged attacks made against it are Multiattack. The Vampire makes two attacks: two
made with disadvantage. claw attacks or one claw and one bite attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions target. Hit: 10 (2d6 + 3) slashing damage or instead of
Corrupting Touch. Melee Weapon Attack: +5 to dealing damage, the Vampire can grapple the target
hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic (escape DC 13).
damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Scream (1/day). Target living creature within 20 ft. willing or grappled creature. Hit: 6 (1d6+3) piercing
must make a DC 13 Constitution saving throw, losing and 10 (3d6) necrotic damage. The Vampire regains
half of its hit points on failure, or 7 (2d6) psychic hit points equal to the necrotic damage the victim
damage on success. takes.

The Barrier

At any point in time, a party member that attempts to group is actively protecting that space. You’ll likely need
attack Raze, or gets close enough to the ritual circle, will to look elsewhere for more clues on how it’s being main-
notice a magical barrier as it repels everything back from tained.
where Raze is standing. Otherwise, this barrier appears
invisible and any attempts to bypass it through physical Two Revenant Lord are hidden in a cave in the outcrop
means will prove futile. that has been obscured by a boulder. Here they utilize
their powerful necromantic magic to maintain an invisible
In order to engage Raze in combat, they must deal with barrier, shielding Raze from any incoming attacks. If the
this barrier by either dispelling it temporarily, or disrup- party tries to dispel it it requires a DC 16 check made at
ting the magic that is maintaining it. disadvantage if the two revenant lords are still concentra-
ting on that spell.
Party members skilled in Arcana, History or Investiga-
tion, can make a DC 17 check to learn that: Once the party has bypassed the barrier, Raze and her
Arcana. These barriers are consistently maintained two wight lieutenants (SRD 354) are the final hurdle.
by high level magic casters who are unlikely to be doing Raze doesn’t stop chanting to save her own life, assuming
anything else she’ll resurrect. If Raze is still alive at the beginning of
History. Barriers such as these have been used in skir- Round 10, her ritual goes off, causing the dead to rise all
mishes to protect casters focusing on more difficult spells across the forest. The battle may yet be won, but Meraia
Investigation. Raze looks to be focused on the ritual, cannot regain control of the forest and thus cannot aid the
not the barrier or anyone attacking it. Also, none of her Party.

208
Raze 3rd level (3 slots): animate dead, counterspell,
Medium Undead, Chaotic Evil dispel magic, fireball
4th level (2 slots): blight, dimension door
Armor Class 15 (Chain Shirt) 5th level (1 slots): cloudkill
Hit Points 72 (9d8 + 27)
Speed 30 ft. Actions
Dream Dagger. Melee Weapon Attack: +5 to hit, reach
STR DEX CON INT WIS CHA 5 ft., one target. Hit: 4 (1d4+2) piercing and 9 (2d8)
necrotic damage. The target must succeed on a DC
10 (+0) 12 (+1) 16 (+3) 19 (+4) 16 (+3) 13 (+1) 15 Wisdom saving throw. On a failed save, the crea-
ture becomes incapacitated and has a speed of 0 for 1
Saving Throws Int +8, Wis +7 minute. The effect ends if the affected creature takes
Damage Immunities Necrotic, Poison any damage or if someone else uses an action to shake
Condition Immunities Exhausted, Frightened, Poi- the creature.
soned Negative aura. Each creature within 10 ft. must make
Senses Truesight 120 ft, passive Perception 13 a DC 15 Constitution saving throw or take 3d6 necro-
Languages Common tic damage on failed save.
Challenge Rating 7 (4250 XP)
Legendary Actions
Magic Resistance: Raze has advantage on saving
Raze can take 3 legendary actions, choosing from the
throws against spells and other magical effects.
options below. Only one legendary action option can be
Superior Presence (3/day): All undead within 30 ft.,
used at a time and only at the end of another creature’s
may roll save to resist turn undead with advantage.
turn. Raze regains spent legendary actions at the start
Rejuvenation. If the Barrow is intact and desecrated,
of her turn.
Raze gains a new body in 1d10 minutes, regaining all
hit points and becoming active again. The new body
Cantrip. Raze casts Ray of Frost.
appears in the Barrow.
Raise Dead. Target corpse of a Medium or Small
Spellcasting. Raze is a 9th-level spellcaster. Her
humanoid within 30 ft.. For 1 minute, it becomes a ske-
spellcasting ability is Intelligence (spell save DC 16,
leton fighter or a dead Walker under Raze’s control.
+7 to hit with spell attacks). Raze has the following
Dream Dagger. (Costs 2 Actions). Raze uses Dream
wizard spells prepared:
Dagger.
Cantrips (at will): chill touch, mage hand, prestidigita-
Frightening Gaze (Costs 2 Actions). Raze fixes its
tion, ray of frost
gaze on one creature she can see within 10 feet. The
1st level (4 slots): detect magic, magic missile,
target must succeed on a DC 14 Wisdom save or beco-
shield, thunderwave
me frightened for 1 minute. The target can repeat the
2nd level (3 slots): detect thoughts, invisibility,
saving throw at the end of each of its turns, ending the
mirror image
effect on itself on a success. If a target’s saving throw
is successful or the effect ends, the target is immune to
the Raze’s gaze for the next 24 hours.

Protect the Ritual


You see Raze chanting furiously and you fight your way
through the Nature’s Wrath to join
your allies. You’ll need to hold them off long enough for
Raze to complete the ritual, then this will all be over. You
hear a rumble as entangling roots and vines shoot from
the ground to trip you up and try to bind your feet!

The party has been targeted with an entangle spell cast


by Meraia and must succeed on a DC 16 strength saving
throw or become restrained by the vines. Those entangled
can use an action to detangle themselves with another
Strength saving throw.
The party has 10 rounds to hold back Meraia in order for
Raze to complete the ritual.

209
• Round 1: Seven manticore hippo charge the un-
Meraia and the T-Rex
Huge monstrosity, Chaotic
dead, breaking through and trying to attack Raze.
Armor Class 16 (barkskin)
Seven creatures, their legs barely long enough to support
Hit Points 136 (13d12 + 52)
their immense girth, charge into the fray trampling zom-
Speed 50 ft.
bies and bearing down on you.

• Round 3: Three young hydras charge into the fray, STR DEX CON INT WIS CHA
engulfing several undead and attacking the party. 25 (+7) 10 (+0) 19 (+4) 14 (+2) 15 (+2) 18 (+4)

The forest floor itself seems to rise up to try to engulf you Saving Throws Wis +4, Cha+6
and the Restless, before three large multi-headed crea- Magic Resistance Meraia has advantage on saving
tures bear down on you! throws against spells and other magical effects.
Senses Darkvision 120 ft., passive Perception 13
• Round 5: Meraia and the T-Rex head straight for Languages Common, Sylvan
Raze and ramming into the barrier. Meraia cannot Challenge Rating 9 (5250 XP)
be damaged while mounted and will attempt to
charm Raze closer in order to attack. She will fight Bound in Bark. While the great oak, Nauglim, lives,
to the death, assuming she will return to Nauglim. Meraia cannot be truly killed and
reforms within its trunk over 1d10 days, regaining all
An ear-splitting roar proceeds the sudden rampage of a her hitpoints and appearing 5 ft. from Nauglim.
roaring beast, easily as large as a dragon. On its back you
catch a glimpse of the green-skinned dryad, Meraia. Actions
Multiattack. The tyrannosaurus makes two attacks:
• Round 8 Finale: If Raze is still alive at the begin- one with its bite and one with its tail. It can’t make
ning of Round 8, her ritual completes, causing the both attacks against the same target.
dead to rise all across the forest. The battle conti- Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
nues, but even should the party fall, Raze has won one target. Hit: 33 (4d12 + 7) piercing damage. If the
and she will raise them from the dead within 1d6 target is a Medium or smaller creature, it is grappled
hours of their death. (escape DC 17). Until this grapple ends, the target is
restrained, and the tyrannosaurus can’t bite another
A great cry of horror rises to a sweltering pitch as the target.
fury practically sparks from Meraia’s eyes. Around her, Tail. Melee Weapon Attack: +10 to hit, reach 10 ft.,
the bodies of her fellows and minions lie injured and one target. Hit: 20 (3d8 + 7) bludgeoning damage.
crying out for succor that she can no longer provide.
Those thought dead now rising into a growing legion
Legendary Actions
she can no longer feasibly battle.
Meraia can take 3 legendary actions, choosing from
“Wrong…No… we should have won…”
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. Meraia regains spent legendary ac-
tions at the start of its turn.

Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. 8 (1d8 + 4) bludgeoning damage.
Eating good berries. Meraia summons good ber-
ries and feeds them to the T Rex. They immediately
regain 10 HP
Fey Charm (Costs 2 Actions). Meraia targets one
humanoid or beast that she can see within 30 feet of
her. If the target can see the dryad, it must succeed on
a DC 14 Wisdom saving throw or be magically char-
med. The charmed creature regards the dryad as a
trusted friend to be heeded and protected. The effect
ends if the affected creature takes any damage or if
someone else uses an action to shake the creature.
Entangle. (Costs 2 Actions). Meraia cast Entangle
(DC 16 Strength saving throw to escape).

