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Golem and Empire Adventure
Golem and Empire Adventure
Those kids instantly fell in love with Teacup the Iron Golem, and begged to continue the adventure. I gradually fleshed
out a larger story in which to fit Teacup. I had some rough ideas of where the plot could go, but many of the pivot points
came from player decisions made in the session before. I threw out ideas and items and characters without knowing
where they might eventually fit. I’m fairly happy with how most of those parts ultimately worked themselves out.
This ended up being a relatively linear story, due to their inexperience roleplaying and my own inexperience dungeon
mastering. I understand that this sort of D&D is often disparaged as being “on rails.” If you don’t care for that kind of
experience, then this campaign is probably not for you. Still, you might find some utility in my maps, items, texts and
interactives that could be adapted to your own world.
When organizing and designing this document, I realized that it was as much a diary of my own learning curve as it was a
campaign. I had a number of spots in some sessions where I had vague notes like “road encounter goes here??” and
“encourage some roleplay here!” There are also a few plot threads that are teased early but not followed up on, the roads
not taken by my players, and thus not fully fleshed out. I’ve left some of these spots largely untouched for now, though I
may go back and fill some of them out in the future. I’ve also added some suggestions that I wish I had known when I first
started building this campaign. I hope that some people will find them helpful.
I also greatly enjoyed creating tangible experiences during this campaign. Scraps of paper. Parchment maps. Simple
puzzles made of cardboard and plastic. Invisible ink messages. Where appropriate, I’ve added notes and about these
projects and pictures of my own amateur arts and crafts. Perhaps these will inspire you to take some creative risks of your
own.
I’ve done my best to retcon and reconcile any inconsistencies that cropped up over the course of building and playing this
campaign, but some may still be hiding. Since this is being hosted as a Google Doc, it exists as a living document and I
plan on making corrections and additions over time.
I love receiving constructive feedback and hearing from others who have used my work, so I hope that you’ll share your
thoughts with me at cahutchins@gmail.com. You can also find me on Reddit at https://www.reddit.com/user/cahutchins.
I don’t share these adventures to make a profit, but if you’d like to buy me a coffee it would make my day. You could do so
at my PayPal Donation page.
This document is being released under a Creative Commons Attribution, Non-Commercial 4.0 license. You’re free to use
this content, copy and share it in other mediums or formats, and remix, transform, and build upon the material, as long
as you give appropriate credit to the original author, and do not use the material for commercial purposes. This work uses
material from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. The SRD 5.1 is licensed under a
Creative Commons Attribution 4.0 International License.
broken any laws yet. Maybe you can get rid of it before it
Map of the town of Oakheart
causes a panic?”
You follow Constable Fredricks out of the Unicorn Give the party some time to think about the situation,
and onto the street. You can already hear a ask questions, and investigate the scene more closely. If
commotion building to the north, toward the center the party tries to get a closer look:
of town.
You arrive at the town square, where the south road The cart that the [creature/golem] seems interested
and the east road meet. The town square is paved in in is an enclosed wagon, painted blue and purple,
stone. To the north is City Hall and a bubbling with a serving window open on one end. A
fountain. To the west is the road leading down to the hand-painted sign over the window reads, “Burget’s
docks. Scattered around the square are stalls, carts, Finest Tea, Packaged for Home or Brewed While You
and wagons of merchants selling snacks and Wait!” in Common, written in an oddly shaped script.
baubles.
An Investigation or Insight DC 10 will notice that the
A crowd has started forming at a safe distance, and writing is angular and full of sharp corners. A roll of 15
people can be seen peeking from the windows and or higher (or a Dwarf in the party) will hint it was most
doors of nearby buildings. Their attention is on an likely painted by a Dwarven hand.
imposing figure standing in the square. It towers
over the mostly human crowd, ten feet tall at least.
It’s roughly humanoid, and appears to be made Hanging from the window is a basket filled with
entirely of metal. scraps of paper. Each piece of paper has a number
written on it. Next to the basket is another small,
hand-painted sign. It reads, “Please take a number and
An Arcana DC 13 shows that it is an Iron Golem. Iron wait to be called.”
Golems are created by powerful wizards to serve as
servants or guards. They are extremely strong, and The [creature/golem] carefully puts two enormous
resistant to most forms of damage. They are usually metal fingers in the basket, and retrieves a slip of
imbued with a set of instructions by their creator, which paper.
they will follow unerringly. If no one can pass the check,
just refer to it as “the metal creature” for now.
If the party tries to attack the golem, their attacks are
completely ineffective. Any attack, or other attempt to
The [golem/creature] is looming over a merchant’s interfere with the golem will prompt:
wagon. The owner of the wagon is nowhere to be
seen. The wagon has a thatched roof and is painted
The [golem/creature’s] slowly turns to face you. Now
blue and purple, with a serving window in the side.
that you’ve gotten closer, you notice that its armor
A sign hangs over the window, but you’re too far
plating is decorated in blue enamel with white
away to make it out. Constable Fredricks catches up
filigree designs. It has no visible mouth, but a sound
to you, huffing and puffing.
emanates from its expressionless head. A deep,
metallic rumble, like a cross between a pipe organ
“This… this… THING came up the east road out of the
and an earthquake.
forest, stomped right through the East Gate, and stopped
here in the town square! I would’ve pulled out my sword
“DO YOU MIND? I AM WAITING FOR MY
and given it what-for, but err… well, I’m not sure that it’s
NUMBER TO BE CALLED.”
Talking to Teacup Teacup was created to assist Egdod, but the wizard was a
bit absentminded and only ever gave Teacup a single job.
If the party tries to talk to the golem, begin a
conversation. The golem has a secret set of rules Teacup is not allowed to talk about its job, because doing
programmed into it by its creator. It will answer so would break Rule Two.
questions truthfully, as long as the answer would not
violate any of its rules. The rules are as follows, in Teacup’s maker grew tired of arguing with it about the
descending order of importance: Rules he created, and added Rule Two 84,751 cups ago.
Alternatively the party could try to steal some tea from objects (Rule 5), but can assist in other ways if asked
the cart, but make it clear that Constable Fredricks is (Rule 6). It could clear a road obstruction, push a cart,
watching closely and will not tolerate any lawbreaking. block arrows, carry a body, serve as a distraction, stomp
Perhaps the players could distract him or use stealth? out a fire, etc. Encountered monsters might try to
attack Teacup, but should quickly turn their attention
One way or another, if the party acquires some tea and to the players.
gives it to Teacup, it will thank them.
After the encounter the party can take a Short Rest if
needed. Teacup will be willing to wait for them for an
“YOUR ASSISTANCE IS GREATLY
hour, but then will insist on continuing in order to get
APPRECIATED. THIS BAG OF TEA SHOULD back to Egdod’s tower before sunset, and will continue
LAST FOR FOUR OR FIVE CUPS, THEN I SHALL on with or without them.
HAVE TO FIND ANOTHER SOLUTION.”
A map of Oakheart Frontier. You follow the cobblestone path into the woods. The
tree canopy looms over the path like a soft green
The walk from Oakheart to Egdod’s Tower takes about tunnel. The air is still and thick, and you hear the
six in-game hours. Feel free to add one or more road faint buzzing of insects.
encounters along the way, depending on how long
you’d like the session to last. An easy addition here After walking for about twenty minutes, the canopy
would be an adapted version of the classic Goblin begins to open up and you approach a clearing.
Arrows ambush from Lost Mines of Phandelver. Or Flowers and small bushes line the sides of the path,
choose or build another encounter of your preference! sparsely and randomly at first, but then becoming
Remember that Teacup will not attack any living regular, and showing signs of cultivation. You realize
creatures (Rule 4), and will not break any constructed that you’re entering a carefully maintained garden.
Map of Egdod’s Garden A rogue could sneak into the tower by picking the lock
on the front door. If so, describe the ground floor of the
Teacup will stop here for a moment, so that the party
tower (see below). Up the stairs is a balcony leading out
can scout out the scene. A Perception DC 11 check on the
to the bell, but the door to the study is magically locked
tower will reveal that the balcony holds a high wooden
and cannot be picked.
stool, a telescope, and a shiny brass bell hanging from a
wooden frame.
If attacked, a moth will flap its wings and fly upwards 15
feet. If it swoops down to attack a grounded target, it
As you approach the tower, you hear a dry rustling will be vulnerable to melee attacks for one turn before
sound. It’s the fluttering of giant wings. Five Giant flying out of reach again. If it takes more than 50%
Moths are milling around near the east side of the damage, it will come down to the ground and won’t be
fountain in the center of the garden. They are able to fly again.
gathered around a bush, plucking off the few
remaining leaves with their long, insectile tongues. After dealing with the moths one way or another,
It’s a tea leaf plant, and it’s nearly bare. You can see Teacup will walk toward the tower and head inside
other bushes planted around the fountain, all picked without another word. Do you follow?
completely clean, down to the stems and sticks.
