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Cass_BOOK1_216x279_v16
Cass_BOOK1_216x279_v16
Credits
Overlord
Cass Suwinski
Lead Writer
Dillon Olney
Character Writer
Cameron DeFord
On the Cover
Editors Bram Willemot illustrates the heroes chasing a
Sarah Olney and Caitlin Smith young owlbear through the streets of Havdhir
before he gets away.
Art Director
Graphic Design & Layout Copyright
Chris Knowles @2023 Tomb Guardians, Inc.
2 Credits
Table of Contents
About This Campaign....................................................5 Side Quest: Appropriate Attire...........................54
Introduction.....................................................................5 The Sunken Dream Tavern......................................56
The Books.........................................................................5 Side Quest: Kraken Contest................................58
How to Use this Book.....................................................5 Morvin’s Sorrow Pit...................................................58
Read-Aloud Text..............................................................5
Civic Buildings......................................................62
Icons...................................................................................5
Havdhir Notary and Exchange................................62
Skill and Ability Checks.................................................5
Major Quest: Vrehnor Isle
Adventure Path................................................................5
(see separate section)............................................62
Challenges........................................................................6
Hall of the Triumvirate.............................................63
History of Shjekhel......................................................... 7
Temple of the Manifold Gods..................................67
Major Quest: Stolen Scrolls
Prologue: Tavernsbane Freighter (see separate section)............................................69
Lorton Bank................................................................70
Introduction....................................................................11 Side Quest: Robbery of the Century................. 71
Interacting with People Aboard..................................11 Azkhell’s Tower..........................................................76
The Ship......................................................................... 12 Major Quest: Azkhell’s Agoraphobia
Main Deck................................................................... 13 (see separate section)............................................76
Side Quest: Catching Rainbow Snappers.......... 14 Market District....................................................76
Captain’s Quarters..................................................... 16 Haggling...................................................................... 77
Crew’s Quarters.......................................................... 17 Navigating the Crowd............................................... 77
Cabin Quarters........................................................... 17
Side Quest: Missing Charter................................ 17 Market District Shops..........................................78
Cargo Hold.................................................................. 19 Brong’s Bashy Things................................................78
Side Quest: Rats in the Hold................................ 19 Side Quest: Deeds for a Discount...................... 80
Aquatic Nihidium-Spawned Abomination Attack... 21 Wolf’s Last Rest......................................................... 80
Passing the Curse......................................................22 Side Quest: Deeds for a Discount...................... 81
Level Advancement......................................................23 Histell’s Alchemical Mysteries................................82
What’s Next?..................................................................23 Side Quest: Scents and Perfumability..............84
Ardhos’s Bounty.........................................................85
Side Quest: Scents and Perfumability................86
Port City of Havdhir Verin’s Second-Hand Goods....................................87
The Menagerie...........................................................88
Introduction...................................................................29 Side Quest: The One That Got Away.................89
Level Advancement in Havdhir..................................29
Map of Havdhir..............................................................30 Additional Shops......................................................92
Important NPCs............................................................32 Percival’s Appraisal...................................................92
Reputation......................................................................34 Side Quest: Appraising a Mimic.........................93
About the City................................................................34 Freya’s Fantastical Items..........................................94
Factions...........................................................................35 Major Quest: Paying the Grifter’s Guild… a Visit
Crime and Punishment in Havdhir............................36 (see separate section)...............................................97
Exploring Havdhir.........................................................38 Havdhir Stables..........................................................98
Exiting the City..............................................................38 Side Quest: Owlbear Antics...............................100
Mourner’s Respite....................................................102
Residential Areas............................................... 40
Barnacle Barrows...................................................... 40 Military/Guard Outposts.............................104
Stonecentre.................................................................43 Goldtower.....................................................................104
Side Quest: Burning Bugbears...........................106
Coastal Locations...............................................44 Blacktower................................................................ 110
Greyport......................................................................44 Side Quest: A Night in Blacktower................... 110
Side Quest: Ships and Shipments.......................45
Havdhir Barracks...................................................113
Cemetery.....................................................................47
Training Area.............................................................113
Inns, Taverns, and Entertainment........... 50 1st Floor: Legal Issues..............................................113
The Guzzling Goblin................................................ 50 Major Quest: Vrehnor Isle
The Crystal Lounge...................................................52 (see separate section)...........................................114
Table of Contents 3
2nd Floor: Mess Hall................................................114 West Balcony.............................................................161
Side Quest: Helping with Svelvhar’s Soup.......112 Hibernaculum........................................................... 162
3rd Floor: Armory.....................................................115 East Balcony.............................................................162
4th Floor: Sleeping Chambers...................................116 Upper Stairwell........................................................ 162
Still-Echo Prison................................................117 3rd Floor....................................................................164
Major Quest: Innocent in Still-Echo Chamber of Song.....................................................164
(see supplemental book)......................................117 Chamber of Slime....................................................164
Room of Shifting Doors..........................................164
Derelict Room........................................................... 165
Major Quests Room of Dire Fortunes........................................... 165
Upper East Balcony.................................................166
Vrehnor Isle..........................................................120 Upper West Balcony............................................... 167
The Wrecked Keelhaul Marauder...........................120 Stairwell of Slipperiness.........................................168
Island Traps................................................................121
4th Floor....................................................................170
Quicksand Trap.....................................................121
Living Tales Library................................................ 170
Fearful Visage Trap............................................. 123
Ezmeralda and the Tale of the Talking Toad............. 170
Snake Pit................................................................ 124
Rhet Tikha’s Curse.......................................................171
Pirate Cave................................................................ 124
The Wandering Armor............................................... 173
What’s Next?.............................................................126
Weather of the Darklands of Vlaskhell...................... 174
Continuing the Adventure..................................... 126
The Siege of Havdhir.................................................. 175
Stolen Scrolls..................................................... 129 5th Floor.................................................................... 178
Horn’s Head Cave....................................................130 Banquet Hall............................................................. 178
Littered Tunnel..........................................................131
Bugbear Living Chamber........................................131 6th Floor.....................................................................181
Torch-Lit Tunnel....................................................... 132 Room of Pocket Dimensions..................................181
Gluck-glubruhk’s Lair.............................................. 132 Dwarven Portal.........................................................181
Sunken Tunnel.......................................................... 134 Thorny Portal............................................................ 183
Orphos’s Lair............................................................. 135 Ghostly Portal...........................................................184
What’s Next?............................................................. 136 Forest Portal.............................................................. 185
Continuing the Adventure..................................... 137 Abyssal Portal........................................................... 187
Ancient Portal..........................................................188
Paying the Grifter’s Guild… a Visit........140 Basilisk Portal...........................................................190
Drain’s End.................................................................141
Grifter’s Market........................................................ 142 7th Floor.................................................................... 193
Interrogation Room................................................. 143 Giant Gelatinous Cube Room............................... 193
Drain’s End Prison................................................... 144 8th Floor.................................................................... 195
Sewer Ogre Maze.................................................... 145 Library of Rare Texts.............................................. 195
Drain Rat Nest.......................................................... 147
9th Floor....................................................................198
Sewer Ogre Hoard Room....................................... 148
Azkhell’s Private Study...........................................198
What’s Next?............................................................. 149
Continuing the Adventure.....................................150 Tower Top.................................................................. 202
What’s Next?............................................................... 202
Azkhell’s Agoraphobia................................... 153 Continuing the Adventure........................................ 202
Azkhell’s Tower - Exterior......................................... 153
Azkhell’s Tower - Interior.......................................... 156
Appendix: Stat Blocks 204
1st Floor..................................................................... 156
Foyer........................................................................... 156
Right Side of the Chamber.................................... 156
Appendix: Items 266
Basement................................................................... 157
Left Side of the Chamber....................................... 157 Appendix: Spells 275
4 Table of Contents
About this Campaign more immersive experience and not as a hard rule
to follow. Players often chart a path that no Game
Master can anticipate, and the read-aloud text or
sections of the adventure might need to be altered to
Introduction fit the world the players create. That is okay! Don’t
stress if the campaign isn’t following a certain path.
The Curse of the Usurper is a three-part campaign This is a game of relationships, changes, challenges,
that grows characters from level 1 to level 15 and and choice; so fear not if the read-aloud text becomes
traverses unique locations including the following: irrelevant or if the characters completely disrupt a
portion of the campaign. There are plenty of tools
• Havdhir: an ancient, dwarven, port city where
and springboards for creativity provided in the Curse
low-level characters can experience a sandbox-
of the Usurper campaign to aid you in bringing your
style adventure of compartmentalized quests that
own story to life.
easily fit into other campaigns.
A b o u t t h i s Ca m pa i g n 5
Challenges
There are some unique challenges that may come
about for this campaign should the whole of the
party be slain. Since the adventure presumes
the adventurers are seeking to lift the curse, if
all of them die, the curse (and the Usurper) have
essentially “won.” A few suggestions are provided
here for Game Masters who are seeking to continue
the campaign with a whole new party or just a few
new characters. These options might contradict
some of the lore of the campaign, but they are
simply intended to give Game Masters options for
reintroducing the main conflict of the adventure to
allow it to continue:
6 A b o u t t h i s Ca m pa i g n
History of the summoning and raising of the dead, enhanced
magical prowess, and so much more. Its extraction
from the earth earned the Shjelborn clan and
Shjekhel Music
its fellow family miners much wealth and fame,
and their small mine soon grew into a dwarven
kingdom. The ruler of the kingdom at the time
In times of old, in ages so long past that with which we are concerned was King Kassimer,
none now know what truly occurred a kindly dwarf lord who cared a great deal for his
(though a few elderly dwarves and people and ensured they prospered for many years.
elves claim to know the events’
rough dates and origins), there existed the mines But such grand things were not to last.
of Shjekhel.
The rare nihidium stone had a mind of its own:
These mines were dug deep into the earth by an old mind, one formed from the collective
the Shjelborn clan, a family of dwarves once consciousness of those buried beneath the earth,
resplendent in wealth, power, and progeny. These clawing in the dark; one that cared little for the
dwarves dug deep mines, mines connected to lives of dwarves, humans, elves, or their like. The
hallowed halls filled with elaborate stone carvings stone crept subtly into the dreams and minds of the
dedicated to their ancestry. Shjelborn clan… infecting them, possessing minds,
and slowly, ever so slowly, interposing itself onto
The mines poured forth an abundance of wealth: the foundation of the mines of Shjekhel.
jewels, gold, and platinum ore that would provide
financial and economic security for thousands One day, a child was born to the Shjelborn clan, one
of generations. But most precious of all was the of many heirs to the throne. This boy was strange.
rare stone found deep within the earth. It was He was a quiet, stony child who rarely made a sound.
called “nihidium.” This stone possessed incredible Some believed he was a gift from the very stones
magical properties—properties that allowed for themselves. But others knew the truth: this child WAS
History of Shjekhel 7
the stone. The nihidium had taken on a physical form King Kassimer knew in his heart the only way to stop
through which it could release all its malice. this strange curse was to kill his son, the Usurper,
who had become a conduit for the stone. But try as
Over the years, the child grew—ever silent, ever he might, he could not bring himself to do it.
watching—staring with cold eyes, black and
unyielding as nihidium. Eventually, Kassimer was running out of options—
the failure of the dwarven kingdom pressing hard
Eventually, the child did speak, in a voice cold on his conscience. Desperate to stop the evil
and distant, as if stretched through miles of loose spreading from his home, he set out to make a deal.
earth. This son of King Kassimer was no dwarf but a
usurper. A manifestation of the ancient stone fueled King Kassimer bound his lineage to a pact, one not
by the buried dead. with a demon nor a devil but with the wicked force
that dwelled within nihidium stone itself. A force that
The child spoke, and his speech was old and dark. was hard, cold, and old as the stone…if not older.
He spoke with words that reverberated with many
of the clan who had dug so deeply into the ground, Without the consent of any of his subjects, the king
for it was the voice of stone, of cold, of uncaring offered himself and the entirety of his lineage as
inevitability, of spirits buried beneath the earth, of prisoners to the nihidium. He asked that the dark
souls trapped in dark, of sunless places in the tunnels being that dwelled within it and within his son seal
of the deep. When the child spoke, the dead of off the gate of Shjekhel so that no one could ever
Shjekhel walked once more as spirits wandering the partake of its dark powers again; trapping most of the
halls, rising from their long rests. Some thought him Shjelborn clan, King Kassimer, and the Usurper inside.
a miracle worker while others thought him a demon.
The stone agreed in the form of a curse—one last
Over the years, the city grew dark. The earth punishment for the dwarves who delved too deeply
refused to yield its riches to the dwarven clan, and into the earth… ITS earth. The curse halved the
many fled the place…many, but not the clan of lifespans of all members of the Shjelborn clan and
Shjelborn. their descendents and bound their souls to return
after death to wander the sunless halls for all eternity.
As the mine declined, the power of the dwarven
prince grew, and many began to whisper a name in King Kassimer split the key of Shjekhel into three
the dark, a new name for this prince that betrayed pieces, sending his two remaining sons and one
his intentions for the mine: “the Usurper.” daughter out into the world in hopes of sealing
Shjekhel forevermore.
King Kassimer saw the evil within his son and
tried to stamp it out. For he knew, despite what Years passed. Centuries passed. Many who once
the miners who examined the earth said, that this walked the halls returned as spirits or Undead;
strange boy’s presence was responsible for the restless beings unable to escape. For centuries,
withering of the mine and for the dead that now descendents of the original Shjelborn have been
walked many of its halls. desperately seeking a cure for their curse, passing
it on to their own offspring in hopes of one day
He sought the aid of sages, diviners, and clerics; freeing themselves and their ancestors’ souls from
frantically looking for a way to root out the dark the haunting of Shjekhel, that once-proud city
force that had crept into his home. which is now a ruin filled with wrathful spirits and
the specters of the dead.
But it was all for naught.
Worst of all, the Usurper remains.
The Usurper, possessing a following of dwarves and
creatures of the dark reaches beneath the earth, led A manifestation of the hate and cold and dark of
a revolt against his father that attempted to reclaim nihidium stone—the stone which should have never
the mines for the cold stone they “truly” belonged been mined or pulled from the earth—the Usurper
to. lurks within the halls of Shjekhel, locked inside. And
though he made the bargain, he sits in the dark, and
The king commanded that the mines be closed, the he plots…
walls shut, and the holes sealed. But each day, they
would find the mines opened again. No spell or wall
could hold back what had been unleashed in the dark.
8 History of Shjekhel
Curse of the Usurper
The surviving members of the Shjelborn clan suffer
from the ancient curse that was the result of the
pact made by King Kassimer of Shjekhel.
Tavernsbane Music
have been traveling for several weeks aboard the ship
the Tavernsbane Freighter, and Vrormir has become
Vrormir has hired the characters to accompany It is often best to give the players the read-aloud
him on his voyage to Havdhir (also known as the synopsis ahead of time and answer any questions that
Cauldron) in hopes of speaking with Azkhell, a will not give away too much of the main plot. This can
mage residing in the city. Finding this mage is a be done to help players get a foothold on the world
last-ditch effort to lift the family curse. and their part in it prior to sitting down to play.
Tavernsbane Freighte r 11
players to learn more about the ship and the • No one on board has seen Vrormir come out of
people aboard; and about the setting and the his room since his voyage began.
game in general.
• Vrormir had been adventuring south, beyond the
region of Ardhos, but decided to travel to Havdhir
Rumors and Information for a reason he did not disclose to the crew or
Any of the people on board can reveal information anyone else on board (apart from the characters,
about the ship and/or Havdhir, and they may also if they ask). His agitated mutterings, though, have
have opinions about Vrormir: allowed some of the crew to put together the pieces.
12 Tavernsbane Freighte r
When the characters first interact with Captain
Marrow, read the following aloud:
Tavernsbane Freighte r 13
Side Quest: Roleplaying First Mate Scur Bellos
Catching Rainbow Snappers Scur scratches a patchy goatee regularly and
squints suspiciously at anyone that questions
him. He speaks in a gravelly voice and frequently
First Mate Scur Bellos can be found standing on mutters under his breath.
the Main Deck.
Scur is frustrated by his low wages and long hours
When the characters first interact with Scur, read the aboard the ship. He has even considered venturing
following aloud: out on his own several times but has never had the
coin to do so. Scur resents his captain and has been
seeking more lucrative means of making a living.
A disheveled half-elf rocks back and One such venture is spearing rainbow snappers off
forth on the ship, staring blankly into the side of the ship as it nears port (whether or not
the water and leaning part-way over the spearing endangered rainbow snappers is strictly
side—one hand on the rigging and the “legal” is a matter of debate for Scur).
other gripping a spear with a thick line of rope tied to it.
He glances at you for a moment, turning back to the sea Scur is looking for additional hands to help him reel
before doing a double take. “Oy! Want to earn a bit of
in some rainbow snappers and is willing to offer 5
silver pieces (only one quarter the price he will fetch
coin?” the half-elf calls to you.
for them in port) for each rainbow snapper caught.
14 Tavernsbane Freighte r
Rainbow snappers (1Stat Block) can be caught
by spearing them with a successful ranged attack
using a spear or other weapon affixed to a rope
(or with a net). If the characters do not have rope,
Scur offers 100 feet of hemp rope affixed to a spear
to help them fish but requests that these items be
returned afterwards.
Tavernsbane Freighte r 15
Captain’s Quarters Loot
The captain’s quarters are locked, but a creature Inside the desk
using thieves’ tools can pick the lock with a 5 sp
successful DC 10 Dexterity check. The crew and Cartographer’s tools (15 gp)
captain are busy about the ship, and unless they Filthy spyglass, almost useless (2 gp)
are alerted to something amiss, Dexterity (Stealth) Soul-freeing tome (This tome can be read aloud to
checks are not required to sneak up to the door free the souls of the skeletons on Vrehnor Isle. See the
(though they would be required once inside if “Vrehnor Isle” quest.)
within earshot of a crew member).
Inside the chest
Within this chest is a small, rolled-up piece
Alternatively, if the characters can come up with of vellum. Unfurling it, you discover it is
a good reason why they should be entering the some form of treasure map with a large X
captain’s cabin, Marrow will unlock the door for on an island just off the coast of the port
them. This would require a Charisma (Deception or city of Havdhir. The island is labeled “Vrehnor Isle.”
Persuasion) check opposed by Captain Marrow’s
Wisdom (Insight) check.
The characters could also bash the door down, but Exploring the Captain’s Quarters
this would make quite a racket and likely alert the With a successful DC 14 Intelligence
crew that mischief is afoot. The door has AC 15 (Investigation) check, characters exploring the
and 10 hp. captain’s quarters can discover scuff marks on the
floor that lead directly to a small shelf stacked with
books and charts.
If the characters are caught attempting to steal
from the captain, Captain Marrow informs the If the characters move the shelf aside, read the
characters that he will be making a note of their following aloud:
attempted theft to the Havdhir notary who will
likely impose a fine on any future travels the
A narrow opening beneath the shelf can
characters might take. Captain Marrow will then
be squeezed through and leads down a
keep a wary eye on the characters for the rest of
set of rickety wooden steps into a secret
the voyage.
chamber. Crates, barrels, chests, and rows
If the characters enter the captain’s quarters, read the of bottles line the shelves.
following aloud:
16 Tavernsbane Freighte r
Crew’s Quarters at you over the top of a pair of spectacles and croons,
“Is that you, Captain? No? Oh dear. No, it’s not him, eh?
The crew’s quarters are open, but the crew
members keep their valuables on them at all I do so hope someone can talk to that wretched captain.
times, not being too trusting of one another with He says my chartered forms are missing and that I owe
their belongings. If the characters enter the Crew’s him for the whole of the journey. Well, dearies, I can’t
Quarters, read the following aloud: pay that much, not at all. And I just KNOW he has them
stashed away somewhere. Would you be willing to help?
I’ve some old brews my husband gave me before
You enter a dimly lit room. A few dozen
he passed. He was quite an adventurer in his day,
hammocks are strung up on the wall,
bless his soul.”
and some filthy clothes are piled about.
The smell of body odor assails you.
What is a charter?
A charter is like a combination ticket and passport,
Each character in the area must succeed on a DC 10
and can be acquired at the Havdhir Notary and
Constitution saving throw or be poisoned for
Exchange or its branches in other lands. You cannot
1 minute by the overwhelming stench.
legally sail on a Havdhirian ship without one.
Side Quest:
Missing Charter
This side quest introduces roleplay and conversation
/non-combat-oriented skill checks to the players.
Tavernsbane Freighte r 17
Roleplaying Old Lady Coraline his appearance, as though the signs of age have been
plastered over the face of a much younger man. As you
Old Lady Coraline speaks in a soft, crooning voice,
often with upward inflections at the end as if she enter the room, he looks up from his writing. A small
were asking a question. Her hands shake subtly journal is laid upon his lap as he sits in bed. He greets you
with age, and she leans heavily on her cane. with a shaking wave of his hand, its wrist covered by a
heavy, metal band cinched tightly.
Old Lady Coraline (1Stat Block) is a neutral good tiefling.
