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Chris Hopper - A Dozen 5th Edition Adventures Set in Cities and Villages
Chris Hopper - A Dozen 5th Edition Adventures Set in Cities and Villages
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Introduction By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
These dozen adventures can be run with just the 5th Edition SRD, and are designed for brief grab and go evenings
or strung together in a campaign running from 1st to 6th level. The central city, surrounding towns, and larger
area are left to your imagination a patch that can be attached to any canvas.
Maps are generously provided by Valor Maps and can also be purchased with dynamic lighting and much more at
the Roll20 Marketplace. Interior images from pixabay.com and original art by Chris Hopper.
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Contents
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Murder at the Scriptorium.................................................2
Chaos in the Armory.....................,.....................................4
Raeger & Graeger's One Night Band Stand.........................9
The Warehouse Job...........................................................13
Blinkbracket's Blunder.....................................................15
Mornbrew's Hideout.......................................................18
The Acrid Pit...................................................................20
The Steam Hive...............................................................23
Higwalde's Tomb............................................................26
Three Daughters' Falls....................................................29
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Vault of the Dark Archivist..............................................33
The Unity Day Attack........................................................36
Open Gaming License.......................................................39
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Murder at the Scriptorium By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th edition. Recommended for 3-6 level 1 characters.
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by the local clergy.
Objectives 1
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When one of the scribes is found dead, an innocent peer
is arrested. Find the real culprit before another scribe is
murdered.
MAP 1: SCRIPTORIUM EXTERIOR
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on the streets by a group of 4 town watchmen (guards)
and asked to follow them to speak to the captain.
The chief scribe shushes him, but the characters can particularly defensive of Orin.
persuade either scribe to share more with a DC 12
The Arrest
Charisma (Persuasion) check.
1. The Scribes If the PCs do nothing to interfere, the watch will arrest
Orin (“the half-demon”) and Traian will beg them to
The chief scribe, Traian Dragonsbane (“a family help clear the tiefling’s name. All the scribes agree Orin
name”), is a middle-aged bureaucrat who doesn’t look is no murderer, and will try to pursuade the characters
to have gotten enough sleep. He discovered the dead if Traian cannot. Traian doesn’t have much to offer, but
scribe, Cynric, when he arrived at work this morning. can pay a small sum of 25 gp to find the true culprit
He’s upset not just at the loss of his scribe, but the (and return Orin to work). If they agree, he’ll send the
disruption of their important work, and says things like: scribes home and loiter around to help the characters
investigate.
“Copying this knowledge involves months of negotiation
with distant lords for the loan of these books; the
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Murder at the Scriptorium By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
2. Storage 5
The watch didn’t bother to clean up the large pool of
blood seeping around packing crates in the back corner, 4
nor the bloodspray across the shipping materials and
barrels. A quick look around the room shows that much
of what’s stored here is the leftovers of scribing: barrels
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of quills and tips, discarded jars of ink waiting to be
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refilled, stacks of parchment, rolls of vellum, and more.
A DC 16 Wisdom (Perception) or a DC 14 Intelligence
(Investigation) check reveals that while most of the
inkwells are empty, a discarded one in the corner is
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crusted with blood (see the “Cynric’s Deal” sidebar).
6 2
3. Narrow Hallway
The imp from area 2 will use the corner at the end of
this narrow hallway to score a cheap hit on characters
MAP 2: SCRIPTORIUM INTERIOR
either entering or exiting.
Strategies
5. Reading Room The imp’s main goal is to avoid leaving the primate material
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3
Chaos in the Armory By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th ed. Recommended for 4-6 level 1 characters.
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This may be used as a followup adventure to Murder
at the Scriptorium. Like that adventure, this content be
easily scaled for players of all ages.
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Synopsis
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Andril’s is a social adventure in four to five scenes,
leading to a confrontation and chase. Characters will 1
interview a number of suspects before giving chase and 2
facing action. It’s the perfect chance for DMs to add an
extra dash of local lore into the characters’ home base
or introduce a recurring ally. If used as a followup to
Murder at the Scriptorium, it gives characters a chance
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to become directly involved with the local authorities,
or to uncover new secrets about them.
Getting Started
MAP 1: ANDRIL’S ARMORY GROUND FLOOR
The Setup
The watch captain believes the thief is still collecting
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items, and that they may be caught in Andril’s armory.
The captain of the watch has called the characters He’s coordinated with Andril Steelpike for you to enter
to discretely investigate a series of thefts in a local as apprentices. Andril’s mastersmiths are largely
artisans shop. This is a particularly sensitive matter, dwarven, but apprentices are known to come from
since the artisan in question is Andril’s Anvil, providers across the realms to learn from these renowned
of the royal armory, and that of the town watch itself. If experts.
word were to get out that someone had the means and
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materials to duplicate watch uniforms, the civic trust Andril’s expecting you, but his staff has not been
would be in danger. informed of anything other than an untimely group
of apprentices. There’s a number of people that may
What We Know open up about things they were unwilling to describe
to the watch. Interview everyone you can, and most
Several mundane weapons have gone missing from importantly, watch out for anything unusual.
the workshop and vendor stall. This in and of itself
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There are several methods Andril uses that mark a 1. Courtyard Stand
watchman’s breastplate as distinct and official, not to The courtyard stand is lined with a selection of
mention the seal itself. If these were replicated, the weapons and simple armor for sale. Mostly the work of
thief could move about the city with impunity.
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Chaos in the Armory By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
2. Display Lobby
Interviewing Suspects Castiel Silvershine greets you at the door, gloved hands
Characters with high passive Insight may know when a
character is lying, but persuading or intimidating a reluctant
pressed firmly on the doorface, and seems to appraise
individual into telling the truth is always an additional your value the moment you enter the foyer. This plush
challenge. These characters may sometimes react favorably if lobby is an appointment-only portion of Andril’s, after
another skill (like fighting prowess or a similar background) all.
is leveraged, and roleplay is always the most valuable skill!
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Castiel is a half-elf with a sharp face, long shining
hair, and an impatient attitude. Conversation will
the apprentices, this selection appears to be nothing out not be forthcoming unless the characters initiate it.
of the ordinary. The craftmanship is good, but the items Castiel is quite proud to talk about the history of the
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are the kinds of things you can purchase at any forge. Armory, which has been here for almost two centuries.
Castiel’s family has been here three generations. The
It is manned by Chi Blamerough, a red-haired dwarf craftsmanship has only improved over those years, as
with an easy (and frequent) laugh. Chi wears a dwarven evidenced by these excellent specimens.
holy symbol around a heavy chain, and is friendly
and approachable. Perceptive characters will notice Castiel knows there’s been petty thefts lately,
old combat scars on his knuckles and arms with a “perhaps a dip in quality of the apprentice pool.”
successful DC 10 Wisdom (Perception) check.
Perceptive characters (DC 10 passive Investigation)
Before coming to work for Andril a few years ago, Chi will notice the cases have been moved around the room
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was an adventurer. He’s an accomplished veteran, but
is glad to be growing his first gray hairs in the shade of
a tent rather than racing through crumbling ruins.
lately; imprints of the old configuration are still in the
plush carpet. A quick DC 10 Intelligence (Investigation)
check will conclude that the evenly-spaced cases have
been recently re-arranged as if there’s one less case.
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If questioned, Chi doesn’t know anything about
the recent thefts. Running a public stall means the Castiel will deflect if asked about this: “It’s a sales floor.
occasional sticky-fingered passerby, but these are a We reconfigure based on the wares.”
common fixture of any city. There’s a reason he’s the
one in the stall. This is a lie, which a successful DC10 Wisdom (Insight)
check will detect.
Chi claims to know no reason any guard materials
In fact, the missing case has been relocated for
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this recent series of events, he believed Andril had reveal that the black market trade of Andril-worked
rooted out any would-be smugglers. armors has been a problem over the years. Castiel is
personally maintaining responsibility for the floor as
The courtyard shows the typical comings and goings a matter of familial pride and responsibility, but it’s
of many people. A handful of crates press against exhausting.
the walls, waiting to be hauled in through the big
double-doors to the forge. A successful Intelligence A success of 14 or more on a Charisma (Intimidate or
(Investigation) or Wisdom (Perception) check reveals Persuasion) check will also reveal that Castiel had the
that a particularly athletic climber could reach the case removed because of the way it had been broken.
second story windows by carefully climbing the crates. The arcane locks weren’t just punched through or
broken, they were dispelled.
Making this climb is a DC 14 Dexterity (Acrobatics)
check and reveals that the second story windows are Castiel doesn’t know where Andril keeps his notebooks.
unlatched.
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Chaos in the Armory By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
3. Forge Hall As forgemaster, Udo has worked with Andril for nearly
This long room features six gigantic forges, each with a century. She has a good working relationship with
their own anvil and quench buckets. Long tables have him, and appreciates his skill as a metalurgist. There
several works in progress, some alongside chalk and are still skills she lacks, and still things only he will do.
slate or parchment notes. A well-muscled apprentice As such, Andril’s secrets are his alone. His private notes
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sweats over a large billows while Forgemaster Udo are always on his person, and since losing them last
Earthphoenix works a blade. week he’s been an absolute disaster.