Armor Class 19 (natural armor) STR DEX CON INT WIS CHA
Hit Points 200, Speed 20ft 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)
STR DEX CON INT WIS CHA Senses Blind, Keen Hearing, Echolocation
24 (+7) 9 (-1) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Damage Vulnerabilities Fire
Challenge 1/4 CR
Damage Immunities Fire, Poison, Psychic
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Actions
Languages Common, Gnomish, Dwarvish Proboscis Lash. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 2d6 piercing damage.
Fire Absorption. Whenever Teacup is subjected to fire
Powdery Wings. Once a day, a 10-foot radius cloud of
damage, it takes no damage and instead regains a
fine moth dust disperses centered on the moth. Each
number of hit points equal to fire damage dealt. creature in that area must succeed on a DC 11
Immutable Form. Teacup is immune to any spell or Constitution saving throw or be blinded until the end
effect that would alter its form. of its next turn.
Pacifist. Teacup will refuse to attack any living
creature, or any constructed creature.
Actions
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 2d8 bludgeoning damage.
Egdod’s Tower is an extremely powerful artifact, so The ground floor includes the front door, which is the
think about how you want to integrate it into your story. only entrance/exit to the tower. It contains a kitchen
It can serve as a useful Deus Ex Machina any time a area with an oven, a water spigot, and storage cabinets
campaign gets stuck, but players may find unexpected containing about 100 tiny porcelain cups, but nothing
ways to abuse its power. Feel free to add limiting else of value.
mechanics to it as necessary, but I’ve found that the
unpredictability of the tower is a lot of fun.
You ascend the spiral staircase and enter Egdod’s The Map
former study, and are shocked to see a very different
scene from the last time you were here. Previously The map on the table is a Map of the Oakheart Frontier.
the room was empty save for stacks of porcelain There are symbols showing settlements and ruins,
cups, a layer of dust, and a small bed holding Egdod’s some of which are labeled.
mortal remains. But now it’s been transformed. The
bed is gone, as are the cups. In its place is a fully The map is enchanted with a permanent, unbreakable
furnished study befitting a wizard. Illusory Script. The illusion could be seen through by a
creature with Truesight, or by shining a Lantern of
Revealing on it.
Off to one side of the room you see a large wooden
desk, cluttered with books, scrolls, quills and half-used
If the illusion is broken, a series of
inkwells.
glyphs appear in different
locations on the map: a lidless
To the right side of the desk is a workbench covered
spiked eye.
with a colorful rainbow-like tablecloth. On top of the
table is a small object made of colored glass.
There’s also one
On the other side of the desk is a bookstand holding a
glyph that is different, a stylized
large book open to a half-written page. The letters on
diamond-shaped lantern. Here’s a
the page glow and pulse faintly.
reference map for the glyphs.
The Open Book middle floor and someone tries to remove the disk
representing the floor, they’ll find it solidly attached.
Actions
Multiattack. Deathless Captain makes two Longsword
attacks each turn.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1d10+2 slashing damage.
The first time the bone dice are used to play Gambit, The first time the Ancient Bone Dagger is used in
and each time after that, after the game each player combat, its owner becomes cursed with attachment
will have “misplaced” one coin of the value they and will be unwilling to let the knife out of their
played with. The coins will magically appear in the possession. Every time the owner takes the knife out
dice bag. of its sheath, they must pass a DC13 Dexterity check
or they will “accidentally” cut themselves and take
A gray cloth bag containing a set of dice, carved of bone 1d4 damage. If they try to keep it unsheathed when
and inlaid with silver. The symbols on the dice are not in combat, they’ll have to make another saving
strange, but it’s still clear what the value each face throw every hour that it’s unsheathed. The dagger’s
represents. curse can not be dispelled by any known means, and
is also undetectable by normal means.
Lantern of Revealing The dagger’s blade is about 6 inches long and slightly
Wondrous item, uncommon, 1lb curved. The blade is made of bone of unknown origin, and
While lit, this hooded lantern burns for 6 hours on 1 engraved with a strange flowing pattern. The handle is
liter of oil, shedding light in a 30-foot radius. made of ebony wood. It’s slightly cold to the touch. It’s
Invisible creatures and objects are visible as long as held in a leather sheath.
they are in the lantern’s light.
Witching Compass
Egdod’s Portable Tower Wondrous item, uncommon, 1lb
Wondrous item, rare, 1lb The compass needle is enchanted to always point
A 2-inch square wooden box, with a silver inlaid image of toward the Eye of Adia. The farther away from the
a stone tower set into the lid. The inside of the box is Eye it is, the more it will twitch back and forth,
divided in half and lined with soft blue felt. One half holds becoming more steady as it gets closer. If the
a cylinder about two inches tall and one inch wide, made compass is directly above or directly below the Eye, it
of translucent milky glass. Both ends of the cylinder are will spin wildly.
capped with gray glass. There are two slots cut in the
glass at regular intervals. The other half of the box holds
five glass disks, each a different color. They look like they This small, round compass fits comfortably in the palm of
could fit into the empty slots on the cylinder. your hand. It’s made of polished brass with a glass face.
Underneath the glass is a needle made of ivory, which
Egdod’s Portable Tower mechanics are described twitches and vibrates. The needle seems to be pointing
above. toward a target, but not North.
My time is short.
I made a mistake, and now I pay the price.
I have placed a ward of concealment over the tower,
the garden, and this room.
It will last for as long as my body remains within the
tower. Hopefully my golem will just become dormant
with my death, and the wards will last indefinitely.
but some day, one way or another, it may fail. If that
happens, agents of the Deathless Empire will awaken.
They will come for the Eye of Adia.
My tower, my golem, and the Eye must be protected.
If you’re reading this, the worst has already happened.
The Night Caravan can help.
Take the tower with you.
-Egdod
Kiara’s Chapel Inside is an old woman in a light blue robe. Her name is
Mother Godwin, she’s a Cleric of the goddess Kiara and
secretly an agent of the Night Caravan. Godwin has
The party must learn more about the
been using the chapel as a waypoint and staging area
Deathless Empire, the Eye of Adia,
for Caravan operations. She’ll ask the party what their
and why the Empire’s undead agents
business is here, and will play dumb if the players
are after it. The only clue you have is a
mention the Night Caravan, the Eye, or the Deathless
cryptic note saying, “The Night
Empire. She’ll only reveal the truth if a player mentions
Caravan can help,” along with a
Egdod, shows Egdod’s letter, or reveals or draws the
glowing sigil of a diamond-shaped
Lantern sigil. Feel free to follow the script below, or
lantern.
unravel elements of it gradually through questioning or
conversation.
The same symbol appears on the map in Egdod’s tower,
marking a clearing in the Reclaimed Forest, northeast
of Oakheart. “Very well,” Mother Godwin says, “You deserve to
hear the truth… or at least as much of it as I can
Assuming the party chooses to head toward that share.”
location on the map, you may want to remind them to
“take the tower with you,” if they haven’t already “You have indeed found the Night Caravan, or at
figured out the nature of Egdod’s Portable Tower. least one of its safe houses. We have a hidden
network of allies and safe houses all across the
You can “Fast travel” to Kiara’s Chapel, or you can add Frontier. The Night Caravan has existed, in one form
your own road encounters along the way to extend the or another, for nearly a thousand years.
session. Perhaps a smaller Deathless Empire patrol that
could be fought or avoided? Long ago, this land was home to a powerful
kingdom. It was a realm of wondrous cities, and tall
white marble towers, and awe inspiring pyramids,
Following the map into the forest takes you to Kiara’s
and its inhabitants were masters of both magic and
Chapel. A clearing in the woods, a simple path
technology. The kingdom had no name, because it
leading up a low hill. A modest building made of
needed no name. It had no rivals or enemies, save for
whitewashed wood, with a pitched roof and a small
entropy and time. It was ruled by a lineage of
belltower. Stained glass windows, each representing
powerful wizards, the last of which was Adia.
a parable or story about lost travelers finding shelter,
slaves being released from bondage, or wanderers
being given aid. In order to power the machinery of her empire for all
eternity, Adia created a mysterious artifact that
If any players cast Detect Magic, they’ll sense a ward of produced endless arcane energy. She called it the Eye
protection around the chapel and surrounding area. of Adia, and it was her greatest creation.
The front door of the chapel is unlocked.
But the Eye held a fatal flaw, and the energy it “Egdod was known to the Night Caravan, I myself
produced came at a cost. It could power an empire’s met him a handful of times when I was a younger
worth of machinery and magic, but it drained the life woman! He would occasionally provide useful
essence of those who used it. It gave Adia equipment or magical expertise to the Caravan, and
immortality, but corrupted her mind and body, in return we would share knowledge of the
turning her into a Lich. Deathless Empire for his historical research.
To maintain her immortality she drained the life We had no idea he was even seeking to recover the
from her most loyal advisors, generals, and Eye of Adia, let alone that he succeeded! And you
governors, turning them into undead soldiers. She mean to tell me that the Eye is here, inside this
christened her realm the Deathless Empire. And Golem?!
when willing volunteers were depleted, the Empire
began conscripting unwilling sacrifices. This is beyond the realm of my knowledge or ability.