Loot
Vrormir is the catalyst for the major events of the Roleplaying Vrormir Shjelborn
adventure, sending the characters reeling into a plot
Vrormir is nearing the end of his life. The curse
filled with curses and monsters. afflicting his family has shortened his lifespan
considerably. He has spent the majority of his life
Vrormir can be found in his cabin. The door to searching for the Shjekhel keys that will open the
his room is shut, but if the characters knock and mines of his ancestral home in hopes of lifting the
announce who they are, Vrormir will invite them curse on his family.
inside. The door is not locked, but no one has
entered because everyone is suspicious of the Recently, Vrormir has realized that he is far too
old dwarf. “old” and weak to continue his quest and has
asked the characters to accompany him. He plans
When the characters enter Vrormir’s room, (somewhat selfishly) to pass the curse to them if
read the following aloud: he is too weak to reach the mage Azkhell, who he
hopes can lift the curse.
A sickly-looking dwarf sits on a small cot
Vrormir wears a band of illusion specially designed
in his room. His beard is flecked with gray, to hide his cursed marking.
and the corners of his eyes are creased
with age. Something seems off about Vrormir (1Stat Block) is a chaotic good dwarf.
18 Tavernsbane Freighte r
Side Quest: Rats in the Hold
When the characters first interact with Danny, read
the following aloud:
Danny made
the mistake of
buying two baby
“mice” from
a traveling
salesman at
the last port
he visited, only
If the characters search Vrormir’s room (if he to discover these
is dead or allows them to rummage through his “mice” were an
things), they can discover the following: entirely different type
of rodent… they quickly
Journal. Anyone that speaks Dwarvish can make grew into giant rats.
a DC 15 Intelligence check to read the messy Danny has been harboring the creatures aboard the
handwriting and decipher the vague phrases about ship, but they have grown too large to be hidden
“passing the curse,” “a final voyage,” and “holding and are beginning to devour large stores of food on
the key to the mines of my forefathers, Shjekhel.” the ship (not to mention gnaw on Danny’s shoes).
Danny does not wish for any harm to come to the
Cargo Hold rats but needs them controlled or at minimum
The smell of old spices, aged liquors, and knocked unconscious so that he can remove
quite a bit of rat excrement affronts your them quietly from the ship when it docks. If the
nostrils as you enter this storage area at the characters agree to help him, he offers to let them
bottom of the ship. keep one of the rats as a pet, stating, “It’s too much
trouble trying to control them both.”
Cabin Boy Danny can be found in the Cargo Hold.
2 giant rats are hiding in the Cargo Hold. Cabin Boy Danny (1Stat Block) is a chaotic good halfling.
Tavernsbane Freighte r 19
Dealing with the Rats When the rats are spotted or attack,
read the following aloud:
This side quest is a great way to introduce new
players to combat and skill checks as well as the
possibility of using non-lethal or skill options to Two massive rats skitter between crates
solve various problems. upon the ship. Rushing toward you, they
appear emaciated, like they haven’t eaten
The rats are located in the Cargo Hold and are in some time.
currently hiding and gnawing on scraps of food.
The rats can be spotted with a successful DC The rats can be knocked out, or they can be
12 Wisdom (Perception) check or a passive convinced to back down and respond to commands
Perception of 12 or higher. with a successful DC 10 Wisdom (Animal
Handling) check (Danny has spent several weeks
If they are not spotted when the characters enter trying to domesticate them). The DC reduces to 8 if
the Cargo Hold, the rats immediately attack, and the rats are offered food.
the characters are surprised.
20 Tavernsbane Freighte r
If the rats are killed, Danny is distraught and runs To each creature who spots the abomination, convey
away crying. the following:
3x Barrel of Mornhaven ale (84 sp each) When the aquatic nihidium-spawned abomination
Abacus (2 gp) attacks, read the following aloud:
Crowbar (2 gp)
Grappling hook (2 gp) A creature of stone crashes up from
Fish tackle (1 gp) beneath the waves. The rushing water
pushes the ship away from it. The creature
DC 13 Intelligence (Investigation) check
resembles a mass of stone carved into
10 gp tucked inside a small crawl space
sharp edges that appear as though they could cut through
1 lb. of cheese hidden in a hole in the wall (1 sp) air, water, and flesh with ease. The jagged stones are
carved with wicked, glowing runes. Tendrils of magical
energy extend from the creature like glowing tentacles
Aquatic Nihidium-Spawned which reach menacingly toward the ship. The crew cries
Abomination Attack out as they rush to their stations in a desperate attempt to
steer the vessel away from this strange abomination.
At a point of your choosing, or after the characters
have interacted with all of the NPCs on board, an
aquatic nihidium-spawned abomination (1Stat The aquatic nihidium-spawned abomination is
Block) attacks the ship, seeking Vrormir. seeking Vrormir, attempting to kill him before he
can pass his curse on to a successor. The creature
will try to climb the 20 feet up to the deck of
the ship. The creature focuses on attacking any
creatures that appear to be putting up a fight,
though it may also focus on killing sailors to slow
the progress of the ship.
Tavernsbane Freighte r 21
The mark appearing on the characters’ skins is
deck. His face is pale, and thin, black veins reminiscent of
the cursed mark of Shjekhel, borne by any of the
runes crisscross his exposed skin. He rushes toward the
Shjelborn bloodline or those to whom they choose
creature, lifting a heavy club. to pass the curse.
As soon as Vrormir appears, the abomination attacks This curse has several effects which are revealed
him. When he has been hit once, but before the throughout the adventure and can be beneficial or
damage from the hit is resolved, read the following detrimental in the characters’ interactions.
aloud (Note that this is a crucial plot point for the start
of the adventure!): If all the characters are knocked unconscious or are
dying, have them awaken on the shore, with Vrormir
and themselves as the only survivors of a shipwreck.
Vrormir turns toward you, bloodied and
sickly-looking. He appears exhausted, and If the characters wash ashore after combat with the
a haunted look fills his bloodshot eyes. aquatic nihidium-spawned abomination, read the
“I’m sorry, but my family… my ancestors, following aloud:
the fate of so many… it relies on this curse being lifted… I
am sorry, but… you must bear this now. My time is done…
You awaken on a cold beach, coughing
forgive me.” Vrormir coughs, more blood splattering on
seawater from your lungs. Nearby,
the deck as he extends his hands toward you, holding
Vrormir coughs, and a great burst of
forth a broken piece of stone carved with ancient runes.
blood splatters from his mouth onto the
“This is yours now,” he coughs. You feel a strange,
sand. His face is pale; and thin, black veins reminiscent
sickening sensation wash over you. As you watch, the
of runes crisscross his exposed skin. “I’m sorry, but my
black veins vanish from Vrormir’s skin, and a single,
family… my ancestors, the fate of so many… it relies on
grotesque rune appears on your own wrist with a searing
this curse being lifted… I am sorry, but… you must bear
sensation. “Forgive me… seek the pieces of the gate key
this now. My time is done… forgive me.” Vrormir coughs,
of Shjekhel. Seek…Azkh… Azkhe… the mage Azkhell..
more blood splattering on the sand. He extends his
He.. should… be ... able to help… oh… oh no… I go to
hands toward you, holding forth a broken piece of stone
the halls of Shjekhel… or far worse...free… free me, my
carved with ancient runes. “This is yours now,” he sighs.
friends,” and with those final words, the dwarf collapses,
You feel a strange, sickening sensation wash over you.
writhing for a moment before lying still. His cold, stony
As you watch, the black veins vanish from Vrormir’s skin,
eyes stare sadly into the sky.
and a single, grotesque rune appears on your own wrist
with a searing sensation. “Forgive me… seek the pieces
Vrormir passes his curse along with the earth key of of the gate key of Shjekhel. Seek…Azkh… Azkhe… the
Shjekhel to the characters. mage Azkhell. He… should… be ... able to help… oh… oh
no… I go to the halls of Shjekhel… or far worse...free…
free me, my friends,” and with those final words, the
dwarf collapses, writhing for a moment before lying still.
His cold, stony eyes stare sadly into the sky
The Cursed
With the presentation of the earth key of Shjekhel,
Vrormir passes to the characters the curse of the
Usurper, which halves their normal lifespans and
22 Tavernsbane Freighte r
results in a tattooed rune upon their wrists. With
this curse being a pivotal part of the adventure, it
What’s Next?
is recommended that neither the remove curse spell Now that the characters have arrived on shore
nor the greater restoration spell have any effect on they can venture through the city of Havdhir to
the curse of the Usurper—that nothing but the determine the origin of the strange key they have
completion of the main quest be able to end it. been given as well as the curse now laid upon them.
Alternatively, characters may wish to venture about
If any of the characters die while cursed, that the town to earn some coin or learn more about the
character’s soul is transported to the mines of local area.
Shjekhel, where it becomes a nihidium-spawned ghost.
If any of the crew or passengers on the Tavernsbane
The aging effect of the curse will not be readily Freighter remain alive, the characters may ask
apparent (unless any of the characters is playing them about the key or the curse upon them, but all
an elderly creature), but do attempt to convey respond with hushed exclamations of fear, displays
feelings of weariness to the players and potentially of superstitious ritual, or otherwise refuse to talk
relay strange dreams (per the curse) when they to the characters other than to exclaim they should
sleep. In addition, most residents of Havdhir and “take their curse elsewhere.”
the surrounding regions will recognize the cursed
symbol on the characters’ wrists, and most will be
wary of (or completely avoid) the characters if the
Seeing the Notary
symbol is visible. Each character possesses a promissory note for
5 gold pieces that can be exchanged by speaking
with a notary of Havdhir. Vrormir need not be alive
Loot for the promissory note to be exchanged, due to
the note stating only that the characters assist in
Earth key of Shjekhel (one of a kind) (1Item) getting him to Havdhir, regardless of his condition.
Tavernsbane Freighte r 23
Main Deck
Key
1 Crew Member
2 Captain Marrow
3 First Mate Scur Bellos
4 Captain’s Quarters
A Aquatic Nihidium-
Spawned Abomination
S Secret Door
1 Square = 5ft.
24 Tavernsbane Freighte r
Crew & Passenger
Deck
Key
1 Crew Member
5 Lady Coraline
6 Vrormir
1 Square = 5ft.
Tavernsbane Freighte r 25
Cargo Hold
Key
1 Crew Member
2 Cabin Boy Danny
R Rats
1 Square = 5ft.
26 Tavernsbane Freighte r
Captain Marrow's
Secret Room
Key
C1 Chest 1
C2 Chest 2
C1
1 Square = 5ft.
C2
Tavernsbane Freighte r 27
28 Port City of H avdhir
Port City of Major Quests
Azkhell’s Agoraphobia
Points Quests
1 Side quests are worth one point each.
3 “Vrehnor Isle,” “Stolen Scrolls,” and “Paying
the Grifter’s Guild… a Visit” are major quests,
worth three points each.
4 “Innocent in Still-Echo” (supplemental book) is
worth four points.
8 “Azkhell’s Agoraphobia” is worth eight points.
22
25
24
6
9
4 8
3
Civic Buildings 10
17 S t o necent re 23
18
26
Ba r n a c le
Ba r r o ws
20 7
20
14
Fa n g ' s Pe a k M ou n ta i n s
13 11
Ma r k e t Di str i c t G r e y po r t
15
16
12
21
19
28
Key
1 Cemetery
2 Guzzling Goblin
3 Crystal Lounge
4 Crystal Lounge Distillery
5 Sunken Dream Tavern
6 Morvin’s Sorrow Pit
7 Havdhir Notary & Exchange
8 Hall of the Triumvirate
9 Temple of the Manifold Gods
10 Lorton Bank
11 Brong’s Bashy Things
12 Wolf’s Last Rest
13 Histell’s Alchemical Mysteries
14 Ardhos’s Bounty
15 Verin’s Second-Hand Goods
Soul S
16 The Menagerie
o s t ea
17 Percival’s Appraisal
L
18 Freya’s Fantastical Items
19 Havdhir Stables
20 Mourner’s Respite
21 Goldtower
22 Blacktower
23 Havdhir Barracks
24 Still Echo Prison
25 Azkhell’s Tower
26 Fang’s Peak Mountains
27 Redwater Tide
30 28 Bugbear Grove
B ar na c l e 29 Horn’s Head Cave
B ar r ows 30 Entrance to Drain's End
20
27
Charlotte • Halfling baker operating a small shop Ardhos’s Bounty Scents and
(Market District) Perfumability
The Dragon • Bugbear leader attempting to raid Bugbear Grove Burning Bugbears
settlements in Ardhos
Drelzigok • Bouncer for the Crystal Lounge The Crystal Appropriate
• Despises his gaudy uniform Lounge Attire
Garren Dirth • Corrupt guard who commonly steals from Havdhir Barracks Deeds for a
the people of Havdhir Discount
Gholbin Hearth • Cleric serving in the Temple of the Manifold Temple of the Stolen Scrolls
Gods Manifold Gods
Gronth • Operator of pit fights in Morvin’s Sorrow Pit Morvin’s Sorrow Pit fighting
Pit matches
Histell • Lizardfolk alchemist madly in love with a Histell’s Scents and
halfling across the street Alchemical Perfumability
Mysteries
(Market District)
Isha Grey • Master shipbuilder Greyport Ships and
Shipments
Ivan Hearthstone • Notary at the Havdhir Notary and Exchange, Havdhir Notary Vrehnor Isle
primarily deals with charters and ships and Exchange
Ivar Lorton • Head of the Iron-Lenders Association Hall of the Azkhell’s
• Operates Lorton Bank Triumvirate Agoraphobia
• Serves on the Triumvirate
Izak Pilf • Owner of the Sunken Dream Tavern Sunken Dream Kraken Contest
• Organizes “arm wrestling” contests with an Tavern
animated tentacle in his bar
Svelvhar • Demoted guard in charge of making soup Havdhir Barracks Helping with
for guards in the main barracks…. and he is Svelvhar’s Soup
terrible at it
Terra • Fletcher and tanner with a deep hatred for Wolf’s Last Rest Deeds for a
ogres and mistrust of the town guard (Market District) Discount
Verillin Sylva • Head of the Golden Trade Company Hall of the Azkhell's
• Has ties to the vampires of Mornhaven Triumvirate Agoraphobia
• Serves on the Triumvirate
Verin • Charlatan and purveyor of used and stolen Verin’s Second-
goods Hand Goods
(Market District)
Viekiir • Purveyor of exotic animals and barding The Menagerie The One That Got
• Desperately desires a shark to attract new (Market District) Away
customers
Vlaskor • Guard captain primarily working to train Havdhir Barracks Vrehnor Isle
troops in Havdhir and maintain its main
barracks
• Currently dealing with the disappearance
of the Marigold, a ship formerly docked in
Greyport
Yornil Grimdelver • Dwarf cat burglar working for the Grifter’s Lorton Bank Robbery of the
Guild and seeking to establish himself as the Century
greatest thief in the realms
• Fine. Five times the value of anything that was • Fine. No fines can be paid to avoid fees or prison
stolen or attempted to be stolen. If the second time incurred because of fraud.
offense, the sentence also carries with it the same
punishments and fines associated with assault. If Illegal Use of Magic
it’s the third offense, the sentence carries with it
(charming a shopkeep, blinding a guard, etc.)
the same punishment and fines of murder.
• Punishment. Most often, removal of the tongue
or removal of the eyes. A creature whose tongue
Arson has been removed cannot speak to cast spells
• Punishment. Facial brand. The criminal is burned with verbal components. A creature that has its
with a symbol showing them to be an arsonist. eyes removed is considered blinded.
This symbol is easily recognizable and imposes
disadvantage on Charisma (Persuasion and • Fine. Mutilation can be avoided by paying a fine
Deception) checks made in Havdhir. of 500 gold pieces. The fine increases by 500
gold pieces for each offense after the first. The
• Fine. The fine varies depending on the extent of city guard is responsible for determining the
destruction caused by the arson, and punishment severity of the previous crimes and if a fine will
may also include charges associated with assault be permitted.
or murder if anyone was harmed as a result of the
fire. Most often, the fine is roughly one-fifth the
total value of all destroyed property. A criminal
Murder
that commits more than one count of arson is • Punishment. Public execution: The criminal
usually imprisoned for 3 months for subsequent is tied to a stone and hurled into the sea.
counts or charged double, triple, or more of the Alternatively, a criminal may be sentenced to be
usual fine to avoid prison time. taken as food for the vampires of the Darklands
of Vlaskhell in Mornhaven Stronghold.
4 4
10 10
6 1
3
10
Key
2 1 Havdhir
2 Bugbear Grove
3 Vrehnor Isle
4 Whispering Wall
8 5 Willowbrook River
9 6 Shirebrook
7 Amberdale
8 Evergreen Hollow
9 Ravensfield
10 Fang Peak
Mountains
11 Ardhos
12 Darklands
5 of Vlaskhell
5
11
40 Residential Areas
Guild, and the properties not included in the The Barrows are covered in a heavy fog that blows
Barrows are largely kept up by business owners and in from the sea. A slew of industrial expulsions,
guilds. However, the less-than-affluent people living airborne pathogens, and cold mixes with the
in the Barrows have hardly enough time to scrape naturally-occurring fog; creating a thick, metallic
by, let alone scrape barnacles off their wooden cloud that burns the eyes and mouth. Any creature
hovels. This has led to many of the homes in the spending 24 hours in the area or taking a long rest
Barrows being encased in encroaching sea life. there must make a Constitution saving throw to
Many of the houses built on stilts above small inlets resist contracting sea lung disease (1 Disease).
of sea water now appear as if they’ve almost been
reclaimed by the ocean.
Residential Areas 41
Buying a House in Barnacle arrive at home to find 2 veterans smashing their
house’s stilts with hammers.
Barrows
The characters can purchase a house in the Barrows
if they so desire; the available buildings are little Trouble in the Barrows
more than slums, with a few cots and a small Living in the Barrows means the characters are
fireplace, so houses are fairly cheap. Spending time likely to hear about calls for aid or underhanded
in the Barrows may cause the characters to contract deeds taking place in Havdhir and could join in
sea lung disease. some of the activities or thwart them.
The characters can find a house for sale for as little Barrows residents will not discuss these potential
as 350 gold pieces. jobs unless the characters own a home in the
Barrows or show obvious signs of being afflicted
Crime in the Barrows with sea lung (showing they aren’t just passing
through).
A house in the Barrows does not necessarily mean
that one’s possessions are safely stored there. While • A local cleric says she might have a cure for
in the Barrows, there is a chance the characters sea lung, but it means stealing something from
might fall victim to some of the crime in the area. Histell’s alchemy shop. (Histell is unwilling to sell
Some encounters that could befall those owning a the item; if told about the cleric, he thinks she
home in the Barrows are included here: must be a fraud.) The cleric is willing to pay 20
gold pieces for the item.
• A thug attempts to break into the characters’
home (whether they are there or not) to steal • A member of the Grifter’s Guild is looking for
the most valuable items in sight. The characters muscle to help rob a caravan coming into the
might be able to stop the thief, or hunt her down city tomorrow, ambushing it about 5 miles out of
if she escapes. town. The guild has promised any of the muscle a
25% cut of the goods taken from the caravan.
• A small band of drunkards begin vandalizing the
walkways and houses near the one the characters • A Havdhir guard (1 Stat Block) has been
own, starting fires and spreading mayhem. The harassing the residents of Barnacle Barrows,
fire is quickly approaching the house… taking enormous “taxes” for their supposed
“protection.” The Triumvirate has done nothing
• An upstart gang calling themselves “the Red
about it, and now the residents need to take
Tongues” breaks into the characters’ home and
matters into their own hands. The community has
demands they pay tribute. The 3 gang members
taken up a collection of 10 gold pieces for anyone
use the statistics of bandits.
that can stop the guard… by any means necessary.
• A local drug dealer sets up shop outside of the
• A vigilante has been operating in the Barrows,
characters’ house with product stolen from
taking out criminals one by one, but he has left a
the Grifter’s Guild. The Grifter’s Guild sends
path of destruction in his wake, and the residents
a representative to the house (thinking the
want someone to put a stop to his activities. The
characters are responsible) to deal with them. The
vigilante uses the statistics of an assassin.
representative uses the statistics of a veteran.
• A black dragon wyrmling has been damaging
• A strange man appears at the door of the
some of the properties in the Barrows. Some of
characters’ house at night asking for permission
the owners of rental properties have put out a
to come in. The man is a vampire spawn outcast
bounty on the creature, willing to pay 30 gold
from Mornhaven, hoping to gain the characters’
pieces for its head.
trust and to drain them of blood, taking their
home as his own. Note: this would be a deadly • An anonymous business owner has requested
encounter for lower-level characters. a member of the Iron-Lenders Association be
murdered and his body laid out on the steps
• A group of landlords has seen property prices
of Lorton Bank. If the task is completed, the
falling in the Barrows and has set out to raise the
anonymous patron is willing to pay with a
price of their own properties by destroying some
bloodstone worth 50 gold pieces.
of the established buildings, smashing the stilts
on which the buildings are built and plunging
them into the sea. The characters awaken or
42 Residential Areas
Stonecentre Stonecentre is a safe place for characters to store
their belongings without fear of anyone attempting
Stretching away on either side of you are to steal from them, damage their property, or attack
massive, clean streets constructed of white them.
stone, and towering stone buildings made of
marble. The area appears to be encircled by Living in Stonecentre
a low, iron gate, and the buildings are accented with gold- Stonecentre’s buildings are rarely for sale, and, most
painted eaves, small balcony gardens, and picturesque often, anyone wanting to live in the area must rent
stepping stones that lead up to polished oak doorways. an apartment or a building from the Golden Trade
Company.