Characters entering this area may be given an optional Udo has nothing to hide from the characters. She
DC 14 Wisdom (Perception) check to spot a shadowy is absolutely loyal to Andril Silverpike and will not
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figure moving around at the top of the north stairwell. tolerate any less than the same from her apprentices.
Jump straight to Confrontation if they pursue!
If they’re going to be staying, there’s beds in the back.
Forgemaster Udo Earthphoenix is unusually tall for a These are purely optional, of course, but you may find
dwarf. She wears the requisite leathers and keeps her the forge warm during the cold winter. Or your weak
coal-black hair tightly braided in a tall, intricate bun arms and legs may be too tired for the walk after a good
that encircles her head like a crown. When characters 12 hours at the fire. Pernell can show them.
first arrive, Castiel will hurry them through this busy
area to Andril’s desk at the back, but if they pause to Pernell’s only been here a few weeks, but heard some
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speak to Udo she’ll acknowledge them with as few
words as possible while continuing to work. Castiel will
go to fetch Andril or just tell them to hurry along to the
boss at their convenience.
strange noises late at night. He’d attributed it to being
new and nervous. It’s a large building, lots of places for
things to hide. Surely it’s just rats.
4. Andril’s Desk
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A successful DC 14 Wisdom (Perception) or Knowledge
(Arcana) check will notice an unusual purple spark If the characters spent a while talking to Udo, Andril
to Udo’s strokes. The steel has unusually arcane will approach the party to introduce himself. Andril
alterations within it. The weapon itself isn’t magical, is an old dwarf, but not yet elderly. His steel gray
but the steel it’s made of seems to be? A character with mane and steel gray eyes seem to drop the ambient
a martial or craftsman’s background may make this temperature by a degree. He’s dressed practically, in
check at advantage. a tunic crumbled from being recently under a leather
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She has nothing ill to say about the current apprentices. He believes it must have been a pickpocket or magical
Andril’s reduced their numbers lately, taking on more of intervention. He noticed it was gone at the end of the
the work himself. Shari Redstream and Pernell DeGary day-before-yesterday’s busy shift, and immediately
are both reliable and punctual. contacted the watch. It was in the intervening hours
that he came to realize what else was missing. He’s
She remembers a couple of apprentices from a few interviewed everyone himself, but trust his staff
years ago, Fate Stonesworn and Neville Nyctereutes. explicitly. Still, if they haven’t spoken with Udo or
They were ambitious, smart, and did not last long under Castiel, maybe they’d be more forthcoming with peers.
the discliplined dwarven workday. She wouldn’t be
surprised if they were involved.
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Chaos in the Armory By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
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as an arcane focus.
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If asked, Andril will claim to have a small arcane
talent, but never to have used it outside the occasional
cantrip. A successful DC 12 Wisdom (Insight) check
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will detect this lie. With a DC 10 Charisma (Persuasion)
or DC 12 Charisma (Intimidation) check he’ll admit to
some dabbling in the ancient alchemical studies of his
forebears. It will take a success of 16 or greater for him
to admit that his process is actually magical.
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that the protective runes have burned off the silver-
edged lining, as if they’d been subject to dispel magic.
Whoever did this was also talented in the arcane, and
well-prepared.
MAP 2: ANDRIL’S ARMORY UPPER FLOOR
air, as if held by invisible warriors (flying sword). A
pair of flying battleaxes attack the characters as they
enter (treat as flying swords as well, for a total of 4 in
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the room). Pernell is desperately fighting them off with
Developments a mace and chair (held like a shield) and Andril will
rush to his aid.
While the characters are putting the last pieces
together, either during the conversation with Andril if
This room’s ceiling opens to the second story, where
they moved through the adventure in order, or during
overstock products are kept stacked to the rafters. An
a conversation with Udo or Castiel if not, read or
agile character can scramble up the stacked boxes and
paraphrase the following:
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Adril will burst through the door with typical dwarven The sorcerous thief is using the sword as a distraction
efficiency. Inside, a pair of swords are suspended in the so they can slip away. A successful DC 10 Wisdom
(Perception) check, taken at disadvantage unless the
character has darkvision, will also spot the figure. If
Magic? So What? spotted, they’ll dash into the upstairs gloom.
Andril has no real reason to be embarrassed about his
6. Quarters
arcane talents. Plenty of dwarves craft with layers of
magical fortifications. Unfortunately, he’s spent more than
a century staking his claim on the scientific prowess of his
creation. His dark steel alloy is the envy far and wide of There’s nothing of note in these spartan bunks,
people of science who hope to better understand the natural, however, if you need an extra scene Parnell may lead
nonmagical process of armorsmithing. Learning that it’s “just
another enchantment,” dwarven or otherwise, would ruin his
them to settle in here before going back out to the stock
reputation as an honest businessman. room and falling pray to the attack in the description
above.
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Chaos in the Armory By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
7. Overstock
Characters may reach the overstock room either by
climbing the stairwells in area 3 or scrambling up the
Sorcerous Thief
Medium humaniod (human), chaotic neutral
stockroom boxes in area 5. Either way, when pursued to
Armor Class: 13
this level, the mysterious figure in the rafters or lurking
Hit Points: 55 (10d8 + 10)
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in the shadows will make a hasty exit out the northmost Speed: 30 ft.
window (8).
STR DEX CON INT WIS CHA
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Skills Deception +5, Stealth +5
Unless captured sooner, the figure makes a dash for
Senses passive Perception 10
a makeshift walkway crossing from the second story Languages Common, Elven
window to the neighboring roof. Challenge 2 (700 XP)
In the daylight, the characters will notice this slight Animate (1/day). As an action, the thief may animate 4 objects
figure moves with unnatural grace. to come to it’s aid. These objects remains animated until
dispelled, destroyed, or the thief uses this ability again.
The fleeing figure will do their best to evade the party, Arcane Recovery. During a short rest the sorcerous thief can
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but confrontation is inevitable. The sorcerous thief is
a former student of Udo, but not one of the ones she
listed. This student is far older, preserved by arcane
knowledge and a stubborn will to learn.
recover one spell slot of any level.
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Raeger & Graeger’s By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
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exponential trouble. And there’s just too many bards at
the poor Broken Drum for barkeeps Raeger and Graeger
to handle. Help them keep the peace, just for a night,
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and you’ll be well paid for your trouble.
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Synopsis 1
This can take place in the same setting as Murder at the
Scriptorium and Chaos at the Armory, either before or
after those events. If the characters have an established
reputation with the town watch, they could be sent by 3
the watch captain as a personal favor instead.
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Like both Murder at the Scriptorium and Chaos at the
Armory, this makes a great starting adventure. After all,
so many good stories start one night at the inn.
MAP 1:THE BROKEN DRUM DOWNSTAIRS
room. It’s currently packed to standing room only. Even
though it’s only early evening, the wood stage has a trio
of halflings playing a merry stringed tune to a crowd of
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Getting Started clapping, yapping patrons.
You spot Raeger (or maybe that’s Greager?) working the
The Broken Drum is in a decent part of town, right bar.
off a pleasant palazzio and near fine eateries and
performance halls. It’s known to be the place for up and He waves the characters over frantically and hands
coming singers, so when the annual Baron’s Ball comes everyone an armload of beers, gesturing broadly to
around it books up for the year. different directions of the room. Each character must
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of the year. If they don’t take the beers, or if one of them fails the
dexterity check, he’ll stomp off to find Azura, then
spend the rest of the evening shooting the characters
1. Entryway dirty looks across the room.
The Broken Drum’s courtyard features a dozen or so old
drum shells, now happily sprouting seasonal herbs and
vegetables. The big double-doors are thrown open to the
Azura Karninov
cool fall air and the sound of music drifts from inside. Azura Karninov is a simple tavern keeper. Something
The welcome desk just has a small welcome note in a half she’ll tell you at every opportunity while trying to keep
dozen languages. her softly pointed ears hidden under her long raven
hair and her well honed knife safely at her back. She’s
a half-elf, no stranger to magic or adventurers, and not
2. Common Area interested in talking about her past. Her bronze skin
The spacious common area features a long table for seems to catch and keep a little more light than the
10 and a dozen four-tops scattered around the well-let tavern’s windows and candles cast.
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Raeger & Graeger’s By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
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that the Baron’s Ball is coming and everyone here wants
to audition to play at it. The ball is a city-wide affair, If no one succeeds, he’ll provide one of them a steaming
so the festivities range from the formal ball itself to the hot sample. Roll a DC 15 Constitution saving throw or
street parades and the harvest festival outside of town. take 3 (1d6) poison damage and become Poisoned for
Everyone’s got a part, if they want to play it. 24 hours. Poisoned characters repeat the Constitution
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saving throw every 4 hours, taking an additional 3
Characters willing to help her for the night will earn 25 (1d6) poison damage until successful or until the poison
gold each, plus tips. This can be negotiated to 50 with a is treated.