I fear that more remnants of the Deathless Empire
A resistance movement worked to sabotage the will continue to wake up, drawn by the Eye’s power. I
Empire’s corrupted machinery and help doomed couldn’t say for certain what you should do next, but
conscripts escape their fate. They called themselves I can suggest a few possibilities.”
the Night Caravan, and for many years they fought a
losing battle, while the land itself was corrupted and
tainted. Out of desperation, a small team of rebels
infiltrated Adia’s sanctum and stole the Eye. I suggest that you first head to the village of Eastguard.
It’s the closest settlement, and the Night Caravan has a
Without the Eye, the Deathless Empire’s machines safehouse there where you can rest and prepare. There
ground to a halt. Its countless undead minions is also a Human historian that lives in Eastguard, and
collapsed into bones and dust. Adia disappeared, sometimes makes expeditions into the desert. She
never to be seen again. The few living survivors might have some further knowledge of the Empire and
gradually drifted apart and rebuilt their lives. The their secrets.
eastern desert buried some of the Empire’s ruins,
and wild forest reclaimed the rest. The Elven Circle might be able to help. They live a
nomadic lifestyle, replanting trees and trying to heal
We don’t know what happened to Adia, or her Eye. the broken land of the Frontier as they travel. I believe
Descendants of the Night Caravan have continued they currently occupy a camp three days’ travel up the
our work ever since. Fighting corruption, protecting North Road.
the innocent, keeping watch for any signs of the
Empress' return.” The Dwarven Smiths of Akrul could offer advice. They
keep to themselves, living in a mountain fortress to the
North, beyond the crater lake.
Depending on what the players tell or share with
Mother Godwin, you can play up different aspects in There’s a group of archeologists and explorers that
her response and monologue. The overall gist should work in Ruinshore, digging machinery and artifacts out
be: of some Deathless Empire ruins on the south edge of
the crater lake. Perhaps their expertise could help?
You’ll run through a series of checkpoint encounters, encounters to fit your style, party power levels, or to
skill tests, and short battles. Depending on the results increase tension or provide space as needed. Ideally the
of each encounter, you’ll fill in a segment for either the party will end up feeling like they just barely made it to
adventurers or the Deathless, beginning at the safety by the skin of their teeth.
segment marked “Start.”
Whenever you color in a Deathless progress segment Run for it!. 3-minute timer to determine how the
with an Eye sigil, the pursuing army fires off a volley of party will transport the wagon. Two characters
arrows and each party member takes 1d4 unblockable could pull the wagon with a teamup check, the
damage. strongest character makes a Strength DC of 12 with
1 Advantage. Or the party can ask Teacup to pull the
If the adventurers fill their progress clock first, they wagon. It can do so easily, but this will make it more
reach the safety of their destination. difficult for Teacup to assist with other tasks going
forward. Either way, A+1 (fill in an Adventurers
If the Deathless fill their progress clock first, the army segment.)
surrounds the party.
Running through the forest. Navigate rough forest
If a party member is rendered unconscious outside of a terrain, each player makes a Survival or Nature DC
battle, immediately fill in a segment for the Deathless
2 14, their choice. On a group success (if half the party,
while a party healer revives them. rounded up, succeeds on their checks), A+1.
Otherwise, D+1 (fill in a Deathless segment.)
You may want to use a timer for some of the following
encounters, to heighten tension and force quick player
Fallen logs block your path! 3-minute timer to find a
decision making. A phone timer will be fine, but a
3-minute sand timer is a nice tangible option. Feel free
3 solution. Could ask Teacup to move the logs, or a
character could pass an Athletics DC 14, or other
to rearrange, modify, or improvise any of the
problem-solving. A+1 if they succeed before the wear it like a backpack, for example.) A+1 if they
timer runs out, A+2 if they figure out a way to hinder succeed before the timer runs out, otherwise:
the army behind them, otherwise D+1. “Sensing the approaching Deathless, Teacup lifts the
coffin out of the useless cart and balances the coffin on Its
Hunters Attack! Two Deathless Hunters burst out of shoulder.” D+1.
the undergrowth, combat encounter. After
4 resolution, A+2, A+1, D+1, or D+2 at your discretion You’ve lost valuable time, improvise! 3-minute
based on battle performance. timer to do something to move faster or slow the
13 enemy’s advance. Spells, traps, distractions, etc.
Ford the river! You must cross a small but swiftly Must be different from their #10 decisions. A+1, +2,
moving stream. The wagon is in danger of being or D+1 at your discretion.
swept away, 3-minute timer to find a solution. Use
ropes? Cast a spell? Chop down a tree? Ask Teacup if Don’t give up! Group Constitution DC 12. Group
it can just pick up the cart and carry it over its head? success, A+1. Group fail, D+1. Repeat any previous
5 A+1 if they succeed before the timer runs out, A+2 if 14 skill checks at your discretion, until the party or the
they figure out a way to hinder the army behind Deathless are within one step of completing the
them, otherwise: “Teacup wordlessly picks up the cart, race.
lifts it over its head, and calmly walks across the river.
The water comes up to Teacup’s knees.” D+1. The final stretch. A Deathless Goliath and a
Deathless Huntbeast block your path, combat
15
6 You’ve made it to the road! A+1. encounter. After resolution, A+1 or D+1 at your
discretion based on battle performance.
Hard run. Group Constitution DC 11. Group success,
7 A+1. Group fail, D+1.
Deathless Goliath With that, Teacup turns around and walks directly
Large Undead, Lawful Evil toward the skeleton horde. Arrows plink and bounce
off of its iron skin. Soon the golem is surrounded by a
Armor Class 14 (Natural armor) wave of death as skeletons surround it, climb over it,
Hit Points 40, Speed 45ft and engulf it completely.
STR DEX CON INT WIS CHA
17(+3) 15 (+2) 13(+1) 3 (-4) 11 (+0) 8 (-1) You cry out in horror. Skeleton archers take aim and
begin firing volley after volley of arrows in your
Senses Passive Perception 12 direction, out of range at first but inching closer and
Damage Immunities Poison, Exhaustion closer, until you have no choice but to flee. You drag
Damage Resistances Fire the coffin along with you, limping the final mile to
your destination. After a while the skeletons stop
Actions their pursuit, and you are alone.
True Resistance. Has advantage on saving throws
against any Turn Undead effect. Teacup has been captured, its fate unknown for now.
Regeneration. Regains 10 hp at the start of its turn if it Hopefully someone in the party has the Witching
has at least 1 hp remaining. Compass, and could potentially track Teacup once
Multiattack. Makes two skull mace attacks. they’ve rested and healed of their wounds. This will
require some creative improvisation on your part, good
Skull Mace. Melee Weapon Attack: +5 to hit, reach 5 luck! For now, continue to the next segment, removing
ft., one target. Hit: 2d6+3 bludgeoning damage. any references to Teacup’s presence.
A city guard lifts a hooded lantern toward you The guard will accept a bribe of 10gp to let the party
pass without inspection. Players could also try to trick,
suspiciously and says “Halt! Who approaches
intimidate, distract, etc. to avoid the bribe. The guard
Eastguard?” has +0 bonuses for all skill checks or saving throws. In
the event that the players allow the guard to inspect
the coffin, he’ll find that it’s locked, will confiscate it
If the players try to explain that they’re being chased by
and keep it in the guardhouse for now. Players will have
a horde of undead, the guard peers beyond the party
to problem solve a solution to get it back.
down the road and listens intently, but sees and hears
nothing.
Eastguard is a dire and dreary looking place. Forest
and hills close in around it, creating a sense of
“Ah yer pullin’ my leg. Nothing out there but deer claustrophobia.
and foxes, maybe the occasional goblin bandit at
worst. You’re tellin’ me that you big strong The buildings have an aura of neglect, and bits of
adventurers and that Iron monster of yours can’t refuse and debris are collecting in the alleyways and
handle the trade road? Hah.” corners. The few villagers on the streets look at you
with suspicion, and quickly move on to avoid
You look behind you, and sure enough there’s interacting. Cruel looking guards lounge around
nothing. No sound, no movement, no sense of evil. It major intersections in pairs and threes, leering at the
seems the agents of the Deathless Empire are not women and scowling at the men.
keen on revealing themselves to the wider world just
yet. In any event, you’ve made it to Eastguard alive. The town square is centered on a fountain, but next
Barely. to it is a hangman’s gallows. Thankfully, it’s currently
unoccupied.
The party needs to find someone named Finn, and the If the party mentions the coffin, Finn will produce a key
secret safe house of the Night Caravan. They could ask that fits the lock perfectly, and unchain the coffin. They
around for them, and/or use the Lantern of Revealing to say that the party has earned some trust after all this,
look for secret Caravan markings.
and then opens the coffin.
If the players ask around, most of the villagers will be
cold and very suspicious. Eastguard is not a friendly Inside the coffin lies an object you can’t identify. The
town. Spending some money at a shop or the tavern largest part of the object is a bundle of seven metal
might loosen some tongues, charm or intimidation
rods, about four feet long, bound tightly together
could work as well. Eventually the players can be
directed to Finn’s shoe shop, one of the buildings at the with metal bands, like the staves of a barrel.
edge of the town square.