Stonecentre is where the most affluent live in
Havdhir. The streets are heavily patrolled by the Houses are built in a classic dwarven style with
city’s guards, and crime is minimal (if it occurs supplementary accents added by the Golden Trade
at all). Most residents of Stonecentre are nobles, Company over the years. Most houses sport a heavy
wealthy merchants, or high-ranking guild members. oak door, multiple rooms (including a basement,
kitchen, living area, storage room, bathing chamber,
Stonecentre is comprised of some of the oldest attic, terrace, and 3 to 5 additional rooms for living,
buildings in the city, crafted by the Iron-Sails clan lusting, and general leisure). Apartments are more
during the city’s founding years. modest, usually entered through a communal
staircase and sporting a kitchen, bathing room,
Stonecentre has a strict curfew, and the gates to bedroom, and one storage room. Most apartments
this section of the city are closed at sundown every and houses are purchased or rented unfurnished.
night and then patrolled. Anyone walking outside in
the district after hours must be wearing a Stonecentre Renting an Apartment 5 gp per day
resident’s cloak (1 Item) which glows in the dark
(30 day minimum)
with a dim golden light. These cloaks are given out
by the Golden Trade Company to the residents of Renting a House 10 gp per day
Stonecentre. Anyone not wearing one of these cloaks (30 day minimum)
is immediately accosted by the guard and questioned
Purchasing an Apartment 1,000 gp
about the after-hours activities.
Purchasing a House 5,000 gp
The Golden Trade Company owns the majority
of the houses in the area and rents them to the
wealthiest citizens of Havdhir.
Residential Areas 43
Renting an Apartment checks when dealing with people in Havdhir who
are not in the Barnacle Barrows or members of the
You have a +1 to Charisma-based skill checks when
Grifter’s Guild.
dealing with people in Havdhir who are not in the
Barnacle Barrows or members of the Grifter’s Guild.
Owning a House
Renting a House You have advantage on Charisma-based skill
checks when dealing with people in Havdhir who
You have a +2 on Charisma-based skill checks when
are not in the Barnacle Barrows or members of
dealing with people in Havdhir who are not in the
the Grifter’s Guild. Once per day, you can use your
Barnacle Barrows or members of the Grifter’s Guild.
action to cast the charm person spell on a resident of
Havdhir. The target can resist being charmed with a
Owning an Apartment successful DC 11 Wisdom saving throw.
You have advantage on Charisma-based skill
44 Coastal Lo cations
Building a Ship
Characters might also wish to construct a ship
of their own, using it as a base of operations or a
means of traveling to new parts of the world. If
the characters are looking to have a ship built, the
price is exorbitant, but it is possible that they could
afford one after a great deal of adventuring.
Side Quest:
Ships and Shipments A new shipment of supplies just arrived today with
everything from pitch to nails, wood, rigging, and more.
Isha has recently been having trouble with Isha is worried that this latest shipment will also be
shipments of supplies—namely, that a stolen. Isha asks the characters to spend the night on his
great amount of supplies intended for ship dock in Greyport to see if they can catch the perpetrator.
building are vanishing each night right off
the docks. Isha has attempted to have the guards look into Isha gives the characters a small torch that glows with a
the thefts, but the Havdhir guard is currently stretched blue light, explaining it is a signal to the town guard that
thin. They have only made a few attempts to check in on they are working for him and not to attack them as they
the supplies at night. The gates to Isha’s docks are closed patrol the docks in the evening.
in the evenings, so it’s likely that whoever is taking them
is coming by sea. Strangely, no raiding ships have been If the characters agree to help him, Isha will offer to
spotted, and seashells and bits of sea glass are always left speed up the progress on a ship-building endeavor
in place of the stolen supplies. By all accounts, the robbery for the characters, cutting the time to construct the
makes little sense. The guards haven’t seen anything out ship in half. If the characters are not interested in
of the ordinary, and Isha believes the guard showing up in building a ship, he instead offers a special compass
force will likely scare off whoever is stealing his supplies. as payment.
Coastal Lo cations 45
Reward If a character spots the merfolk, read the
following aloud:
1/2 duration to build a ship
or
You spy two Humanoids swimming toward
Special compass (common) (1 Item)
the docks just under the dark surface of
Blue-light torch. This torch functions like a regular torch
the water, their forms illuminated by the
but lets off a blue light. (2 cp)
moon above. Each of these creatures
has a long tail and piscine features. As you watch, one
Waiting on Isha’s Dock of them nears the dock, grabbing a sack from amongst
in Greyport Isha’s supplies and dragging it slowly into the water,
creating little more than a ripple.
If the characters wait on Isha’s dock after dark,
read the following aloud: The merfolk are a couple with two small children
residing in their aquatic home. They believe the
As the light fades, dockworkers and seashells and sea glass to be a fair trade for the
supplies they have taken, and are fearful of the
craftsmen clamber away from their work.
fishermen and workers patrolling the docks by day.
Many half-finished ships sit near the
The characters may be able to convince the merfolk
shoreline or bob in the waves. Isha’s building
to stop stealing from the docks or propose some
project spans a large dock area with crates, barrels, and other form of trade that would be fair for Isha and
waterproofed wood lying on the docks. A guard nods at the merfolk.
you as he moves to close the gate to this section of the
docks for the evening. (People not displaying blue-light The characters could also slaughter the merfolk,
torches are immediately accosted by the guard and resolving the situation with violence rather than
questioned about their after-hours activities.) The guard diplomacy.
points up to a small tower built into the city wall and says,
“Be up there if you need any help. I’ve the eyes of a hawk Loot
and haven’t spotted anyone sneaking onto the dock or
sailing here to steal supplies. Odd, huh?” Characters may decide to try and steal some of the
supplies lying about the dock. The following items are
available for them or the merfolk to steal:
2 merfolk have been stealing supplies off the docks,
using the waterproofed wood and other supplies to 10x Rope, hempen (50 ft) (1 gp each)
construct a small aquatic home for themselves near 10x Nails (bag of 1,000) (1 sp each)
the dock. 20x 6-foot plank of waterproofed wood (1 sp each)
20x Quart of pitch (5 cp each)
The merfolk are difficult to spot as they swim up
to the docks, grabbing supplies before quickly
disappearing beneath the surface again.
46 Coastal Lo cations
Cemetery Erwin operates the cemetery and offers two
services: burial at sea or burial in stone. The
Walking along the steep cliffs of Havdhir, stone edifice behind him is one of the Fang’s Peak
you spy a small congregation surrounding Mountains and is carved with thousands of tombs,
the corpse of a Humanoid wrapped in linens. filled with the corpses of the people of Havdhir.
“And with our best wishes for your soul to The sea below is littered with the corpses of those
reach the halls of your mothers and fathers, we commit too poor to afford a burial in the stone face of the
you to the sea,” calls a man dressed in white robes. At mountain. Bodies thrown into the sea are affixed
the same time, a pair of dwarves lift the wrapped figure to large bobbers, about 12 inches around, and
and hurl it into the crashing waves below. Peering over, their feet tied to heavy stones, which keep the
you can see a sort of bobber floating where the corpse fell corpses near the shoreline and provide floating
in, and there are dozens of similar bobbers in the wake. “headstones” that bob above the water.
The crowd murmurs, and some weep as they wander
away from the spot, moving past a cliff face carved Characters may wish to lay a fallen party member
with thousands of stone doors. A grimy-looking man to rest in the cemetery, dispose of a body there, or
leaning on a shovel and wearing fingerless gloves and an commit a lovable NPC to the afterlife.
askew top hat waves at the mourners then looks at you
quizzically. “Here to request a burial at sea or in stone?”
he calls, “Erwin’s the name, master of burials and disposer
of bodies… or whatever you like.”
Coastal Lo cations 47
Erwin charges the following rates for services in the
cemetery:
Burial at sea 5 gp
Burial in stone 100 gp
Disposal of an “undocumented” corpse 250 gp
Roleplaying Erwin
Erwin is a doppelganger that killed the original
operator of the cemetery, hiding his body in a
nearby tomb.
48 Coastal Lo cations
Tomb Encounters
1d20 Hazards 1d10 Treasure
1 1d4 specters float about this family tomb. 1 There is nothing but dust in this pauper grave
2 1d4 ghasts are devouring the corpses of the bodies within 2 Velvet pouch filled with playing cards (9 sp)
this tomb.
3 1d3 wights are plotting within this tomb. 3 Fine clothes, moth-eaten (5 gp)
4 A banshee has taken up residence here, weeping and 4 Fur cloak (5 gp)
screaming incessantly.
5 A ghost haunts this tomb, attempting to scare off anyone 5 Iron-Sails clan signet ring (5 gp)
that opens it; the ghost has dealt with several grave robbers
in the past.
6 1d3 skeletons under the control of a ghast lurk within this 6 Calligraphy kit (5 sp)
tomb, preparing to help their master dig up dead flesh to
feast upon.
7 A single zombie stumbles around this tomb (which doesn’t 7 Brass brooch in the shape of an exotic bird
contain another body). The zombie is dressed in funeral (3 sp)
clothes.
8 A shadow resides within this tomb. 8 Bouquet of dried flowers (1 cp)
9 A vampire spawn is resting within this tomb; the vampire was 9 Scroll depicting a family tree (worthless)
once a noble citizen of Havdhir.
10-20 Nothing resides in this tomb but the unmoving dead. 10 Body of the real Erwin (if already discovered,
roll again)
Coastal Lo cations 49
Inns, Taverns, “The Guzzling Goblin.” Within, you can see patrons milling
about, a few laughing riotously, as a frowning goblin stands
on a stool wiping an incredibly grimy rag on a filthy glass.
and Entertainment The Guzzling Goblin is owned and operated by Snick the
Guzzling. Snick is a goblin that has resided in Havdhir for
nearly a decade, eking out a small living in his cobbled-
The Guzzling Goblin together tavern. While there are many taverns located
throughout Havdhir, the Guzzling Goblin is known for its
A grungy-looking building cobbled together loose rules regarding fighting, bringing weapons into the
from ramshackle bits of wood and nails is establishment, and clientele in general; making it a hub
squeezed between two massive rock faces for underhanded deals and riotous events.
of the Fang’s Peak Mountains. The door to
the establishment is open, and the light of a blazing hearth Bandits and thieves regularly come to the Guzzling
glows within. A placard hangs over the door, with a crude Goblin to drink, and Snick pays the Grifter’s Guild to
painting of a goblin tilting a massive glass of mead into protect his establishment from those who might try to rob
its open mouth. Carved below the placard are the words him or his patrons.
Shopping
The tavern has the following items available for sale
in quantities determined by the Game Master. The
Guzzling Goblin may have additional items in stock
as determined by the Game Master.
Bounty Board
Snick has a bounty board on his wall, with its
targets paid for by the Grifter’s Guild, by nobles
out for revenge, or sometimes even legitimate
bounties established and paid for by the Havdhir
Roleplaying Snick the Guzzling
guard. Snick facilitates the payment of bounties
Snick speaks in a scratchy, guttural voice and for his clients, affording many of the collectors an
spends most of his time suspiciously eyeing his invaluable sense of anonymity. The bounties can
customers and grumbling under his breath. be used as potential spin-offs for side quests or
random encounters.
Snick (1 Stat Block) is a neutral evil goblin.
• A half-orc named Borg eloped with a noble’s
Snick is greedy by nature and charges two times daughter. The noble wants the half-orc “dealt
the normal cost for drinks and food in his tavern or with” and his daughter returned to him, offering 5
accommodations. gold pieces as a reward.
Snick has one rule: Do NOT break anything. •A dwarf named Boris stole a gemstone from one
Breaking anything at all in the Guzzling Goblin of the governors of Havdhir. The governor wants
results in Snick demanding the permanent removal the gemstone back in his own possession and is
of the individual that did the breaking—a rule willing to pay 15 gold pieces for its safe return.
enforced by the patrons of the tavern who do not
• A fisher near the docks has had her stock stolen
wish to lose their own drinking privileges.
each night. She believes merrow have been
swimming up to the dock and stealing her fish
In the event that a bar fight breaks out or the characters and asks for their eradication, paying 1 gold piece
do anything to harm Snick, the characters are attacked per merrow head.
by 5 thugs.
• A man named “Constantine” is wanted dead, 30
gold pieces (no other details are given).
All of these patrons have chaotic alignments, with • If the characters are 3rd level or higher: Mimics
most being chaotic neutral. have infested a shipment of artifacts in Percival’s
Loot
• 500-year-old aged
elven wine (10 gp)
• Crystal elixir (75 gp)
• Dwarven ale flecked
with gold (5 gp)
• Harpy’s song (25 gp)
(garnished with harpy’s
song feather (1 Item))
Loot
At the Game Master’s discretion, each of the patrons
may carry valuables worth 1-100 gold pieces. The Game
Master may determine the amount that each of the
patrons is carrying or may roll a d100 to determine how
much a particular patron has.
Loot
Crystal Lounge decorative armor (common) (1 Item) Izak Pilf, a former dwarf sailor, owns the Sunken
Dream Tavern.
Shopping
The Sunken Dream sells the foulest alcohols in all
of Havdhir and at the lowest price. The tavern has
tentacle from a necromancer that visited his tavern the following items available for sale in quantities
several years prior, and (while he is normally determined by the Game Master. The Sunken
incredibly taciturn and gruff) treats the tentacle Dream may have additional items in stock as
as a beloved pet, often crooning to it and petting determined by the Game Master.
it when he thinks no one is watching. The tentacle
responds to Izak’s commands, but he never • Bottom shelf wine (pitcher) (1 cp) It appears
commands it to stop a contest once it has begun. to have “gone off” and has floating bits of
gods-know-what in it.
Izak knows the animated kraken tentacle in
his bar brings in a great deal of customers and • Mermaid’s piss ale (gallon) (1 cp) (1 Item)
entertainment. Any attempt to harm the tentacle
• Micalmork’s gin (3-pound container) (1 sp)
is treated as a bannable offense, as is harassing
(1 Item) Izak sells this drink only to patrons that
any of the regular patrons in the tavern. Most of
the customers present are regulars that have been have won a contest against his animated kraken
drinking in the Sunken Dream for decades. tentacle, since he has very few bottles of this
“fine vintage” in stock.
The Ashformers owns near the pits. He does this so that they can fight in the
matches more often. The one-room hovel consists of little
Opponents 5 Goblins more than a fireplace and bed.
Description This vicious group of goblins is formed entirely
of pyromaniacs who delight in setting their enemies on fire.
Each of these goblins carries a torch it uses to set alight
anything flammable.
Matches knockout or death match
Difficulty Easy-Medium
Knockout Reward 5 gp
Death Fight Reward 10 gp
Infernal Eviscerators
Opponents 2 Imps
Description The Infernal Eviscerators are a band of imps
hoping to start a new cult and gain souls in Havdhir, but to do
so they need a bit of coin. Hence, the pit fights.
Matches knockout or death match
Difficulty Medium-Hard
Knockout Reward 10 gp
Death Fight Reward 20 gp
62 Civic Buildings
He refuses to part with the map or allow anyone to
copy it unless they offer to take him along to Vrehnor
Hall of the Triumvirate
Isle and split whatever treasures they find with him.
Exterior
John talks excitedly and vehemently about his map, A large, stone building sits in the center of a
rambling on and on, and he waves it around in the massive garden surrounded by a cobblestone
air regularly. square. Various fountains, statues, and well-
maintained plants dominate the garden,
John Mason (1 Stat Block) is a chaotic good human. which has paths lined with large stone braziers that run
all the way up to the entrance of the building. The building
Roleplaying Ivan Hearthstone itself has a domed roof that’s plated with metal and has
a massive, ornamented archway leading to the interior
Ivan is a disgruntled notary who is tired of his job. of the building. In front of the entryway stand several
He WANTS John to be correct (a genuine treasure rows of guards as well as a few armored mages, who
map would at least add a bit of excitement to seem to be scanning the passing crowds. A man dressed in
his dull days of paper pushing). A character has resplendent robes stands behind a stone pulpit, reviews a
advantage on attempts to convince Ivan to grant a piece of parchment handed to him by a woman, then shoos
charter to Vrehnor Isle. her away.
Ivan speaks in an exasperated tone and often lets The Triumvirate leaders regularly meet in this building,
out great “huffs” of air while he speaks. which is sometimes jokingly referred to as “the Ladle,”
due to its domed metal roof and location at the center of
Ivan Hearthstone (1 Stat Block) is a lawful neutral Havdhir, the Cauldron.
dwarf.
Most often, the members of the Triumvirate are
A hiring-charter for a small vessel to take to attempting to set up new deals with one another, work out
Vrehnor Isle is free, so long as the characters can trades or partnerships with some of the lesser members of
prove they have access to a legitimate map to their guilds, or conduct other matters of business relevant
the treasure. (Ivan is so pleased at the idea that to the city.
he’s willing to write off the cost.) If the characters
have in their possession the treasure map found The Triumvirate is also in charge of passing laws,
in the Captain’s Quarters during the prologue, maintaining public spaces, paying the Havdhir
“Tavernsbane Freighter,” the maps can both be guard and military, and running the city as a whole.
confirmed as legitimate.
Many consider a government run by the three
The characters can also obtain the free charter if largest companies in Havdhir to be deeply corrupt,
they have spoken with Vlaskor and present the and they would be entirely correct. The Triumvirate
official documentation for a charter granted by the does very little that does not aid their business
Havdhir guard to find the ship the Marigold, which ventures or help gain the favor of the common folk
was last spotted headed toward Vrehnor Isle. as a publicity stunt.
Otherwise, the characters will be allowed to The Hall of the Triumvirate is an “open” chamber,
purchase charters for themselves at standard rates. and anyone is allowed inside once they have
been examined by the guards outside. Usually,
The quest “Vrehnor Isle” continues on page 120. supplicants have to request an appointment or wait
for several weeks or months after bringing their
plea to a representative of the Triumvirate who
stands just outside the entrance behind a large
stone pulpit.
Civic Buildings 63
Phillius speaks in a condescending tone and often
turns his nose up at those not dressed in noble
attire, as though he smells something foul.
64 Civic Buildings
If the characters are below level 4, they are not well
marble. A set of shallow steps leads up to a circular
known enough, and Phillius treats them as common
stone platform upon which three stone thrones sit in a
riffraff, responding:
semicircle. In one of the chairs sits a bored-looking man
in a massive, wide-brimmed hat. In the second, an elvish
“Hmm… I see…. Well, the Triumvirate woman glares at you. In the third chair, a portly dwarf
does not have any appointments open chewing on an entire wheel of cheese turns to you for
at this time. If you wish to wait a few a moment before returning to his meal. “Who are you,
hours, I suppose we could squeeze you in and what brings you here?” calls the elf, folding her arms
between the tax reform request and the claim regarding across her waist.
unsafe working conditions at the wharf. You are lucky,
you know—it usually takes weeks or months to speak
Ivar Lorton, Sir Archibold Scath, and Verillin Sylva
with the Triumvirate. Wait here a few hours, allow
sit in the Hall of the Triumvirate, waiting for the
yourselves to be searched by the guards, and I can try characters to introduce themselves.
and fit you in.”
Roleplaying Ivar Lorton
With the host of guards at his disposal, Phillius Ivar is robust, with a beard that’s often filled with
cannot be intimidated, but he could be deceived or crumbs of bread, cheese, or meat; he is known for
persuaded to allow the characters to enter the Hall being a glutton. Ivar speaks with a guttural huff,
of the Triumvirate immediately with a successful and his appearance and voice have earned him the
DC 15 Charisma (Deception or Persuasion) check. nickname “the Bulldog.”
Characters can also bribe him, lowering the DC by
1 for each 10 gold pieces they offer.
Phillius motions the guards aside, walking Ivar is a middle-aged dwarf and leader of the
up to two massive wooden doors serving
Iron-Lenders Association. He has sat in his seat on
the Triumvirate for nearly a century and always
as the entrance to the hall. Phillius throws
casts votes in the interest of the Iron-Lenders
the doors open, sweeping his hands
Association… ALWAYS.
forward as he presents you. “Your latest appointments,
good sirs and madam,” he says, closing the door behind Ivar wears gold-trimmed fur robes with a large belt
you as you enter. The hall is massive and ancient, carved strapped under his bulging belly.
with dwarven statues which hold up the vaulted ceiling.
Various paintings line the walls, and the floor is polished Ivar Lorton (1 Stat Block) is a lawful neutral dwarf.