DC 14 Charisma (Persuasion) check.
If Gregor is made aware of the poison, he’ll swear
about the bards and throw the whole pot out the open
Getting To Work window, then send characters down the street to get the
proper flowers (blue-fringed dianthus) from the florist.
These areas may be played in any order, and by any
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combination of characters. Large parties will be split
up by Azura to different tasks (strong people to the
kitchen, friendly ones to the tavern, everyone else to
the bar), but small groups may do each in turn.
3A. The Florist
While picking up the dianthus (blue fringed, not violet)
the characters may notice that despite the hour there’s
a number of performers loitering around the fountain
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3. Kitchen square. The town watch is doing their best to appear
casual while keeping a close eye.
As you enter the kitchen, Graeger (or is that Raegar?)
waves without turning from the large cookfire. The wall- A thief (spy) at the nearby money changer may be
sized stone cooktop features cast iron stoves left and spotted swiping a few coins with a successful DC 14
right of the open fire, a hanging stewpot that bubbles Wisdom (perception) check. The quick-footed gnome
over with broth, and a prep area filled with fresh fish will vanish into the crowd if the characters’ don’t act
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from the market. fast. If stopped, the money lender will reward you an
additional 20 gp each.
“Hold this” he says, handing you a large iron rod. As
soon as you have a grip, he pivots the huge iron stewpot MAP 2: THE FLORIST
from the swinging bracket over the fire onto the rod.
Gramma’s Recipe 3A
If characters want to help, they may make a signature dish
with a DC 14 Intelligence (History) or Wisdom (Survival)
check, or a DC 10 Wisdom check with cooking utensils. The
kitchen’s well stocked with pickled meats, sausages, and
plenty of herbs and spices.
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Raeger & Graeger’s By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
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Mushrooms in your mind, instead of whatever it was
they introduced themselves as while you were trying to
remember the other 5 tasks.
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works. A DC 10 Wisdom (Perception) check will spot
her slip a note to the drink of a golden-haired man in
studded leathers, who then slips out the door.
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(Intimidation or Persuasion) check.
pair of curved short swords. 5 - 10 You finish your song to a scattering of polite,
but disinterested claps. Raeger hops on the bar
If the characters confront Azura about passing the and spins his hand in a “keep going” sign of
note, she’ll be only mildly shocked at it’s contents. The encouragement.
note was left by a regular, she’ll see if she can spot him
again. Sometimes these nobles, they have interests in 10-20 You hear surprised murmors from the crowd
preserving their favorites, regardless of who gets hurt and are greeted with a round of applause.
in the process. Keep playing!
> 20 People are on their feet. Tables are shoved
back for dancing. Someone’s found a
5. Solo Act tambourine or other appropriate accopanying
If characters would like to try their hand at earning instrument. When the performance is over the
the baron’s favor, they can take their turn at stage. whole room erupts in cheers.
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Raeger & Graeger’s By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
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cloaks also adorn the racks. One appears to shift and
change colors in the light, and another delivers a small Luna Stonesworn, dwarven chantress. That’s chantress, as in,
one who chants. Very renowned in dwarven lands. She speaks
static jolt (1 electric damage) when you touch it. loudly and slowly, as if worried you can’t understand what
she’s saying. She’s enthusiastic about the assembly of music
The room locks are all easy to pick with a DC 5 and will gladly discuss any matters related to song-smithing.
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Dexterity check using thieves tools.
Willam and Coco. This human and his dog appear to have
just walked in from the nearby farms. The dog mostly sits and
Characters poking around the rooms find a number of listens while William plays a flat-bellied 12-string lute.
musical instruments, 8d6 gold, and many, many scraps
of paper with jotted songs like “Midnight Kobold” and Ella Wheaten, Skald. Ella’s cold white skin and cold gray eyes
“My Old Lich Heart.” They also run a chance to find are quickly warmed by her sweet voice. She excitedly tells
trouble. tales of long away adventures, accompanying them with hand
drum, tabor, and wrist-bells. She seems completely untouched
by the autumn chill, and enjoys a good laugh at the local
As they’re exploring, roll 1d6. On a 1, they run into styles.
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a mechanical dragon (pseudodragon, without the
Limited Telepathy ability) set to guard someone’s
belongings. On a 2, they run into a room occupied by a
pair (or more) of bards who are quite upset at having
their privacy disturbed.
Zexez, goblin percussionist. One arm wrapped in a hand-
drawn dragon tattoo. Absolutely wicked sense of timing.
Speaks very excitedly between greasy bites of fish.
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Concluding the Adventure
There’s plenty more mischief to get into at a crowded
tavern. A particularly terrible performance or series of
missteps could cause a raucus bar fight.
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The Warehouse Job By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th ed. Recommended for 4-6 level 3 characters.
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them in the act and confiscate the goods before they’re
spread across the city!
Synopsis
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The characters’ employer should be a trusted source:
a friend in the watch, a wealthy patron, or a former
adventurer they’ve come to for help in the past. Using
cutting edge investigative techniques, they’ve cornered
the banker and local crime boss in the deal. Unknown
to the characters, their employer has also decided to
clean up the loose end of this band of adventurers and
remove the evidence in the crossfire. The party and
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their targets will have to fend off assassins and thugs in
a maze of warehouse storage!
Gaining Access
The massive warehouse sprawls across three city blocks
Forced Entry
near the docks. A pair of scouts keep to the shadows If the characters forced open the steel door, or are
around the wide double doors (area 1 on map 1) and detected by the downstairs thugs by any other means,
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more pairs wander nearby alleys looking for anyone they’ll shout to alert the others, then take cover behind
suspicious, but a row of windows on the second story the nearby crates to fire on the party with crossbows
look like a promising entryway. as long as possible. They will continue shouting until
the other scouts join the fight. A pair of scouts will
There’s a number of ways characters could gain emerge from nearby alleyways on the second round,
access to the warehouse. Charming, deceiving, or and another pair on the fourth. Inside, the six thugs
overpowering the guards directly is an option. Bold will rush to extract the boss and banker from the
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characters may consider a leap from the neighboring warehouse via whichever entrance the players did not
building’s roof with a DC 15 Dexterity (Acrobatics) enter through.
check, but failure will result in 1d6 points of falling
damage and alert the scouts. Pick up successful entry, Four apparent thugs (spy) emerging from the alleyway
either through coercion or stealth, in the Undetected will not engage with the characters, but instead pursue
Entry section. the boss and banker. These are actually hired spies,
intent on completing their mission to eliminate the
Characters who search the area and avoid the scouts boss and banker before they escape. Players may notice
will find a steel door hidden on the reverse of the something amiss with a successful DC 10 Wisdom
building (area 2 on map 1). Spotting the door in the (Perception) or DC 10 Intelligence (Investigation) check.
dark requires a successful DC 12 Wisdom (Perception)
or DC 14 Intelligence (Investigation) check. It is
blocked by a pile of boxes and crates which will have Undetected Entry
to be cleared to access the lock. Moving the junk will If the characters successfully gain access without
take several nail-biting seconds (1d8 rounds, -1 round drawing attention, they’ll be able to hear the sounds
for each character helping clear the way). The door
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The Warehouse Job By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
of gambling coming from the northwest corner. The boss sees as a potential future threat.
ground floor is filled with maze-like stacks of materials,
some as high as 12 feet, and a wooden walkway circles Initially, the spies pose as additional guards rushing
the open the second story, assessible by moveable in from the alley. When the fight breaks out, they’ll
wooden ladders. If they entered through the window, call the boss to them for protection. If the players have
the hubbub will be faint and they’ll remain undetected maintained an upper hand the entire fight, they’ll
so long as they’re on that floor. If they’ve slipped instead enter from an opposite entrance and avoid them
through the ground floor doors, they may make DC 10 at all costs.
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Dexterity (Stealth) checks to not draw the immediate
attention of the gambling gangsters.
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are in the back office (area 2) behind the loud room If the boss survives, they may help the characters see
of 6 gambling thugs (area 1). If the thugs (two of their employer in a new light. If not, the characters at
the banker’s hired hands, the rest the boss’s) become least have a new reason to question their employer’s
aware of the characters, they’ll shout an alarm then tactics. The power vacuum left by removing the boss
engage immediately. Characters entering the room will may drive any surviving guards or allies to start
be forced into the open, using the table and walls for new avenues of distribution. The fences distributing
cover. Characters caught in the main warehouse area contraband will likewise be at risk and looking for new
will be fired upon by crossbows as long as possible, sources, opening up new avenues of investigation for
while using the door and nearby crates as cover. the characters to pursue.
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Upon hearing the alarm, the boss will wait a round,
poke out to see how the fight is going, then either join
or flee based on the character’s status. The banker will
stick close to the boss at all costs, but avoid all combat.