The rod in the middle of the bundle is solid and the
If the players try using the Lantern or detect magic or a six rods surrounding it are hollow. They connect to
revealing spell, they wander around town for a while the central rod with an axle, like a small wagon
until they find the Night Caravan’s sigil glowing on the wheel. On the other end of the bundle is a handle
door of the shoe shop. made of wood, and a turning crank like one from a
hand-turned flour mill. There’s a bracket along the
The building is modest, thin and narrow, three bottom of the object, as if it’s meant to be mounted
stories high. The ground level is a cobbler’s shop, and onto something.
you can see shoes and boots on display through the
leaded glass windows. A sign hangs over the There’s also a stack of hollow, rectangular metal
entrance that reads “The Fleet Foot.” The door is frames, about a foot long. Each frame holds a stack
shut, and no lights are on. of smooth metal cylinders, flat on one side and
pointed on the other.
You knock on the door, and hear quiet movement
inside. The door opens to reveal a tall thin elf, with It’s a magical gatling gun, but don’t spell that out for
dark gray skin and short hair. They are a Drow, a Dark the party. Even if they guess what it is out-of-character,
Elf. none of the characters should have any idea what it is or
how to use it. Attempts to identify, investigate, etc.
“Terribly sorry, but we’re closed for the evening. Any might tell players that the weapon is over a century old,
shoe or boot emergencies will have to wait until and is of Dwarven craft, but that’s all for now.
tomorrow.”
They’ll interrogate the players to explain themselves Finn locks the coffin back up, and with your help puts
and recall the campaign so far. it in a storage room, covers it with a canvas cloth, and
stacks some boxes and barrels around it.
They express shock that the Eye of Adia has been found
and is embedded in the chest of an Iron Golem pacifist, “I need to make contact with some of the other
but says this would explain some of the alarming events agents in the area, and see if we can come up with a
that have happened lately.
Finn locks up the coffin that you risked your lives to The next morning, you get up and start to pack up
deliver, and with your help puts it in a storage room, your gear. But as you’re about to leave the room, you
covers it with a canvas cloth, and stacks some boxes realize that there is an extra backpack sitting on an
and barrels around it. extra bed. The bed’s blankets are rumpled and used.
“I need to make contact with some of the other agents in Searching the backpack will reveal:
the area, and see if we can come up with a plan for Teacup A coin pouch containing an amount of gold
and the Eye. It might take me two or three days, so you similar to what your players have earned.
A set of starting gear for a class not already
represented in your party.
Eventually the players should figure out that this pack on the map of Eastguard, in any order they wish. They’ll
belonged to a forgotten member of their party, who have time to visit three or four locations in a day, before
had been with them from the first chapter. needing to return to the Inn for the night. They can also
revisit locations if needed, but if they revisit a location
on a subsequent day, consider having any NPCs at that
Arts & Crafts location disappear overnight.
I created and printed out a full character sheet for
this missing character, using the same character At each location, start by giving the basic description
sheet template my players had been using. and then encouraging players to ask clarifying
questions, talk to the people there, or make skill checks
The party didn’t include a Cleric, so I created an Elf as desired. Improvise!
Cleric named Eleanor, making her the same level as
the players. I marked up the sheet as if it had been Eastguard Streets
used in a session, including evidence of lost health,
used spell slots, and failed death saving throws. Eastguard is a dire and dreary looking place. Forest
Then I ripped the character sheet into pieces, being and hills close in around it, creating a sense of
careful to make each piece only reveal key bits of claustrophobia. The sky is overcast and dim, and the
information when needed. air is thick with fog.
When the players investigated the backpack, I The town is strangely quiet, and you see very few
handed them a piece of the character sheet showing people in the streets. The buildings have an aura of
Eleanor’s inventory that included a prayer book, her neglect, and bits of refuse and debris are collecting
holy symbol, and some other clerical accessories. in the alleyways and corners. Stray cats stalk
between buildings, but they seem unusually skittish
I left the piece of the character sheet with Elanor’s and will occasionally arch their backs and hiss at
name for last, and it created a genuinely emotional nothing in particular.
moment for my players.
Here’s a picture of the character sheet. There are some ruined buildings on the east edge of
town. They appear to have been burned to the
foundations some time ago, and never repaired or
When the players head downstairs, they are greeted by
rebuilt.
Liv Bedmaker, the owner of the Inn. If asked about Liv’s
partner Fiv, Liv will be confused and say that there’s
only ever been him running the Inn, and he doesn’t Players make think to use a spell like Detect Evil, a class
know anyone named Fib. He starts crying quietly, but feature like Primeval Awareness, or their Lantern of
doesn’t seem aware that he’s crying. Revealing. Revealing too much about the False Hydra
too early may ruin the mystery, so you may want to
Teacup has been up all night reading from the Inn’s avoid giving any definitive results until the party has
small collection of books. It found the book “Meeting investigated several locations and are starting to piece
Minutes of the Eastguard City Council, January things together.
through March, P.E. 360” to be particularly interesting,
as it included an extended discussion on the merits of When you feel the time is right, you could disclose the
approving the opening of a new tea shop. vague presence of an Aberration nearby, or you can
describe a long, thick, white tentacle slithering
Finn told the party not to expect them to return for at between two buildings before quickly disappearing out
least a couple of days, so you have time to kill. The of sight.
players can visit a number of locations in town as listed
Eastguard Inn Aberrations and other monsters, but she can’t find
them in the stacks.
This cozy inn is run by a kindly, middle aged Gnome
couple named Fiv and Liv Bedmaker. Volkov’s Blacksmithy
There’s a small common area with a fireplace and some A fairly unassuming blacksmith, run by a human
tables, and a bookshelf with a hand-painted sign that woman named Ludmila Volkov. Atala looks exhausted,
reads “Fiv’s Little Free Library.” The library includes: and has deep bags under her eyes. If asked, she says she
keeps waking up from nightmares of a strange pale
A few children’s books, all covered with small
face watching her through her bedroom window.
bite marks and crayon scribbles.
“Stews, Stews, and more Stews,” a cookbook, the There’s a large copper mirror near the entrance, but it’s
contents of which are fairly self-explanatory. been bashed with a hammer and scratched with a knife
until it’s unusable. Atala doesn’t know how it got that
Multiple thick, dusty, old volumes of way. Shop Inventory listed at the end of this chapter.
“Meeting Minutes of the Eastguard City Council”
The melted remains of a candle The heads turn their eyeless gazes upon you, and
A stub of used incense their mouths start to sing an unnerving wordless
A page ripped from Dangerous Aberrations song.
(if not already found elsewhere)
A piece of the ripped character sheet You wake up in your shared room at the Eastguard
Inn. It’s morning, but you all feel exhausted, like you
Behind the altar the floorboards have collapsed, and a haven’t slept a wink.
sinkhole has opened up. If players try to inspect or enter
If the party tries to go back to the Tunnel, they’ll Some spells like Detect Evil, Protection from
experience the same thing. A brief glimpse of the False Memory Evil, Arcane Eye, Foresight, etc. could break the
Hydra, fragments of the Hydra’s song, and then a gap in song’s charm.
their memory. Although the players obviously
Spells, potions, or items that reveal hidden or
remember this experience, their characters do not. If Sight invisible things will reveal the False Hydra.
they haven’t already found it, one of the characters
wakes up clutching the Aberrations book page in their
hand, and has no memory of how they got it. Once the players figure out one or more of these
solutions, they can go back and face the False Hydra.
Resisting the False Hydra
You can scale the False Hydra’s difficulty by adding
False Hydra heads equal to the number of party members, or add
one or two more if you feel like making it more difficult.
Huge Aberration, Neutral Evil
The difficulty rating of a False Hydra is hard to calculate
Armor Class 16 (Natural armor) because of the scaling nature of its heads, so be
Hit Points 100, + 25 for each head. Speed 15ft prepared to adjust on the fly if players are finding it too
hard or too easy. You could count any critical hits as
STR DEX CON INT WIS CHA
lopping off a head, or you could allow it to regenerate a
16(+3) 10 (+0) 16(+3) 12 (+1) 20 (+5) 20 (+5)
head as an action.
Senses Darkvision, Passive Perception 15
Condition Immunities Blinded, charmed, deafened, After defeating the False Hydra, the party finds a pile of
grappled, prone, stunned, knocked unconscious clothes appropriate to the “missing” party member,
Damage Vulnerabilities Fire along with a Silver Hand Mirror. Give them any
remaining character sheet pieces, including the piece
Actions that has the character’s name, and the piece that tracks
Song of Forgetting. All creatures that can hear the False their health and death saving throws.
Hydra sing must make a DC 8 Wisdom saving throw at
the start of their turn. Subtract 1d4 from their saving The characters never regain any memories of the lost
throw for each active head. On a failure, the creature party member, save for the remains of her equipment.
forgets the False Hydra is there until attacked by it.
Finn arrives back in Eastguard just as you’re crawling
Multiattack. Makes a bite attack for each active head.
back out of the tunnel. They’re shocked at what you tell
Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., one them, and had no idea they had been under the
target. Hit: 1d8 piercing damage.
influence of the False Hydra all this time.