210
Laid to Rest
Manticore Hippo
Medium monstrosity, neutral evil If the ritual is disrupted, Raze’s ambitions are over and
Meraia has taken back her forest. If the
Armor Class 11 (Natural Armor) party aided her, she will honour the deal Chatter made
Hit Points 33 (6d8 + 6) with them and send aid against Muln.
Speed 40 ft.
The party advances to level 8 and the party may now use
STR DEX CON INT WIS CHA creatures of Nature’s Wrath to defend the base. Reco-
gnizing the valor of the party, a CR 2 creature pledges its
17 (+3) 12 (+1) 13 (+1) 7 (-2) 7 (-2) 8 (-1) loyalty to the party. It joins the Brotherhood for defense.
Skills Stealth +3 “Flowering. Growing. We will grow together…. Crush
Senses Darkvision, Passive Perception 11 the humans.”
Languages Common
Challenge 1 (700 XP) If the party opposed Meraia, she will seek to kill them and
may yet attempt to expand beyond the forest anyway…
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. If the target Deadheading Blossoms
is a medium or small creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone. If the ritual is protected, Meraia’s forces have been scat-
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., tered and the undead have been allowed to rise allowing
one target. Hit: 7 (1d8 + 3) piercing damage + 7 (2d6) Raze to usurp the forest for her own. If the party aided
poison damage. her, she will send aid against Muln.

The party advances to level 8 and the party may now


start using creatures of the undead in their base defense.
Further, a CR 2 creature from the Restless pledges its
Young Hydra allegiance to the party. It becomes part of the Brothe-
Large monstrosity, unaligned
rhood’s defense.
Armor Class 13 (Natural Armor)
“New poems shall remember this day. They must be
Hit Points 49 (9d10)
shared…”
Speed 30 ft., swim 30 ft.
If the party opposed Raze, she will seek them out to kill
STR DEX CON INT WIS CHA them as her ambitions to control a larger garden pro-
14 (+2) 12 (+1) 11 (+0) 9 (-1) 12 (+1) 10 (+0) gress.

Skills Perception +6
Senses Darkvision 60 ft., Passive Perception 12
Defend The Base!
Challenge 3 (700 XP)
At the end of the chapter, the Brotherhood of Light
receives a tip from a traitor within the organization.
Regenerative Growth. The hydra starts with three
Unhappy with how the organization have desecrated and
heads. Whenever the hydra takes 15 or more damage
used nature, the traitor has disabled all the traps in the
in a single turn, it grows one extra head and regains 7
base and provided vital information to the Brotherhood
HP at the end of its next turn.
of Light on how to best invade the secret lair. A party of
heroes related to nature (rangers and druids) have allied
Actions together to unleash nature’s true wrath.
Multiattack. The hydra makes as many bite attacks
as it has heads.
Winning condition
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
The objective of this special tactical combat is to elimi-
target. Hit: 5 (1d6 + 2) piercing damage.
nate the threat before they reach the room containing the
secret way leading to the heart of the dungeon.

211
Assault team If the players fail in their defense: The base is destroyed
Scout: Harry Bull the Well Equipped and the High Warlock of the Endarkened Brotherhood
Area Spellcaster: Thareth Vyrarish will find a new base by himself. He personally sets up
Support: Elantys the Arcane Shield an additional trap to protect the lair, but does not share
Tank: Oakurk knowledge of its use with anyone.

The total attacker CR is 9, and the defending team is If the players are successful in their defense: As a
expected to be a CR 13.5 (11.5 for defenders and 2 arte- reward for their service, the High Warlock grants the
facts as traps are disabled for this fight). DM may adjust if adventurers an advanced trap and an artefact to be used
needed. to protect the lair.

Harry Bull Thareth Vyrarish


Medium humanoid (Human), Chaotic Neutral Medium humanoid (Dragonfolk), Chaotic (Druid)
(Monster Slayer)
Armor Class 12 (Hide Armor)
Armor Class 15 (Leather Armor) Hit Points 38
Hit Points 33 Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 14 (+2) 18 (+4) 12 (+1)
12 (+1) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
Saving Throws WIS +7, INT +5
Saving Throws STR +4, DEX +7 Skills Medicine +3, Nature +3
Skills Athletics +7, Stealth +7 Damage Resistances Psychic, Cold
Senses Passive Perception 13 Senses Darkvision 60 ft., Passive Perception 13
Languages Common Languages Common
Standard (CR 2, 450 XP) Standard (CR 2, 450 XP)

Goblinoid Hunter. Whenever Harry deals damage to Emergency Shapechange (1/day). Thareth trans-
a goblinoid they deal an extra 2 piercing damage. forms into a wolf when he reaches 0 HP.
Tenacious Slayer. When you hit a creature with a Cold Spell. Thareth’s spells carry a chill, changing
weapon attack, the creature takes an extra 1d6 da- their damage type to cold.
mage if it’s below its hit point maximum. Spellcasting. Thareth is a 5th-level spellcaster. Their
spellcasting ability is Wisdom (spell save DC 15, +7 to
Blessings hit with spell attacks). They have the following spells
Well Equipped. For the next day, the hero has a +2 prepared:
bonus to the attack rolls and damage rolls. (included Cantrips (at will): shillelagh
in the attack) 1st level (4 slots): faerie fire, entangle, burning
hands
Actions 2nd level (3 slots): flaming sphere
Multiattack. Harry can make two attacks. 3rd level (2 slots): plant growth
Shortbow. Ranged Weapon Attack: +9 to hit, range
80/320 ft., one target. Hit: 9 (1d6 + 6) piercing da- Actions
mage. Claws. Melee Weapon Attack: +7 to hit, reach 5ft.,
Shortsword. Melee weapon attack: +9 to hit, reach one target. Hit: 8 (1d8 + 4 ) plus 3 (1d6) poison.
5ft., one target. Hit: 9 (1d6 + 6) slashing damage. Cold Breath (1/day). Thareth exhales a blast of free-
zing wind in a 20-foot cone. Each creature in that area
must make a DC 15 Dexterity saving throw, taking 18
(3d8+4) cold damage on a failed save, or half as much
damage on a successful one.

212
Elantys Oakurk
Medium humanoid (Half-elf), neutral good (Monk) Large goblinoid (Orc), Neutral (Druid)

Armor Class 16 (Unarmored Defense) Armor Class 11


Hit Points 33 Hit Points 68
Speed 40 ft. Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 12 (+1) 16( +3) 8 (-1) 19 (+4) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 14 (+2)

Saving Throws STR +4, DEX +6 Saving Throws INT +3, WIS +6
Skills Acrobatics +6, Medicine +3 Skills Nature +4, Survival +5
Senses Passive Perception 14 Senses Passive Perception 14
Languages Common, Elvish Languages Common, Orcish
Standard (CR 2, 450 XP) Standard (CR 2, 450 XP)

Healing Touch. Once on their turn, Elantys can res- Regeneration. Oakurk heals himself for 8 hit points
tore 10 HP to an ally within 5 ft. of him. at the start of his turn. If he takes acid or fire da-
mage, this trait doesn’t function at the start of his
Blessings next turn. Oakurk dies only if it starts its turn with 0
Arcane Shield (2/day). When an attacker the hero hit points and doesn’t regenerate.
can see within 30 ft. successfully hits an ally with an
attack, they can use their reaction to halve the at- Actions
tack’s damage. Multiattack. Oakurk makes two attacks: one with its
bite and one with its claws.
Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Multiattack. Elantys can make two attacks . target. Hit: 8 (1d8 + 4) piercing damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning one target. Hit: 11 (2d6 + 4) slashing damage.
damage.
Stunning strike (3/day). Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning
damage. The target must succeed on a DC13 Consti-
tution saving throw or be stunned until the end of
your next turn.

213
Chapter 6: A Rat Problem
The Rat Among Us
Malus
You stand before the High Warlock in Carefully keeping their mottled grey face hidden in the
his office, as he paces in front of you. depths of their hood, Malus (oni, SRD 336). outwardly
shows their jealousy at your accomplishments. They have
“We have a rat.” a flint and steel hanging from their belt and short, curved
dagger.
From the floor a tiny jaw gapes and two beady eyes fix “Greetingss,” hisses Malus, “Looks like today we strike
themselves to the High Warlock. Still but for its twitching a blow for the dark. You’ve been having all the fun lately,
wormlike tail, the creature readies to flee at any moment. surely such luck cannot hold?”

“Someone sabotaged our defenses before that last Secret. Orgimmaz or “Malus” is an oni masquerading as
attack; the Brotherhood of Light and that red-haired witch a human. He views other members of the cult as prey and
have planted a traitor in our midst.” A small sigh escapes would just as happily kill them as enemies of the cult. He
tiny rodent lungs and tentatively, it begins to back out of the does however believe the cult will build a better world for
room. his depredations.