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Warehouse Enemies
The Double-Cross This adventure can easily be adjusted by adding more enemies
to either side. For a higher level party, change the bandit
Two spies from the employer have also been sent to captain to a veteran and the one of the spies to an assassin.
eliminate the boss and capture the banker. Their goal
is to clean up any evidence of the entire endeavor, The boss’s forces: 2 scouts outside, the crime boss (bandit
captain), banker (noble), and 6 thugs (patroling outside)
and shut down the smuggling ring quickly and
efficiently, sending the message to any other would-
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2
1
Sa
14
Blinkbracket’s Blunder By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th ed. Recommended for 4-6 level 3 characters.
Getting Started
4
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Blinkbracket Nimbledigit Digplenty, Gnomish alchemist,
hasn’t shown up for work for days. He teaches medicine
at the local priests’ academy; a position of some
prestige, and his alchemical skills are second-to-none.
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It’s probably nothing, but given the magical nature of
the missing person, the constabulary would rather pay
adventurers than risk the guard getting involved. They
can provide the address both of his place of work and
home.
1 5
3
Scaling the Adventure
Since the main encounter is at the closing, you can swap
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out the ghost for a specter for levels 1-2. To scale up
for levels 4-6, add will-o’-wisps, oozes, or additional
specters as other spirits released by the ritual.
MAP 1: BLINKBRACKET’S GROUND FLOOR
“He’d been working on reagents lately. Trying to bottle
alternatives for people who aren’t always followed by
the divine presence. Claimed all magic could be bottled,
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The Academy eventually. Personally, I think some things shouldn’t be
stored in a jar.”
Blinkbracket’s employer is attached to the local
None of Blinkbrackets’ students know anything
religious sector, and most of the staff are Acolytes
about the disappearance. A few have run errands for
or Commoners. The headmistress, an elven cleric,
him around town, delivering potions and the like.
will describe Blickbracket as “a bit of an anamoly.
Apparently the little gnome had quite the side-hustle.
Colleagues will have less friendly terms:
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15
Blinkbracket’s Blunder By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
Inside, Blinkbracket’s gnome-sized furnishings are The shelf on the wall holds more than a decade in
darkwood antiques and warm colors. They make a careful, annually annotated fiscal records. Characters
stark contrast against the gray stone walls, floors, and searching the crates may find numerous examples
heavy steel door in the middle of the room. Small- of common potions labeled and ready for shipping.
sized characters would find the space cavernous, and Additionally, the unlabeled reagents may grant one of
Blinkbracket’s made use of that space to combine his the effects in the random potions table.
comforts and curios with enough room for an entire
out-of-home business.
4. Bedroom
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2. Living Room Blinkbracket’s bedroom has a warm hearth, on which
a mortar and pestle rest alongside several gnomish
The furniture here is comfortable and the alchemical gadgets. His desk here contains some simple notes
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lantern throws bright light across the area. In addition about groceries and other items, along with a diary that
to the leather-bound volumes on the shelves (histories logs each day’s events in whimsical tales. The last entry
and fiction), brass and stone knick-knacks give the area is five days old, and just says “time to go.”
a comfortable, welcoming appearance.
Alongside the shelf are a number of other journals,
The steel door upstairs (area 5) dominates the center dating back the last 15 or so years. Characters
of the room, with shipping containers and packaging examining the journals with a DC 10 Intelligence check
overflowing from behind it. may notice a series of notes counting each day down
from 60, then again the 60 before that, and so on for
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Blinkbracket makes quite the business out of dealing in
alchemical reagents, potions, and supplies. This area is
littered with shipping containers in all stages of prep,
The bed is large and comfortable and a locked chest
in the east corner contains his clothing and mundane
belongings. It can be opened with a DC 10 Dexterity
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along with notes of both orders and payments. His check using thieves’ tools, but doing so will awaken the
work has gone far and wide, to individuals, schools, and rug of smothering guarding it.
clergy of all stripes.
FIGURE 1: RANDOM POTIONS
d20 Color Smell Effect
1 pink blood removes any poison, but causes 1d4 poison damage
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2 metallic gray lavender +2 to Dexterity checks until next rest, causes rashes for days
3 pale green white wine Intelligence checks taken at a disadvantage for 1d20 minutes
4 translucent white pepper +2 to Strength checks for 1d4 rounds, -4 dexterity
5 glowing yellow sage and incense resistance to necrotic damage for 2d4 rounds
6 chocolate brown lilacs and restores one first level spell slot, but any spell-based attacks
gooseberries made at a disadvantage until next long rest
Sa
16
Blinkbracket’s Blunder By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
5. Secure Door
The door upstairs is made of sturdy iron, reinforced
at the hinges and handle. Picking the locked stairwell
door requires a DC 14 Dexterity check while using
thieves tools. Forcing it open requires a DC 18 Strength
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(Athletics) check.
6. The Laboratory
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The smells reach you as soon as the door opens. Incense,
rot, and burning chemicals. A faint yellow haze drifts 6
around the open rafters. Vats, bowls, and tubs (some
stone, some iron, some ceramic) are on every available
surface. Most remarkable, though, is the amalgam of
flesh and bone bolted to the central table. It is in the
shape of a man, but much larger. The golem’s broad
shoulders are muscled like those of a bull and its head,
hands, and feet seem small in comparison to the great
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bulk. It lies face-down on the table, seemingly limp, but
still cuffed hand and foot with irons. When you come in
it starts to struggle, emitting low panicked sounds.
Blinkbracket made a terrible mistake during his ritual MAP 2: BLINKBRACKET’S UPSTAIRS
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and instead of infusing the creature with elemental life
force, he trapped his own. Worse, the necromantic tome 12 Target takes 2d6 necrotic damage
he was using burned up and manifested the guardian of 13 Emits a bright flash of light (disadvantage on all
the ancient book. The ghost released by the tome will attacks that round unless target has blindfight)
begin by attempting to scare the characters away with
it’s fright ability. It has the appearance of a horrible, 14 Heal target 1d6 damage
ancient wizard. 15 Acid splash in 10’ area, 4d8 damage, DC 15
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17
By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th ed. Recommended for 4-6 level 4 characters.
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next?
Objectives
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Confront or infiltrate the Mornbrew hideout and
discover what the brothers are brewing up with their
mysterious new ally.
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(+6 to attack), dealing 19 (3d6+9) piercing. Additional
defenders may use the bolt holes (3/4 cover) and spare
crates (1/2 cover) to protect themselves while firing
crossbow bolts at the characters.
MAP 1: HIDEOUT EXTERIOR
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Celene will offer cover fire from fire bolt and poison
spray before resorting to more destructive spells if the Hedge Sorcerer
Medium humaniod (human), chaotic neutral
characters get past the ballista. Neither Celene nor the
brothers will pursue any attackers, choosing instead to
Armor Class: 12
bide their time and take shifts watching all directions. Hit Points: 39 (6d8+12)
Speed: 30 ft.
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system of caverns.
Spellcasting. The sorcerer is a 6th level spellcaster. Its
18
By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
All but a few barrels have been emptied and thrown
outside, granting half-cover to any of the gang hiding
1
from characters’ approach.
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The gang maintains a tight watch out the ballista-box
windows, but other members are often reclining in the MAP 2: HIDEOUT CAVE
rough cots or gambling. Celene spends much of her time
studing maps and notes across the central table.
8. The Goods
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Alongside the trap door is a locked chest. A character Celene has been stealing from local merchants to stash
who studies the chest carefully before trying to open away the spellcasting components. The brothers, if
it spots the trap with a successful DC 14 Intelligence questioned, knew nothing about her purpose, only that
(Investigation) check. Disarming the trap requires a DC the bounty was for “something big.”
12 Dexterity check with thieves’ tools. Simply opening
the chest’s lock is a DC 10 Dexterity check with thieves’
tools. Wrapping up the Adventure
Celene’s true motives may be linked to the Vault of
If triggered, the trap shoots a poisoned needle from the
the Dark Archivist or other future adventures. She’s
keyhole. The creature attempting to disarm the chest
not evil, so her motives may link to taking down the
must make a DC 14 Dexterity saving throw or take 9
Dark Sorcerer, or winning him over. The Mornbrews
(2d8) poison damage. The chest is empty other than a
or Non may make future allies as well, should an
few copper coins (7 cp). Celene uses this as bait, to keep
understanding be reached.
an eye on the trustworthiness of her companions.
19
The Acrid Pit By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th edition. Recommended for 4-6 level 3 characters.
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Getting Started
Characters can enter this encounter through a number
of avenues. They could be 1
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• Hired by the local town to find out what’s tainted
their well water.
2
• Passing through and feel the earth shake deep in the
night.
• Recruited by the owning company to investigate
reports of magical tampering with the gem mine’s
natural formations (conjured or artificial gems are
useless for spellcasting and bad for business).
Rumors
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middle of a circle of logs. A couple of bored looking 1 “The work’s dried up since the new alchemist arrived.
mules are tied to a post on the northmost corner. A DC The company can’t argue with his methods, but we’re
10 Wisdom (Animal Handling) check discerns the mules just here to move rocks and lately not much of that.
are well cared for, but haven’t been working lately. Whatever’s going on down there, we’re not getting paid
for it much longer.”