There are several ways to resist the False Hydra’s song Finn has sent messenger pigeons north to Ruinshore,
and remember its existence. and a Night Caravan agent will be awaiting your arrival.
Finn is going to stay behind in Eastguard and help clean
Plugging their ears would work to block out the up the False Hydra’s mess. They wish you luck on your
Silence song for a few minutes. Spells or potions that journey, and give you a care package of supplies and
cause deafness would work for longer. gold.
Infiltration
The false hydra enters a town through a humble enough method. Fattened on worms, it has
been growing upwards these last few days (weeks? years?), but has only now broken through
the soil. It often emerges beneath a building or in a basement, residents may begin to
complain about the sinkholes that have been opening up lately. And then it begins to sing.
While it sings, it is ignored. It just creates gaps in your attention and then slips through them.
Like the feeling of forgetting a task when you walk through a doorway. It is subtler than
invisibility, and more reliable.
At this point, the false hydra is only a torso, buried in the ground. The neck grows up, up until
the head emerges from the ground. It roughly resembles a man's head, but white, hairless, and
with inhuman proportions of the jaw and mouth. The eyes are empty black holes.
But of course, none of this is noticed. While it sings, the hydra exists in our blind spot.
Growth
A man is walking along a dark silent street. Suddenly he realizes that the silence is more
profound, as if a loud noise had just ceased. There is a rattle as a sewer grate slides over rough
stone. In that darkness, a fleshy face, leering with undisguised hunger. It lunges forward on a
thick neck that slides out of the darkness, three feet, six feet, ten feet long. It bites him on the
arm and drags him down that narrow gap, yanking and twisting to fit the man's body through
that too-small space. And when the sounds of eating have ceased, the song resumes.
The man has family, friends who will notice his absence. But the song of the hydra massages
their mind, smoothing the wrinkles on their brain. The hydra has eaten the man, who is now
known to the hydra. The song erases the memories from their soft heads. They will not notice
his absence, nor remember him. And in this way, the hydra grows. Its neck stretches longer.
The Cursed Blade I’ve been slowly waking up ever since you first
unsheathed me. Every drop of blood gives me more
energy and life, especially yours. And now I’m awake
In Chapter 2, one of the items found by the party was an again, and ready to talk.”
Ancient Bone Dagger. Hopefully one of the party
members was tempted to use it, and activated the curse Let the dagger’s holder ask questions and RP with the
so that they’re unable to get rid of it. dagger. The dagger is generally sarcastic and
mischievous. Some notes to guide the interaction:
If you also do a fortune telling scene, it might be a good
idea to tease the importance of the dagger. For
Egdod knew I held great power, but he was too scared to
example, in my campaign the dagger was claimed by a use me. Kept me locked up in that box for years.
Tiefling Rogue. His Tarot Card was The Hanged Man,
and his fortune was: Sure, I was part of the Deathless Empire. And part of the
Night Caravan after a rebel took me in battle. And part of
the Bronze Kingdom before the Deathless Empire, and
“And you, my devilish friend. You stand on a knife’s the Wandering Tribes before that, and civilizations
edge, between darkness and light. I sense a burden before that with names you can’t pronounce, held by
on you. You will be tempted by a dangerous offer. I hands not shaped like your hands. I’m old, very very old.
cannot tell you if you should or should not accept
that offer, but there will be a price to be paid either No, you can’t put me down. Or throw me away, or sell me,
way.” or trade me, or break me. You are my vehicle, my arm and
my feet, until you die or until I’m done with you.
The Bone Dagger will eventually play a key role in the What do I want? I can’t tell you. Literally can’t, I’m under a
campaign, so if none of your party members have geas. It’s kinda like a curse. I have a task that I must
awakened it, you’ll want to plan on an alternative accomplish so that I can finally rest. But I can’t ask for
solution. In my case, the dagger begins speaking to the help accomplishing my task, and I can’t share my task
Tiefling Rogue one night… with anyone. I can only nudge my holder in subtle ways,
and hope that someday I’ll accomplish my goal.
You bed down for the night, and try to get some The only reason I’m telling you this is so that you’ll
sleep. Just as you’re about to doze off, you hear a consider accepting my hints and nudges once in a while.
voice in the darkness, quiet but clear, like cloth being Oh yeah, and I’ll need a bit of blood every so often to
ripped by a blade. maintain my wakefulness.
“Yep, It’s me. The blade in the dark. I’ve been called
many names by many holders. Ivorybane,
Shadowfang, Whisperthorn, Marrowstrike… none of
‘em are my real name though. That’s just for me to
know.
“The name’s Nefti, Nefti Nimbledimple. Finn sent a The Explorer’s Guild
messenger raven ahead of you, and it told me your
whole story. That golem of yours, the Eye of Adia, the
Empress’s minions chasing you… and my old friend
Egdod.” Nefti sighs sadly. “The Night Caravan needs you to investigate. You’re
going to need approval from the Explorer’s Guild,
“Egdod was always a flighty one, sometimes he’d go their guards won’t let you through otherwise.
decades without making contact with the Night
Caravan, then show up on your doorstep like he’d I also suggest that Teacup stay here with me. If what
seen you just yesterday… But I guess that’s that. Finn relayed to me is true, the worst thing that could
Nobody lives forever, not even crazy old Gnomish happen is if it fell into the hands of the Empire. We
wizards.” don’t know who or what’s going on inside that
pyramid.”
“Anyway, you’re here now, and we could use your
help. See those pyramids over yonder?” Nefti points The Explorer’s Guild is housed in a sprawling walled
at the three pyramids towering over the modest city compound made of sandstone and stucco. The main
wall to the East. “About two weeks ago, something entrance is a large wooden door in the mud brick
weird happened to the tallest one there in the wall. A metal plate affixed next to the door reads,
middle. It started glowing, and then a reddish beam “Licensed Adventurers Only.” In smaller print it
of light shot straight out the top of it, woosh! Started continues, “Aspiring explorers who can provide proof
glowing around sunset, stayed lit up like a beacon all of exploits or artifact retrieval may apply within.”
night, faded away in the morning.”
Knocking on the door will cause an Explorer to open
“Now, this got the Explorers’ Guild all wound up. a sliding hatch at eye level… Gnomish eye level. A
They’ve sent teams into the pyramid over the years, bored looking Gnomish man with thick glasses
looking for treasure. They found some bits and bobs, peeks out of the hatch. He rolls his eyes and says,
but mostly just a buncha dusty, empty corridors. But “The Explorer’s Guild is not open for tourists. We’re
one of the explorers took a peek inside after the also not giving out new delving licenses to
beacon activated, and everything was different! It inexperienced explorer wannabees. Can you prove
was like the inside of the pyramid reconfigured your experience with ancient relics? Deathless
itself, rearranged like a rubix cube! First guy came Empire-era or earlier.”
out to report his discovery, and then they organized a
team of three to fully explore the place. That was five The party should have several Deathless artifacts
days ago, and they never came back out. These Guild available to them: The Witching Compass, the bone
folks are a buncha bureaucrats, so any time
dice, any other items they’ve looted from Deathless
something doesn’t go according to plan it takes them
forever to react. They’re still debating who’s gonna minions. The cursed bone dagger is also clearly ancient,
go in after them.” though its origins are uncertain.
the room is filled with rubble, where the ceiling has The door behind you slams shut. Suddenly, water
partially collapsed. From the far end of the room, begins pouring into the room from three spouts in
hidden in the shadows, you hear a scraping sound, the ceiling! The room quickly begins filling with
like metal being dragged on stone. The scraping water.
sound gets closer, and a figure materializes from the
darkness.
If you want to increase tension, you could use a 3
minute timer before the room is filled to the roof
Battle encounter with 2 Deathless Knights, and 2 without any breathing room. Characters could try
Deathless Soldiers. picking or smashing the north door, opening/breaking
the grate in the floor, or searching for a hidden
The skeletons leave behind nothing of value, all of their mechanism to drain the water, all DC 15s at your
armor and weapons are crumbling to rust. discretion.
Room 2F Contains two more Scarab Swarms, and the third Glass
Plate. Players could prepare in some way if they suspect
You enter another circular room. There’s another more scarabs. If you want to add further complications,
door to the South. There are two wooden chests you could have the tablet broken at the bottom of the
along the North wall. sarcophagus. A Mending spell or a few drops of
Sovereign Glue could repair it.
The first chest players try to open is locked. Dex DC 15 to
pick the lock (Thieves tools, +dex, +proficiency) or Str
Room 2H
DC 18 to smash it open. Inside you find: You enter a large hall supported by regularly spaced
columns. You don’t see anything of importance or
60 gold coins value in the hall, but the farthest wall is another
A lead token in the shape of an anchor. story. It contains an array of six glyphs, carved into
A tiny glass jar containing four ounces of a milky-white the stone. Around each glyph is a subtle square
liquid. A paper label on the jar reads, “Sovereign Glue, shape inlaid about one and a half an inches into the
Use with Caution!” wall. It looks like each glyph is designed to hold the
three glass plates securely in place.