The High Warlock continues with a growl, “We must Claw


continue to maintain our anonymity, but I know I can trust A woman (assassin, SRD 396) in a hooded cowl and iron
you, you’re in too deep. I have a plan; a method to put every face mask. She keeps her features well hidden and her
one of those treacherous worms into question!” answers short, but asks pointed questions about the mis-
sion to keep herself informed.
“There is a sensitive mission I wish you to undertake, “I look forward to the mission.”
and it may prove useful in finding our rat. Or even more Secret. Real name Mabel Millicent, the “Claw” that you
than one…” know is actually a well known member of the Hatbury
town council. She believes she could rule Hatbury as
“I’ve received word that Prince Frawd of Clandgia, the nobility if the Cult should take over Muln.
would-be son-in-law of King Boric is pushing for marriage
with Princess Charity earlier than even the king and prin- Dimble
cess have planned. In order to secure this earlier date, he is A short, bumbling dwarf (spy, SRD 402) who often in-
sending a caravan of gifts to Muln. More than trinkets, and terrupts with questions or babble during meetings. He
the material to recreate the dress, is the most important gift bounces restlessly and his hood barely covers his forehead,
of all: Patience. Surprising since he’s in such a hurry!” nevermind his bulbous nose and the excited grin on his
face.
He chuckles at his own joke before continuing, “Pa- “I can’t wait! Field work, finally! I thought you and the High
tience of Muln is the King’s eldest daughter and true heir Warlock hated me; I was intimidated, really. Is it ok if I ask
to the throne. Exiled for speaking out against her father, questions?”
she sought political asylum, and safety from the R’Atons, in
Clandgia. She has continued to speak against the King, but Secret. Dumpy Dimble is the owner of Dimble’s Di-
Boric’s patience with Patience has ebbed and she has been rigibles, a courier business. It provides a cover for his
ratted out. true business, the buying and selling of information. He
believes the cult is bad for business and has been passing
“With her as the figurehead, the cult can take over Muln select information to the Brotherhood.
unimpeded. But first, we need to intercept Patience. This
is also an opportunity to expose our rats. Consider anyone The players may interrogate these characters further, but
who volunteers a suspect. Mark my words, the spy will be remind them that they are ostensibly anonymous members
among your volunteers. Find them and dispose of them.” of a secret cult. Successful Insight checks against the
character’s Deception rolls reveal that they are all hiding
The party has a number of volunteers for the top secret something. Rolls that beat DC 20 reveal a hint of the cha-
mission and can establish that only three of them had the racter’s Secret.
knowledge or opportunity to deactivate the traps.
Taking care not to appear suspicious, the party may speak Once the party is ready, they can set out for the ambush.
to each hoping to get a sense of their trustworthiness. Make it clear the party is the strike team and the other
cultists are there to assist.

214
Note for DM: The party will have to rely on traditional
detective methods, as the Endarkened Brotherhood has
been protected by a ritual that makes them immune to
basic divination spells (from chapter 3). This means that
spells such as detect thoughts, zone of truth and clair-
voyance will not be effective in uncovering the traitor
among them.

Don’t Lose Patience


Patience, a blue mage. This first attack against Patience
The R’Aton caravan is passing through the Hatbury should be an automatic hit if she is still bound.
Mountains, providing an ideal locale for an ambush Unless the party intervenes he will continue to attack
beyond the reach of Muln’s patrols. It’s up to them to until she is dead before sheathing his sword on his saddle
choose a direct assault or a stealthy ambush. With careful and making his escape. If the knight is killed, the unicorn
observation from a safe vantage a DC 16 Wisdom (Per- will attempt to flee.
ception) check identifies the following:
The caravan consists of three wagons, pulled by mules. Lie in Wait
The central wagon is a more ornate carriage.
There is a driver and a guard visible on each wagon, You lie in wait, but just before the caravan reaches you,
save the middle which has two extra armored guards at the sound of hooves reaches you heralds the arrival of a
the back. figure clad in golden armour. Astride a unicorn, they are
If the party rolled over a DC 20 for the Perception making haste towards the rear of the caravan.
check, they discover a set of tracks nearby. A DC 15 Wis-
dom (Survival) check identifies that of a large horse being The six guards (wererats) move to attack the incoming
led by a heavy footed humanoid. golden knight and his steed (unicorn), but will divide
their forces should the party be spotted, or if they engage
All out Assault in a fight.

As you launch a sudden ambush, the wagons halt The knight will fight their way to the central carriage and
suddenly and the armoured guards begin barking orders will attack the bound Princess Patience. The knight will
to their comrades. A moment later, the R’Aton men charge continue to attack until she is dead before sheathing his
forward, crossbows drawn to meet the party. sword in his saddle and retreating. Patience dies after she
has taken three rounds of attacks from the knight. If the
The six drivers and guards (all wererats, SRD 327) knight is killed, the unicorn will attempt to flee.
on the wagons are in their humanoid form and are the
R’Aton’s most trusted servants. The two armored guards What are the Cultists doing?
(knights, SRD 400) who bark orders to the wererats During the ambush, the other cultists will assist as best
to dismount, pull out crossbows and move towards the they can without getting involved in the fight. The three
party. suspects undertake the following actions:.
Malus. Runs to secure the front caravan, containing
On round 2, a golden knight and his steed (unicorn, gold and jewels, and then to the third, looking for magical
SRD 351) arrive and make a beeline for the central artifacts.
carriage. If the knight reaches the carriage he will use an Claw. Runs to secure the Princess. She will alert the
action to open the carriage and attack the bound Princess party to any threats to the Princess’s life.
Dimble. Runs straight to calm the lead horses.

215
Golden Knight
Medium Humanoid (elf), Lawful Good Saving Patience
Armor Class 18 (Plate) The party should hopefully
Hit Points 112 (15d8 + 45) intervene and prevent the
Speed 30 ft. death of Patience, but if
she dies, Malus or Claw
should suggest bringing
STR DEX CON INT WIS CHA
her back to the cult and the
20 (+5) 12 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) High Warlock.

Saving Throws Str +9, Dex +4, Con +7 If Patience survives, she
Senses Passive Perception 13 demands to know who the
Languages Common, Elven party is and why they have
Challenge Rating 9 (5000 XP) saved her. This may be in
part due to being closely
Fey Ancestry. The Golden Knight has advantage shadowed by Claw.
on saving throws against being charmed, and magic
can’t put the Golden Knight to sleep. Through conversation, the
party can learn that Patience was forced to dabble in
Actions magic to escape her father’s lands and her staunch oppo-
Multiattack. The Golden Knight makes three melee sition to the King. A passive Insight of 16, or a succesful
attacks when attacking with its greatsword. check of the same, indicates that Patience is not necessa-
Magic Greatsword. Melee Weapon Attack: +10 to rily inclined to side with evil.
hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
damage. The party should have most success if they avoid any
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, mention of the cult or evil deeds, instead focusing on
range 100/400 ft., one target. Hit: 5 (1d10 + 3) pier- their organisation’s opposition to the King and their
cing damage. support of her. If this has not been brought up, a DC 14
Charisma check is successful to influence her to return
Reactions with the party. However this DC increases to 18 if they
Parry. The knight adds 2 to its AC against one melee have mentioned the cult.
attack that would hit it. To do so, the knight must see
the attacker and be wielding a melee weapon. What the Golden Knight left behind
As you finish with Patience, Malus points out a paper
on the ground that has likely fallen from the golden knight
Blue Mage during the fight. Upon inspection, the note requests the
Medium humanoid (any race), any lawful alignment Brotherhood of Light to send someone to kill Princess
Patience and provides the caravan route.
Armor Class 15 (Mage Armor)
Hit Points 40 (9d8) If the golden knight was slain before he could attempt to
Speed 30 ft. escape, the party locates the Sword of Souls on him and
see that his armor displays the Brotherhood of Light insi-
STR DEX CON INT WIS CHA gnia. If his unicorn companion managed to escape after
10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 14 (+2) the sword was sheathed, it will carry the Sword of Souls
to the Brotherhood of Light.
Senses Passive Perception 12
Languages Common The Sword of Souls is a +2 magical longsword which
Challenge 3 (700 XP) has the ability to sense the hearts of humanoids. If it is
held by a creature of an evil alighment, it deals
Spellcasting. The mage is a 5th-level spellcaster. one radiant damage per round to that
Its spellcasting ability is Wisdom (spell save DC 14, creature before shrieking “MAY MY
+6 to hit with spell attacks). The Blue Mage has the BLADE PURIFY YOUR SOUL!”.
following wizard spells prepared: (For the purposes of the sword,
Cantrips (at will): fire bolt, light, mage hand, all the cultists are “evil” while
1st level (4 slots): mage armor, magic missile, the Brotherhood of Light are all
shield considered “good”.)
2nd level (3 slots): misty step, shatter

216
Direct Questioning
Traveling
At some point during the adventure, it is likely the party Treasure or
will directly confront the suspects.
If they have claimed the Sword of Souls then they may use Patented
it to easily identify the spy, otherwise, it may require care- Payback?
ful interrogation. The following responses may be received
during questioning: The party is called over to
have a look at several papers, an
Malus itinerary of sorts that was on one
of the drivers. It shows that the
“I am no traitor. Do not test my caravan was expected to over-
faith.” night at a hunting estate
“I will shed blood for our several hours from here, and where they were to collect
cause and I have no love of Prince Frawd.
the light.”

After the caravan ambush: If Patience is with the party, she demands they find and
“I secured the riches for kill Frawd for trying to hand her over to her father. If not,
the cult.” the cultists suggest the same. It’s a good way to remove
Prince Frawd, as well as initiate a rift between Muln and
Clandgia.