Civic Buildings 65
Roleplaying Sir Archibold Scath
Sir Archibold wears a captain’s outfit with an
exceptionally large, wide-brimmed hat that he is
very fond of. He has a smartly-trimmed goatee
and a well-maintained mustache. He speaks in a Roleplaying Verillin Sylva
cavalier tone, almost as if he were onstage. Verillin is always dressed in slimming black robes
and wears blood-red jewels gifted to her from the
Sir Archibold Scath is not a true noble, having vampires of Mornhaven.
supposedly “won” his title from a lord in a card
game. Still, he has made more than enough money Verillin speaks in a quiet, cold tone. Her voice always
as the leader of the Shipbuilder’s Guild to earn his carries weight, and few would dare interrupt her.
place in the upper echelons of Havdhir society…
even if the other members of the Triumvirate Verillin is out for her own best interests first and
secretly look down on him for his foremost, and she has seen other Triumvirate leaders
“lowborn” beginnings. come and go time and again. She thinks herself
superior to the rest of the Triumvirate and would
Sir Archibold began life as a lowly cabin boy but take power over all of Havdhir if given the chance.
rose to the rank of captain as a privateer, and he
eventually made enough coin to purchase a fleet of Verillin sailed to Havdhir hundreds of years
ships used for transporting goods. Since then, he ago and was one of the merchants to sign the
has risen to a prominent position as leader of the Crimson Concordat.
Shipbuilder’s Guild.
Verillin Sylva (1 Stat Block) is a neutral evil elf.
Sir Archibold thought that being a member of the
Triumvirate would be exciting, but he has instead
found the constant political intrigue and legal
Requesting Entrance to
banter to be extremely boring. Azkhell’s Tower
If the characters have reached level 4, having
Sir Archibold Scath (1 Stat Block) is a chaotic established names for themselves in the city,
good human. read the following aloud:
66 Civic Buildings
members of the Triumvirate, each of its members
“Ah, yes; you have earned quite a name will vote, with the majority ruling on the issue.
for yourselves of late,” Verillin croons,
eyeing you over a goblet of wine that she The DCs for the requests made by the characters
lifts to her lips. “Indeed…well done.” are at the discretion of the Game Master, but some
samples for determining the DCs of the requests
“The people of Havdhir speak highly of you,” Ivar calls are provided here:
between mouthfuls of bread and the occasional gulp of
ale. Sir Archibold frowns, “We haven’t allowed anyone DC 5 Very Easy: An additional guard should be placed
to visit Azkhell in some time—the mage is dangerous outside a shop in the Market District.
and quite mad. He refuses to leave his tower.” His DC 10 Easy: The city gates should be open for an extra 1
countenance smoothing, he adds, “Though I suppose hour after sundown.
we can allow you to enter. Azkhell gave us an arcane
DC 15 Moderate: Something should be done about the
phrase to disable the wards around the tower in cases
sea lung disease permeating Barnacle Barrows.
of emergency. This hardly constitutes as such, but with
everything you have done for the city, I suppose you DC 20 Hard: A character should be pardoned for a
have earned it. We will have Phillius fetch the scroll for crime the character committed.
you that the arcane phrase is written on.” DC 25 Very Hard: The Triumvirate should reduce taxes
by 20%.
If the characters have not yet reached level 4 and are
DC 30 Nearly Impossible: The Triumvirate should
not considered to have a reputation in the city, read
disband and form a true democratic system.
the following aloud:
Verillin lets out a small, sarcastic laugh, Temple of the Manifold Gods
“You think we are going to allow some
unknown vagabonds to enter the tower Exterior
of the city wizard? I think not.” A temple sits at the center of a busy square
with city folk rushing about before it. The
“I do suppose if you could help out around the city a bit, temple is an open concept, and each of its
see what might need doing, we could see what we could many pillars have the symbols, depictions,
do,” comments Ivar through mouthfuls of cheese. Sir
or sculpted statues of dozens of gods. You can see the
religious iconography of hundreds of gods and religions
Archibold strokes his goatee and murmurs, “Yes, I have
represented on the temple’s exterior.
been hearing lots of tales around the city of people in
need of assistance, and we can’t take care of all their
problems, can we?” Temple of the Manifold Gods
Civic Buildings 67
At a time of the Game Master’s choosing, read the If asked about the temple, Gholbin will convey
following aloud: the beliefs of the Manifold Gods: that all gods are
aspects of one god, all deserving of worship.
A dwarf dressed in robes stitched together
Gholbin Hearth (1 Stat Block) is a neutral dwarf.
from hundreds of different fabrics, all
cut in fantastic shapes, slowly lumbers
throughout the temple. Around his neck
are hundreds of necklaces, each bearing the symbol of a
different god, and he carries with him half a dozen tomes.
68 Civic Buildings
Major Quest: • A small waif of a child sits before the statue of
a halfling goddess, rocking back and forth in
Stolen Scrolls deep prayer. The child is rail thin—obviously not
having eaten in days. The child’s parents were
(deadly at 3rd level or below) slaughtered by pirates, and the child has been
orphaned. The characters can assist in finding a
Gholbin conveys the following if asked about the local noble or other person to adopt the child or
markings on the characters’ wrists: can adopt the orphan themselves.
Civic Buildings 69
Lorton Bank Lorton Bank
Exterior Interior
A squat building with narrow windows Lorton Bank holds the wealth of most of
crouches amongst the other buildings. The Havdhir, though many nobles have their
structure is almost completely circular, own private caches of wealth. Even the
resembling a great round stone lodged Grifter’s Guild has found ways to store
between the structures around it. A set of metal doors are funds in the most well-respected and protected bank in all
inserted in its center, and a pair of heavily armed guards of Havdhir.
stands before the entrance.
70 Civic Buildings
When the characters enter the bank, read the
following aloud:
Side Quest:
Robbery of the Century
Dozens of tellers sit behind large, marble
desks. Stacks of gold, weighing scales,
(deadly at any level)
and piles of papers are set before them. A
When the characters reach a high enough
massive, metal door with a large keyhole
reputation within the city (when they reach level
stands imposingly at the far end of the bank with four
15) they are approached by members of the Grifter’s
heavily-armored knights standing on either side of it.
Guild who believe they can help the characters
break into Lorton Bank and pull off the greatest
robbery Havdhir has ever known. At the Game
Opening an Account Master’s discretion, they might be approached
much sooner and at a lower level, but are more
Anyone may open an account with Lorton Bank,
than likely to die during the heist, or obtain game-
free of charge, and citizens may come and go as
breaking loot if they somehow succeed.
they please within the public areas of the bank.
The establishment is manned 24-hours-a-day,
At a time of the Game Master’s choosing, read the
because business in Havdhir never sleeps…
following aloud:
and neither does its primary bank, run by the
Iron-Lenders Association.
As you walk down the street, an
Characters can safely store coin and items in the impeccably dressed dwarf whistles at you,
bank without fear that the items may be stolen. stepping out of an alley and letting out a
hushed exclamation as he approaches. He
Characters can also request loans from the bank is accompanied by a halfling whose eyes shift about the
which the bank might approve, depending on the
area nervously. “It’s you… it’s really you! You’re famous,
characters’ reputations.
you’re…. well… you’re exactly what we need. I bet you’ve
The bank requires payment each month on all loans pulled off some rather dangerous feats, no? You’ve
and regularly sends out representatives to collect. heard of Lorton Bank? Well… we have a plan to take out
These representatives are usually veterans, mages a rather large ‘loan’ and I think you might be just the
(in the case of particularly troubling debtors), or folks to help us.”
more experienced enforcers who venture to the far
corners of the world to retrieve the bank’s dues. The The characters are approached by Yornil
bank has also been known to hire sentient monsters Grimdelver and his companion Linrin Softstep,
or other powerful entities to obtain payment of a members of the Grifter’s Guild with a plan to rob
debt or bring a debtor back to Havdhir. Lorton Bank. Yornil was recently able to copy
the key to the Lorton Bank Exterior chamber. He
Debtors who cannot pay the bank are usually and Linrin plan to attempt to break into the vault,
thrown into Still-Echo Prison for a number of days believing they possess the only key required to
equal to the gold pieces they owe. open it. Characters might be able to learn more
about Lorton Bank (as well as the various traps
Character Level Loan Amount Interest per Month that are laid within) by using a magical telescope
1-2 10 gp 10% located in Azkhell’s tower. Otherwise they, too,
might believe they hold the only key required to
3-4 40 gp 10% enter the vault.
5-6 300 gp 10%
7-8 860 gp 15% Yornil and Linrin have noticed that magical items
have started to work within the bank from time to
9-10 1,700 gp 15%
time, and plan on holding up the tellers and knights
11-12 3,000 gp 15% of the bank by threatening them with a sphere
13-14 5,700 gp 20% of annihilation and a talisman of the sphere… items
of great power they have obtained through the
15-16 10,300 gp 20%
Grifter’s Guild. While the duo hold up the tellers the
17-18 21,400 gp 20% characters can enter the vault. As far as an escape
19-20 55,200 gp 25% plan, the pair believe that with the characters’
Civic Buildings 71
reputation, the characters might have an idea on
how to get everyone out.
72 Civic Buildings
Wards Vault Entry Chamber
The bank is heavily warded against theft, with a
permanent magical suppression system emanating Exterior
through its inner chambers that’s projected from Lock 1: This chamber can be entered by using the
a device that was created by the Iron-Lenders corresponding key. The key is in the possession of
centuries ago. It is meant to keep teleporting mages one of the bank tellers, and the person carrying the
or magic-using thieves from infiltrating the bank. key changes daily. Yornil and Linrin’s copy of the
The device has not been updated in some time, and key will also work for this first lock.
has begun malfunctioning. Within the bank, spells
cast in the bank or effects created by spells cast A creature using thieves’ tools can pick the lock
outside of the bank have a 50% chance of failing with a successful DC 18 Dexterity check. The door
or ceasing to function, and magic items have a is guarded at all times by 4 knights.
50% chance of not functioning. Roll the percentage
for spells when they are cast within the bank or Vault Entry Chamber
when the spell’s effect enters the bank. For magic
items, roll the percentage when the items enter
the bank. Mind-affecting spells and effects such
Interior
as those produced by the charm person or dominate The chamber itself is empty, apart from a
monster spells end upon entering one of the vault complex lock at the far end and vents built
rooms, and all vault rooms are enchanted with into the walls.
permanent zone of truth spells (Charisma save DC
20) that affect any creature other than guardians of The vents can be clogged with cloth or other items
the vault. The vault to the bank is protected by a which would stop the flow of air.
murderous lock system and a contingent of guards
Lock 2: Each week, a teller is randomly selected
who are not affected by the magic suppression.
and given the combination to the lock. This teller is
different from the one carrying the key to the entry
Doors and Locks chamber. The lock opens the door to the Coin-on-
A series of trapped rooms—each protected by a Hand Chamber.
more difficult lock than the last—leads to the vault.
A creature using thieves’ tools can pick the lock
with a successful DC 20 Dexterity check.
Each of the doors in Lorton Bank is made of
adamantine and has AC 23, 27 hit points, immunity
Trap: On a failure, the entry door swings shut and
to poison and psychic damage, and a damage locks from the outside, the chamber fills with a
threshold of 10. Breaking down a door activates noxious gas, and a magical alarm sounds that alerts
the trap in the room the characters are currently in all creatures within the bank. Each creature in the
as well as the trap in the room beyond. The walls chamber must succeed on a DC 15 Constitution
of the bank are solid stone, 10 feet thick, and each saving throw at the start of each of its turns or fall
1-foot section of the walls has AC 20, 20 hit points, unconscious for 1 hour.
immunity to poison and psychic damage, and a
damage threshold of 5. This chamber is not meant to be deadly, just in case
a teller forgets the combination to the safe, but it is
Bank tellers that know the combinations to meant to knock out potential thieves.
the bank’s secrets have their memory of the
combination magically modified by a ward that was Coin-on-Hand Chamber
created by the wizard Azkhell to protect the bank’s
secrets. This ward casts the modify memory spell This room is lined with carefully-labeled
on the bank representatives when they leave the shelves. Stacks of gold, jewels, and other
bank. Not even the owner, Ivar Lorton, knows the precious items are meticulously organized
combination to the vault when he is outside of the upon them.
bank, his memory only returning when he reenters
the establishment. This room is a holding chamber for daily coin and
the riches brought into the vault.
Civic Buildings 73
Loot instant, the floor of the chamber drops out, opening
into a pit of lava. The shelves on the walls filled with
90 pp valuables close, mechanisms sealing the shelves to
1,200 gp create a perfectly smooth surface, and no handholds
7,000 sp are available save for a tiny ledge on the edges of the
400 cp chamber. A creature can attempt a DC 18 Dexterity
Spell scroll (alarm) (common) saving throw to keep itself from plummeting into
Black velvet mask with gold thread (25 gp) the lava, clinging to one of the ledges. When a
Agate figurine of a cat (25 gp) creature starts its turn in the lava it takes 55 (10d10)
Silk handkerchief with small jewels (25 gp) fire damage. The trap resets itself 1 minute after
activation, the pit closing and shelves reopening.
Lock 3: The lock magically changes its combination
each week, and only Ivar and a trusted Monthly Coin Chamber
representative know the combination. Ivar’s
representative will not betray his secrets under any This chamber is dominated by several large
circumstances, fearing the wrath of the Iron-Lenders desks, each of them with piles of treasure
more than any threatening, thieving criminals. The and various items carefully organized. Many
lock opens the door to the Monthly Coin Chamber. of the items are tagged with the names of
persons or companies. Two large, snake-like creatures
The lock can be opened with a series of checks by a with human-like faces slither along the other side of the
creature using thieves’ tools. Failure on any one of chamber, and you note dozens of holes in the walls and
the checks causes the trap to activate. ceiling, each roughly 6 inches in diameter.
DC 15 Wisdom (Perception) check. The third chamber is used to store weekly wealth
You can hear the complex tumblers working brought into the vault, the items transferred by a
within the mechanism, and you think you personal representative of Ivar Lorton at the end of
know the right combination…if you can be each week.
nimble enough.
2 guardian nagas protect the chamber, the ancient
DC 20 Intelligence (Arcana) check. wealth, and the potentially dangerous magical
You seem to have successfully deactivated power held within the bank.
some form of magical ward set on this lock
Lock 4: This lock opens the vault. Ivar Lorton is the
by aligning runes in the proper order.
only person alive who knows the code to the vault,
though he has paid a handsome sum to have the
knowledge magically passed
DC 25 Dexterity check.
to whoever takes control
With a resounding click, the lock
of the Iron-Lenders
swings open.
Association in the
event of his death. Ivar
ventures to the bank
once per month to
If the trap is activated, read the following aloud: transfer riches from the
Monthly Coin Chamber
The lock flares with a burst of black into the main vault. The
energy, and you hear an ominous clicking bank is Ivar’s legacy, and he
sound. Suddenly the floor beneath you
will not betray its secrets,
even under threat of death.
folds inward, opening up to a chamber
filled with boiling lava! The heat washes over you as the
The lock can be
small alcoves holding treasure are covered by sliding opened with a series
doors, leaving a polished, flat surface on the walls. of checks by a
creature using
The lock casts the power word kill spell on the thieves’ tools.
creature attempting to open the lock (if the character Failure on
succeeded on its Intelligence (Arcana) check on the any one of
lock, the power word kill spell is not cast). In the same the checks
74 Civic Buildings
causes the trap to activate. In addition, if the
guardian nagas sense intruders, they activate the
The Vault
trap by purposefully entering a wrong combination. A golden glow issues from within the room,
The nagas do not fear drowning in the chamber as and torches along the walls spring to life
they will rejuvenate a few days later. as you enter. Piles of gold and jewels are
stacked as high as the eye can see, and the
DC 20 Wisdom (Perception) check. walls are lined with brass shelves, each carefully labeled
You can hear the tumblers within the lock with business or personal names. Two massive, iron
settling gently, and if you can move your creatures stand within the chamber, each with an orb
tools quickly enough, you should be able of black, swirling energy hovering before it. A strange
to open the lock. machine made of whirring gears and inlaid with arcane
runes and crystals sits at the far end of the chamber.
DC 30 Dexterity check.
With a satisfying click, the lock The malfunctioning device meant to suppress
springs open. magical intrusion is located in the vault. The
device can be destroyed, which negates its magical
suppression effects. The device has AC 17, 27 hp,
and immunity to poison and psychic damage.
If the trap is activated, read the following aloud:
Loot
69,000 gp
Potion of giant strength (fire giant) (rare)
2x Black opal (1,000 gp each)
Emerald (1,000 gp) 2 iron golems guard the chamber, protecting it
2x Fire opal (1,000 gp each) against the intrusion of anyone apart from Ivar
3x Star ruby (1,000 gp each) Lorton or people who can prove they are associates
Star sapphire (1,000 gp) of his. Each of the golems possesses the ability to
Yellow sapphire (1,000 gp) speak, and uses the zone of truth spell affecting
2x Brass mug with carnelian inlay (250 gp each) the vault rooms to question intruders. The golems
2x Amethyst goblet (250 gp each) each control a sphere of annihilation and will attempt
Large tapestry depicting a battle (250 gp) to slay any unauthorized creature that enters the
Silver necklace with a carved amber pendant (250 gp) chamber.
Civic Buildings 75
Loot
76 Market District
precedes them, either because of their mighty Items priced at 100 gold pieces or less: DC 15 Charisma
deeds or confrontations with the Grifter’s Guild, (Deception, Intimidation, or Persuasion) check to
pickpockets are more likely to leave the characters reduce item cost or increase sale price by 10%. If the
alone.
check exceeds the DC by 5 or more, the percentage
increases to 20%. If the check fails by 5 or more, the
1. No pickpockets target the characters.
item cost increases and sale price decreases by 5%.
2. A pair of thugs working for the Grifter’s Guild
Items priced at 1,000 gold pieces or less: DC 20
approach the characters as they walk away from
Charisma (Deception, Intimidation, or Persuasion)
the crowd. Pulling their heavy cloaks aside to reveal
check to reduce item cost or increase sale price by 10%.
their weapons, they demand that the characters pay
If the check exceeds the DC by 5 or more, the percentage
tribute to the Grifter’s Guild, asking each to hand
increases to 20%. If the check fails by 5 or more, the item
over 5 gold pieces or “face the consequences.”
cost increases and sale price decreases by 5%.
3. An urchin begs the characters for loose coin. If they
Items priced at 10,000 gold pieces or less: DC 25
stop to speak with the boy, the child’s companion
Charisma (Deception, Intimidation, or Persuasion)
attempts to lift a small item worth no more than 5
check to reduce item cost or increase sale price by 10%.
gold pieces off one of the characters. Each urchin
If the check exceeds the DC by 5 or more, the percentage
uses the statistics of a spy.
increases to 20%. If the check fails by 5 or more, the item
4. A veteran thief working for the Grifter’s Guild cost increases and sale price decreases by 5%.
targets the characters and attempts to remove
Items priced at 10,001 gold pieces or more: DC 30
one of their most valuable possessions, waiting
Charisma (Deception, Intimidation, or Persuasion)
for the opportune moment to strike. The thief has
check to reduce item cost or increase sale price by 10%.
advantage on Dexterity (Sleight of Hand) checks.
If the check exceeds the DC by 5 or more, the percentage
The thief uses the statistics of a spy.
increases to 20%. If the check fails by 5 or more, the item
5. A magically enhanced pickpocket attempts to cost increases and sale price decreases by 5%.
steal an item at random from each character.
The pickpocket uses the statistics of a bandit
Navigating the Crowd
captain mage (1 Stat Block).
The hustle and bustle of Havdhir’s Market
6. A group of pickpockets have paid off the guard in District can make reaching a particular stall or
the Market District and are pick-pocketing anyone shop difficult. Occasionally, a vendor of Havdhir
they deem a worthy target. The pickpockets set may put on a sale, generating a mob of shoppers
their sights on the characters and attempt to steal rushing to be the first to take advantage of the deal.
Alternatively, there may be an altercation between
as much as they can from them, the guard doing
a criminal and a guard that results in a crowd
nothing to help. The group consists of three bandits. running for cover.
Market District 77
A fight breaks out in the Market District. Arculf burnt leather apron steps from beneath it, nearly hitting his
Proudbelly, Bandit Captain Extraordinaire (1 Stat head on the swinging sign as he does so. “What you want?
Block), threatens to cast the fireball spell on himself and Bash? Smash? Gash? Or stop from get mashed?” the ogre
bellows, pointing toward a rack of weapons and armor.
everyone around him if the guards do not let him escape
with some stolen goods. Shoppers duck for cover, and
Brong is the owner of “Brong’s Bashy Things.” He
the characters can attempt to either find cover or was born a runt and abandoned by his parents in
intervene. a small cave just outside of Havdhir. Luckily for
The crowd is particularly thick today. To get other Brong, a wandering metalsmith looking for rare ore
stumbled upon him and took pity on the abandoned
shoppers to stand aside, the characters must succeed
ogre, raising Brong as his own.
on a DC 10 Charisma (Deception, Intimidation, or
Persuasion) check to advance 30 feet through the
Roleplaying Brong
crowd. On a failure, 1d4 commoners turn on the
Brong speaks in a bellow most of the time, is mostly
characters and attempt to knock them prone, potentially unaware of his surroundings, knocks his goods over,
inciting a riot. frequently burns his apron by walking too close to
10 boars break free from their pens just before slaughter, the forge, and talks primarily in the third person
with a bit of a “dull” streak.
rampaging through the market district. The boars smash
stalls and run over shoppers. Each character must succeed
Brong (1 Stat Block) is a chaotic good ogre.
on a DC 12 Dexterity (Acrobatics) saving throw in order
to avoid being struck by a fleeing shopper, taking 2 (1d4) Shopping
damage on a failed save. If the save fails by 5 or more, the
Brong sells any form of nonmagical weapon or
character is struck by one of the rampaging boars using its piece of armor (so long as the weapon or armor is
Charge and Tusk attack. primarily made of metal).