The second chest is a Mimic.
You reach out to examine the chest. It feels like the Let the players work together to solve the glyph puzzle.
mechanism is locked or stuck, but something is It’s not difficult, but should take them a couple of
wrong, you can’t move your hand away from the minutes.
chest. You’re stuck. Suddenly, the lid of the chest
opens to reveal a huge set of jaws filled with sharp
teeth. Three sickly green eyes sprout from the top of The glyph begins to glow and the wall slides
the lid. It’s a Mimic! upwards, revealing a staircase leading upwards.
Corridor 2F
Pyramid, Third Floor
You enter another hallway, but this one is different.
The floor bubbles with a noxious green liquid. It
smells acidic and foul, like rotting lemons. The liquid
appears to be about six inches deep, with a normal The third floor of the pyramid is a single square
stone floor beneath it. chamber. The center rises up in a staired platform. At
the top of the platform is a jet black throne,
seemingly carved from a single huge block of
Anyone stepping through it takes 2d4 acid damage.
obsidian. Oily blood red smoke seeps from the
Players may improvise a solution to avoid taking
throne and tumbles down the platform.
damage. A Perception DC 16 will reveal a round stone
disk in the center of the corridor with a metal handle
A voice speaks, feminine but ancient, quiet but clear,
under it. Strength DC 14 will allow a character to pull
as if someone is whispering directly into your ears.
out the plug, causing the acid to drain through a hole in
the floor.
“How thoughtful, how delicious! The remnants of my
Room 2G empire have been hunting a gang of foolish young mortals
for days, always failing, always letting them escape. And
You enter yet another circular room. This one lo and behold, you walk right into my sanctum!”
contains a sealed stone sarcophagus, like the ones
you encountered on the level below.
A figure materializes on the throne, a withered A cloud of sand and dust blows out of the Pyramid’s
figure draped in purple and gold robes. A lich. entrance behind you. You look back to see nothing
Adia, Empress of the Deathless Empire. but a solid wall of stone bricks. The sand beneath you
starts to vibrate and shift, and you feel your feet
“I sense that my Eye is close, close enough that I already starting to sink into it like quicksand.
feed on its energy. It seems even you are not stupid enough
to bring it directly to me, but it’s only a matter of time. The Pyramid begins to lift out of the ground. You
Even a fraction of my full power is enough for now. My realize that it’s not a pyramid, but an octahedron,
Sanctum awakens, my army stirs. The Eye will be mine, half-buried in the sand. It raises into the air, slowly
and then my Empire will rise fully from the dust. You can but inexorably. The sand around it settles into the
surrender your lives to me now, or flee and prolong the hole left behind, and you have to run away to avoid
inevitable.” being sucked in.
The floor of the pyramid starts to rumble, and you Soon the hedron is hundreds of feet in the air, and
can hear a sandy grinding noise, of stone blocks floating steadily higher.
shifting and moving. The blocks of the floor of Adia’s
Sanctum start to rise, and the blocks of the ceiling Members of the Explorers Guild rush out of the city
start to sink. gates to watch what is happening. They point and
murmur to themselves. Some of them are glaring at
As you run down the stairs, blocks to either side of you angrily.
you start to shift inwards. The chamber walls start to
close in on eachother. A gray-haired human man in an official-looking suit
walks up to you and says politely, “Excuse me, may I
take a look at your Adventuring License for a
Give the party ten minutes to escape the Pyramid
moment? Standard operating procedure, and all
before it crushes or traps them. Have them work their
that.”
way back through the rooms and levels of the pyramid
as quickly as they can. This shouldn’t be difficult for the
most part, they just need to narrate what they do in Take the players’ adventuring license card, rip it to
each room. shreds, and toss it back at them.
Armor Class 15 (Natural Armor) STR DEX CON INT WIS CHA
Hit Points 35, Speed 30ft 16(+3) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 5 (-3)
Bite. Melee Attack: +5 to hit, reach 0ft. Hit: 4d4 Armor Class 17 (Rusted Plate)
piercing damage and the target must succeed on a DC Hit Points 40, Speed 20ft
13 Constitution saving throw or a scarab burrows
STR DEX CON INT WIS CHA
under the skin of the target.
16(+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
If a scarab is burrowed inside a creature, at the end of
Senses Passive Perception 10
the creature’s turn the scarab moves closer to the
Damage Immunities Poison, Exhaustion
creature’s brain, dealing 1 additional piercing
damage. If the scarab is not removed after 3 turns of Damage Resistances Fire
being burrowed, it latches onto the brain of the Damage Vulnerabilities Bludgeoning
creature and takes control of its body until removed. Challenge Rating 2 (450 xp)
Mimic
Medium Monstrosity, Neutral Anchor Token
Armor Class 12 (Rusted Plate) Wondrous item, uncommon, 1lb
Hit Points 58, Speed 15ft You can use an action to touch the token to a boat or
ship. For the next 24 hours, the vessel can’t be moved
STR DEX CON INT WIS CHA by any means. Touching the token to the vessel again
17(+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) ends the effect. When the effect ends, the token
Senses Passive Perception 11, Stealth +5 loses its magical charge and becomes a mundane
Damage Immunities Acid, Prone object.
Challenge Rating 2 (450 xp)
A small lead token shaped like a ship’s anchor, about the
Actions size of a coin.
“According to the Night Caravan’s history and stories, Either way, when the battle commences, the largest
this was all a lush, fertile prairie. Shepherds grazed Gnoll howls, “Offerings, more offerings for Greenog!
bison and sheep here by the thousands. When Meat for the Bloated One!”
Empress Adia began draining the life from her
subjects, the land started to die as well. Now it’s
nothing but wasteland. The only thing that lives out Caevara will assist in the battle using hit and run Blink
here are Gnolls. tactics, and will try to avoid being surrounded.
They’ll sometimes raid into the inhabited parts of After one of the gnolls is dead and the other is close to
Oakheart, burning and pillaging, killing and eating. death, it will try to escape. The witherlings will fight to
They’ll eat any kind of meat, even humanoid. And the death. One gnoll is carrying a pouch with 40gp.
when they start to run out of food, they’ll turn on
Both gnolls are wearing filthy hide armor, but they’re
each other.
too large to comfortably fit any of the players. One
That’s not even the worst of it! After they’ve eaten would drop a two-handed axe (1d10) and the other has
the flesh from one of their own, they use two hand axes (1d6).
necromancy to bring the bones and sinew back to
life, and turn ‘em into Witherlings. Dried out You find nothing of value in or around the wagon, it
zombies that don’t eat, don’t sleep, don’t compete
must have been picked clean by other gnolls before you
with the tribe for food… but can still fight and kill for
them.” arrived. There is no sign of the wagon’s owner or driver.
Perception DC 15 would let the party see what’s Nefti says, “Not good, not good! The sand in that
happening before engaging in combat. thing is like shards of glass, it’ll tear us to shreds!
Except for Teacup, they’ll probably be fine. They can
Sacrifice for Greenog Greenog joins the battle. If any players are swallowed
during the battle, mention that in the slimy darkness
they feel other objects in the stomach, like smooth
rocks.
The next morning, you continue the journey. Freshly
piled up sand dunes make for slow going, but at least
the storm has passed. The road is uneventful for a The Gnolls carry 60gp, plus some basic weaponry. If
while, until you hear a distant noise up ahead. players think to cut open or search Greenog’s stomach,
they’ll find:
“Let me go you monsters, I don’t want to meet your god!
Help! Heeellllpp!” A chunk of Obsidian
Two Black Pearls
You also hear chanting, faint at first but getting
louder as you approach. A small diamond
A piece of jade
“Greenog! Greenog! Greenog!!” Five shards of ivory
A stone altar sits between the road and the poisoned It seems that Yeenog’s stomach acid will dissolve flesh,
water. There are columns on the four corners of the bone and metal, but gemstones and other spell
altar, though two of them are broken and fallen.
components have accumulated over the years,
Strung up between the remaining two columns are
ropes, and held in the center of the altar is a young undigested in its stomach like bubblegum.
dwarf, tied by his arms.
If the dwarf survives, his name is Kaz Stoutbarrel, and
Surrounding him are Gnolls and Witherlings, he’s just a wagon driver for a brewery in Akrul. He was
stomping their feet, banging their weapons, and supposed to be delivering some casks of ale to
chanting. Ruinshore, when he was attacked by Gnolls and taken
as a sacrifice. If you can help him get back to Akrul, he’s
Begin combat encounter with 2 Gnoll Raiders and 2 pretty sure his parents will reward you.
Witherlings. After any two enemies have been killed or
chased off…
After crossing the Akrul Bridge, you finally leave
behind the Gnoll wastelands. The road becomes
You hear a deep, slimy bubbling sound coming from stone brick, and the elevation rises up into the
the water. The surviving Gnolls stop in their tracks mountains. The air turns colder, and pine trees start
and look towards the water. to crowd the road. As you turn the final corner, you
approach the foot of the mountains. The road leads
“Greenog!!” They scream joyfully. The surface of the directly into a cliff face, where you can see a huge
water breaks to reveal a monstrous frog-like stone gate, arrow slits, and balconies all carved into
creature. the raw stone. You’ve made it to Akrul.