Dimble points out their mission was to recover the


Claw Princess: “If we leave now we can get her back to the
High Warlock and we can take some of this treasure
“I am here to safeguard our too!”
future. Nothing more.”
Claw points out the wagons are too easily recogni-
After the caravan ambush: sable: “Princess Patience is the priority. We must move
“I’m glad you stepped in when light and quickly back to base.”
you did, that gold-armored
enemy was dangerous!” Malus remains quiet, but if pressed advocates for
killing Frawd: “Best remove the thorn before it’s em-
bedded further.”
Dimble

“I don’t know nothing If the party heads straight home with only Patience, they
about traitors!” manage to elude all pursuit and make it to base quickly.
“Haven’t we all done bad Proceed to Aftermath.
things to get ahead?” If they decide to take along all of the treasure in the wa-
gons, proceed to Treasure Trove.
After the caravan ambush: If they decide to find and face Frawd, with or without the
“I only ran forward to calm treasures, proceed to Facing Frawd.
the horses is all! It made it
easier for you to save the Treasure Trove
Princess.”
If they take the treasure and escort it back to the cult, the
Discovering the Culprit party must undertake a skill challenge to get the wagons
back without being attacked by R’Aton hunters. This Skill
The short dwarf looks bewildered as ever. Then he Challenge requires 5 successes to pass before 3 fails are
catches the look in your eyes and shrugs sheepishly at accrued.
being caught out. The quick motion runs through his entire
body and suddenly the relaxed, bumbling fool is coiled like Each player may use any skills they are proficient with,
a spring. His movements have a flawless economy of ener- but may not use the same skill more than once. At the
gy and he puts his back away from his foes. DM’s discretion, expending spell slots to cast appropriate
“Light above, protect thy servant from the slaves of evil!” spells can count as a success. Players should get creative
he cries before a winged humanoid appears before you. with their skills, with possible options laid out here. More
A deva (SRD 261) appears, protecting Dimble in order to unusual or unlikely uses will have a higher DC.
give him a chance to escape.

217
Skill Use(s) DC
The party will reach Hatbury with the wagons, but how
Acrobatics Stay seated 15 much opposition they face depends on the failures ac-
on the wagons crued.
while they
plunge along Failures
steeppaths and • No failures: The party makes it to Hatbury unsca-
narrow ledges. thed.
Athletics Clear obstacles 14
swiftly. • One failure: The party is caught before Hatbury by
Animal Handling Urge on the 14 two champions on warhorses (SRD 392) with a
horses, trying to pack of two hounds (hellpups).
gain a burst of
speed. • Two failures: The party is caught before Hatbury by
two champions on warhorses with a pack of four
Nature Read signs in 13 hounds (hellpup).
the geography
indicating a • Three failures: The party is caught before Hatbury
shorter route. by three champions on warhorses with a pack of
Perception Watch for signs 14 four hounds (hellpup).
of pursuit.
Stealth Try to conceal 16
your passage.
Survival Follow paths 14
that are less Hellpup
trodden and Medium fiend, lawful evil
cross fords to
hide your scent. Armor Class 15 (Natural Armor)
Hit Points 22 (4d8 + 8)
Speed 50 ft.

Champion STR DEX CON INT WIS CHA


Medium humanoid (any race), lawful evil
15 (+2) 12 (+1) 13 (+1) 6 (-2) 13 (+1) 6 (-2)
Armor Class 18 (Plate)
Skills Perception +5
Hit Points 33 (6d8 + 6)
Damage Immunities Fire
Speed 30 ft.
Senses Darkvision 60 ft., Passive Perception 15
Challenge 1 (200 XP)
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2) Keen Hearing and Smell. The Hellpup has advan-
tage on Perception checks that rely on hearing or
Senses Passive Perception 11 smell.
Languages Common
Challenge 2 (400 XP) Pack Tactics. The Hellpup has advantage on an
attack roll against a creature if at least one of itsit’s
Leader. The champion can spend its reaction to allies is within 5 ft of the creature and the ally isn’t
make a willing creature reroll a saving throw incapacitated.

Actions Actions
Multiattack. The champion makes two melee attacks Burning Bite. Melee Weapon Attack: +4 to hit, reach
when attacking with its greatsword. 5 ft., one target. Hit: 57 (1d68 + 23) piercing and 7
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 (2d6) fire damage.
ft., one target. Hit: 10 (2d6 + 3) slashing damage. Fire Breath (1/day). The Hellpup exhales fire in a
Heavy Crossbow. Ranged Weapon Attack: +5 to 15 ft. cone. Each creature in that area must make a
hit, range 100/400 ft., one target. Hit: 85 (1d10 + 3) DC 12 Dexterity saving throw, taking 18 (4d6) fire
piercing damage. damage on a failed save, or half as much damage on a
successful one.

218
Facing Frawd Prince Frawd is here to prepare for an offering to the
R’Aton family’s ancient idol, a hideous rat statue in the
If the party chooses to follow the itinerary to the hunting caves beneath the lodge. Requiring a blood sacrifice,
estate where Prince Frawd is located, they must contend Frawd intends to bring King Boric here after he has wed
with the R’Aton patrols along the roads. If dealt with, it Charity. He’s only been mildly waylaid thanks to the cult’s
will then be safe to send the wagons or Patience back to interference, but with the gift of Patience well on her way,
Hatbury with their followers. he’ll soon have what he needs to rule over Muln.

Patrol L1. Lodge Exterior


The front of the lodge is watched by some fiends (a
A patrol of three champions on three warhorses with a Smoke Demon, three Hellpups and two Fat Barons)
pack of four hounds (hellpups) rides along the road towar- that Frawd summoned to protect the lodge. While Frawd
ds the ambush site, looking for the caravan. If the party is in residence they linger out front. Every hour they walk
hides and doesn’t face the patrol, the hounds will pick up a circuit of the building, looking for prey.
their scent 1d6 minutes and raise the alarm, bringing the
aforementioned patrol.
For further challenge, one of the champions may sound Smoke Demon
a hunting horn to alert an additional two champions on Small fiend, neutral evil
their warhorses and pack of hounds within the area.
Armor Class 12
The Hamelin Lodge Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
Three stories of well laid stone and wood logs domi-
nates a cleared section in the middle of the forest: the STR DEX CON INT WIS CHA
R’Aton’s hunting lodge.
The R’Aton family have maintained this hunting lodge 6 (-2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
in the Hatbury Mountains for centuries as it serves as a
place to let their hair down and their inner beast out. Skill Perception +2, Stealth +4
Damage Immunities Fire, Poison
A few guards roam the outskirts, but more impor- Condition Immunities Poisoned
tantly are the two well dressed huntsmen that stretch at Senses Darkvision 60 ft., Passive Perception 12
the open door before transforming into rats that scurry Languages Infernal
inside. Challenge 1/2 (100 XP)

The R’Aton family are wererats! Likely many of their Death Burst. When a Smoke Demon dies, the zone
close guards and vassals are as well. Just like rats, their within 5 ft. of its corpse becomes filled with magical
plans to join their house to that of their larger neighbour, darkness that lasts the end of next turn.
Muln would mean an explosive expansion of their in-
fluence. This nest of rats should be dealt with properly. Actions
Multiattack. The demon makes 2 attacks
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
Cinder Breath (1/day). The Smoke Demon exhales
a 15 ft. cone of smoldering ash. Each creature in that
area must succeed on a DC 10 Dexterity saving throw
or be blinded until the end of the demon’s next turn.

219
L2. The Hall
The interior hallway is decorated with heads mounted
on plaques. There are stags, wolves and a curious crea-
ture, something trapped halfway between human and
bear. The hallway is empty but there are three doors lea-
ding to rooms in the northwest, northeast and southwest,
along with a staircase leading up and down to the north.

L3. Kitchens (Northeast Room)


The kitchens are in constant use as most of the inha-
bitants of the lodge are ravenous creatures. One of the
cooks, Uglu, is a corpulent woman with her back to
the door. When alerted to the party’s presence she is
smart enough to realize her life is in danger. She can be
convinced with an Intimidation or Persuasion check to
reveal the following information.

DC 12: The eastmost room is an armoury and the sou-


thwest room is a workshop.
DC 18: Prince Frawd and his brothers use the downs-
tairs rooms as their true living quarters, preferring the
darker space.
DC 22: The upper floor is the lair of a red dragon
(young red dragon, SRD 288) that spends its days out
hunting, and night sleeping upon a pile of gold and jewels.
A passive Insight of 10 reveals that she is not being com-
Fat Baron pletely honest in her answer. (There is a dragon, but the
Large fiend, neutral evil ogress is lying about the dragon’s sleeping pattern as it
hunts at night.)
Armor Class 16 (Natural Armor)
Hit Points 38(4d10+ 16) If left alive, the Uglu will call for help and alert the fiends
Speed 30 ft. outside or try to rouse other occupants within the lodge.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 19 (+4) 12 (+1) 10 (+0) 15 (+2)
Uglu
Skills Intimidation +6, Perception +4, Stealth +4 Large goblinoid, chaotic evil
Damage Resistances Fire
Senses Blindsight 60 ft., Darkvision 60 ft., Passive Armor Class 10 (Leather)
Perception 14 Hit Points 51 (6d10 + 18)
Languages Common, Abyssal, Infernal Speed 40 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Magic Resistance. The Fat Baron has advantage
on saving throws against spells and other magical 19 (+4) 8 (-1) 16 (+3) 5(-3) 7 (-2) 7 (-2)
effects.
Senses Darkvision 60 ft., Passive Perception 8
Action Languages Common, Goblin
Multiattack. The Fat Baron makes two melee Challenge 2 (450 XP)
attacks, or it makes one melee attack and teleports
before or after the attack. Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one Spiked Greatclub. Melee Weapon Attack: +6 to hit,
target. Hit: 9 (1d8 + 5) slashing reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
Teleport (3/day). The Fat Baron magically teleports, damage and 4 (1d8) piercing damage.If the target is a
along with any equipment it is wearing or carrying, up creature, it must succeed on a DC 14 Strength saving
to 60 ft. to an unoccupied space it can see. throw or be knocked prone.