A vendor selling alchemical ingredients spills a few
Brong has the following items available for sale in
together by accident, creating a horrific cloud of noxious
quantities determined by the Game Master. Brong
gas. Each creature within 30 feet of the stall must make may have additional supplies as determined by the
a DC 15 Constitution saving throw. On a failure, the Game Master.
creature takes 7 (2d6) poison damage and is poisoned
for 1 hour. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success. If the initial saving throw is successful, the
creature takes half as much damage and is not poisoned.
Market District
Shops
Brong’s Bashy Things
A large, open structure with a roof that’s
supported by two weathered wooden
poles and a back and side wall made of
mortared stones juts out into the market.
A massive anvil rests before an even larger stone forge
with whetstones on wheels, racks of weapons, and
various workbenches piled with tools that mark this as
a blacksmith’s shop. A crooked sign painted in crude
lettering hangs over the smithy reading “Brong’s Bashy
Things.” As you approach, a hulking ogre dressed in a
Reward
Reward Shopping
Histell has the following items available for sale in
Large blacksmith’s apron (20 gp) quantities determined by the Game Master. Histell
may have additional supplies as determined by the
If the characters decide they don’t particularly want to
help Brong: Game Master.
Terra instead offers a 25% discount on her wares if they
bring her the locket she wants.
Histell’s Alchemical
Mysteries
Exterior
A small shop with a chimney spewing
green smoke lies before you. A wooden
door, with a stained-glass window depicting
a lizard stirring a cauldron, is closed on
this cozy-looking shop. A clockwork device is hung over
the door, a metal book whose pages turn with a clicking
sound. The flipping pages quickly spell out “Histell’s
Alchemical Mysteries.”
Histell’s Alchemical
Mysteries
Interior
Entering the shop, you are accosted by a
blast of purple smoke, which clears almost
instantly. “Curses!” you hear a voice cry as
the smoke dissipates, “Charlotte will hate
this one too. Why won’t it smell right?!” Peering across the
Ardhos’s Bounty
11 or more: This fine white powder
gives off a slight magical glow; looks like A quaint little shop built in halfling style,
maybe it could be used to enhance a all rounded doors and windows and earth
potion or perfume. tones, rests just off the market street. The
Impact on the perfume if used: Positive door is painted in elegant calligraphy,
reading “Ardhos’s Bounty.” The smell of cooking meats,
The Intelligence check DC for crafting a usable freshly baked bread, and sugary confections wafts
perfume depends on the ingredients used. tantalizingly from the shop. The door is open, and you
can see a halfling woman busily rushing about within,
If the character uses more positive ingredients than wrapping cakes and merrily humming to herself.
negative ones, the DC to craft the perfume is 13.
If the character uses all positive ingredients, Charlotte runs this small grocer; baking bread,
the DC is 5. cooking meats, and preparing other delicious foods
for sale—all in the iconic cooking style found
If the character uses more negative than positive almost exclusively in the region of Ardhos.
ingredients, the DC is 18.
Side Quest:
Scents and Perfumability
Charlotte is very fond of Histell, the alchemist
across the street. However, she gets the feeling he
has been avoiding her, and this saddens Charlotte.
Charlotte (1 Stat Block) is a neutral good halfling. At a time of the Game Master’s choosing, Charlotte
may reveal the following to the characters:
Shopping
Charlotte offers ordinary food and drink as well as I do so enjoy spending time with Histell.
the following items exclusive to her shop:
Have you met him? The lizardfolk-
Ale of Ardhos (50 gp) alchemist across the street? He is such a
kind man. Although, I get the feeling he
Ardhosian short ribs (7 gp)
has been avoiding me lately. No idea what that’s about,
Charlotte’s famous bread loaf (2 gp)
but if you happen to find out, I’d greatly appreciate it. He’s
Root vegetable casserole (50 gp)
a dear friend, and I’d hate to lose his companionship.
Sugared baked dough (50 gp)
Roleplaying Viekiir
Viekiir is a showman and is fond of the resplendent
outfit he wears to attract customer attention. He
fusses over his appearance a great deal and is
constantly talking in a verbose voice, accented by
grand gesticulations.
CR 0-1 1 gp Loot
CR 2-4 10 gp
Characters might attempt to steal animals from Viekiir;
CR 5-8 25 gp in which case, the items and animals available for theft
CR 9-12 50 gp and on display are at the Game Master’s discretion. It
would be very difficult to sneak away any of the animals
CR 13-16 100 gp in large cages or pens, and Viekiir keeps the key to
CR 17-18 250 gp the cages on his person at all times. If the character
manages to free or steal an animal, Viekiir is likely to
CR 19-20 500 gp incite a panic, screaming about “a dangerous animal
CR 21+ 1,000 gp being on the loose,” and a stampede of shoppers and an
influx of guards are very likely.
Shopping
Viekiir has any number of animals and equipment Side Quest:
for animal care for sale. He may have additional The One That Got Away
items for sale as determined by the Game Master.
If asked about the empty tank, if he has any aquatic
Tack and Harness creatures for sale, or in passing conversation, Viekiir
mentions the following:
Barding, leather (40 gp)
Barding, padded (20 gp)
“I do wish I had a shark to go in that tank
Barding, scale mail (200 gp)
back there. Would be great for bringing in
Bit and bridle (2 gp)
customers! I even bought several potions
Feed (per day) (5 cp)
of air breathing in Histell’s alchemy shop
Saddle, exotic (60 gp)
and converted them into darts in order to transport such
Saddle, military (20 gp)
a Beast here, but I have no time to venture out hunting
Saddle, pack (5 gp) for sharks. Everyone I ask to do it just laughs and mocks
Stabling (per day) (5 sp) me, saying, ‘What would you feed it? How would you
get it back here through the city? How would you catch
Animals one?’ How in the Nine Hells am I supposed to know?!
What I DO know is that it would be good for business if
Donkey or mule (8 gp)
anyone would take the time to procure one.”
Hawk (5 gp)
Horse, draft (50 gp)
Viekiir offers 10% of his profits for one month if the A creature succeeding on a DC 12 Intelligence
characters bring him back a living shark. (Nature) check or a DC 12 Wisdom (Survival)
check can determine that the red water is actually
caused by an algae bloom (the red algae thrives in
Roll 1d6 to determine Viekiir’s total profits each the high light conditions of the area). It is likely that
week of the month: fish are attracted to the algae for food and those
fish attract the sharks.
Rolling a 1: Business is terrible—the shark escaped
and flopped all over the Market District, causing 4 hunter sharks swim about the area, feasting on
irreparable damage to various businesses. Viekiir is in the plentiful fish that enjoy the red algae floating
the hole several thousand gold pieces and can’t give the in the water. Diving into the water would almost
surely result in the death of the characters, so
characters anything this week or next.
some means of retrieving one of the sharks without
Rolling a 2: Business was going well, until one of Viekiir’s having to fight the others is advisable.
sellers upped the price on the fish that he needs in
Characters can attempt any method they see fit
order to feed his new shark. Now, Viekiir’s expenses
to try and capture a shark: hitting it with a dart of
have increased, and he has only made a measly 100 gold air breathing and waiting for it to fall unconscious
pieces this week after expenses. after suffocating underwater, netting the shark and
hauling it away, etc.
Rolling a 3: Business is manageable, but competition
from a new vendor has Viekiir worried. He had to sink Bringing the shark back to Viekiir is another matter
a lot of gold into increasing the shark’s tank size and entirely. A hunter shark weighs roughly 40 pounds
adding some signs around town. He made 200 gold and will need to be protected from environmental
pieces this week after expenses.
dangers such as drying out or being dragged
along the cobblestones. The shark will have to be
Rolling a 4: Business is going well. Viekiir brought in an transported in water or be hit with a dart of air
owlbear which sold for a hefty sum, and he has made breathing for slightly less-difficult transport. Getting
300 gold pieces this week after expenses.
the shark to Viekiir is no easy feat without careful
planning or the use of magic.
Often, characters may find art objects or other Percival Bingsley (1 Stat Block) is a lawful neutral dwarf.
items of value or of historical significance that they
could not reasonably know the value of. In such Shopping
a case, they may seek out Percival’s Appraisal, a Percival’s Appraisal is filled with art items, precious
dwarf-owned shop near Stonecentre. gems, and historical artifacts of great value.
Characters may wish to exchange large, clunky
Percival’s Appraisal items or sacks of gold or other treasure for the far
smaller, more valuable, and transportable items
Interior Percival has for sale. Percival’s goods change from
one day to the next; the Game Master can roll a d6
A stuffy-looking dwarf looks up from
to determine what selection of items is available
behind a desk. He is dressed in finery, has
on any given day. At the Game Master’s discretion,
a ridiculous monocle, sports a frilly collar,
Percival may also have any number of other
and has grown a long, gray-speckled beard
gemstones, art objects, or trinkets for sale.
that is draped over the counter like a small waterfall. The
dwarf is bent over a blue gemstone, holding a magnifying Rolling a 1
glass and a small brush to the item. “With you in a
Azurite (10 gp)
minute,” the dwarf calls, bending back over his work and
ignoring you other than to occasionally (if somewhat Blue quartz (10 gp)
suspiciously) look in your direction. Carved ship made of exotic wood,
banded with gold (250 gp)
The dwarf is Percival Bingsley, the proprietor Clockwork bird (50 gp)
of the shop and most renowned art and jewel Silvered mirror (50 gp)
appraiser in Havdhir. Rolling a 2
Antique locket inscribed with dwarven runes (50 gp)
Bejeweled coat (5,000 gp)
Bloodstone (50 gp)
Carved scrimshaw statue of a whale (25 gp)
Gold circlet set with shards of inert nihidium (750 gp)
Rolling a 3
Amber (100 gp)
Antique music box (100 gp)
Masterpiece painting (2,500 gp)
Rolling a 4
Alexandrite (500 gp)
Painted gold mask (750 gp)
Signet ring (5 gp)
Silver ewer (25 gp)
92 Additional Shops
Rolling a 5 If the characters agree and enter the basement,
Black opal (1,000 gp) read the following aloud:
Clockwork talking doll (20 gp)
Gold ring set with inert runes (250 gp) You step down into the basement. The
Rolling a 6 door closes behind you, accompanied by
Black sapphire (5,000 gp) the resounding thud of a heavy bolt being
Clockwork toy dwarf made of gold (1,000 gp) slid into place from the other side. The
Silver chalice (25 gp) basement is small and dimly lit by a small lantern at the
top of the stairs, which springs to life as the door closes.
Loot Most of the chamber is dark, but the flickering light casts
shadows upon a crate. Art objects have spilled out of it
Characters might attempt to steal items from Percival’s as though something had been rummaging in or through
shop; in which case, the items available for theft and on the pile of precious goods.
display are at the Game Master’s discretion. Percival is
incredibly careful to protect the objects in his shop—all
2 mimics are hiding amongst the art items.
of the windows and doors are enchanted with glyphs that
sound a loud, magical alarm if an item for sale is removed
from the shop unpaid for, and the creature possessing the The characters will have to attempt to find a
item must succeed on a DC 15 Constitution saving throw way to root out the mimics, which use their
or glow with a fierce orange light for 24 hours. The light False Appearance to hide amongst the items. If
shines even if the creature is invisible. If a thief exits the a character gets within 5 feet of a mimic without
shop, 4 Havdhir guards (1 Stat Block) arrive on the scene noticing it, the mimic attacks, and the characters
1d3 rounds later, responding to the alarm and searching are surprised during the first round of combat.
for the perpetrator.
When the characters go to leave the basement
Side Quest: (either to escape the mimics or to inform Percival of
their removal), read the following aloud:
Appraising a Mimic
“Are they dead? You get them all??”
(deadly at 2nd level or below) Percival’s muffled voice sounds through
the door.
Percival’s latest shipment of precious items
was infested by mimics which have disguised
themselves as artifacts.
If he is not convinced that the mimics are dead,
Percival discovered one of the mimics before Percival refuses to open the door, leaving the
bringing the entire shipment into his shop (the characters to their fate.
creature nearly took his hand off) and he has left
the crate that it came in locked in his basement
for fear the mimics might spread and overtake his Reward
shop.
Percival pays 40 gold pieces total for the removal of
If the characters come answering the bounty board the mimics.
in the Guzzling Goblin or if they express interest
As long as he is friendly toward the characters,
in getting a discount on goods or services, Percival
he also offers to appraise one item for each of them,
relays his harrowing tale to them and offers to lock free of charge.
them in the basement until the mimics are disposed
of (he can’t risk the mimics getting out). He will
pay the 40 gold piece reward posted on the bounty
board in the Guzzling Goblin.
Additional Shops 93
Freya’s Fantastical Items
The exterior of this shop is painted with
bright colors, and a latticed window
reveals shelves upon shelves of every item
imaginable. Many strange and wondrous
pieces of equipment glow with spectacular runes or move
about of their own accord in glass cases. A sign hangs
over the door, made to move with a bit of magic which
creates an animating effect: Lines of glowing light form
into a wizard’s hat and a hand, which pulls a large
flaming sword from the hat. The flames dissipate and spell
the words “Freya’s Fantastical Items” in glowing letters
before fading away, the illusion beginning again. Stepping
through the door, you are greeted by an elderly woman
who shuffles to welcome you from behind a counter laden
with items.
Roleplaying Freya
Freya’s Fantastical Items is a magical item shop Freya regularly receives shipments of stolen
(the only one of its kind in Havdhir) run by Freya, magical goods from the Grifter’s Guild at an
an arcane witness utilizing her Illusory Appearance extremely discounted rate. If ever asked about her
trait to look like a harmless old crone. potential connections to the guild or where her
items come from she responds, “I often don’t know
Freya’s shop is located on the outskirts of the how my sources come about these items, and frankly…
Barnacle Barrows district. I don’t want to know.”
94 Additional Shops
Freya’s shop has magical items available for will pick up a dangerous magical item and attempt
characters to purchase, but she is careful to only to use it to rob her, and it also prevents magical
sell these items to persons that she feels are able trickery. Freya will gladly demonstrate the abilities
to handle their power. (Allowing a noble’s son of magical items within her shop.
to buy wings of flying landed her in a great deal
of trouble after the child plummeted to a messy Shopping
death). Freya is now very careful about who she
Freya has items of the following rarity available
sells her items. Someone might have enough coin
depending on the characters’ levels. The selection
to afford something, but if clients are inexperienced
of items is determined by the Game Master.
and likely to harm themselves, others, or (more
importantly) her reputation; Freya refuses to sell. Levels 1-3 Common magic items
Levels 4-5 Uncommon magic items
Freya (1 Stat Block) is a lawful neutral arcane witness.
Levels 6-8 Rare magic items
Levels 9-16 Very rare magic items
Freya’s Shop
Levels 17 or higher Legendary magic items
Freya’s shop is under the constant effect of a
selective antimagic field, which prevents creatures
other than Freya from casting magic or using Alternatively, the Game Master can roll a d4
magical items in her shop. This allows Freya to to determine what selection of magic items is
display her merchandise without fear that someone available on any given day.
Additional Shops 95
2-Rare 3-Rare Oathbow
Boots of levitation Armor of resistance Ring of telekinesis
Bracers of defense Armor of vulnerability Shield +3
Brazier of commanding fire Cube of force Spell scroll (6th-8th level)
elementals Portable hole
Dagger of venom Ring of x-ray vision 4-Rare
Necklace of prayer beads Spell scroll (4th-5th level) Ammunition +2
Potion of clairvoyance Wand of enemy detection Armor +1
Potion of diminution Wand of paralysis Cape of the mountebank
Ring of free action Wand of wonder Feather token
Ring of spell storing Handy haversack
Shield of missile attraction 3-Uncommon Mace of terror
Wand of fireballs Broom of flying Ring of animal influence
Circlet of blasting Ring of evasion
2-Uncommon Cloak of protection Ring of feather falling
Adamantine armor Gloves of missile snaring Rod of rulership
Bracers of archery Gloves of swimming and climbing Shield +2
Brooch of shielding Medallion of thoughts Spell scroll (4th-5th level)
Decanter of endless water Oil of slipperiness Staff of charming
Dust of disappearance Periapt of wound closure Staff of swarming insects
Necklace of adaptation Philter of love Staff of withering
Pipes of haunting Potion of giant strength Vicious weapon
Potion of growth (hill giant) Wand of fear
Potion of water breathing Ring of swimming Wand of lightning bolts
Wand of magic missiles Ring of warmth Wings of flying
Ring of water walking
2-Common Robe of useful items 4-Uncommon
Potion of healing Rope of climbing Ammunition +1
Spell scroll (cantrip-1st level) Spell scroll (2nd-3rd level) Eyes of the eagle
Staff of the python Goggles of night
2-Varies in Rarity Trident of fish command Helm of telepathy
Figurine of wondrous power Immovable rod
3-Common Lantern of revealing
Rolling a 3 Potion of healing Shield +1
Spell scroll (cantrip-1st level) Slippers of spider climbing
3-Legendary Spell scroll (2nd-3rd level)
Holy avenger Rolling a 4 Wand of magic detection
Plate armor of etherealness 4-Legendary Wand of the war mage +1
Ring of spell turning Armor +3
Spell scroll (9th level) 4-Common
3-Very rare Universal solvent Spell scroll (cantrip-1st level)
Cloak of arachnida Vorpal sword
Demon armor
Dwarven thrower 4-Very rare
Oil of sharpness Ammunition +3
Potion of flying Amulet of the planes
Robe of stars Armor +2
Rod of absorption Manual of golems
Nine lives stealer
96 Additional Shops
Pricing for magic items may vary, but some
suggestions are given below:
Major Quest: Paying the
Grifter’s Guild… a Visit
Common items 50 - 100 gp
Uncommon items 101 - 500 gp (deadly at 2nd level or below)
Rare items 501 - 5,000 gp
Very rare items 5,001 - 50,000 gp At a time of the Game Master’s choosing, when the
Legendary items 50,001+ gp characters have left Freya’s Fantastical Items, read the
following aloud:
Loot
A haggard-looking man stumbles toward
Characters might attempt to steal items from Freya’s you. His clothes are filthy, and he reeks of
shop; in which case, the items available for theft and on cheap booze. “Please tell me you didn’t
display are at the Game Master’s discretion. Freya’s items just buy something from HER?!” the man
are all magically warded. Any item stolen from her shop
asks, gesturing toward Freya’s shop. “Don’t you know
vanishes and magically teleports back to the shop 8 hours
after it has been stolen; or it teleports back if it is taken who she works with?”
more than 500 feet from her shop, whichever happens
first. At the time the item teleports back to her shop, The players are approached by Rufus Welfore,
Freya can touch the item and magically learn the identity
a former sailor with a gambling problem.
and whereabouts of the creature that stole from her.
Additional Shops 97
Havdhir Stables
The earthy smell of horse manure mixes
with the sweet smell of fresh straw. Rows
of stables lie before you. A small, well-kept
fence surrounds an enclosed livery stable
and provides an area for the horses to get a bit of exercise.
You notice a golden-scaled dragonborn woman holding
a bucket of grains up to the snout of a chestnut-brown
draft horse, patting its head fondly as it munches on the
contents of the bucket. She holds her hand up to you in
greeting as you approach. “Looking for a place to board
a horse or other creature? I’ve got plenty of room for
creatures of all shapes and sizes. Although, pay mind…
the exotic creatures will cost a bit more to board,
especially after the latest… incident.”
Roleplaying Rufus Welfore The stable is located on the outskirts of the city,
Rufus speaks in a hurried tone, occasionally slurring
near the city gate and Goldtower.
his words together. He is nearly always intoxicated,
consuming great amounts of mead from wherever
Ferelix Gorelia is a gold dragonborn stable master
he can get it.
operating the largest stable in Havdhir.
Rufus lost a great deal of money and borrowed
nearly 5,000 gold pieces from the Grifter’s Guild. Roleplaying Ferelix Gorelia
When Rufus was unable to pay; he came home to Ferelix has a kind heart and a soft spot for
find his wife missing, a note pinned to his door with all animals.
a knife, and instructions to meet in the Undercity
beneath Havdhir to make his payment… “or else.”
The quest “Paying the Grifter’s Guild… a Visit” Ferelix Gorelia (1 Stat Block) is a neutral
continues on page 140. good dragonborn.
98 Additional Shops
Boarding Costs Barding, padded (20 gp)
Barding, scale mail (200 gp)
Stabling for mundane creatures such as horses, mules,
Bit and bridle (2 gp)
or ponies (per day) (5 sp)
Carriage (100 gp)
Stabling for exotic creatures such as polar bears, Cart (15 gp)
crocodiles, owlbears, etc. (per day) (5 gp) Chariot (250 gp)
Saddle, Exotic (60 gp)
Shopping Saddle, Military (20 gp)
Ferelix also sells mounts and barding, and she rents Saddle, Pack (5 gp)
out horses.