2 “The spring running through the mines throws up some
1. Mess Hall kind of toxic dust. It’ll kill anyone crazy enough to go
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20
The Acrid Pit By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
disturbing the alchemist. His work is delicate and
dangerous! This is all Xavien knows about the
alchemist’s work. She deals in results, and in breaking 4 4
up fights, not in the specifics of scientific processes.
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3. The Alchemist’s Cabin
The alchemist’s cabin is bolted shut. A sharp alkaline 5
smell surrounds it, and a DC 14 Intelligence (History)
or DC 12 Intelligence check with alchemist’s tools
will recognize the smell of metallurgy and smelting
processes. If the players continue to bang on the door,
an irritated voice will shout “go away!”
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The alchemist is a gnome and won’t provide his name
(“Alchemist is fine, or Doctor if you prefer”). He shouts
any conversation through the door unless the players
force it or confront him when he leaves at night (see
1
3
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below). The door can be shoved open with a DC 12
Strength (Athletics) check.
runes and symbols of binding, not alchemy. The pit is coated in the same slime as the ladders, a
thin yellow mold that makes the stone floor slick. It’s
The alchemist does his real work at night, using thickest around the running water, where it gives off
his stone of elemental control to summon an earth noxious fumes. Anyone in the pit must make a DC 10
elemental to do the hard work. If the players observe Constitution saving throw every 10 minutes to keep
him from a distance, they’ll notice the elemental from suffering a Nauseated status by the effects of the
moving around below overnight. The alchemist has fumes. Within 30 feet of the underground stream this
Sa
not noticed the gradual corruption taking hold of the increases to a DC 15. The corrupted earthdelver (see
elemental. Each night he makes an increasingly difficult below) is immune to this vapor.
concentration attempt to maintain control of the
creature, and disrupting him may well make this the Any character who succeeds at a DC 14 Intelligence
night it fails. (Nature) check will identify the water as runoff from an
underground hot spring. The acidic water contains high
4. Dangerous Descent mineral content and has formed huge quartz deposits,
while also transporting rubies, sapphires, and diamonds
The ladders leading down to the pit mine are slick with from deep below the surface. It is hot, but not quite
a moldy yellow ichor. Characters descending into the pit scalding, to the touch. Characters spending more than 1
by any of the ladders must succeed at a DC 10 Dexterity minute in the water take (3) 1d6 fire damage from the
(Acrobatics) check to avoid falling 40 feet to the ground heat.
below and take 14 (4d6) falling damage.
The alchemist, upon discovering this spring, has used
elementals to sift through the basin. He has trenched
21
The Acrid Pit By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
pit however possible. It will fight them, drown them,
STR DEX CON INT WIS CHA
or use it’s acid breath from around dark corners. If the
characters injure it too greatly it will immerse itself in 20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)
the hot spring, where it regenerates 7 (2d6) hit points Vulnerabilities thunder
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per round it is completely submerged. Damage Resistance bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison, acid, fire
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can persuade the alchemist to devise a purification
system. Or if they’re just passing through, maybe they’ll
go on their way once the out of control elemental
is subdued. More curious adventurers (or dungeon
masters interested in a longer story) may discover
it with a melee attack while within 5 feet of it takes takes 7
(2d6) acid damage. Any nonmagical weapon made of metal
or wood that hits the elemental is coated in a corrosive ooze.
After dealing damage, the weapon takes a permanent and
cumulative -1 penalty to damage rolls. If its penalty drops to
-5, the weapon is destroyed. Nonmagical ammunition made
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of metal or wood that hits the ooze is destroyed after dealing
the origins of the corruption with The Steam Hive damage. The ooze can eat through 2-inch-thick, nonmagical
adventure. wood or metal in 1 round.
Earth Glide. The elemental can burrow through nonmagical,
unworked earth and stone. While doing so, the elemental
doesn’t disturb the material it moves through.
Fire Aborption. Whenever the elemental is subjected to fire
damage, it take no damage and instead regains a number of hit
points equal to the fire damage dealt.
m
Attacks
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) acid
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damage.
Acid Spray (Recharge 5–6). The elemental sprays yellow bile
in a 30-foot line that is 5 feet wide. Each creature in that line
must make a DC 14 Dexterity saving throw. On a failure, the
creature takes 14 (4d6) acid damage.
22
The Steam Hive By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th edition. Recommended for 4-6 level 4 characters.
e
hive of creatures.
1
3
Synopsis
2
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The hot spring running through the pit is tainted by
an old god, powered by the primordial ooze far older
than the modern pantheon. The work of the earthdelver
brought this corruption into the aquifer, but it wasn’t
until recently that it began seeping into the creatures
themselves. Jellies and oozes are bubbling up while
mephits summoned by a much larger creature dwelling
in the aquifer below attack both the creatures and the
humans they believe to be responsible. 4 1
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Piecing this together may take some investigation from
the characters around both the dangerous hot spring
and the surrounding mines. Sprinkling in sightings of
combat or mephits working to reroute the water during MAP 1: THE WORK CAMP AND PIT
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the tunnels section is a great way to drop a hint along
the way.
1. Dangerous Descent
The ladders descending into the pit mine are slick with
Getting Started a moldy yellow ichor. Characters descending into the pit
by any of the ladders must succeed at a DC 10 Dexterity
If you’re running this with The Acrid Pit, the (Acrobatics) check to avoid falling 40 feet to the ground
m
earthquakes may begin during the fight with the below, taking 14 (4d6) falling damage.
corrupted earthdelver or during a confrontation with
the alchemist.
2. Hot Spring
Otherwise, characters may happen on the area as the
The spring gives off noxious fumes and boils with
hive opens up under their feet with a hiss of steam,
intense heat. Anyone in the pit must make a DC 10
follow tremors heard throughout the night, or be
Constitution saving throw every 10 minutes to keep
recruited by a nearby village to uncover what’s tainted
Sa
The Work Camp creature falling in the water takes 7 (2d6) fire damage
from the steaming water for each round a creature
The small circle of buildings on the southwest corner of remains in it.
the pit is secured for the night when the tremors start.
See The Acrid Pit for more about the residents of the Characters examining the hot spring closely may
work camp. notice small wisps of dark liquid, or displacement and
movement at unnatural angles. An Intelligence (Arcana
The entire group of miners has holed up inside the mess or Nature) check can identify these as an unnatural
hall, hunkered under tables or drinking to the end of presence, described in The Synopsis.
the world. If not dealt with at the conclusion of the last
adventure, the alchemist is among them. The size and flow rate of the hot spring are too great
for a single purify food and water spell to cleanse the
intrusion. However, a few casters working in tandem
23
The Steam Hive By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
might cover an area for a time. Dispel magic has no dealing 22 (4d10) thunder damage each.
effect (as the corruption is already present, not an
ongoing effect). Hallow and forbiddance spells will
prevent the taint from entering the area. The Tunnels
The tunnels appear dug, rather than engineered, and
3. Walkway are formed from rough hewn circles approximately 8
feet in diameter. No light sources are available past the
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This walkway is slick with mold and splintered from
the recent seismic activity. A single medium-sized open pit. Characters who push deeper into the mine
humanoid of average weight can cross the slick surface have a chance of encountering a number of recently-
with a DC 10 Dexterity (Acrobatics) check, but if two released foes. For every minute passed, roll 1d20 and
or more players try to cross at the same time it will consult the following chart:
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splinter with a deafening crack, requiring a DC 14
Dexterity saving throw to keep from falling into the 1 A gelatinous cube
scalding spring below. Characters who fail this saving 2 A gray ooze
throw can make a DC 12 Dexterity saving throw to catch
themselves on the edge before falling into the water. 3 A steam elemental (use air elemental)
See area 2 for more information on falling in the water. 4 1d4 steam mephits
5 Steaming vent - a blast of pressurized steam
4. Boardwalk shoots out from a crack in the floor. Characters
in a 5 foot radius must make a DC 14 Dexterity
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This quickly-placed board can be crossed with a DC
14 Dexterity (Acrobatics) check. See area 2 for more
information on falling in the water.
Rising Pressure
saving throw or take 7 (2d6) fire damage from
the scalding, pressurized steam. Additionally,
everyone in the area must make a DC 10
Constitution saving throw to keep from being
blinded by the toxic fumes for 1 minute.