220
L4: The Workshop (Southwest Room)
This room is largely taken up by a central table, upon
Juvenile Balor
Large fiend, chaotic evil
which lie several animal pelts. There are a variety of grue-
some tools hanging from the walls and several half finished
Armor Class 16 (Natural Armor)
taxidermy projects.
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 40 ft.
This room is where the wererats makes the displays and
trophies of his hunts, although Frawd uses the room as a
torture chamber when necessary. STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 15 (+2) 11 (+0) 17 (+3)
Five of the cleaned pelts can be sold for a tidy sum of
change: three white fox pelts at 15 gp each, a bear pelt for Damage Resistances Fire, Poison, Cold, Lightning
40 gp and a rare tiger pelt for 100 gp. Senses Blindsight 120 ft., Passive Perception 13
Languages Common, Infernal
L5. The Armoury (East Room) Challenge 3 (700 XP)
This room is filled with R’Aton hunting gear and weapons
racks, mostly featuring long spears, crossbows and hunting Fire Aura. At the start of each of the balor’s turns,
knives. Several hunting traps of various sizes hang from or when a melee attack hits the balor, each creature
hooks on the wall and in the southern part of the room in a within 5 ft. takes 4 (1d8) fire damage.
circle of invocation in a summoned fiendish creature.
Actions
This room is where the R’Aton’s keep their hunting gear Multiattack. The balor makes two attacks: one with
but also where potential guards can be summoned. The its battleaxe and one with its whip.
juvenile balor here is understandably upset to be trapped Burning Battleaxe. Melee Weapon Attack: +6 to hit,
and is ready to make a pact with the party. If they agree reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing + 4
on burning 500gp worth of gems, it will join the cult and (1d8) fire damage.
defend the lair. Fire Whip. Melee Weapon Attack: +6 to hit, reach 15
ft., one target. Hit: 7 (1d6 + 4) slashing and 4 (1d8)
The players can also find a locked cabinet within this room fire damage. Targets successfully hit by this attack
with a DC 16 Intelligence (Investigation) check. It can be must succeed on a DC 20 Strength saving throw or
unlocked with a DC 16 Dexterity (Thieves Tools) check be pulled up to 10 ft. toward the Balor.
or broken open with a DC 20 Strength (Athletics) check.
Inside are 20 silvered bolts, a light crossbow and three
silvered daggers.
221
L6. The Lair (Upper Floor)
At the top of the stairs there is a set of locked double Roll 1d10 Investigation Findings
doors, beyond which no sounds can be heard. The doors 1 The dragon surprises the party and uses
can be unlocked with a DC 14 Dexterity (Thieves Tools) his breath weapon, then roll initiative
check or a DC 16 Strength (Athletics) check.
2 A trap triggered by a pressure plate; roll a
The thirty foot high room is in a state of disrepair. DC 16 Dexterity save causing 7d6 piercing
Vines and moss cover the walls. Piles of broken wood damage on failure or half damage.
are all that remains of old furniture; perfect cover for 3 A mimic (SRD 332), disguised as a piano,
the rats that scurry under the wreckage as you walk in. barrel or boat. It contains 200 gp and a
Rather than tiny rat eyes twinkling from among the debris magic ring.
though, the glitter of gold and gems flash instead… 4 A potion of gaseous form.

This is the lair of the young red dragon, Verminoth. He 5 2 superior healing potions.
had reached a satisfactory agreement with Frawd’s father 6 A clay urn with poorly scrawled “BANK” on
in exchange for protecting several artifacts the R’Atons the outside. Found within are 225cp, 92sp,
wanted stored safely away. He comes and goes as he 45 gp and a toy ball.
likes, hunting the surrounding estate grounds and his 7 2d4 gems worth 100gp each.
lair is guarded by the R’Aton retainers. The rats within
8 A magic item chosen by the DM.
this room are those that live within the hunting lodge.
For greater challenge, up to 1d4 rats can be wererats in 9 A dungeon artifact chosen by the DM.
disguise, ready to ambush or fight the party if attacked, or 10 The character finds 100 gp, 1d6 50gp gems
aid Verminoth if he returns early. and rerolls once on the table.

Each player can spend 10 minutes searching within the


room, rolling once on the following table. If all players
choose to search and roll, Verminoth arrives after the last
player has rolled.

222
L7. The Warren (Basement)
The staircase leading down from the hall twists Upon entering the cave, Frawd challenges the party,
multiple times and leads far deeper than expected. Now asking who they are and telling them they are about to die
deep down below the earth, an archway leads into a long before transforming. The skin of his face splits, revealing
hallway covered by cobwebbed tapestries, their lower oily grey fur as two wide horns sprout from his skull.
sections stained and chewed. Four doors, one broken, Prince Frawd (horned rat) is no mortal foe; a total of 6
lead to other rooms. Behind you, the area under the stairs rats (SRD 387) are scattered in the shrine when combat
appears to have been used as storage, as large sacks of starts.
grain and other foodstuffs are laid against the walls. Eve-
rywhere you look rats, scurry and gnaw. The party may roll a DC 15 to spot a rat hole on the base
of the rat statue and hear the noise of multitudes of rats.
The Warren is the shared living quarters of the R’Atons This can be automatically learned for characters with a
when they stay at Hamelin Lodge, which they share with 16 passive perception who are standing within 5 feet of
their rodent companions. At present, two of Frawd’s the statue.
brothers (wererats, SRD 327) are present in the hallway,
feasting in their rat form. When the party enters they wait After defeating Prince Frawd, the statue within the shrine
for them to cross the room, before transforming into their crumbles revealing a hidden tunnel to the surface outside
hybrid forms and attacking. They are accompanied by the lodge. The party can retrace their steps through the
three giant rats (SRD 378) and a swarm of rats (SRD lodge or follow this tunnel to leave.
390) from the southeast room and three more wererats
from the other rooms.
Note for DM: Needing to spice combat up? Perhaps you
“Who-who is this, brothers?” snarls one of the wererats. need to ice it down? Use these options to ease or increase
“Lunch!” the combat difficulty for your players.

Secret Door to L8: Lower Difficulty:


The party must make a DC 16 Intelligence (Investigation) Combat starts with 4 rats scattered throughout the
check to find the hidden door behind the bookcase in the shrine.
northwestern room, leading into a tunnel to the shrine Blocking the hole at the base of the statue is perma-
(L8). nent and only takes an action to complete.
Lair Actions are treated as traits to be used a maxi-
L8. The Shrine of Mustel mum of 2/day.
The tunnel from the warren rooms leads downward Destroying the statue (50 HP, AC 16) blocks further
and the scent of fresh blood assaults your nose before use of the “Call the Rats” lair action.
you reach the opening to a 60 foot tall cave. At the centre
stands a large statue of a horned wererat and a chanting Higher Difficulty:
Prince Frawd at its base along with a number of fresh Combat begins with 8 rats scattered throughout the
carcasses displayed in a gruesome outstretched manner. shrine.
Blocking the hole is only a temporary solution as the
“O Mustel, bringer of poison and plenty, my thanks to rats gnaw a new hole in 1d4-1 rounds.
you for granting your blessing upon this servant…” Remove the Horned Rat lair action limitation, allowing
for the same lair action to be used in back to back rounds.
If your party has been stealthy or chosen to scope out the Destroying the statue (50 HP, AC 16) releases the rats
cave before entry, any party member with these proficien- hidden below, boosting the effects of the Horned Rat’s lair
cies learns the following: actions as follows
Arcana. The carcasses displayed are an offering but
are also used as part of a ritualistic transformation pact. Call the Rats. Now summons 1d6 +2 rats.
One that has just been completed… Rat Explosion. Two rats can be targeted by this Lair
Investigation. Prince Frawd’s ambitions have gone action.
beyond that of simply expanding his family.
Religion. Mustel is a rodent god of fiendish origins
who rewards their loyal followers in transformative ways.

223
attack on the same turn, the target takes an extra 9
Horned Rat (2d8) piercing damage. If the target is a creature, it
Medium Fiend, Chaotic Evil must succeed on a DC 14 Strength saving throw or
be pushed up to 10 feet away and knocked prone.
Armor Class 15 (Natural Armor)
Hit Points 68 (8d10 + 24) Actions
Speed 40 ft., climb 40 ft. Multiattack. The Horned Rat makes three attacks,
only one of which can be a claw.
STR DEX CON INT WIS CHA Poisonous Claw. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing , it
21 (+5) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 9 (-1)
must succeed on a DC 14 Constitution saving throw
or suffer 4 (1d8) poison damage and be cursed with
Saving Throws Dex +6, Con +7, Wis +5
wererat lycanthropy.
Skills Perception +6, Stealth +5
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Resistances Fire, Cold, Lightning
target. Hit: 13 (2d8 + 4) piercing damage.
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 15 Lair Actions
Languages Common, Infernal On initiative count 20 (losing initiative ties), the
Challenge Rating 7 (2,900 XP) Horned Rat takes a lair action to cause one of the fol-
lowing effects; it can’t use the same effect two rounds
Rodent Displacement. When the Horned Rat takes in a row:
damage from a spell or attack, it swiftly swaps places
with any rat he can see within 20 feet of its location. Call the Rats. From a hole in the statue 1d6 rats
This causes the rat to become the new target of the come out and appear on the battlefield.
spell or attack, while the horned rat remains unsca- Rat Explosion. One rat moves up to 10 ft. and ex-
thed and in a different location. plodes, every creature within 5 ft. must roll a DC 15
Charge. If the Horned rat moves at least 10 feet Dexterity save or suffer 2d10 poison damage.
straight toward a target and then hits it with a gore

224
Aftermath
Patience is a dish best served cold… Dead or alive, “You’ve had a bit too much to drink, pal,” chuckles a mus-
so long as Patience made it to the High Warlock, it is cular man. “This will be the end of things and it’s all going
counted a success as she can now aid the cult’s plans to to be grand!”
topple King Boric. If dead, the Princess will be resurrec-
ted by the High Warlock as a vampire. The party can advance to level 9.