Saddle, Riding (10 gp)
Mounts ( To Buy) Saddlebags (4 gp)
Sled (20 gp)
Camel (50 gp)
Wagon (35 gp)
Donkey or mule (8 gp)
Horse, draft (50 gp)
Loot
Horse, riding (75 gp)
Mastiff (25 gp) Characters might attempt to steal items from Ferelix’s
Pony (30 gp) stables. If they do, the items and creatures available for
Warhorse (400 gp) theft and on display are at the Game Master’s discretion. If
Ferelix catches a creature stealing some of her items, she
might take pity on them—offering them aid in the form
Mounts ( To Rent) of food and drink but requesting the equipment back
1/10 the creature’s cost to buy in gp, per week rented (repeated offenses cause Ferelix to summon the guards).
If a creature attempts to steal one of her mounts, Ferelix
becomes enraged, summoning the guards and requesting
Barding/Equipment the harshest punishment for the thief.
Animal Feed (per day) (5 cp)
Barding, leather (40 gp)
Additional Shops 99
Side Quest: Owlbear Antics She explains the situation as follows:
The “incident” Ferelix alluded to is the time a “A few days ago, a sweet little baby
baby owlbear went completely feral in the stables, owlbear I was boarding went quite mad—
destroying a great deal of her property and injuring tearing up its pen and injuring several of
a few of the horses before escaping from the
the horses. The little fellow escaped, and
stables. Ferelix had to pay a large sum of gold at
I am afraid it might hurt itself or someone else, running
Histell’s Alchemical Mysteries for potions, salves,
and herbs to heal the injured horses; and she had to about Havdhir all alone. The infant owlbear’s owner
pay out an even more exorbitant amount of gold to hasn’t returned since I informed them of the damages
the owners of the prized breeding horses that had and their responsibility to pay for them. If you can find
been maimed. the little dearie and ensure it is safe, you are welcome
to keep it. I just want to be sure it goes to a good home,
Ever since the incident, Ferelix has been charging and I am happy to offer you a discount: half-off boarding
a great deal more to board exotic (and potentially fees if you find the wee darling. It’ll be terrible for
dangerous) creatures. business if the poor dear hurts anyone.”
6-10: “A baby owlbear? Yeah, I saw it… If the characters spoke with Brong, they can locate
nearly clawed my arm off! I called Viekiir the grate without having to make a Wisdom
over to try and trap it, but it was too slippery. (Perception) check.
Viekiir might be able to help you out.”
If the characters can’t locate the owlbear, a street
11-15: “Hmm. I did see a strange looking urchin offers information in exchange for coin. In this
feathery creature running around… caused case, read the following aloud:
quite a stir! I believe Brong was trying to
smash it… he might know more.”
A filthy child dressed in rags holds out
16 or higher: “Yes! I saw one! It ran a battered hat in your direction and
through the market and upset a few stalls. whispers, “I heard ya were lookin’ fer an
I think it ducked into one of the waterway owlbear—I can tell ya where it went…
gutters along the street.” but it’ll cost ya 5 silver pieces, which is fairer than fair,
if’n ya asks me.”
The surface of the water in the grate is 30 feet down, You may use Mourner’s Respite tents to assist
so reaching the baby owlbear (1 Stat Block) requires characters traveling through Havdhir who have
jumping or climbing down. The water is 15 feet deep. suffered grievous wounds or terrible diseases.
Climbing out of the grate without a rope requires a The healers of each Mourner’s Respite location can
successful DC 12 Strength (Athletics) check. heal wounds, disease, and lift some curses for a price.
The organization also provides rudimentary healing
When a creature attempts to enter the area, the free of charge.
baby owlbear becomes violent. The creature is
terrified and lashes out unless it is calmed via a If the characters show a healer the symbol of the curse
successful DC 13 Wisdom (Animal Handling) of the Usurper or the earth key of Shjekhel, read the
check. Until the owlbear is calmed, it attempts to following aloud:
attack any creature it perceives as a threat within
the grate. If the creature is removed from the grate,
The healer gives a sad sigh. “That’s
it immediately calms down and no longer attacks
everything in sight. nothing a simple remove curse spell will
fix—it’s been tried before. If I were you I’d
make sure my affairs were in order, maybe
visit the temple.”
Loot
Bugbears
14 sp
Map of small hamlets in Ardhos with scribbled notes on
defenses and weaknesses (worthless)
The Dragon
Manifesto: A crumbled book filled with insane scribbling
and rudimentary illustrations, the book tells the story of
the Dragon from his perspective, which foretells him to
be the eventual ruler of all bugbears. (worthless)
Crumbled ashes that flicker with arcane energy.
A DC 10 Intelligence (Arcana) check reveals these to
be the ashes of a wand of some kind, likely related to
evocation magic. (worthless)
D
B B
B B
1 Square = 5ft.
After a few moments you hear a huff of The characters may be able to persuade the guard
breath as Captain Viddle clambers up or the Triumvirate to give them a reward for
onto the platform. “Thanks for sounding uncovering Captain Viddle’s plot or for bringing
the alarm!” he calls, catching his breath
him to justice. If asked for a reward, either party
will pay each character 10 gold pieces.
before slowly drawing his sword, glaring at you with a
cold glint in his eye. “You’ve served your purpose,” he
The characters may search the area in the
says, swinging the sword viciously at you, the blade mountains that the “vampire” came from.
flashing in the cold moonlight.
A successful DC 12 Intelligence (Investigation) check
Unless there are extenuating circumstances, reveals the following:
the characters are surprised during the first
round of combat.
You spy a large kite, affixed with intricate
ropes and gears. The kite is fashioned
If the characters do not sound the alarm, read the
in the shape of a Humanoid with bat-
following aloud:
like wings, and it appears to have a
mechanized system that releases the kite and then pulls
After a few moments, you hear a huff it back in automatically.
of breath as Captain Viddle clambers
up onto the platform. “Any problems?
Watching the mountains?” he asks, glaring
at you meaningfully.
Loot
Captain Viddle
Captain Viddle will attempt to convince the Small diary in which Captain Viddle has recorded his
characters to sound the alarm, or he will sound it plot (worthless)
himself before attempting to kill the characters. In
either of these cases, it is very likely the characters DC 12 Intelligence (Investigation) check in
know something is off. the mountains
Faux vampire kite (10 gp) (1 Item)
SV
1 Square = 5ft.
Training Area
Various training dummies are set about
an open cobblestone area with sacks of
grain positioned for the guards to practice
jumping, dodging attacks, and launching
attacks of their own.
Vlaskor is a guard captain serving the people of
The training area is primarily used by the guard, but Havdhir, primarily from behind his desk.
civilians are also permitted to test their skills and to
train using the facilities. Roleplaying Vlaskor
Vlaskor deals with many of the legal disputes,
Characters wishing to hone their skills may spend sentencing of criminals, and general keeping of
some time practicing with the dummies. Training law and order in Havdhir for matters not deemed
for at least 1 hour grants advantage for the next worthy of the Triumvirate’s attention.
24 hours on all Strength (Athletics) checks and
Dexterity (Acrobatics) checks. Vlaskor speaks in an exasperated tone and is
prone to breathlessness and shouting. He has
1st Floor: Legal Issues a habit of twisting his beard and mustache in
If the characters enter the Havdhir Barracks, frustration, and, because of this, often looks
read the following aloud: haggard in appearance… even though his clothes
are meticulously kept.
If a creature enters the armory unlawfully and There are 10 cots in the room, each with a simple
attempts to walk beneath the hammer into the trunk at its foot. Guards usually spend time in the
guards’ sleeping chambers, the Hammer of barracks to rest between long shifts—most own or
Havdhir (1 Stat Block) animates and attacks. rent their own homes elsewhere in the city. A few
While animated, the hammer generates a constant, less affluent guards use the barracks as their home,
ear-splitting alarm. but these are usually newly-initiated guards who
have not accumulated enough wealth to purchase
homes or apartments of their own.
Loot
This chamber is filled with rows of cots, He is the guard that stole Terra’s locket. He has
each with a simple trunk at the foot of stored it in one of the trunks in this room.
the bed.
Garren Dirth (1 Stat Block) is a neutral evil human.
Trunk #5:
Records from several of Erwin the Undertaker’s friends,
stating that Erwin is “not the same man” and “something
fishy has been going on with him at the cemetery.”
(worthless)
Trunk #6:
Common clothes (5 sp)
Trunk #7:
3 gp
Crumpled note reading, “For your help with our little
problem - The Grifter’s Guild.”
Trunk #8:
Cartographer’s tools (15 gp)
Tear-stained note reading, “For your studies. I hope you
can soon become a true cartographer and escape the
dangerous life as a guard that pays for your education.”
Trunk #9:
Prayer beads (none of them magical) (5 sp)
Garren’s Trunk:
A creature using thieves’ tools can open the lock with
a successful DC 15 Dexterity check. The trunk can also
be smashed open. It has AC 15, 3 hp, and immunity to
120 Vr e h n o r I s l e
Captain Bharros has no naval experience to speak
of, but he tries his best to pretend like he does,
shouting, “Raise the anchor sail!” and, “Starboard to
backward, ye scurvy blink dogs!”
Vr e h n o r I s l e 121
122 Vr e h n o r I s l e
If a character spots the trap, read the Loot
following aloud:
There is nothing of value in this area.
As you watch, a small lizard scrambles
onto the open sand, sinking almost
immediately below the surface. It is clear Fearful Visage Trap
that this swath of sand before you is, in Captain Marrow has rigged up his former first mate
fact, quicksand. by paying a mage that was on board to cover the
body with fearful runes so that it might frighten
The quicksand pit has a diameter of 30 feet and is away any that would venture on the path to his
15 feet deep. treasure.
The trap can easily be avoided by walking around A successful DC 15 Wisdom (Perception) check or
it, flying or jumping over it, or any other method a passive Perception of 15 or higher lets a creature
that would avoid placing weight onto the sand. spot the rigging holding the skeletal sailor in a
nearby tree. After that, it’s easy to cut the sailor
The quicksand is considered difficult terrain. down or avoid the nearby tripwire.
A creature that walks into the quicksand must If the characters are unable to spot or avoid this trap,
succeed on a DC 15 Dexterity saving throw or read the following aloud:
become restrained by the quicksand and sink 1d6
feet at the end of its turn. It sinks an additional 1d3 The rotted body of a sailor swings from
feet at the end of each of its turns after that, until it the branches of a nearby tree. A cackling
either escapes the quicksand or hits the bottom of sound issues from its decaying corpse.
the quicksand pit, 15 feet below ground level.
Burning orbs of light shine from the
sailor’s eyes—which stare deeply into yours—and
A creature whose head has sunk more than 1 foot
arcane runes are carved onto its old, dry bones. It is clear
under the quicksand is unable to breathe and must
hold its breath. A creature can hold its breath for this corpse lacks consciousness, but something in its
a number of minutes equal to 1 + its Constitution eyes causes a chill to run down your spine.
modifier (minimum of 30 seconds). When a creature
runs out of breath, it can survive for a number of Each creature that beholds this horrid visage must
rounds equal to its Constitution modifier (minimum succeed on a DC 11 Wisdom saving throw or be
of 1 round). At the start of its next turn, it drops to 0 frightened until it leaves the island or some other
hit points, is dying, and can’t regain hit points or be spell or effect removes the frightened condition.
stabilized until it can breathe again. A creature frightened in this way is considered
frightened of Undead and thus cannot willingly
A creature can escape from the quicksand by using move closer to Undead. Each time the creature
its action to make a successful Strength check. that’s been frightened by this trap sees a new type
The DC is equal to 5 plus the number of feet the of Undead creature (such as a skeleton or zombie),
creature has sunk. Alternatively, another creature it can repeat its saving throw, ending the effect on
who can reach the stuck creature, or who provides itself on a success.
a rope or other item for it to grab, can pull it out
by using its action to make a successful Strength Captain Bharros’s trap guide clue:
check. The DC is equal to 5 plus the number of feet
the creature has sunk.
“40 paces to the north be where I rigged
Captain Bharros’s trap guide clue: up my first mate,
Carved his bones with runes to warn
others of his fate.
“Trust not the earth beneath your feet—
Step lively or you’ll stumble upon the hidden cord,
It’s ever-shifting sand.
And my first mate will tumble, like a cackling, horrid ward.”
And when you find the swath near trees,
Don’t tread upon that land.”
Vr e h n o r I s l e 123
Loot If a creature falls in the pit, read the following aloud:
There is nothing of value in this area. You plummet into a dark, dank pit, tangled
in cloth and debris. The pit is roughly 15
feet across by 20 feet deep.
Snake Pit
When the characters near this trap, read the following
aloud: The pit walls are fairly rough but slippery. A
creature can climb toward the pit’s mouth with a
successful DC 10 Strength (Athletics) check.
A large cave mouth yawns, open and
ominous, roughly 15 feet ahead of you. Loot
A steady trickle of water drips from
stalactites like salivating fangs in an open There is nothing of value in this area.
mouth. A frayed rope hangs from a nearby tree branch
within arm’s reach.
Pirate Cave
A simple pit in front of the cave holds a macabre The yawning mouth of this cave lies open,
secret. Captain Marrow purchased many exotic though not inviting, and darkness stretches
creatures on his journeys, including a horde of before you.
poisonous snakes that he placed in a pit to guard
the path to his treasure. The snakes feed on small
animals that fall within the pit and occasionally Characters with a light source or darkvision can see
climb to the surface when food is scarce. the following:
The hole of this pit is covered by a large cloth that’s The cave is shallow, opening into a
anchored on the pit’s corners and camouflaged small chamber dripping with water. Six
with dirt and debris. A successful DC 10 Wisdom skeletons dressed in pirate regalia sit
(Perception) check or a passive Perception of 10 against the walls around the cave, and
or higher lets a creature spot the pit. The pit lies there are dried stains on the wall where blood dripped
directly in front of the entrance to the Pirate Cave down to where the skeletons now rest, indicating that
but can be crossed by jumping or swinging over it. they met an untimely demise. Some of the skeletons
have shuffling marks in the earth before them, as if
A creature with a Strength ability score of 15 or
they have dragged themselves from their resting places
higher that moves at least 10 feet before making a
several times. At the center of the room, there is a patch
long jump can clear the pit with ease.
of sand and earth in the middle of the stone area where
a lone shovel, rusted with age, has been cast aside.
The frayed rope hanging near the pit can be used
to swing over it and into the cave. A successful DC
13 Strength (Athletics) check allows a creature to Characters who don’t have a light source and
swing over the pit and into the cave mouth. Once cannot see in the dark are unable to see what lies
the rope is used to swing over, it swings back in this chamber, but when the dead awake, they are
toward the other side of the pit and may be caught able to hear the menacing rattle of bones and spy
with a successful DC 8 Dexterity check. If the rope the glowing eyes of the skeletons within the cave.
is not caught, it dangles over the center of the pit.
When a character enters the room or attacks one of
A creature that fails a check to swing over the pit the skeletons, convey the following to characters who
falls in. can see:
A creature stepping or falling onto the cloth falls The skeletal sailors turn their heads
through and pulls the cloth down into the pit, taking toward you, their bones creaking with
2d6 bludgeoning damage from the fall. The pit has age. Dust and spider webs fall from jaws
a diameter of 15 feet, a depth of 20 feet, and has 5 that open in silent screams as each one
poisonous snakes slithering at the bottom. stands. They hold rusted swords that swing idly in their
bony hands as they shamble toward you.
124 Vr e h n o r I s l e
These are the skeletons of the sailors that Captain The Treasure
Marrow killed to hide the location of his treasure
The treasure is buried roughly 10 feet down.
after they buried it for him. The spirits of these
A creature with a shovel, burrowing ability, or
sailors rose from the dead, their souls bound to
appropriate magic can reach the chest.
their bodies by their refusal to abandon the treasure
that they worked so hard for. These skeletons are
When a character uncovers the chest, read the
able to form short phrases and remember bits and
following aloud:
pieces of the betrayal of their captain.
Roleplaying the Skeletons You brush the dirt and small stones aside,
unearthing a small chest made of polished
Characters may be able to convince the skeletons
not to attack them, but checks made to attempt redwood. A heavy padlock in the shape of
to convince the skeletons to give up or let the a skull is affixed to this chest.
characters take the treasure are made with
disadvantage. If anyone touches the treasure The key to the chest can be found in the secret
without first gaining the skeletons’ permission, the chamber of the Captain’s Quarters in the
skeletons immediately attack. “Tavernsbane Freighter” adventure.
As a ritual, the characters can read the soul-freeing A creature using thieves’ tools can pick the lock
tome (found in the Captain’s Quarters in the with a successful DC 15 Dexterity check.
prologue, “Tavernsbane Freighter”) to free the souls
of the skeletons, which causes them to no longer The chest has AC 15, 10 hp, and immunity to poison
be animated. It takes 5 minutes to complete the and psychic damage.
reading of the ritual, and the skeletons must be able
to hear the ritual being read. The chest is trapped. If the check to open the lock
fails, the trap is triggered. If the chest is broken
6 skeletons occupy the cave. open, the trap is triggered.
Vr e h n o r I s l e 125
Captain Marrow’s Trap The characters may wish to return to Havdhir
to seek out a fence for the gemstones they have
Captain Marrow has laid a clever trap on his hidden
acquired, or they may wish to return to the port
chest, ensuring protection against robbers.
to spend their treasures or spread news of their
discovery.
If the trap is triggered by a failed attempt to pick
the lock, the trap spews forth acid at the creature
The characters may wish to return to Vlaskor and
attempting to open it. The creature must make a
inform him of the fate of his ship or turn in Captain
DC 16 Dexterity saving throw, taking 22 (4d10) acid
Bharros and his crew.
damage on a failed save, or half as much damage on
a successful one.
If the trap is triggered by the chest being broken Continuing the Adventure
open, canisters filled with gas are lit by a small Some Game Masters may wish to continue the
sparking device within the chest, exploding in a story created by this quest. The ideas below are not
30-foot-radius sphere. Each creature in that area a part of the main adventure but are suggestions
must make a DC 20 Dexterity saving throw, taking about how to expand upon the events of this quest:
16 (3d10) fire damage on a failed save, or half as
much damage on a successful one. This eruption • If Captain Bharros is alive, he requests the
cracks, melts, or warps all items inside the chest, characters’ aid in stealing another ship from
rendering the magic items inside entirely useless; Havdhir’s port, promising to split the plunder and
the non magical items lose half their usual value the ownership of the ship with them 50/50.
and the coins inside are scattered around the area.
• The eye agate is cursed, causing anyone who
Characters can easily recover half the coins, but
touches the stone to be slowly driven insane. The
finding the other half requires a successful DC 15
characters must seek out a renowned cleric to
Intelligence (Investigation) check.
remove the curse.
What’s Next?
If Captain Bharros is alive and he aided the
characters in their journey to obtain the treasure,
Captain Bharros demands half of the discovered
treasure as part of his cut. He could be talked down
to one quarter or less with successful Charisma
(Deception, Intimidation, or Persuasion) checks.
Failure to give Captain Bharros what he considers
to be his due will most likely result in him and his
crew attacking the characters.
126 Vr e h n o r I s l e
Captain Marrow’s Treasure Map
Key
1 The Wrecked Keelhaul Marauder
2 Quicksand Trap
3 Fearful Visage Trap
4 Snake Pit Trap
5 Pirate Cave Entrance
VREHNOR ISLE
Vrehnor
Mountains
Black
Mountains
Leaden Jungle
Hills Volcano
4
5
Black Coast
Dead
3 Ashen Man’s Lake
Forlorn Swamp
Cliff
Jungle 2
Beached
Lake
Mountains
Vrehnor 1 Ship
Mountains Quipper
Cove Tipped
Peaks
Jungle
Vr e h n o r I s l e 127
Vrehnor Isle Pirate Cave
Key
1 Cave Entrance
2 Cave-in Dead End
S Skeletons
B Buried Treasure
B 2
1 Square = 5ft.
128 Vr e h n o r I s l e
Stolen Scrolls How the Characters Become Involved
Characters might become involved in the events
surrounding the “Stolen Scrolls” quest in a number
In “Stolen Scrolls,” the characters might be seeking
of ways; a few options are provided here:
out the missing texts taken from the wreckage
of the Liber and searching Horn’s Head Cave for • The characters meet with Gholbin Hearth in the
evidence of the scrolls. On the other hand, they Temple of the Manifold Gods. He informs the
might simply stumble upon the wreckage and characters that a shipment of curse scrolls and
decide to investigate the caves. Upon entering history scrolls was recently lost or sunk near
these caverns, the characters will encounter a band Horn’s Head Cave. The characters head to the
of bugbears that have taken up residence there (and caves to investigate.
who also have raided the Liber). While exploring
• The characters discover Horn’s Head Cave while
the caverns, the characters might also encounter sailing in the waters around Havdhir, potentially
Gluck-glubruhk, a sea hag frustrated by the as part of the “One that Got Away” side quest.
bugbears’ presence. The texts of the Liber are in the
clutches of Orphos, a bugbear curse-caster that has • The characters hear of Horn’s Head Cave from
been studying the texts that his bugbear minions locals in Havdhir, and decide to investigate the
uncovered from the Liber in an attempt to add more rumors of sunken ships in the area.
curses and hexes to his repertoire.