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6 Earthquake - characters in a 10 foot radius
make a DC 10 Dexterity (Acrobatics) check or
A character may make a successful DC 14 Intelligence
fall prone. Additionally, characters must make
(Investigation) or Wisdom (Perception) check to notice
a DC 12 Dexterity saving throw or take 7 (2d6)
the thickening haze. The sound of cracking stone echos
bludgeoning damage from falling rubble, or
somewhere down the dark caverns. Steam vents hiss
half damage with a successful save. Prone
and echo in the depths. Wheezing laughter echoes from
characters have disadvantage on the save.
m
Climbing the walls is doable, but difficult. A DC 10 a cave-in must make a DC 14 Dexterity saving
Wisdom (Perception or Survival) or Int (Nature) will throw or take 14 (4d6) points of crushing
discern that the climb will require a DC 18 Dexterity damage and fall prone under the rubble. A
(Acrobatics) or Strength (Athletics), at disadvantage for successful saving throw halves the damage and
characters wearing heavy armor or carrying a heavy allows regular movement (though the debris
load. Characters without armor or who leave their makes this difficult terrain). Characters who
packs have advantage on the check. made their save can clear the rock and debris
up to 4 times their heavy load. A five-foot
Characters may return to the surface for help after the square contains approximately 2000 lbs of
initial surprise attack. The mining crew doesn’t have rubble. Characters who are trapped by the fall
nearly the explosives necessary to collapse the entire may make a DC 18 Strength (Athletics) check
mine, and the alchemist could only create things that to free themselves.
would react at a small scale. If they can find the source 8-20 Safe passage
of the infestation further in the tunnels, the crew will
provide them with 1d4+4 dynamite tubes capable of
24
The Steam Hive By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
5. Mephit Lair
All paths eventually lead to the
mephit lair, a gaping hole into a
much deeper cavern. The hole is
lined with the same yellow mold
as around the stream, and a warm
humid air can be felt at its lip.
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Every round the players are in this
room, there’s a 25% chance more
steam mephits emerge from their
2
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lair. Roll 1d4 and summon 1d4 steam
mephits from inside the opening on
a result of 1.
same amount of damage, dropping If the players collapse the hole the steam mephits will have to spend a
the entire room and everyone within significant amount of time finding a new way through the old aquifer
it hundreds of feet to the aquifer channels. In the meantime, the company will close the mine and send more
below. While this fall is certainly manpower to collapse it completely.
fatal, a DC 14 Dexterity saving
throw may grab a crumbling ledge If the players fail to seal the mephit lair, the little creatures will eventually
or outcropping. overrun the mining camp, destroy all signs of people’s presence, and close
Sa
off the open pit to the best of their ability. Villagers will certainly have
A characters falling into the future run-ins with the steam mephits, but only if they venture too close to
aquifer take 20d6 falling damage the lair.
on impact and 3d10 acid damage
when submerged in the water, and Rerouting, blocking, or diverting the hot spring’s southern flow will keep it
an additional 3d10 damage for each from draining to the aquifer below. The mephits may work to this goal once
round they stay submerged in the the characters are no longer seen as an immediate threat. Characters doing
acidic, steaming waters. so (or attempting to clease the water through magical means) will save the
town’s water supply temporarily, but will have to seek the upstream source
of the corruption.
25
Higwalde’s Tomb By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th edition. Recommended for 4-6 level 5 characters.
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2 3
Objectives
Clear out the tomb so excavation can continue.
4
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Entering the Area 5
The frightened workers will tell you nobody’s been
there for months, since the initial discovery of the
tomb. Asking around the town will reveal that the few
brave souls who attempted to investigate further never MAP 1: MINE ENTRANCE
returned.
1. Entrance e
The excavation site shows all the signs of a fast exit.
Scattered tools rest where they were dropped, a number
3. Chasm Leap
A rock outcropping forms a narrow crossing for brave
adventurers. Leaping the chasm is a DC 10 Strength
(Athletics) check. Characters who fail may make a DC 12
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of parchment rubbings and charcoal pens remain in Dexterity saving throw to catch themselves on the far
place. Water drips from the limestone ceiling into over- ledge.
flowing buckets, originally placed to keep the carefully
roped off sites from flooding.
4. Ettercap Lair
Characters who succeed at a DC 15 Intelligence A family of 3 ettercaps have taken up residence at the
(History) check may glean from the notes that the runic end of the hall. Observant characters will notice the
m
script is an ancient warning against intrusion from an fine webs with a successful DC 13 Wisdom (Perception)
old kingdom not known to this area. check. Characters entering this area will be ambushed
by a web attack at a choke point in the corridor. The
2. Dangerous Crossing ettercaps defend their lair, but will use spider climb to
escape and if gravely injured.
The wooden bridge placed by the excavation team
looks to have succumbed to the damp, moist air. Inside the lair is the corpse of one of the excavators.
Sa
Characters will find it slick with mold and creaking Nearby are a hooded lantern, notebook with a rough
threateningly. A single medium-sized humanoid of map and some hand-written notes about the area,
average weight can cross the slick surface with a DC and 1d10 silver coins. Studying the map will warn
10 Dexterity (Acrobatics) check, but if two or more characters of the ooze in area 5 as well as “poison gas”
players try to cross at the same time it will splinter eminating from the hallway (described in area 7).
with a deafening crack, requiring a DC 15 Dexterity
saving throw to leap back from or risk plummeting
down the chasm. Characters who fail this saving throw 5. Ambush
may take an additional DC 12 Dexterity saving throw to Two black puddings seep into the narrow cracks east
catch themselves on the ledge as the bridge plummets and west of the corridor, lashing out at anything that
to the depths. Characters who fail both will take 20d6 crosses. The narrow opening grant them half cover
bludgeoning damage from falling. against any slashing or bludgeoning attacks.
26
Higwalde’s Tomb By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
7
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8
9
10
The Tomb
e 8. Guardian’s Tomb
pl
The air gets unnaturally cold as the characters continue Inside, 2 ghouls and 2 ghasts are hiding behind the
down the passage. marble columns to ambush anyone that enters the
area. A DC 12 Wisdom (perception) check will hear the
shuffling movements.
6. Tight Squeeze
The tomb is made of ancient marble, assembled without
This dark, cramped crawlspace is barely 3 feet tall. It any obvious entrance or exit. Characters examining
m
is filled with quivering cobwebs covered with spiders. the tombs with an Intelligence (Religion) check can
The crawlspace recedes off into the darkness. Halflings determine the following based on their result:
and dwarves can easily navigate this space at normal
speed; larger characters will have to squeeze through 10 The diety honored is not evil.
with a DC 10 Dexterity (Acrobatics) check. Characters 14 This area is dedicated to a neutral-aligned god of
in heavy armor have disadvantage on the check. warding and protection, flooded in the past.
Characters squeezing through the space also have a
18 It was sealed away intentionally, with undead
Sa
chance to anger the spiders living there. Roll a d6. guardians sworn to protect the place as an
On a 1, the character is bitten and must make a DC 10 honorific right.
Constitution saving throw or take 1d4 poison damage
and be poisoned for 1 hour. 22 The ghouls should not have been ghoulish,
they’ve been corrupted by an outside evil.
27
Higwalde’s Tomb By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
1-4 No trap triggered
• area 5: replace the black puddings with grey oozes
5 The tile wobbles and coughs up dust, requiring • area 8: replace the ghouls and ghasts in area 8 with
a DC 10 Dexterity saving throw to keep from skeletons
losing your balance • area 9: treat 7-10 as trap failures
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6 Guillotine Blade: DC 10 Intelligence • area 10: replace Higwalde’s wraith with a mummy
(Investigation) check to find, DC 10 Dexterity and 2 specters.
check with thieves’ tools to disable; +7 to hit
against one target, 2d10 slashing damage For a higher level challenge
7 Arrow Trap: DC 12 Intelligence (Investigation) • area 4: add 4 giant spiders who come from the
check to find, DC 12 (Dexterity) check with chasm
thieves’ tools to disable; +5 to hit against one • area 5: double the number of monsters
target, 1d10 piercing damage • area 8: replace with 4 vampire spawns
• area 9: roll for traps every 10 feet
8 Electrified Floortile: DC 14 Intelligence • area 10: replace Higwalde’s wraith with a vampire
e
(Investigation) check to find, DC 14 Dexterity
check with thieves’ tools to disable; affects
all targets within a 10 ft. square area, DC 16
Dexterity saving throw or take 2d10 lightning
damage
Concluding The Adventure
Higwalde’s crown and ring are magic items, described
pl
below. Players will also find valuable non-magical gems
9 Guillotine Blade: DC 16 Intelligence and jewelry piled into the tomb totalling around 800
(Investigation) check to find, DC 14 Dexterity gp. Each column in the tomb contains a wraithstone.
check with thieves’ tools to disable; +10 to hit
against one target, 4d10 slashing damage
10 Thunderstone Mine: DC 18 Intelligence
Higwalde’s Crown
(Investigation) check to find, DC 16 Dexterity Wondrous item, rare (requires attunement)
check with thieves’ tools to disable; affects all Higwalde’s crown contains the knowledge of the
m
targets within 20 ft., DC 16 Dexterity saving ancients. You may consult the ancient memories stored
throw or take 2d10 thunder damage and become within for advantage on any Intelligence (History) or
deafened for 1d4 rounds Intelligence (Arcana) checks up to three times per day.
foul water pools around the corners of the room and Higwalde’s ring bears the ancient seal of his line.
drips down the columns and fresco’d walls. The half- Once per day, you gain advantage on any Charisma
destroyed heroic scenes seem to struggle to hold back (Intimidate) check.
the collapsing press of stone and earth.