Frawd-ulent Alliances… Whether Prince Frawd was


slain by the party, or merely lost his ‘gifts’, King Boric no
longer deems the R’Atons of Clandgia as a strong ally and Defend The Base!
calls off the engagement. There are rumours this may
lead to war… At the end of the chapter, the full moon is on display
which can only mean one thing:
A Swordid Tale... If the party manages to collect the The violent mating courtship of one of the creatures of the
Sword of Souls, its use by a cultist will certainly draw lair. So violent in fact that it has gone wild and attacked
attention to the cult and shine a more public light on the anyone that treads too close to the vicinity of the cult. The
battle between the Endarkened Brotherhood and the Bro- authorities have been notified and have sent a group of
therhood of Light. If the party wish to use it further within adventurers to scout out the creature’s lair and extermi-
their lair, the High Warlock may turn it into a lair artifact: nate this large pest. It is time to defend their lair!
The Mysterious Sovereign Sword (see page 61).
Winning condition
Small town spy games… If Dimble wasn’t confronted The objective of this special tactical combat is to elimi-
in this adventure, he flees at the next opportunity, sensing nate the threat before they reach the room containing the
the danger is growing. He will spill all he knows to the secret way leading to the heart of the dungeon.
Brotherhood, but does not know the true identities of the
party. If the Sword of Souls is not in the party’s immediate Assault team
possession, he will attempt to steal it and take it with him. Scout: Antauril the Zealous
Area Spellcaster: Elenis Shadowblade (advanced)
“Now, my friends, we are in the endgame!” shouts the Support: Nalani Sunshimmer (advanced)
High Warlock. “We shall not fall against the blades of Tank: Mannak the Strong Leader
the Brotherhood! No, we will rise to rule this land! We
shall build a new world! What say you?” The attacker CR is 11, the defending team is CR 19.5
As the great cheers burst forth from the assembled cult (14 for defenders and 5.5 for traps and artefacts).
members one figure raises a hand. DM may adjust if needed.

“An immediate volunteer? Yes, you shall fight at the


front lines!” Whether the party succeeded or failed in their
defense:
Quickly, the figure shakes their head, “I’m no good for the High Warlock of the Endarkened Brotherhood is too
fighting. Do you happen to have any administrative preoccupied with the future. The big day is coming soon:
roles?” will the shadow of the Brotherhood fall upon the kingdom
“Oh yes. Me as well!” cries another. “I’m a farmer, so or will they be outshone by the bright light by another
will we still have farms in the new world?” faction?

Then a third, “Is this religious stuff again? They’re


always talking about a new world, where everything is
better…”

“Enough!” cries an exacerbated High Warlock, “This


is my—our moment. I will have none of this pathetic
drivel. The new world will be whatever we want be-
cause WE will be in charge!”

“W-what if we want different thingss?” asks a quiet,


slurred voice at the back, almost too low to hear. “What
happenss when our glorious revolution is faced with
another?”

225
Antauril Elenis Shadowblade
Medium Humanoid (Half-elf), Neutral (Shadow Monk) Medium humanoid (Elf), Chaotic (Warlock)

Armor Class 16 (Unarmored Defense) Armor Class 12 (Leather Armor)


Hit Points 33 Hit Points 44 (8d8 +8)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 10 (+0) 15 (+2) 10 (+0) 8(-1) 12(+1) 12(+1) 14(+2) 9(-1) 20(+5)

Saving Throws STR +4, DEX +7 Saving Throws WIS +2, CHA +7
Skills Acrobatics +7, Stealth +7 Skills Arcana +3, Investigation+3
Senses Blindsight 60 ft., Passive Perception 12 Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Elvish Languages Common
Challenge 2, 450 XP Challenge 3, 700 XP

Shadow Arts. Antauril can cast spells from the fol- Actions
lowing prepared list: Multiattack. Elenis can make three Forcebolt attacks
At will : minor illusion or two Forcebolt and one Psychic Explosion.
1/day each: darkness, darkvision, pass without Forcebolt. Ranged Spell Attack: +9 to hit, reach
trace, silence 120ft., one target. Hit: 9 (1d10 + 5) force damage. The
Shadow Trapmaster (1/day). Honed by the shadows, target can be pushed up to 10 feet away from you in a
Anthauril’s keen eyes automatically detect the first straight line.
trap that he comes across, allowing him to identify Psychic Explosion. Each creature in a 5-foot-radius
both its mechanism and design. He may then use his sphere centered on that point must make a DC16 In-
action to disarm the trap without the need for any telligence saving throw. Each creature receives 2d10
additional tools. psychic damage on failed save.
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
Blessings one target. Hit: 3 (1d4 + 1) piercing damage.
Zealous. On their turn, when the hero scores a criti-
cal hit with a melee weapon or reduces a creature to
0 hit points, they can make one melee weapon attack
as a bonus action.

Action
Multiattack. Antauril can make two unarmed strike
attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning
damage.

Bonus Action
Unarmed Strike. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning
damage.
Shadow Step. When in dim light or darkness, Antau-
ril can teleport up to 60 feet to an unoccupied space
they can see that is also in dim light or darkness.

226
Nalani Sunshimmer Mannak
Medium humanoid (Tiefling), chaotic good (Cleric) Medium humanoid (Dwarf), chaotic good (Barbarian)

Armor Class 16 (Chain Mail) Armor Class 15 (Unarmored)


Hit Points 45 (10d8) Hit Points 65
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 18 (+4) 8 (-1) 10 (+0) 8 (-1)

Saving Throws Wis +6, Cha +4 Saving Throws STR +6, CON +7
Skills Medicine +4, Religion +4 Skills Nature +2, Perception +3
Damage Resistances Fire Damage Resistances Slashing, piercing, bludgeo-
Senses Darkvision 60 ft., Passive Perception 15 ning
Languages Common, Infernal Senses Passive Perception 13
Challenge 3, 700 XP Languages Common, Dwarven

Life Adept. Whenever Nalani casts a spell of 1st Careless Attacker. Mannak’s relentless attacks leave
level or higher to restore hit points to a creature, her him open to counterattack. The next attack made
healing spells are more effective, causing the creature against him is done with advantage.
to regain an additional 7 HP.
Spellcasting. Senara is a 7th-level spellcaster. Her Blessings
spellcasting ability is Wisdom (spell save DC 14, +6 Strong Leader. This hero comes with 2 bandits (SRD
to hit with spell attacks). She has the following spells page 162) that move on the same initiative order as
prepared: the hero.
Cantrips (at will): light, sacred flame
1st level (4 slots): bless, cure wounds Actions
2nd level (3 slots): lesser restoration, hold Multiattack. Manak makes two melee attacks.
person Battleaxe. Melee Weapon Attack: +4 to hit, reach 5
3rd level (2 slots): spirit guardians ft., one target. Hit: 9 (1d8 + 4) slashing damage.
4th level (1 slot): freedom of movement

227
Chapter 7 Control the Kingdom
Burn the Heretic
“Our time has come,” says the High Warlock gravely. The music box is a portable hole with enough air for
Usually his facepaint shows a broad smile, but today it is Regal to last a week. During that week, the High Warlock
upside down. will call upon the cult’s powerful allies to create a diver-
sion in Hatbury, drawing a portion of the garrison away
“Our recent activities have born unexpected fruit. The from their posts. This will create a prime opportunity for
R’Atons of Clandgia—rats that they are, hah— have de- the party to infiltrate the king’s camp and gain a strategic
clared war on Boric of Muln. Now is our chance. The king advantage in their mission.
will be on the march, all eyes will be looking outward for
enemies. We will be within. The king has called a grand The party must now decide how they want to infiltrate the
muster, calling on all good citizens to fight for Mulnia. We army. The following facts are common knowledge and
will infiltrate this gathering and replace the king with one may help them form a plan:
of our own!”
King Boric is mustering at a large camp southwest of
At this last comment, a figure in the crowd lowers his Hatbury. Citizens can turn up and register directly with
hood. the king’s forces.
The Hatbury Town Council is forming its own regiment
King Boric of Muln looks around at the astonished cult, to send to war.
reaching up a calloused hand to tug on his grey mous- Officers are being recruited from the nobility.
tache with a wicked grin and his eyes turn cloudy white
and face drops away to match that of an astonished cult Enlistment
member, expression and all.
If the party signs up to either the Hatbury Regiment or
“Our doppelganger shall take the king’s place and then one of the Royal Regiments, they must pass a DC 13
we shall have all Mulnia at our beck and call.” Charisma (Deception) group check to successfully sign up
and thereby gain access to the camp.
“You want all of us to infiltrate the army?” asks a seven-
foot-tall figure whose scaly feet stick out awkwardly from Behind Enemy Lines
their black robes.
If the party chooses to infiltrate the camp by stealth, sen-
The High Warlock raises an eyebrow, “Is that a pro- tries have a 16 Passive Perception and move in groups of
blem?” three champions and two hounds (dire wolves, SRD 371).
Once inside they will have to pass DC 14 Charisma
The scaly cultist shakes their head, “Ssome of usss will (Deception) checks to avoid scrutiny. Any suspected spies
have a harder time blending in with the ssoldierss,” before who are captured are brought before the Brotherhood of
gesturing towards a stiff figure who has forgotten to put Light for questioning.
their hood up.