Horn’s Head Cave is a natural coastal cave located
This quest is designed for characters of 4th or 5th along the cliff faces of Havdhir. The cave is roughly
level. It would be deadly for characters of 3rd level 2 miles from the city and can be reached by either
climbing down the cliff face or by sailing into the
or below.
partially sunken caves.
While disguised, Gluck-glubruhk speaks in a soft, If a character swims to the bottom of the pool, read
wistful tone and acts as though she is terrified of the following aloud:
the bugbears. A successful Wisdom (Insight) check
opposed by her Charisma (Deception) check would
reveal that she is toying with the characters. The The bottom of this pool is littered with
hag has advantage on this check. bones. A small alcove beneath the surface
is filled with half-eaten bits of fish and
If asked about how she entered the chamber, Gluck- other creatures, and a waterlogged chest
glubruhk is likely to suggest that the bugbears sits in the corner of the wretched chamber.
trapped her in here and are waiting for her to starve.
When the door has been sated with 5 hit points If the characters have alerted Orphos or Groggle to
worth of blood, the mouth on the door lets out a their presence, read the following aloud:
satisfied sigh and the door slides open.
A bugbear wearing a heavy black cloak
The door can also be reverted to a normal door
with a remove curse spell or similar magic. The door stands at the center of the room. Its
easily slides open after the spell is cast. form is slightly obscured by the massive
fire roaring in a makeshift fireplace
Otherwise, the door can be broken down, but note that’s situated between you and the bugbear. “Who
that it has been magically reinforced. The door in the name of all the abyssal curses are you?!” calls
has AC 19, 27 hp, and a damage threshold of 5. An the bugbear, its hands crackling with black lightning.
attack made on the door alerts Orphos and Groggle, Another bugbear lets out a low growl, glaring at you
who are currently in Orphos’s Lair. In addition, each from a few feet away and blocking your path to the
time the door is attacked the mouth uses a reaction cloaked bugbear.
to bite or spit a small gout of flame at the attacker.
The door has +5 to hit with its bite attack and deals
6 (1d6 + 3) piercing damage on a hit. The door has In his lair, Orphos is studying the scrolls and texts
+5 to hit with its flame attack, which has a range of taken from the Liber and is being protected by his
120 feet and deals 6 (1d6 + 3) fire damage on a hit. right-hand man, Groggle.
The door can take 5 reactions per turn but has no
actions. Unless the characters make a decent amount of
noise entering Orphos’s lair (such as by attacking
Loot the door, by shouting in the tunnel beyond, or by
tripping into the room in heavy armor), Orphos
and Groggle are surprised during the first round
There is nothing of value in this area.
of combat.
7
G
8
5
B B
B B
6 5
T T T
4 4
3
1
1
2
1
1 Square = 5ft.
7 4
ON
GA
GN
8 OA
1 Square = 5ft.
There are 5 pressure plates along the hall. Both Sally and Jericho know about Anna
Welfore’s capture.
Enforcers regularly patrol the tunnel. They are
very practiced at incapacitating, knocking out, and If asked about Anna, Sally responds:
dragging away any and all interlopers, taking them
to the Interrogation Room for questioning as to “Yeah, I saw the enforcers drag some
their intentions. Any Havdhir guards or enemies of woman into the pit the other day. You
the guild that are caught trying to enter the tunnel could talk with them about freeing her.”
are often struck by darts from the hands of sneaky
enforcers and then dropped into the canal where
they drown.
If asked about Anna, Jericho responds:
If the characters are all knocked unconscious, they
are picked up a few minutes later by Grifter’s Guild “Aye. I can tell ya where they took that
enforcers and dragged into the interrogation room
wretch, but it’ll cost ya.”
where they awaken tied to chairs. A creature can
escape its bonds with a successful DC 15 Dexterity
(Acrobatics or Sleight of Hand) check or tear its
bonds with a successful DC 20 Strength check.
If he is paid 5 gold pieces or if the characters
Loot succeed on a DC 15 Charisma (Deception,
Intimidation, or Persuasion) check to convince him
There is nothing of value in this area. to reveal her location, Jericho will convey that Anna
has been taken to Drain’s End Prison.
Grifter’s Market
This underground chamber resembles a
large cistern. There are small holes in the
ceiling that shed dim light across the room.
Water runs, diverted, around a central
platform of stone. The putrid liquid courses away in
several directions. At the center platform, standing before
a stone dais, is a scrawny girl who is holding a handful of
items up to a portly man who frowns down at her. “Not
worth a gold piece on your life, you runt!” shouts the man
from the dais, “I’ll give you a silver piece for this lot, and
then you can very well scramble back to the market and
try to lift something more useful.”
Drain’s End Prison “Maybe a few weeks in the pit will make
you more agreeable!” shouts an enforcer
Exterior as he kicks you into the deep pit.
A heavy iron gate is set into the wall,
leading away into darkness beyond.
Each hour, a creature in the pit not holding onto
one of the chains on the wall must succeed on a
Strength (Athletics) check to keep its head above
A creature using thieves’ tools can pick the gate’s water. A bound creature has disadvantage on this
lock with a successful DC 15 Dexterity check. A check. The DC is 10 (+ 1 for each hour spent within
creature locked inside of the prison could attempt the pit). A creature can hang on to one of the
A few baubles lie at the bottom of the pit and can Loot
be spotted through the murky water with a DC 12
Intelligence (Investigation) check. DC 12 Intelligence (Investigation) check
Signet ring (5 gp)
A successful DC 15 Strength (Athletics) check
Silver fork (1 sp)
allows a creature to climb out of the pit. A bound
creature has both disadvantage and a -2 penalty on
this check.
Sewer Ogre Maze
Small channels formed in the floor of the other
chambers in Drain’s End direct trickling water into A tangle of drenched wood, scraps of cloth,
this pit. The water slowly flows out to sea from here, muck, bits of warped metal, and other
but the water level rarely varies more than 1 or 2 junk are piled high along the walls of
feet. this chamber, woven together in a sort of
disgusting tunnel that branches in multiple directions. A
Anna Welfore is currently the sole prisoner being terrible stench permeates the whole of this maze, which
held in Drain’s End Prison. appears to be held together by waste and garbage.
6 drain rats (1 Stat Block) scurry within the walls of The woven walls of refuse burst open
this chamber, making their nests amongst the filth. in a disgusting spray of rot and liquid.
Horrid, screeching rats the size of a grown
While within the walls, the drain rats have ¾ cover. man burst from the walls, their mouths
In order to determine the location of a drain rat dripping with yellow saliva. Many of the creatures are
in the wall, a creature must succeed on a DC 14 covered in boils and tumors or are sporting extra eyes or
Wisdom (Perception) check. limbs—they are clearly diseased.
Hoard
Roleplaying the Sewer Ogres “Desirable” Items
The sewer ogres entered Drain’s End through
Collection of spoons (5 sp)
a large, rusted-out pipe that pours incoming
Glass eye (1 sp)
sewage into one of the chambers. The ogres
have lived beneath Havdhir for decades, creating Human skull (1 cp)
interconnecting mazes and storing up hoards of Moth-eaten teddy bear (1 cp)
what they consider to be “treasure.” With the Rat skeleton (1 cp)
discovery of Drain’s End, the ogres are preparing to Rusted longsword (1 cp)
claim the outpost, seeing it as a wonderful location Shattered shield (1 cp)
for acquiring and storing their beloved detritus.
10x Bottle of filthy water (worthless)
The sewer ogres have not yet begun their invasion Broken flute (worthless)
of Drain’s End and could be convinced to strike up Candle with no wick (worthless)
some form of deal or treaty with the Grifter’s Guild. “The Defiler’s Conquests,” a list of mostly female names
The deal could be leaving Drain’s End completely, on tattered paper (worthless)
or they might consider siding with the guild and Moldy cheese (worthless)
using their expert navigation of the sewers and Soggy paper (worthless)
waterways beneath Havdhir to aid the guild.
“Undesirable” Items
A creature offering the sewer ogres a worthless
item has advantage on Charisma (Persuasion) 2x Cloth-of-silver vestment (25 gp each)
checks to convince the ogres not to kill the 2x Silk shirt with blackwork embroidery (25 gp each)
characters and to parlay with them instead. The 2x Gold locket with enameled animals (25 gp each)
ogres will gladly accept a deal in which they are Small bracelet made of gold chains (25 gp)
gifted a great trove of useless or disgusting items Velvet mask set with labradorite (25 gp)
(the more worthless, damaged, or disgusting; Bag filled with 2,250 cp
the better). The ogres might even be willing to
trade some of the “less desirable” items in their
possession, essentially trading their items with What’s Next?
higher monetary value for the characters’ items of If the characters killed the guild enforcers but not
lower monetary value. the ogres, Drain’s End becomes a base of operations
for sewer ogres in Havdhir. If the characters killed
A sample deal that may result in the ogres leaving the sewer ogres but not the enforcers, Drain’s End
Drain’s End alone is an offering of 10 cubic feet of returns to its usual activities.
useless items or 500 pounds of junk.
Characters who have saved Anna Welfore can
Finding anything within the hoard requires a return her to her husband, gathering from him
creature to dig through the pile, which is filled with a token affording them with free drinks at the
all manner of filth and feces. Each creature that Guzzling Goblin.
Grifter's Guild A
Key
1 Grifter’s Market JI Jacob Ishmael A Anna Welfore
2 Interrogation Room T Sleeper Dart Trap J Jericho Srew
3 Drain’s End Prison G Guard S Sally Carthus
4 Map Part B FG Female Guard
2
G G G
FG
G 1
J
G S G
T T
A
T T JI
1 Square = 5ft.
R
R
R
R
R
R
3
R R
R
R
R R
2
R
R
R R
R R R
R
1
1 Square = 5ft.
Agoraphobia Music
Exterior
When the characters approach Azkhell’s tower, read
the following aloud:
In “Azkhell’s Agoraphobia” the characters must
travel through the dangerous tower of the mad A gigantic tower rests at the end of a
mage Azkhell, in hopes of meeting with him to long courtyard, and the whole of the
determine what he knows about their curse. The property is surrounded by high stone
tower is heavily guarded against intrusion, with a walls. An impressive and imposing iron
myriad of traps, riddles, and puzzles the characters gate provides limited entry to the courtyard; but the
will have to solve and survive to reach the top of gate is locked shut and rusted, as though it has not been
the tower where Azkhell resides. The characters opened in a very long time. Two guards stand on either
must also tangle with several monsters acting as side of the gate, and you can see additional guards
guardians in Azkhell’s tower, including an edifice patrolling along the exterior of the walls. Blue, glowing
mimic and a scroll golem. runes float in the air above the wall, flowing up into a
sort of dome that covers the whole of the property.
This quest is designed for characters of 4th or 5th
You can see strange skulls flying around the tower with
level. It would be deadly for characters of 3rd level
or below. trails of ghostly smoke flowing behind them. The skulls
chatter through the sky, circling the tower and rushing
How the Characters Become Involved to the street around it each time a person other than a
Characters might become involved in the events guard approaches. You can see several young children
surrounding the “Azkhell’s Agoraphobia” quest in a pressuring each other, drawing close to the gates before
number of ways; a few options are provided here: running from these chattering skulls, fleeing from the
tower in terror.
• By following the information gathered from
Vrormir’s letter or from locals in Havdhir, the
Azkhell formerly served as the proverbial court
characters discover that Azkhell may be able to wizard of Havdhir, assisting the city’s merchant
help remove their curse. leaders by determining the weather patterns,
scrying on enemies of the city, teleporting
• The characters learn of Azkhell’s madness and
important diplomats, and providing a vast array of
attempt to assist him. other magical services to the nobles of Havdhir.
A z k h e l l ’s A g o r a p h o b i a 153
Azkhell is thrilled to have been placed under house When the characters enter the courtyard, read the
arrest. His madness spurred him into a state of following aloud:
agoraphobia. He is able to magically conjure meals
using the powers of his enchanted tower and has
The tower looms before you. The occasional
no desire at all to leave its safety. In fact, Azkhell
has set up magical wards to prevent anyone from rumbling or muffled explosion indicates
entering his grounds, ensuring that he will not be the wizard within is conducting rather
bothered and can use his precious time to focus on dangerous experiments. Walking down the
his studies. stone path toward the tower, you note the lovely topiaries
that line the walk, each shaped into a fantastic animal.
The entirety of Azkhell’s courtyard is protected As you approach the door, a large creature composed of
by a permanent, spherical, magical barrier that shields steps out from an alcove near the entrance, holding
keeps interlopers from invading his sanctum. up its hand in a stop-there gesture.
It is not possible to fly, dig, walk, or otherwise
enter Azkhell’s property without magical means.
The barrier can only be disabled by muttering
a particular arcane phrase (which Azkhell Roleplaying the Shield Guardian
begrudgingly wrote on a scroll and gave to the Azkhell’s shield guardian has been given increased
Triumvirate in case of a “dire emergency”) or by intelligence and the ability to speak by Azkhell and
using the antimagic field spell or similar magic. serves as groundskeeper and butler for its master.
154 A z k h e l l ’s A g o r a p h o b i a
A z k h e l l ’s A g o r a p h o b i a 155
Azkhell’s Tower Alluring Angler before attacking. Being far too slow
to pursue prey, it relies on the prey getting close
before striking.
Interior
If the edifice mimic attacks, read the following aloud:
1st Floor The far wall splits open, the stone parting
Foyer to reveal a gaping maw filled with rows of
fangs. Multiple black eyes spring to life along
The door to the tower swings open, revealing the wall as reaching, fleshy tendrils covered
a long foyer with half a dozen suits of armor in a dripping substance launch across the room toward you,
standing at attention. Four pillars inlaid slashing through the air with incredible speed.
with intricate carvings are positioned within
the room. There is gold painted on the floor, and two doors
lead to side chambers. At the base of the far wall, a ruby
the size of a grapefruit rests on the floor. Right Side of the Chamber
An edifice mimic (1 Stat Block) comprises the far
wall of the foyer. The mimic is utilizing its False
Appearance and is indistinguishable from the wall This tiny room is vacant apart from a set of
of the tower. It has set out its Alluring Angler in the stairs leading downwards. A small note is
form of a false ruby. pierced by a nail affixing it to the wall and
has scrawling lettering that reads:
Azkhell himself bred and raised the mimic during “Up is down, and down is up.
the time he spent cooped up within his tower, Forth is back, and back is forth.
setting it as a preliminary (and deadly) guardian.
Forward is back, and inside is out.
His shield guardian is under strict orders not to tell
anyone (not even the Triumvirate) about the mimic Back up the stairs you go.”
(...or most of the other activities going on inside the
tower, for that matter). The stairs leading downwards are enchanted and
form a limitless staircase if they are walked down
Characters may be able to sneak past the mimic, in a forward-facing manner. Characters walking
but due to the mimic’s tremorsense it is unlikely downstairs facing backwards will soon find
that they will succeed. themselves at the bottom of the staircase, which is
a mere 30 feet down.
To discern that the ruby is false, a creature can use
its action to inspect it and must succeed on a DC 15
Walking down the stairs backwards without falling
Intelligence (Investigation) check.
requires successful checks. At the beginning of
each 10 feet the creature moves, it must make a
If a character identifies the ruby as false, read the
following aloud: DC 13 Dexterity (Acrobatics) check. On a failure,
a creature tumbles the rest of the way down the
stairs, taking 1d3 damage for every 10 feet tumbled.
This is no ruby at all but some form If the creature rolls a critical failure or tumbles
of flesh transformed to resemble the the entire distance down, it suffers a concussion
precious stone. An almost imperceptible as it hits the floor at the bottom of the stairs. The
tether runs from the ruby to the far wall. creature’s Intelligence score is reduced by 2 until it
takes a long rest, is healed with a DC 18 Wisdom
(Medicine) check, or is the target of a lesser
A successful DC 20 Intelligence (Arcana) check restoration spell or similar magic.
then reveals this could be a form of mimic creature
or some kind of magical trap set for any creature A character that walks downstairs facing forward
who approaches the ruby. could continue walking down them forever, and
turning around to retrace one's steps simply results
Roleplaying the Edifice Mimic in going up an infinite set of stairs. The moment a
The mimic waits for a creature to come within creature begins walking backwards, however, the
the long reach of its pseudopods or to touch its staircase reveals its true depth.
156 A z k h e l l ’s A g o r a p h o b i a
A dispel magic (DC 19) or antimagic field spell
removes the enchantment on the stairs.
Loot
Basement
You step into a chamber filled with dust-
covered crates and moldering chests.
Everything in the room is coated in grime
and dust apart from a bright-white wand
hung up on the far wall.
Loot
Loot
A z k h e l l ’s A g o r a p h o b i a 157
1st Floor
Key
R Ruby Stairs Up
D Door Stairs Down
E Edifice Mimic
D D
1 Square = 5ft.
158 A z k h e l l ’s A g o r a p h o b i a
2nd Floor Loot
Puzzle Room
Entering this room, you see two doorways— Servant’s Quarters
each with a shimmering, transparent wall
blocking the path ahead. There are three Entering this room, you see a small goblin
painted bricks in the wall: sitting on a bed and pulling a sock onto its
• Red brick, with “1, 3” on it. gnarled foot. “What?! Who?... What are you
• Green brick, with “3, 2” on it. doing here?! Azkhell doesn’t like visitors...
• Blue brick, with “2, 1” on it. and this is MY room! How RUDE!!”
When a character touches any of the bricks, read the Eg-delp, Azkhell’s lone Humanoid servant, is
following aloud: preparing to do some chores around the tower.
A z k h e l l ’s A g o r a p h o b i a 159
of foiling the traps within. If Eg-delp reveals any
information that would allow safe passage through
the tower, the damage from the geas spell will kill
him. A remove curse, greater restoration, or wish spell
removes the geas on Eg-delp; but he is too loyal
to his master to reveal much without a great deal
of intimidation. If the geas is removed, a DC 18
Charisma (Intimidation) check convinces Eg-delp
to share one piece of information regarding a single
puzzle, trap, riddle, or other hazard of the tower.
160 A z k h e l l ’s A g o r a p h o b i a
Hallway West Balcony
You’re in a long hallway with six doors. Two A small mechanical bird sits on the balcony
doors appear to lead to the stairwell, two that overlooks the western side of Azkhell’s
doors are closed, and two doors appear to property. From here, you can see a great
have each been covered with a heavy cloth. deal of Havdhir stretching out along the
coast. As you approach, the bird flits into the air, chirping
The closed doors lead to the Closet and to the Upper happily. Looking more closely, you can see the mechanical
Stairwell. The cloth-covered doors lead to the East bird has a large gemstone held in its beak.
Balcony and to the West Balcony. The walls of force
blocking the Puzzle Room and Riddle Room do not Azkhell created this bird as a companion. While
block egress back through the portals from this side, he never ventures to the balconies himself, the
but they do block ingress once passed through. mechanical bird that he calls “Chirpee” often likes
to fly around his properties and beyond. Chirpee
Loot frequently brings back found, shiny things for Azkhell.
Closet
This appears to be a broom closet. Strangely,
there is a ridiculous number of brooms
inside: Dozens upon dozens are piled on
top of one another. They appear to all be
of different makes, with beautifully stained wood and
vibrantly dyed bristles.
A z k h e l l ’s A g o r a p h o b i a 161
Loot A character can slip through the curtain on the
other side of the Hibernaculum without opening
Chirpee it with a successful DC 10 Dexterity check. On a
Garnet (500 gp) failure during daytime, enough light comes through
to rouse the bats and cause them to attack.
Loot
Hibernaculum
There is nothing of value in this area.
Opening the door to this room, you are
confronted with a completely dark chamber.
By the shaft of light from the hallway, you
can see a heavy, black curtain with weights East Balcony
affixed to the bottom on the other side of the room.
Stepping out onto the balcony, you can see
If a character has darkvision, also read the following across much of Havdhir. A rickety rope
aloud: ladder hangs from another balcony above this
one. The ladder is easily within your reach.
Hanging in the rafters of the ceiling are The ladder leads to the 3rd Floor Upper East
dozens of bats, all sleeping peacefully. Balcony, potentially allowing characters to avoid
some of the hazards associated with venturing up
the Upper Stairwell and the 3rd floor.
162 A z k h e l l ’s A g o r a p h o b i a
2nd Floor
Key
S Secret Door B Brooms Stairs Up
D Door BC Black Curtain Stairs Down
C Chirpee E Eg-delp
D
B
E D
BC
1 Square = 5ft.
A z k h e l l ’s A g o r a p h o b i a 163
3rd Floor Chamber of Slime
This entire chamber is seemingly coated in
Chamber of Song a thick, viscous, green slime. You can see a
leapfrog-like path with raised stones spread a
few feet apart. Each stone appears to be in the
Upon entering this room, you are
shape of a foot, sized for a halfling or other small creature.
overwhelmed by singing that seemingly
comes from the walls themselves. The song
A Small creature can safely pass through this
is so loud that it’s nearly impossible to hear
chamber by walking on the stones. A creature
one another talk. A solid oak door stands before you with
that is not Small must make a DC 14 Dexterity
a curious flute welded to metal bars that are, in turn,
(Acrobatics) check to traverse the path, falling into
welded to the door. The song is one of many voices singing
the slime on a failed check.
different tunes, but, for a moment, it culminates into a
single song:
A creature that falls into the slime takes 22 (4d10)
acid damage and is restrained by the slime.