Gnoll Witherling
Creatures Medium Undead, Chaotic Evil
The Gates of Akrul Nefti says, “Welp, we’re finally here! There are some
merchants and shops in the Trader’s Mall if you want to
do some shopping, while I track down Brenna
The party arrives at the gates of Akrul. Along with the Bladesmith. She’s gotta be pretty old now, even by
adventurers are: Dwarven standards. But before retiring she was a
powerful Artificer, maybe the best there was. She’s
Teacup the Iron Golem
worked with generations of the Night Caravan over the
Nefti Nimbledimple, years, and I have a feeling she can help us with our Teacup
Gnomish agent of the Night Caravan problem.” Nefti scampers off and is soon lost in the
Caevara, crowd of dwarves.
the mysterious Astral Elf from Wildspace
Kaz Stoutbarrel, You enter the gates of Akrul, and into the city. It’s a
a young dwarf that the party rescued from being huge open cave, with a roof of raw stone towering a
hundred feet above you. Within the cavern are
sacrificed to the “God” of the Wasteland Gnolls.
streets and buildings, built around the natural shape
of the cave. Instead of trees or grass, there are giant
Akrul is built into the side of a mountain, in a large bioluminescent mushrooms, and soft moss. Just
open cavern. From the outside you see a set of inside the city gates is the Bedrock Inn, a modest
massive iron gates, thirty feet tall and twenty feet dwarven establishment.
wide. The gates are open to allow traders in and out.
There are stone balconies and arrow slits carved into Map of Akrul
the cliff face, and dwarven guards peer down at you.
Two older dwarves, a man and a woman, come Perception DC 15 to notice some crudely painted graffiti
rushing out and hug Kaz. They thank you for of a snake coiled around a stalagmite.
bringing their son back safely, and they give you a
reward: Give players an opportunity to shop at the Trader’s
Mall, or explore Akrul.
40gp, and Bouncer's Knuckles.
After some time spent browsing in the Mall, Nefti
Kaz and his parents thank you again, and head off to finds you and says, “Good news, friends! I’ve found
their family business, the Bedrock Inn. Brenna Bladesmith. She’s still alive, though she’s been
retired for many years. But when I mentioned our pal
Caevara nods at you, and tosses a bag of 50gp to the Teacup, her eyes lit up and she told me to invite you all
nearest party member. He says he’s got business to over to her place!”
attend to, but says that he’ll be staying at the
Bedrock Inn, and perhaps your paths will cross again. Brenna’s home is tucked away at the edge of Akrul,
He turns and walks through the gates of Akrul. the last house in the row before the tunnel fades off
into darkness. The house is a stout, squat structure
similar to most dwarven homes, but the roof is
adorned with iron weathervanes shaped like birds,
bats, and gargoyles. Iron and brass wind-chimes She also helped design Egdod’s Tower, which she
hang from the tiled roof. refers to as his Stone Spelljammer.
Weathervanes and windchimes would seem useless Brenna thinks she may be able to remove the Eye
in an underground city, were it not for the metal from Teacup, and destroy it forever, but she needs
windmills positioned in the corners of the property, your assistance.
spinning with some unknown energy, producing just
enough wind to make the weathervanes sway and Removing the Eye will remove Teacup’s power
the windchimes tinkle. source, but perhaps you can help Brenna come up
with an alternative to keep it alive.
As you approach the house, you’re greeted by the
sound of barking, like a dog but… strangely metallic
and mechanical. A dog-sized golem bursts out of a “Oh… oh dear. So the Empire has awakened, and Adia is
swinging flap in the bottom of the front door. It’s after the Eye. It’s good you came to me… I think I can
made of iron, and some of its panels are painted with remove the Eye. After all… I’m the one that put it there in
blue enamel… the same shade of blue as Teacup’s the first place.
armor.
Egdod and I go way back, to the early days of the Night
“Hush now Doorbell, we’re expecting guests!” A Caravan. You see… we were both part of the team that
dwarven woman opens the door and comes out to stole the Eye from the Empress, and felled the Deathless
greet you. She’s clearly ancient, her face is lined with Empire all those centuries ago. At that time we couldn’t
deep wrinkles and her hair is silver. But her figure out how to destroy the Eye, so we decided to hide it.
shoulders are broad and muscular, her back is I built an Iron Golem, and Egdod helped me place the Eye
straight and proud, and her eyes are sharp. in its chest.
“Ahh my dear Teacup, let me take a look at you. Armor’s Golems are little more than robots, simple machines that
in pretty good shape, a few dents and scratches here and can follow simple orders. They have no thoughts, they
there, but that’s to be expected. But where’s your master? don’t speak. The Eye’s power did something to Teacup,
Where’s Egdod?” awakened It. Gave It a personality and a voice. Egdod took
It to live with him, to keep It safe from harm and hidden
RP opportunity with Brenna. Now would be a great behind his spells and wards. I helped Egdod build that
Stone Spelljammer of his as well, though I don’t think he
time to let the players recount the story so far, in their
ever quite got it working the way he wanted…
own words.
Anyway, the Eye. Ever since Egdod got his hands on it and
Brenna Bladesmith is old even by dwarven we hid it inside Teacup, I’ve been pondering how to
standards, though she won’t say exactly how old. destroy it. I think I know how to do it, and destroy Adia
once and for all in the process. First, we need to remove it
She was a powerful Artificer, perhaps the best in the from Teacup’s body. That’s no easy task. I’ve still got most
land, but is now retired. of my tools, but we’re going to need a few things that I
don’t have.”
She has worked with the Night Caravan over the
years on various projects. Brenna pulls out a notepad and starts to scribble
something down. She hands you a scrap of paper and
Doorbell is her guard dog, Brenna built it many years says “Let’s not waste time, I suggest you divide and
ago. It’s not very bright, but it has very sharp hearing. conquer the first two items. The third might take a more
focussed effort, but I’ll leave it to you. Nefti and Teacup
Brenna is not surprised to see Teacup… she helped can stay here with me while I prepare for the operation.
Egdod build it, and helped install the Eye of Adia You finish my list and we’ll meet at the Akrulite Forge.”
inside of its chest.
Print off the following “grocery list,” or write it out by Encourage players to split up into two groups, and
hand on scrap paper: decide who wants to take which tasks. Physically
separate the two groups. If playing online, separate
chat rooms or breakout rooms will work.
Entry Passes to the Akrulite Forge
Need to use the magic forge, It’s possible to DM both groups simultaneously by
I’ll explain more later. hopping between them, but it’s easier and more
Problem is, they don’t let interesting if you can recruit a compatriot to serve as
just anybody in there! secondary DM for the next portion. My wife was
Talk to Mayor Magram Rockheart generous enough to help in, and she had a lot of fun as
someone with no prior DM experience!
or his secretary. DO NOT tell him
I sent you, we don’t get along!
Arts & Crafts
Animator’s Goggles Give each group three sticky notes or index cards to
Enchanted goggles let you see represent the three charges on their Instant
Messenger. Don’t allow them to communicate
through the outer casing of a between groups, except by using up and passing one
construct. Check with Gnomes in of their notes. If you can get black paper notes and
Gnomehome. Maybe try the Totem gold or silver pens, the effect will be even better.
Spirit Bakery
Owners are Breezie Nimbledimple and her husband Akrul authorities are not providing public access to
Grenli Nimbledimple. Sells baked goods, of both a the forge right now, due to recent gang-related
mundane and magical nature. thefts.
Their specialty is Ghost Cookies. They exist in two They call themselves The Tunnel Snakes. A pack of
planes of existence at once, so you can enjoy the miscreants that are constantly starting fights,
taste and crunch in the material plane, but all the vandalizing buildings, stealing from homes and
businesses.
calories exist in the spirit realm.
Akrul militia have tried to stop them, but they’ve got
You’re friends with Nefti? She’s here in Akrul?? a hideout somewhere, and they always manage to
Strange that she didn’t just come here right away, or evade capture.
even mention that Akrul is her hometown… Tell her
to come and say hello to her ol’ mom and dad, we You find their hideout or otherwise deal with them,
haven’t seen her in months! and I’ll get you your forge passes.
Inside the main doors is a large desk, behind which Players can try to persuade Caevara to help with the
sits the Assistant to the Mayor, Burli Brittlefrost. Tunnel Snakes.
He’s short even for a dwarf, with a pinched face and
tiny glasses, and a stressed out expression on his The Stoutbarrels will complain about the Tunnel
face. Without even looking up from his papers, he Snakes, who keep trying to steal kegs of ale out of
recites, “Mayor Kurgan is not receiving visitors today. the tavern’s storage yard, and keep drawing graffiti
If you’d like to schedule a meeting, I can put you on on their walls.
his agenda. The next open appointment is in four
months.”