The bald-headed old man looks around sheepishly. He


opens his mouth to speak, and a string of high-pitched
whistles, warbles and bubbles emerge. He looks down
glumly.

A number of cult members have turned to look at the


party, the High Warlock’s eyes included, as he directs you
to his office, “I have a special mission for you.”

As you enter the High Warlock approaches and hands


over a small music box.

“Open this when you are ready to replace the king.


Regal, our doppelganger is inside and there cannot be a
body to arouse suspicion.”

228
Champion DC 12:
Medium humanoid (any race), lawful evil Fauza’s getting up in years for a knight. He’d forget
where the loo was if he wasn’t running there so often.
Armor Class 18 (Plate) Nervy Greenhorn is still wet around the ears. What
Hit Points 33 (6d8 + 6) good is a knight who lacks confidence? Last I heard he
Speed 30 ft. was still muttering inspiring phrases to himself behind
the stables.Affy Borudd is a veteran ‘round here. A vete-
STR DEX CON INT WIS CHA ran at dice and cards! Surprising given his short attention.
16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2) He’s over by the mess tables most likely…
Arrow Stickler? Now he’s a dedicated knight. Never
Senses Passive Perception 11 known him to willingly miss his watch or have a hair out
Languages Common of place. He’s probably still preening in his tent now!
Challenge 2 (400 XP) DC 14:
You overhear some guards discuss how they played a
Leader. The champion can spend its reaction to prank on Fauza last week convincing him he was on the
make a willing creature reroll a saving throw wrong watch and made him late.
The party could do the same with a DC 14 Charisma
Actions (Deception) check.
Multiattack. The champion makes two melee attacks The same guards are also chuckling about how Nervy
when attacking with its greatsword. was just ordered around by the stablehand for bothering
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 the horses.
ft., one target. Hit: 10 (2d6 + 3) slashing damage. He could likely be ordered to take the night off with a DC
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, 16 Charisma (Intimidation) check.
range 100/400 ft., one target. Hit: 8 (1d10 + 2) pier- DC 16:
cing damage. At the mess tables, you overhear Affy loudly grumbling
that unless he get’s in another round or three that he’ll be
bored for the rest of the watch.
He could be distracted by a DC 18 Charisma (Perfor-
mance) check to entertain him or taken for a sizable
The King’s Guard bet (like his uniform) with a DC 17 Dexterity (Sleight of
Hand) check.
Upon entering the king’s camp, the party is greeted by the DC 18:
sight of a pack of fierce creatures wreaking havoc upon Three guards are whispering amongst themselves
the soldiers. The King’s guards quickly rush to the scene about how best to knock Arrow down a peg. One of them
in an attempt to quell the threat, but the creatures, re- has a container of hair and moustache wax that has been
vealed to be allies of the Endarkened Brotherhood, swiftly tampered with green hair dye. If they could get it into
retreat and disappear into the shadows just as quickly as Arrow’s tent and get him to use it…
they launched their surprise attack. The party can convince or order the guards to give them
the wax with a DC 18 Charisma (Persuasion or Intimida-
The timing and precision of this coordinated strike is a tion) check. Getting Affy to use the wax would take a DC
clear indication of the prowess and strategic planning of 20 Persuasion or Deception check, otherwise the wax
the Endarkened Brotherhood, leaving the party to wonder could be switched with a DC 22 Sleight of Hand check.
what other surprises they may have in store.

Note to DM: You may change the description to highlight


the chosen allies the party enlisted during the campaign
such as the Restless, the Nature’s Wrath or others.

The party must make an Intelligence (Investigation) check


to discover the following information around the camp
and enable them to access the King:
DC 10:
The King’s marquee is guarded by four sentries: Fauza
Slip, Nervy Greenhorn, Affy Borudd and Arrow Stickler.
If they can be prevented from showing up, the party
can take their place.

229
Ruby
Medium Humanoid, Lawful

Armor Class 15 (Mage Armor)


Hit Points 63 (14d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 18 (+4) 16 (+3) 14 (+2)

Saving Throws INT +6, WIS +4


Skills Arcana +6, History +6
Senses Passive Perception 12
Languages Common
Challenge Rating 6 (2,300 XP)

Heart of the Righteous. Ruby regains 10 hit points at


Allow the party time to enact a plan and figure out how to the start of her turn. If Ruby takes fire or necrotic da-
deal with the marquee sentries. Should they successfully mage, this trait doesn’t function at the start of Ruby’s
replace the sentries, they will find the king occupied. In- next turn. Ruby dies only if she starts her turn with 0
side the marquee tent being entertained by a jester, King hit points and doesn’t regenerate.
Boric is speaking with a familiar red-haired woman. Party Spellcasting. Ruby is a 8th-level spellcaster. Her
members may listen into their conversation with a DC 16 spellcasting ability is Intelligence (spell save DC 14,
Wisdom (Perception) check. +6 to hit with spell attacks). Ruby has the following
wizard spells prepared:
“Your Majesty, the Brotherhood is of course at your Cantrips (at will): blade ward, fire bolt, light, mage
disposal. We are happy to take our crusade into Clandgia, hand
especially given the…troubling rumours we have heard 1st level (4 slots): mage armor, magic missile,
about the R’Atons. shield
2nd level (3 slots): misty step
However, I must bring to your attention to more recent 3rd level (3 slots): fireball
news. There are reports that the insidious cult, the very 4th level (2 slots): greater invisibility, wall of fire
same that has been undermining your rule for so long, is
here. In your very camp!” Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
It is likely they seek to sabotage your war effort or make reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
an attempt upon your life. We shall stop them. Even now 2) piercing damage.
the Brotherhood calls upon an agent of the divine, a see-
ker of evil who will root out these vermin. They will arrive
within the hour.”

A sentry bell rings across the camp, with an ethereal,


silvery peal. Whatever the Brotherhood is up to, it has
begun. The party can stop the Brotherhood’s plan from
coming to fruition by deviating from the main mission and
heading to their camp.

If the party chooses to prioritize their main mission, they


can attack the King (gladiator, SRD 399) and Scarlet (ap-
prentice assassin with 63 HP). They will fight furiously
and in 1d6 turns both Rouge (champion with 63 HP) and
Ruby will arrive to aid their sister and the King.

Proceed to Checkmate the King if the party succeeds in


their fight against the sisters and king.

230
Brotherhood’s Camp
The Brotherhood’s camp is orderly and guarded by five The Astralsphinx was summoned by the Red Sisters the
cult fanatics who will try to stop anyone from entering previous evening and they have been spreading word of
during the ritual. A ring of tents disguises a ritual circle. their intent to summon it ever since. The Astralsphinx is a
Bundles of smouldering herbs lie on an orbit around a terrifying foe to evildoers and quickly identifies an object
central fire while three cult fanatics chant rhythmically. in its prey’s possession that it can track with locate object.
As soon as the party moves to interrupt the ritual, they are
attacked by a large winged hound, an Astralsphinx, which K1 Brotherhood Camp
has cast greater invisibility on itself to ambush the party. K2 Hospital
K3 Mess Hall
K4 King’s tent

231
Astralsphinx Tactics
Large Celestial, lawful good
The Astralsphinx casts greater invisibility on itself and
Armor Class 18 (Natural Armor)
will remain invisible for as long as possible, attacking
Hit Points 136 (16d10 + 48)
with its claws and using its legendary actions to focus on
Speed 40 ft., fly 60 ft.
the spellcasters or the characters with evil alignment.
As the Astralsphinx nears death, it will taunt the party.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4) “Forsaken fools, deceivers are so easily deceived. You
should not have come here. Now shall you be revealed.”
Saving Throws DEX +6, CON +7, WIS +8, CHA +8
Skills Arcana +12, History +12, Perception +8, Reli- Multiple figures appear around the tent walls, including
gion +12 more than one of a familiar red-haired woman. An 18 Pas-
Damage Resistance: Bludgeoning, piercing, and sive Perception confirms this isn’t an illusion, but multi-
slashing from nonmagical attacks ples with the same face, with a large burn scar on one.
Damage immmunities Psychic, radiant
Senses truesight 120 ft., passive Perception 18
Languages all, telepathy 120 ft.
Challenge 12 (8400 XP)

Master of Light. The Astralsphinx is able to maintain


concentration on the moonbeam spell even when
casting another spell that requires concentration.
Spellcasting. The Astralsphinx is an 8th-level spell-
caster. Its spellcasting ability is Intelligence (spell
save DC 16, +8 to hit with spell attacks). It requires
no material components to cast its spells. The Astrals-
phinx has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion,
prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, moo
beam
3rd level (2 slots): dispel magic, remove curse, to
gues
4th level (2 slots): banishment, greater invisibility

Actions
Multiattack. The creature makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions
The Astralsphinx can take 3 legendary actions, choo-
sing from the options below. Only one legendary ac-
tion option can be used at a time and only at the end
of another creature’s turn. The Astralsphinx regains
spent legendary actions at the start of its turn.
Claw Attack. The creature makes one claw attack.
Moonbeam (Costs 2 Actions). The Astralsphinx
casts moonbeam or may move the beam as described
in the spell.
Teleport (Costs 2 Actions). The Astralsphinx magi-
cally teleports, along with any equipment it is wearing
or carrying, up to 120 feet to an unoccupied space it
can see.