Wraithstones
Higwalde is a wraith, cursed in death and kept here
Wondrous item, uncommon
only by the will of the guardians in the front part of the
These black gems radiate necromantic energy. You
tomb. He will rise from his corpse as the character’s
may hurl a gem at any point you can see within 60
wet footfalls echo in the room. If the characters fight
feet. All creatures in a 30 foot radius must make a DC
Higwalde, 4 specters will emerge from the columns to
14 Wisdom saving throw or take 4d6 necrotic damage,
join the fight.
and half as much damage on a successful one. This
consumes the stone. Spellcasters may use these as
Characters examining the tomb may make a DC 16
an arcane focus to add 1d6 necrotic damage to any
Intelligence (History) check to decipher the runes
damage-dealing spell. When doing so, roll 1d6. The
carved around the raised dias. They tell the story of a
stone is consumed on a result of 2 or lower.
28
Three Daughters’ Falls By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th edition. Recommended for 4-6 level 5 characters.
The nearby village knew of the Falls of Valine long a complementary draught and access to the falls
before the mining company came into town. They themselves. Charismatic characters may negotiate this
warned the mining company to keep far from the down to half the cost with a successful DC 15 Charisma
cursed falls. When the picks and carts came rolling in (Persuasion or Intimidation) check. Merrick recruits
anyway, no local help was found willing to enter such a players with a sample of the draught or a sweet sales
cursed place. pitch before leading them up a winding path to the
e
mine entrance.
The miners found riches beyond their wildest dreams.
Even more miraculous, the waters themselves were Two thugs are stationed outside at all times “to protect
a magical treasure! The mining company swore to our investment.”
keep this secret while they worked, but old Jaeme got
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to drinking at the tavern and, well, one thing led to As soon as the group enters the cave, Merrick tells them
another. the Legend of the Three Daughters.
nightmares started.
Synopsis
e
levels, but they too come up to enjoy the benefits of the
magical draft. Everything was going great, until the
approaching, chose to find out what was really inside. One
morning when mother had gone to town, the youngest sister
crept into the cave to find out for herself what the gods might
look like.
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“When she didn’t come back, the second sister went to search
that afternoon. And when that sister didn’t come home, the
third sister went to search that night.
The Three Daughters’ Falls has long been home to a
night hag, who for years sated herself on the occasional “The wise mother came home to find all her daughters
curious teen from the village below. With the miners’ missing and knew what they had done. She rushed up to the
falls to find them. She tore through the offerings and kicked
greed she saw a new opportunity. After feasting on a the shrine into the deep pit in a fury, because all she saw in
few, she’s roped in the help of Merrick to draw fresh the caves were the streams of tears from her three children.
m
The Tour
volunteer guard. He was a soldier long before he was a
miner, and some skills never rust. In reality, this is the
oni Akuran, using his shapeshift ability to keep an eye
The easiest way into the mine is through the daily on both Merrick and the party.
tours. Each tour costs a mere 2 gp, which includes
29
Three Daughters’ Falls By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
A B
e
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2
1
D C
• Room D is Merrick’s private office. widely dispersed, but contains schools of evocation,
divination, and transmutation.
The chests in room D contain 1000 gp (in one), a
collection of filled glass bottles (in another), and a
handful of papers, including the deed to the mine. All 3. Tasting Room
chests are locked with basic locks, which a thief may “Watch your step. Remember, this is an active mine”
open with a DC 15 Dexterity check using thieves’ tools.
Sa
The roar of falling water echos so loudly that characters Merrick sleeps on the double-bed in the north west
have to shout to be heard. Dexterity (Stealth) checks chamber, when he’s here. The unlocked chest in the
30
Three Daughters’ Falls By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
Players drinking the ale gain 1d4 temporary hit
points. They should also make a DC 14 Wisdom saving
throw at disadvantage to detect scrying cast on them
fil
immediately by the night hag.
e
making scheme has gone too far, and is putting the
entire operation at risk when adventurers start passing
through. He’s going to eliminate the party before word
gets any further, then remove Merrick as well.
3
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He’ll try to persuade Merrick to leave the party with
the miners “just for a little while.” If no one objects, the
miners will attack the party as soon as Merrick has left MAP 2: THE TASTING ROOM
the room. Merrick’s paid them handsomely to remove They’ll attack Merrick, either detaining or killing him in
these outsiders before word gets out any further. As short order. In the confusion, Akuran casts invisibility
Merrick leaves, he will lock the PCs in the room. on himself and moves deeper into the mine to take his
m
true form.
The players can force the door open with a DC 18
Strength (Athletics) check or a DC 16 Dexterity check If the players intervene to save Merrick or avenge him,
with a set of thieves’ tools. the oni gladly fights them as well. Besides invisibility
and darkness, he’ll use his 10 foot reach and fly speed
Akuran will shove Merrick off the cliff as soon as to fight players while hovering out of reach. Players
they’re outside and alone. thrown down the crevasse may make a DC 10 Dexterity
saving throw to grab the edge before plummeting
Sa
The players may see this as an opportunity to sneak off further (and taking 4d6 falling damage) but are treated
on their own, but Akuran is hoping to use it as a chance as prone for the purposes of combat until they’re able
to wear them down. After disposing of Merrick, he’ll to climb up back up with a DC 16 Strength (Athletics) or
circle back and try to use the closed quarters to his Dexterity (Acrobatics) check.
advantage with darkness and cone of cold.
The oni masquerading as Elben will take full advantage
If the characters insist on staying with Merrick, Akuran of the full map, evading characters and escaping to
won’t risk making them suspicious. regenerate. If the players are too overwhelming, he will
escape deeper into the tunnels using gaseous form.
Once out of the tasting room, Akuran lets Merrick lead
the party out while his men take up the rear. He hangs
back “to close up the gates” and casts darkness centered
on Merrick as he pretends to fumble with the locks. 4. The Mourning Mother
If the players save Merrick, he’ll gladly repay them for
Akuran’s minions (4 thugs) understand the signal. their efforts, but let slip that “She’s not going to like
31
Three Daughters’ Falls By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
(worth another 500 gp) in a 50 lb chest,
plus a barrel of the “healing water” if
they want it.
fil
If the players wish to hunt down the
night hag, though, they’ll find they have
an uphill battle. Anyone who drank the 1 2
ale is already being scryed by the night
hag. She would have began haunting
their dreams next long rest, but since
Merrick’s blown her cover she’ll resort
to more direct means. She won’t dare
attack them alone, especially if they’ve
already defeated Akuran, but she may
make their life more difficult.
e
There’s a number of ways to resolve the
night hag encounter. For a direct fight,
3
pl
she may be waiting for the characters in
area 4. If so, she’ll offer them a bargain
of her own; a wealthy mine with profits MAP 3: THE FALLS AND HAG’S LAIR.
to spare, or a magic item she’d be
willing to barter.
For a longer adventure, characters may find themselves pursuing the night hag into the Ethereal Plane (if they
have a means of accessing it), or seeking help from someone who can lift the curse before their days are up and
their souls become hers. For the hag’s part, she’ll delight in either the oni or Merrick’s demise. She planted the
idea in Merrick’s head to bring more people into her grip, and has used the “healing” waters to scout enough meals
that she won’t feel bound to this place.
If characters leave with a barrel of the healing water, it can be used along with an herbalism kit to create 1d4
healing potions a day. These potions must be created within a week of extracting the water, or it loses it’s essence.
Sa
Any creature drinking one of these healing potions may be scryed upon by the night hag if she is still in the prime
material plane.
It’s also possible to introduce the sisters as hags working to purify the waters, rather than poison them. Use the
green hag as a template for powerful, neutral adversaries to the night hag, and introduce them when all hope
seems lost.
32
Vault of the Dark Archivist By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th edition. Recommended for at least 3 characters level 5-6.
Objectives
Retrieve the goal from the Dark
Archivist’s Vault. The goal can be a
powerful tome, a secret map, or an
artifact of extreme power, whatever
e
fits your campaign.
4 4a
The Vault
6
fil
2 1
The Goal is kept inside a locked
inside the upstairs study. All doors
are physically locked, and the only 5
windows are arrow slits in the
second story. Apprentices of the dark 6
archivist, as well as a handful of
mercenaries, move in and out of the
3
imposing stone building on a regular
schedule. 4b
At night, 2 armed mercenaries
are refreshed by the apprentices so that they are active made at disadvantage.
during the night hours only. During the day the door
is manned by a single mercenary (knight) who first
identifies them, then removes the large crossbar to
4. Corridors
swing open the double door. The second corridor is identical to the entry corridor,
except the wooden doors on the north and south
faces of the central tower. These doors (4a, 4b on the
2. Entry Corridor
Sa
33
Vault of the Dark Archivist By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
Each of the vault chests has an odd, round lock with
a horizontal slot. A DC 10 Intelligence (Investigation)
check will recognize the shape and size matches the
outstretched hand from the bronze door at the vault 10 8
fil
entrance. Each chest is keyed to a specific apprenctice’s
key and contains warm robes, studying materials, 1d4
gold coins, and a random scroll. The wrong key will
trigger one of the following traps (choose or roll 1d4
on the “Apprentice Traps” table). Each trap is a DC 12
Intelligence to detect and DC 10 Dexterity to disable
using thieves tools.