He thinks they hang out in the mines past the The Pit of Eyes is a deep, roughly circular pit. Lining
Northeast corner of Akrul, but he doesn’t know the edge of the pit are outcroppings of rock, sharp,
exactly where. craggy, and tooth-like. They don’t look like any other
natural rock formations that you’ve seen in Akrul. A
He begs you to go easy on them, they’ve made some
bad choices but they’ve never killed or hurt anyone. spiraling stone staircase has been carved into one
He understands they might need to be punished, but side of the pit by dwarven hands, and there’s
begs you to go easy on them. evidence of old mining works, pulleys and
scaffolding and piles of excavated rubble.
The Tunnel Snakes But whatever project began here seems to have long
been abandoned. The only recent Dwarven activity
At this point, hopefully players will have gathered here is a militia checkpoint, and a handful of
enough clues to deduce that the Tunnel Snakes have a Dwarven soldiers. They’re lounging around looking
hideout in the Sulphur Mines. If they still haven’t put it bored, but they’re fully armored and equipped, and
together, an NPC could offhandedly remark that they have two large ballistas set up and pointed
Sulphur smells like rotten eggs. Alternatively, they toward the Pit.
could convince Kaz to make contact with the Tunnel
Snakes and lure them to a meeting location. A guard yawns and says, “Oh yeah, excavation’s been
off-limits to civilians and outsiders for decades. Story goes
like this. Back in the day, before my time, some miners are
You find The Tunnel Snakes’ hideout in the Sulphur
exploring the Pit, and they find a promising seam of gold
mines. A rude camp with some tents, a fire pit, and a
mess of broken crates and barrels, the remains of ore. They dig out a staircase, start setting up shop. But
their crime spree. Sitting around the fire are four then they find out the hard way, the Pit’s already been
dwarves, drinking, laughing, and talking loudly. Due claimed. There’s some kinda monster down there! Kills
to the darkness of the tunnel, the glare of the fire, some of the miners immediately, drives the rest mad.
and the dwarves’ inebriation, they don’t notice you Miners come pouring out of the Pit raving and screaming.
immediately. The survivors are changed, their faces all twisted out of
shape unnatural-like, and one great big watery eye
Players can decide how to proceed. Sneak, magic, where their normal eyes should be!
intimidate, fight, etc.. If they choose to fight, the gang
Now I dunno, it all sounds like a tall tale to me. But the Brenna leads you to a smaller building connected to
city elders and mayors have always taken it seriously. one of the turbines. Inside the building is a workshop
We’ve got guards posted here at all times, in case with a large low bench, big enough for Teacup to lay
on like a bed. Hanging from the ceiling near the
anything tries to come up those steps. Hard to complain,
bench are tubes, pipes, and hoses that can deliver
it’s an easy shift! Never had nothing happen in my time. If steam or power to the various hand tools nearby.
there’s really something down there, it doesn’t seem
interested in comin’ up to chat. We leave it alone, it leaves “It’s going to take me a couple of minutes to get prepared,
us alone.” if you’ve got anything to say to Teacup, now’s the time.”
The Akrulite Forge Teacup seems worried about what will happen to It,
insofar as a 12-foot-tall Iron Golem can be worried.
“There it is… the Eye of Adia. Okay, I’m going to need your Suddenly the room is plunged into darkness.
help for this. Your job is to align these runes, which will Complete, impenetrable darkness that even those
allow me to see the spell threads holding the Eye in place. with darkvision can’t see through. There’s a sound of
As you do that, I’m going to use the pliers to clip the spell a scuffle, and you hear Brenna cry out in pain.
threads one at a time, until I can remove the Eye.”
You hear a small voice. It’s Nefti. “You won’t believe
me, I know that. But I’m sorry. Empress Adia… she got in
Arts & Crafts my head back in Ruinshore. Her voice started whispering
to me, and never stopped. Even now I can hear her.
Some time ago I saw a set of interesting looking
“Rune Dice,” for sale, designed for rune divination. I If I bring the Eye to her, she told me she’ll spare Akrul and
didn’t have an immediate use for them, but I loved Gnomehome. If I don’t, her deathless army will come.
how they looked, and I’ve found that interesting dice Thousands of them, tens of thousands. They’ll come to
and trinkets will often end up being a nice bit of Akrul, and they’ll break down the gates piece by piece,
flavor to add to a game. chip by chip.
At this point in the session I wanted my players to be Adia will take us, man, woman and child, every gnome
completely focussed on a task for a couple of and dwarf. She’ll drain our life force away until we’re
minutes, so that I could be prepared to flip the lights nothing but bones, and then she’ll enslave the bones and
off in the room and narrate the final story moment. I add us to her army.
made a simple design to print out on paper, and then
used a gold-ink marker to put a different rune on I can’t let that happen. My family, my friends, everyone
each circle. For an added complication, there are I’ve ever known lives here. Tell Teacup I’m sorry, if It ever
three different dice in each color, each die has a wakes up. Tell my parents I’m sorry, and that I’m doing
different set of runes on it, and each rune on the this for them.”
puzzle only matches one of the dice.
You hear crying, sniffling, and then nothing. Light
Here’s a picture of the setup I used. slowly returns to the room. On the floor is a Wand of
Darkness, spent and broken.
Let the players complete the rune puzzle. When they’re
Teacup is motionless. The cavity in Its chest is empty.
just about to finish, turn off the lights. Brenna is laying on the ground, clutching her side
with bloody hands. She’s been stabbed, and is
bleeding profusely. Nefti is nowhere to be seen.
In this session I made heavy use of content from Epic Encounters: Village of the Goblin Chief, so I won’t be relaying the entire
session here. Feel free to use similar pre-made content, or create your own.
The Akrulite Forge If the party could somehow get a shard, they would
also need a specialized casing to hold the shard.
Give the players some time to regroup, react, or
roleplay. The container would need to be made of something
that can secure and moderate the power. Something
Brenna Bladesmith has finally regained her
with an innate magical or anti-magical control field.
composure. “That poor girl… I know you’re mad at
Nefti. Her betrayal hurts. Giving up the Eye to the A spell or charge wouldn’t do it, a spell wouldn’t last
Empress may have doomed us all. But she did it out long enough. No, the container needs a permanent
of love for her family, and fear for their safety.” control field.
“Let’s not give up hope. I don’t think Teacup is dead… If it were spherical, all the better. I could put it into
merely unpowered. If we can find a new power Teacup’s chest cavity without much extra
source, I believe it could wake up. “ modification.
The lead goblin was strange, it wore a wooden mask that arguing goblins, and you can see the flickering lights
covered its face. It was the one that cast a spell on of torches.
Caevara and disabled him.
You see a single rickety ladder extending from a flat
Before disabling Caevara it said something in rough platform up above.
Common. “That one, the Vein wants him!”
Creatures
Glowforest Tree Frog
Glowforest Goblin
Small humanoid, Neutral Evil
Small humanoid, Neutral Evil
Armor Class 11 (natural armor)
Armor Class 15 (leather armor, shield)
Hit Points 20, Speed 30ft
Hit Points 10, Speed 30ft
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Languages Common, Goblin
Languages Common, Goblin
Senses Darkvision 60ft, Passive Perception 9
Senses Darkvision 60ft, Passive Perception 9
Leaping. Can long jump up to 30 ft.
Actions Gob Cavalry. Carries a Glowforest Goblin as a mount.
Goblin can make attack actions, and will dismount if
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Tree Frog is killed or incapacitated.
one target. Hit: 1d6+2 slashing damage.
Short bow. Ranged Weapon Attack: +4 to hit, range Actions
80ft., one target. Hit: 1d6+2 piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1d6+1 piercing damage, and target is
Goblin Froglicker grappled until it succeeds on a DC11 STR check.
Small humanoid, Neutral Evil
STR DEX CON INT WIS CHA Armor Class 16 (braided hair, wooden mask)
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) Hit Points 22, Speed 30ft
Cut this out, and rip the left edge so that it looks like it was ripped from a book.
A Beholder would say that they themselves are the most perfect being in all existence.
Not their species, mind you, but themselves personally. Other Beholders are mere imposters to their
own perfection, and other creatures are jealous of their magnificence.
The central Prime Eye is a remarkable object, a hard, crystalline sphere with an aperture that draws
in both light and magical energy. The Prime Eye creates a field of anti-magic, absorbing all arcane
energies and auras within its field of vision. The secondary eyes can each project powerful spells
which may charm, paralyze, or even disintegrate its foes.
Personality
Beholders tend to be profoundly paranoid, desperately obsessed with its own comfort, safety, and
power. Some Beholders will strive to amass influence over lesser creatures, or to horde vast treasures
and collections of magical artifacts. Other Beholders will hide themselves away from any other living
thing, terrified of risking exposure to anything that could cause them harm or discomfort.
Most strangely, a Beholder will sometimes change itself into another form, or create a mirror image
of itself, by dreaming or even by having intrusive thoughts about itself. A Beholder’s paranoia and
fear often becomes its own worst enemy, and is more likely to destroy it than any outside force.
Does the Beholder fear having a rival? It may manifest a hateful clone of itself.
Does it fear death? It may change into an undead lich.
Does it fear losing influence and being forgotten? It may disappear entirely.