232
Seize the King; Seize the Kingdom Upon reaching the tent, the players are met with Rouge
and her sisters, Ruby and Scarlet.
As the Astralsphinx falls, the Red Sisters flee to warn the
You see the familiar red hair bob between two tents
king. The camp is in an uproar and the party must reach
and round the corner to find her brought to bay, breathing
the king before the Sisters do.
heavily. As you approach the woman, with her scarred
face, two other identical figures emerge from the surroun-
Reach the King ding tents. Three women, clearly sisters, each with the
same air of confidence.
The party must reach the King’s tent, ideally before the
sisters warn him. This is presented as a cinematic dash
“At last we see each other,” says Ruby.
through the camp. This Skill Challenge requires 5 suc-
cesses before 3 failures are accrued.
“How could I forget them?” Growls Rouge and Scarlet
The party will reach the tent regardless, but how pre-
nods.
pared the Red Sisters are depends on how many failures
they accrue.
In tandem, “Let’s end this.”
Each player may use any skills they are proficient with,
but the party may not use the same skill more than once.
At the DM’s discretion, expending spell slots to cast ap-
Failures
• No failures: Rouge (champion with 63 HP) will
propriate spells can count as a success.
stand and fight with Scarlet (apprentice assassin
Players should get creative with their skills, but several
with 63 HP) and Ruby joining her.
possible options are laid out below. More unusual or unli-
• One failure: The sisters have the following combat
kely uses will have a higher DC.
tactics ready.
Ruby has greater invisibility ready to cast on
Skill Use(s) Recommended Rouge, who darts off to the side with her hand
DC crossbow.
Acrobatics Duck through tents 15 • Two failures: The sisters have the following com-
and under carts. bat tactics ready.
Animal Han- Release and agitate 16 The party must roll a DC 14 Perception group
dling the horses in the check or be surprised. If surprised: Scarlet
stable to stampede initiates combat attacking any surprised party
through the camp members and then fighting her way to rejoin her
sisters.
Athletics Shove your way 14 Ruby has greater invisibility readied to cast on
through the crowds. Rouge, who darts off to the side with her hand
Deception Cry out orders to 17 crossbow.
send soldiers off in
the opposite direc-
tion with a false lead.
Intimidation Cow anxious sol- 14
diers and bully them
out of your way.
Perception Try to spot the red 16
headed woman in
the confusion.
Sleight of Set fire to a tent to 18
Hand split guard’s atten-
tion
Stealth Try to sneak past 17
crowds of confused
soldiers without
arousing suspicion.
Survival Double back on your 19
tracks to increase
confusion with the
chasing soldiers

233
Heavy is the Head
that Wears the Clown
As the army begins to march, those left behind gather
around the King’s tent. Few could be mistaken for noble
warriors of Muln, but the creatures of the Endarkened
Brotherhood have won, why try to blend in?

The High Warlock gathers the party to him and they


stand before the assembled cult.

“My…friends! We are victorious! We have fought hard


and under my leadership we now command the might of
Muln. This continent is ours for the taking and already we
make changes in pursuit of a better world! I am proud to
Checkmate the King have led you this far, but you all deserve great applause!”
The High Warlock pauses for applause, of which there is
After the battle, now is the time to replace King Boric a smattering.
with Regal.
If the party battled through the Brotherhood’s camp and A bullish figure elbows its way forward to shouts and
the King had remained unalerted by the Red Sisters, he point at the party, “You didn’t do nuffink! They did!” More
is instead found in the tent surveying his war map as his than a few heads nod in agreement.
jester, Wiz:
“Now hold on…” snarls the High Warlock, but a short
The ringing of soft bells follows the king’s jester as he figure in a too-long robe drowns him out.
cavorts around the tent on his
hands and knees and it takes the King a moment to “OI! YOU SPEAK WITH SUM RESPEC’! THAT
acknowledge you. THERE’S THE NEW KING YOOR INSULTIN’!”

“Who are you? Where are those missing bloody sen- The High Warlock looks torn between correcting or
tries? I’ll have their agreeing with his supporter as further discussion rises
Hides for this…” His eyes narrow, “You’re no soldiers of through the ranks:
mine… are you the brains behind all of this?!”
“The High Warlock took none of the risks, why’s he in
“Actually, I am ,” says the Jester, standing up and remo- charge?”
ving his jester’s hat.
“The High Warlock is the man with the plan, what does
“This has been a long time coming, King Boric. I am it matter if he’s dressed as a
the High Warlock of the Endarkened Brotherhood. And Clown?”
you are finished.”
The chorus grows but the same questions arise, should
As you release Regal from his box there is a squelching the High Warlock lead the cult… Or should you?
sound as he assumes the form of King Boric, Monarch of
Muln. The king’s eyes widen in horror and he screams as It is now that a bloodied figure crawls towards the
the doppelganger sinks a knife into his heart. noisy group.

By the time you emerge to take up positions as sentries «Oh lord of light, please hear my call,» Rouge gasps,
to the “king”, the body has been safely stowed in the box, her voice weak and strained. «You can’t allow what is hap-
now in the High Warlock’s possession. Several messages pening here. I give my life to you and I beg for your divine
are sent and dignitaries come and go as the king’s new intervention.»
orders are dispatched and if anyone is surprised by the
monarch’s change of heart, they show no sign of it. As Rouge takes her last breath, the party witnesses the
music box shatter and the body of the king emerges, his
glowing form a stark contrast to the gloomy surroundings.
Waves of formidable aura burst forth, crashing over eve-
ryone in attendance before the divine pressure renders
everyone unconscious.

234
Before the party regains consciousness, they gain the to cast and vocalize, it becomes apparent that he is utterly
benefit of a long rest. powerless and falls limp soon after.

Consciousness takes hold for all of you before everyone King Boric has transformed into an avatar of light. The
else. Refreshed, the warm glow that had knocked you out party must make a choice. Should they act immediately
seems to have also rejuvenated you. and try to stop the avatar, or let events unfold as they
may? The decision is theirs to make. Will they intervene,
King no more, a glowing divine creature reaches out or let fate take its course?
and grabs the High Warlock by the neck. The warlock’s Depending on the choice of the players the High Warlock
eyes bulge in fear as the glowing form pulses with divine is rendered unconscious or dead, then the avatar turns to
power and begins to burn away at his soul. the players. It is time for the final fight.
The High Warlock attempts to resist but as he struggles

Avatar of light
Large Celestial, lawful good Actions
Multiattack. The avatar of light makes two attacks,
Armor Class 16 (natural armor) one with its morningstar and one with its fist.
Hit Points 210 (20d10 + 100) Morningstar. Melee Weapon Attack: +11 to hit, reach
Speed 40 ft., fly 80 ft., 5 ft., one target. Hit: 15 (3d6 + 6) piercing damage
plus 22 (5d8) radiant damage.
STR DEX CON INT WIS CHA Fist of Remorse. Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 14 (1d10 + 6) bludgeoning
22(+6) 20(+5) 20(+5) 19(+4) 22(+6) 25(+5)
damage plus 22 (5d8) radiant damage. Target hit is
pushed away up 10 ft. by this attack and must suc-
Saving Throws CON +12, WIS +13, CHA +12
ceed on a DC 20 Wisdom saving throw or must spend
Skills Perception +11
its reaction to attack an ally if they can.
Damage Resistance: Radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities Charmed, exhaustion, frighte-
Legendary Actions
The avatar of light can take 3 legendary actions, choo-
ned
sing from the options below. Only one legendary ac-
Senses Truesight 120 ft., Passive Perception 21
tion option can be used at a time and only at the end
Languages All, Telepathy 120 ft.
of another creature’s turn. The avatar of light regains
Challenge 16 (15,000 XP)
all spent legendary actions at the start of its turn.
Angelic Weapons. The avatar of light’s weapon
Guiding Bolt. The avatar of light casts a guiding bolt
attacks are magical. When the avatar of light hits with
as a level 1 spell.
any weapon, the weapon deals an extra 5d8 radiant
Healing touch. Target creature within 5 ft. re-
damage (included in the attacks).
gains a number of hit points equal to 1d8 + 6 and is
Divine Awareness. The avatar of light knows if it
freed from any curse, disease, poison, blindness, or
hears a lie.
deafness. This capacity has no effect on undead or
Innate Spellcasting. The avatar of light’s spellcasting
constructs.
ability is Charisma (spell save DC 20, +12 to hit with
Moonbeam (Costs 2 Actions). The avatar of light
spell attacks). The avatar of light can innately cast the
casts moonbeam or moves the beam as described in
following spells, requiring no material components:
the spell.
At will: detect evil and good, moonbeam, guidind
Power Wings (Costs 2 Actions). The avatar of light
bolt
beats its wings. Each creature within 10 feet of the
3/day each: blade barrier, dispel evil and good,
avatar of light must succeed on a DC 19 Dexterity sa-
raise dead, sunbeam
ving throw or take 13 (2d6 + 6) bludgeoning damage,
Legendary Resistance (3/Day). If the avatar of
pushed away 10 ft. and be knocked prone.
light fails a saving throw, it can choose to succeed
instead.

235
Aftermath
The party will advance to level 10.

Once they or the High Warlock has had a chance to


review the Mulnian treasury, each character receives a
legendary or very rare magic item.

This may be a good time to retire their characters, as


they are left to rule Muln or serve the High Warlock in
a bureaucratic capacity, but it can also be the beginning
of a new adventure. Perhaps the Brotherhood of Light
remains a thorn in your side and there is still a war with
Clandgia to settle. Perhaps some of the High Warlock’s
deals with dark power have come due? Ultimately though,
this chapter of the story is over and the party can cele-
brate their victory.

236

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