Apprentice Traps
3
1
2
or take 2d10 poison damage
e
Poison gas. Everyone within 10 feet must
succeed at a DC 13 Constitution saving throw
Mercenaries or apprentices aware of players moving saving throw or take 4d10 poison damage and become
around the courtyard may fire down from this position poisoned for 10 minutes.
or use the chairs and desks to barricade the doors until
help arrives. The southmost chest is locked with a simple lock
(DC 10 dexterity check to open) and opens to reveal
9. Reading Nooks another, much more complicated device. An eight-
digit combination lock, each face cast on large
Upstairs, the foyer contains two small reading nooks bronze wheels, takes up the surface. This lock is also
frequented by the the dark archivist’s apprentices (cult warded with a glyph of warding. A DC 14 Intelligence
fanatics). Generally, only a single fanatic studies in the (Investigation) check is necessary to detect the glyph.
vault at once, but additional apprentices may be added Triggering it causes a silent alarm that is keyed to
to increase difficulty. alert the dark archivist if a combination is attempted
without first dismissing the glyph using the proper
keyword. the keyword and the combination are both
known only to the dark archivist.
34
Vault of the Dark Archivist By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
Social Interactions
Armor Class: 13 (studded leather)
Hit Points: 64 (10d8+20)
Speed: 30 ft.
Charming an apprentice or mercenary may be the ticket
e
through the front door. If so, any of these sample NPCs STR DEX CON INT WIS CHA
may be persuaded.
10 (+0) 12 (+1) 14 (+2) 12 (+1) 18 (+4) 17 (+3)
Ella Chaucer (cult fanatic) is the fifth daughter of a Saving Throws Wis +6, Cha +5
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minor noble. She has short, wavy brown hair and brown Skills Persuasion +5, Religion +3, Arcana +3
eyes that catch a reddish hue in the right light. She is Senses passive Perception 14
talkative, but disengaged, and will lose her temper at Languages Common, Draconic, and Infernal
the slightest provocation. Challenge 4 (1,000 XP)
e
Olar Runeleiren (cult fanatic) is a tall, dark-haired
half-elf. He wears fashionable clothes and a sharp
goatee, and is a compulsive gambler. When not
studying, he’s surrounded by friends at the local tavern.
The Dark Archivist has the following spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy
1st level (4 slots): alarm, command, inflict wounds, sanctuary,
shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
pl
3rd level (2 slots): bestow curse, dispel magic
Merrick Serpentwind (cult fanatic) is a long-armed Actions
human with a shaven head. He’s surly and glad to Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
loudly complain about his job to anyone who will listen, creature. Hit: 3 (1d6) bludgeoning damage.
preferably over a pint. He’s terrified of Thrukurd and Dark Whispers. Ranged Spell Attack: +6 to hit, reach 30 ft.,
the Dark Archivist, and ultimately a coward in most one creature. Hit: 20 (3d10 + 4) psychic damage.
situations where he lacks a clear upperhand.
m
Thrukurd Forgemaul (veteran) is an old dwarf, the Balthazar is an example of a dark archivist that may
head of the Black Dog Mercenaries for Balthazar’s expand into an ongoing villain for your campaign.
estate. An Ex-soldier, he only drinks on his nights
off (every third) and occassionally gambles at a local Balthazar Merdot (dark archivist). Human, male, 48.
tavern. He suffers fools lightly, and would not normally Balthazar inherited his family’s merchant business
work for an employer like this, but is earning triple a and turned it into a successful acquisitions endeavor,
specializing in the unusual and arcane. He has few
Sa
35
The Unity Day Attack By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
An adventure for 5th ed. Recommended for 4-6 level 6 characters.
It’s dedication day for a new civic pantheon. The gods of 1. Sogugh skullbinder is a seven foot tall half-orc
dwarves, men, and elves are honored at this monument with soft green skin and a head shaved on one side. He
built to show the unity of all residents in the city. But is a devout Nature worshiper with the following spells:
an evil cult attacks the ceremony with a coordinated cantrips (at will): guidance, druidcraft
assault on the new pantheon and the surrounding area. 1st level (4 slots): animal friendship, goodberry, speak
with animals
e
Scaling the Adventure
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth, wind wall
fil
the chimera on the run, and making more use of the of knowledge. He has a quiet professionalism, with an
pantheon priests’ abilities as described below. even temper and a grace to his movements. History +4
For characters up to level 10, or those well-equipped 3. Dirsanz Frostmail Dirsanz Frostmail is a fervant
with a bevvy of magic items, trap both the chimera worshipper of the Forge. His skin is pockmarked from
in the pantheon with 4 cult fanatics, and use the years of close work in the fires, and his muscular
archmage template instead of mage. frame shows his present expertise. He wields a magical
hammer that deals 13 (2d8+4) damage per attack.
Getting Started
e
The temple courtyard is packed with people excited to
welcome this new era of cooperation. The town mayor
makes a brief speech and people are let roam as the
4. Althalos Casbow is a ruddy, round man with a
short read beard and cropped red hair. He is bolsterous
and loud. He worships the divine embodiment of
protection, and has the following spells: mending,
protection from evil, protection from energy.
pl
festivities start up. Inside, the priests from the various
faiths are greeting curious urbanites and politely
ignoring each other. Each has a decorated niche, with 5. Catrain Twor serves the goddess of Magic. She
prayer candles for all suspended in a central pool. is tall and athletic, with raven black hair and robes
interwoven with stars. She is self-confident and
The following priests are inside the temple: shrewd. She swaps spirit guardians for magic circle, and
has Arcana +4.
m
2 3 4 5
6
8 7
1
36
The Unity Day Attack By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
e
extra 1d6 hit points if it spends an Hit Dice to regain hit
points at the end of that rest.
fil
long silver hair. He worships Life and joy above all, and
may use an action to Preserve Life: heal up to 42 (6d6)
hit points split between up to 6 characters.
e
There’s plenty of role playing opportunities in the
temple. Prayer candles may be purchased for a silver
piece and set to float in the central pool. Speeches may
be made or heard. Outside, flowers and god-specific
MAP 2: THE NEIGHBORHOOD
fanatics. He and his followers etched a teleportation
circle into the roof as part of a coordinated attack. He’s
here to gloat, not fight, so he’ll use misty step at first
pl
offerings are also available for purchase. opportunity to escape into the crowded streets, where
he’ll continue causing havoc so long as he’s not under
As the characters progress through the area, allow pursuit (see Chasing the Mad Mage). His fanatics will
characters a chance to make a DC 15 Intelligence remain and continue fighting.
(Arcana) or DC 15 Wisdom (Perception) check to notice
a sour-faced man with chalk dust on his robe’s sleeves The priests in the church are not unprepared. They’ll
and hem. He looks towards the ceiling when... take on the chimera with spiritual weapon, guiding
m
the rubble.
If attacked, it will flee northwards using its flight speed
The ceiling and a rain of dust falls. From somewhere in to stay ahead and causing destruction along the way.
the crowd a man starts shouting, and as the onlookers Pursuing the chimera provides a number of optional
clear you see three crimson-robed figures. One of them challenges. Include any of the following as your
shouts “You, who welcome all gods, behold! behold your characters chase the chimera through the city:
unholy conjoining of faiths!”
The chimera’s claws rake tile roofs, causing a rain
From the cloud of dust and blinding light a silhouette of rubble which will deal 3d6 damage to any nearby
of three heads appears. A chimera descends through the character that fails a DC 15 dexterity saving throw.
open hole to attack the crowd. Outside, you hear screams
and crashes as something large moves through the Smaller buildings may collapse under its weight or after
gathered stands. severe damage, dealing 8d6 damage to anyone inside
(saving throw for half).
The robed man is a mage accompanied by 2 cult
37
The Unity Day Attack By Chris Hopper (@chrishopper2) &
Valor Maps (@mrvalorisalive)
Stampede
e
The ground rumbles ahead. You hear the splintering
of wood, then the beating of hooves and snorting of
beasts. The stables walls were battered down; dozens of
panicking horses are heading your way!
fil
The stampede functions as a twenty-foot swarm with
180 hit points and an AC 10. Characters may attempt an
attack to deflect an oncoming beasts, but it’s taken at a
disadvantage due to the surrounding chaos. Characters
who are in a stampede-occupied square must make a DC
14 Dexterity saving throw or take 2d6+4 bludgeoning
damage and fall prone until the stampede passes or
until they succeed at a DC 15 Strength (Athletics) or
Dexterity (Acrobatics) check to regain their footing.
38
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