“Eg-delp, if that’s you, I told you, fool,
Not to enter without bringing a bardic tool.
If a creature falls into the slime, roll initiative. At the
Through the slime you were supposed to go,
start of its turn, a creature that has fallen into the
but now, I suppose, you’ll pay the toll!”
slime takes 22 (4d10) acid damage. As an action, a
creature can make a DC 14 Strength check, freeing
After this the singing devolves into utter gibberish,
itself or another restrained creature within reach on
hummings, groanings, and off-key notes that sound like
a success. If a creature is attempting to pull another
the worst choir you can imagine.
creature from the slime and rolls a 1 on the d20 for
its Strength check, it is pulled into the slime.
The oak door is enchanted and immune to all
damage.
Azkhell does not use this room at all but demands
that Eg-delp use it so that Azkhell does not bump
Azkhell passes through this room and often uses
into him when traversing the floors… and also
it to practice one of his many hobbies, composing
because he finds the idea of the slightly neurotic
songs. If anyone sings within the room or speaks
goblin walking through a room filled with filthy
aloud, their song or phrase is instantly added to the
slime a bit funny.
cacophony reverberating against the walls, sung
repeatedly.
Loot
The only way to open the oak door is to play the
flute on the doorway. Succeeding on a DC 18 There is nothing of value in this area.
Charisma (Performance) check causes the door
to swing open. Failure causes the singing to burst
through the chamber at an alarming volume. Each
creature within the room must then make a DC 15
Room of Shifting Doors
Constitution saving throw. On a failure, a creature
Entering this room, you can see four doors in
takes 33 (6d10) sonic damage and is deafened for 8
addition to the one you just stepped through.
hours. On a success, a creature takes half as much
All of the doors are now shut. The moment
damage and is not deafened.
the last of your party members steps into the
room, the door you came through slams shut and the room
If the characters lack the skill or knowledge to open
begins spinning; there’s a scraping sound of stone moving
the door, they can venture back down the stairs and
as the floor rotates one direction and the walls another,
attempt to reach the 3rd floor through the Chamber
spinning you around and around before slowing to a halt.
of Slime.
If a creature attempts to open one of the doors
Loot before the entire party is in the room, the other
four doors cannot be opened by any means and
There is nothing of value in this area. are immune to all damage. If the whole party is
unwilling to enter the room at the same time,
the trap may be activated at a time of the Game
164 A z k h e l l ’s A g o r a p h o b i a
Master's choosing with slight amendments to the
read-aloud text.
Derelict Room
This room is characterized by a great deal
Each creature in the room when it spins must of broken brick and mortar that sits in
make a DC 16 Dexterity saving throw. On a failure, crumbling piles all around. You can feel a
a creature is knocked prone and takes 10 (3d6) slight breeze through the room, almost as if
bludgeoning damage. On a success, a creature takes wind is blowing straight through the unbroken brick wall
half as much damage and isn’t knocked prone. The on the opposite side of the room.
room is magically enchanted, causing the walls and
floor to spin when people other than Azkhell or one The far wall currently visible in this room is a
of his minions enter the room. permanent illusion installed by Azkhell. A section
of this wall recently collapsed, and, terrified of
Only one of the doors can be opened at a time. The seeing the outside, Azkhell constructed the illusory
other doors are magically enchanted to remain shut wall so that he would not be able to see out, figuring
until the open door is closed, at which time any one he would repair the room later.
door may be opened.
A creature that uses its action to examine the image
A creature must succeed on a DC 14 Intelligence can determine that it is an illusion with a successful
check to determine which of the doors it passed DC 19 Intelligence (Investigation) check. A
through. Otherwise, at the Game Master’s creature can also discover the wall to be an illusion
discretion, any door the creature chooses will by physically interacting with the wall, since things
randomly open to the Chamber of Slime, the can pass through it.
Derelict Room, the Chamber of Song, the Room of
Dire Fortunes, or the Stairwell of Slipperiness. A character can walk through the wall directly onto
the Upper East Balcony.
Roll a d10 to determine where the opened door
will lead:
Loot
1-2 Derelict Room
There is nothing of value in this area.
3-4 Chamber of Slime
5-6 Chamber of Song
7-8 Room of Dire Fortunes Room of Dire Fortunes
9-10 Stairwell of Slipperiness
Stepping into this darkened, warm room, you
can see a small table, at the center of which
Characters can also mark the doors using a variety lies a cylindrical object under an ornate
of methods: chalk, paint, scraping away some of the cloth. Whatever lies beneath the beautifully
wood, etc. Other than allowing for slight marring, embroidered cloth is softly glowing. Shifting colors shine
the doors are immune to all types of damage. through the fabric cover even though it is luxuriously thick.
Loot
A z k h e l l ’s A g o r a p h o b i a 165
A fortune of the pessimist cylinder rests beneath
the cloth. Azkhell has used this item extensively,
Upper East Balcony
furthering his agoraphobia, paranoia, and madness. This entire balcony is covered in potted plants
of many varieties. Most of the plants sprawl
If one of the characters removes the cloth or across the balcony, incredibly overgrown.
otherwise sees the fortune of the pessimist cylinder, A large topiary rests at the center of the
read the following aloud: balcony, but it has been so neglected that it now resembles
little more than a clump of leaves and vines.
A strange cylinder formed of glass rests
beneath the cloth. It is glowing with a soft The Upper East Balcony can be accessed by
light, and you can see the misty figure
climbing up the ladder from the East Balcony or
by passing through the illusory wall in the Derelict
of a man reflected inside the glass. It
Room (see Derelict Room on page 165 for additional
seems that this man is walking out of a tower, only to be
details on the wall).
crushed into the earth by a falling tree. The dust from
the felled tree swirls about within the glass, and the This is Azkhell’s garden, where he grows exotic
colors shift. This time, the man emerges from a room plants and strange herbs for his studies. Because
into the open air of a balcony, only to be snatched up by of his agoraphobia, he has not visited the garden in
a giant vulture and torn to pieces. The blood and viscera some time, and it has become completely overgrown.
obscure the image once more and become smoky. This
time, the man takes one step out of his tower and is Several rare plants can be harvested from this
swallowed by a sinkhole. neglected garden. A character can determine which
plants in the garden are worth harvesting with
As you continue to look into the glass, the subject
a successful DC 15 Intelligence (Nature) check.
Otherwise, all the flora here appears to be mundane
matter shifts, and you begin to see images that might be
plants and weeds.
you and your party. You can’t be sure who the figures are
without examining the cylinder more closely.
Loot
If a character touches the cylinder, the character is DC 15 Intelligence (Nature) check
instantly attuned to it (as long as the character is Strangle vine (100 gp) (1 Item)
not already attuned to three other magic items) and
2x Quick creeper (50 gp each) (1 Item)
is shown a potential pessimistic future.
3x Blood root (25 gp each) (1 Item)
There is a secret door in this room, a magically 2x Eyebright flower (25 gp each) (1 Item)
disguised door that leads out to the Upper West
Balcony. The door can be spotted with a DC 17
Intelligence (Investigation) check or with a passive
Intelligence (Investigation) of 17 or higher.
Loot
166 A z k h e l l ’s A g o r a p h o b i a
Upper West Balcony of various creatures all throughout Havdhir. A
successful DC 18 Intelligence (Arcana) check is
Dozens of spyglasses are welded onto a required to accurately decipher what color of aura
metal gate that surrounds the balcony. The is associated with what alignment. Otherwise,
spyglasses point in all different directions: characters will have to deduce the alignment
some out to sea, some toward the Fang’s of creatures by pointing the spyglass at various
Peak Mountains, but most point directly at Havdhir. NPCs that they have already met, using their prior
knowledge to help them figure out the alignments
The Upper West Balcony can only be accessed by for themselves.
spotting and moving through the secret door in the
Room of Dire Fortunes.
Pointed at Freya’s
Azkhell formerly used this balcony to spy on many Fantastical Items
of the establishments and people living in Havdhir
This spyglass is pointed near the back of
and beyond. The wizard never quite trusted anyone.
Freya’s Fantastical Items. As you look
through the spyglass, a magical list of items
Looking through appears, scrolling across your view.
the Spyglasses This spyglass reveals what items Freya’s shop has
in stock that day. When Azkhell was still able to
venture into town, he would use this spyglass to
Pointed at Lorton Bank determine if there was anything worth buying.
This spyglass is pointed directly at Lorton
Bank. You can see the front entrance to the If pointed at another establishment, the spyglass
building, and the comings and goings of all reveals what valuable items lie within.
who visit. The spyglass has some arcane
writing on the side in an ancient dwarven dialect.
Pointed at the Fang’s Peak
The runes are Ancient Dwarvish (see the index on
page 281) and can only be read if the players have Mountains
a way to decipher them. (The runes were created This spyglass is pointed at the Fang’s Peak
with ancient dwarven magic, and so cannot be Mountains. Looking through it, you realize
translated using the comprehend languages spell. the light isn’t behaving the way you’d expect.
Knowing Dwarvish doesn’t allow you to read Ancient
Dwarvish.) The runes on the spyglass read, Reveal If viewing at night: The mountains’ details should be
within “Reveal within.” When this phrase is spoken obscured in blackness, but through the spyglass you can
aloud in any language, the spyglass can peer through see everything as brightly as if it were day.
the walls of the Lorton Bank, potentially providing If viewing during the day: A brief glimpse of the
the characters with incredibly valuable information mountain quickly fades away into darkness.
should they desire to… relieve the establishment of
its valuables. The spyglass can also be pointed at Looking through the spyglass during the day makes
other buildings, peering through walls with ease. everything appear as though it were night. Looking
through the spyglass at night makes everything
appear as though it were day. Characters could
Pointed at the Hall of the use this spyglass to survey active vampire activity
along the mountains or to look across Havdhir with
Triumvirate ease, spying the nocturnal goings-on of the town.
This spyglass is pointed at the Hall of the
Triumvirate. Peering into it more closely, Pointed at the Sea
you see that everyone going in and out of the
This spyglass is pointed out at the open
hall glows with some sort of aura, varying
sea. Looking through it, you can see several
color from person to person.
creatures (resembling the one that attacked
the Tavernsbane Freighter) splashing
A successful DC 12 Intelligence (Arcana) check
through the waves. You also spy several massive creatures
reveals that the spyglass shows the alignment of
slowly moving about beneath the surface, some of them
creatures. The spyglass can reveal the alignment
A z k h e l l ’s A g o r a p h o b i a 167
larger than galleys. As you look, the spyglass’s focus magical effect reappears at the end of this duration.
changes, sweeping out across the water farther and farther
until it reaches land at a point that must be hundreds, if The magical slipperiness can also be suppressed for
not thousands, of miles away. 1 hour by using the mop of the perfectionist located in
the Servant’s Quarters (see page 158).
Azkhell used this spyglass to watch the ships,
sailors, cargo, and travelers that came into port, A creature that uses its action to make a successful
gaining important intel about arrivals before most DC 15 Intelligence (Investigation) check or has a
anyone else in Havdhir. Azkhell also watched the passive Intelligence (Investigation) of 15 or higher
sea-routes of the vessels that sailed the waters notes a strange sheen on the stairs.
around Havdhir and beyond. The spyglass is
capable of peering across any expanse of water, If a character spots this sheen, read the following aloud:
which allowed Azkhell to track ships with ease from
a far distance as long as his spyglass was angled
You notice something strange on the
correctly.
stairs, a sort of oily or shiny substance. It
looks like it might be slippery.
Pointed at Havdhir
(all other spyglasses)
The plethora of other spyglasses are pointed If a creature attempts to ascend the stairs, it must
at various locations around Havdhir, but make a DC 15 Dexterity saving throw. On a failure,
these remaining spyglasses do not appear to the creature tumbles to the bottom of the stairs,
have any magical properties. taking 10 (3d6) bludgeoning damage and landing
prone.
The spyglasses are welded to the balcony railing
and magically enhanced, making the removal of any On a success, the creature climbs the stairs without
of the spyglasses impossible without the use of a trouble.
wish spell or similar magic.
Characters might be able to fly over the slippery
At the Game Master’s discretion, a DC 30 Strength steps, climb along the wall using the crevices in the
check could allow a character to remove one of the brickwork as finger holds, or leap from the floor to
spyglasses; but the ability to peer through walls, the top of the stairs.
detect valuable items inside of buildings, determine
the alignment of creatures, see night as day and Climbing along the wall requires a successful DC 19
day as night, and peer across vast expanses of Strength (Athletics) check.
water are powers that should not be granted to an
adventuring party lightly. Leaping to the top of the stairs requires a successful
DC 20 Strength (Athletics) check.
Loot
Loot
There is nothing of value in this area.
There is nothing of value in this area.
Stairwell of Slipperiness
In this room, the set of stairs before you
winds further up into the tower. You can just
make out a faint glow coming from the next
level of the building.
168 A z k h e l l ’s A g o r a p h o b i a
3rd Floor
Key
S Secret Door T Topiary 3 Spyglass 3
D Door Stairs Up 4 Spyglass 4
C Cylinder Stairs Down 5 Spyglass 5
I Illusory Wall 1 Spyglass 1 6 Spyglass 6
R Rope Ladder 2 Spyglass 2
2 3 4 5
1
S
D
D
D
D
1 Square = 5ft.
A z k h e l l ’s A g o r a p h o b i a 169
4th Floor the “friends” within the books, a small magical light
materializes. Multiple lights slowly lock together
to form a staircase of light and a glowing trapdoor
at the top of the chamber. The lights are just that,
Living Tales Library magical lights with no physical form until all of
the tasks are completed. When all of the “friends”
Bookshelves line the walls of this room. are helped, the staircase becomes solid and the
There is a ladder on a rolling track that trapdoor becomes real.
would allow someone who climbs it to reach
shelves that are nearly 20 feet high. There is The books are enchanted against destruction and
no discernible door leading out of the room, and you can impervious to damage; they have AC 5, but any
see that several ornate books are set around the room in a damage that would be dealt to a book is instead
circle, each on a different reading pedestal. At the center of dealt to its attacker. The books cannot be moved.
the chamber, glowing writing is carved into the floor:
170 A z k h e l l ’s A g o r a p h o b i a
Roleplaying Ezmeralda When the characters have removed the stone, read
Ezmeralda talks in a matter-of-fact tone and seems the following aloud:
to possess intelligence beyond her years.
The toad lets out a great cough, shaking
Ezmeralda is around 8 years old and is fond of
his body and gulping a few times before
games. She is very attached to Mr. Toad, and any
standing on his hind legs and offering you
harm that befalls him makes her incredibly angry.
a deep bow. “Thank you kindly! I thought
Ezmeralda (1 Stat Block) is a chaotic good human. that stone would NEVER be removed, and it has been
such a bother to be unable to speak! I am eternally
grateful to you kind folk.” As he is finishing his sentence,
Roleplaying Mr. Toad
both he and Ezmeralda fade away, and a soft purple glow
Mr. Toad has a rather large stone lodged in his
emanates from the book.
throat which is making it impossible for him to talk.
A z k h e l l ’s A g o r a p h o b i a 171
When the book is opened, the entire room is
covered in a sandstorm that persists until the book
is closed or Sir Ferdinand thanks the characters for
their help. Roll initiative. When a creature other
than Rhet Tikha or Sir Ferdinand starts its turn in
the sandstorm, it must make a DC 14 Constitution
saving throw. On a failure, the creature takes 7
(2d6) slashing damage and is blinded until the start
of its next turn. On a success, the creature takes
half as much damage and is not blinded.
172 A z k h e l l ’s A g o r a p h o b i a
Helping Sir Ferdinand Baldwin Opening the Book
Rhet Tikha is under a horrid curse that raises When the characters open this book, read the
him from the dead again and again. Even if he is following aloud:
dropped to 0 hit points, he regains consciousness
1d4 rounds later with all of his hit points restored. A great clanging sound reverberates
The only way to stop Rhet Tikha is by closing him around the room as pieces of armor
inside his sarcophagus. Characters may do this by
suddenly appear near the ceiling,
grappling him over to it and shoving him inside; or
collapsing to the floor in a heap. After a
they may knock him unconscious (most likely by
reducing him to 0 hit points) and drag his body to moment, the pieces of armor begin to move, floating
the sarcophagus, hopefully getting him inside with into the air and assembling into a full set of armor devoid
the lid shut before he regains consciousness. of a wearer. A crude frown has been painted on the
front of the helmet, and the helmet tilts toward you
When Rhet Tikha is closed back within his sarcophagus, questioningly, the armor lifting its hand to scratch at its
read the following aloud: helmet, generating a soft clanking sound.
The mummified creature lets out a The wandering armor has materialized in the room.
horrible scream that is cut off as the lid to
the sarcophagus slams shut. The injured
man lets out a great sigh of relief, saying,
“Thank the gods you have done it, you have done what
not even a man such as I could do and locked that cretin
away!” The sand billowing about the room seems to
sweep him and the sarcophagus away, vanishing into the
yellow glow that emanates from the book's pages.
Examining The
Wandering Armor
The cover of this book depicts an entire
set of armor (apparently without anyone
inside) walking along a desolate landscape.
A rudimentary painting of a frowning face
adorns the helmet of the armor.
A z k h e l l ’s A g o r a p h o b i a 173
The DC to determine what the wandering armor
is trying to communicate varies based on the
Examining Weather of the
information being conveyed, but some sample Darklands of Vlaskhell
DCs are provided here:
The cover of this book depicts a traveler
DC 5 “Wear.” shivering in a vast, snowy landscape.
DC 10 “Wear me.”
DC 15 “I am friendly.”
DC 20 “I am a friendly set of animated armor.”
DC 25 “I am a friendly set of animated armor looking for
someone to wear me.”
DC 30 “I am a friendly set of animated armor cursed
with sentience, searching for someone to wear
me. I have been searching for years and painted
this frown on myself to convey my sadness.”
When someone puts on the wandering armor, read the Opening the Book
following aloud: When the characters open this book, read the
following aloud:
174 A z k h e l l ’s A g o r a p h o b i a
Examining The Siege
of Havdhir
The cover of this book depicts a knight
swinging her sword at a horde of orcs that
has surrounded her.
A z k h e l l ’s A g o r a p h o b i a 175
Once the last of the orcs are defeated, read the
following aloud:
176 A z k h e l l ’s A g o r a p h o b i a
4th Floor
Key
1
Ezmeralda and the Tale of the 4
Weather of the Darklands of Stairs Up
Talking Toad Vlaskhell Stairs Down
2 Rhet Tikha's Curse 5 The Siege of Havdhir
3 The Wandering Armor
4 2
5 1
1 Square = 5ft.
A z k h e l l ’s A g o r a p h o b i a 177
5th Floor
Banquet Hall
As you swing open the trapdoor and enter
the chamber, torches spring to life and fill the
room with a warm, comforting glow. A long
table is set before you with dozens of place
settings that are laid the entire length of the ornately carved
table. There is no discernible door leading out of the chamber
other than the trapdoor from which you entered. A massive
portrait of a skinny man hangs on the wall at the far end of
the room, so thin that he appears to be nothing more than a
skeletal figure dressed in mage’s robes. You can see a small,
empty easel, with a painter's brush and palette set beneath
it, seemingly abandoned. “Oh, ho ho! What have we here?
Guests, eh!? Please, PLEASE take a seat!” the voice calls from
the portrait. To your astonishment, you see the painted man
moving around his canvas, leaning forward in the large chair
he is painted as sitting in, his emaciated hands quivering
on the arms of the chair. “I do so desire to be as fortunate as
you, always able to eat such grand feasts!” the man in the
portrait calls. He mutters, quietly and steadily yet excitedly,
under his breath. He claps his hands, and suddenly, masses
of food appear in the air just below the ceiling and soon
come plummeting down with a grand clatter. A few of the
summoned portions miss the table, falling about the chamber,
splattering on the floor. Some of the food drops directly
toward you! “So sorry about that!” the odd figure calls while
giggling, “I don’t know my own strength! Hee hee!”
The Portrait
The portrait is painted in Azkhell’s likeness. Azkhell
himself created it to summon forth food within the
tower at his command.
178 A z k h e l l ’s A g o r a p h o b i a
shield, a chair, or a companion) takes half the damage.
A dispel magic (DC 19) or antimagic field spell
Leaving the Chamber
removes the enchantment on the portrait, Characters can leave the chamber in two ways:
effectively destroying Starvzkhell.
1 They may destroy the portrait of Starvzkhell, revealing
If any of the characters eat the food that has been
summoned, read the following aloud: a staircase behind the portrait that leads further into
the tower.
“More, oh yes, you MUST eat more!” 2 They may feed Starvzkhell. Starvzkhell can be fed
the skinny man in the portrait demands, only by painting some form of food into his portrait.
clapping his hands and licking his lips, an Painting an edible bit of food requires picking up the
almost predatory hunger in his eyes. paints, reaching the portrait, and then succeeding on
a DC 10 Charisma (Performance) check to paint the
Starvzkhell summons more food, and some of it food in. Starvzkhell immediately gobbles it up.
does not land where it was meant to. Each creature
in the Banquet Hall must make a DC 15 Dexterity If Starvzkhell is fed, read the following aloud:
saving throw, taking 3 (1d6) bludgeoning damage
from falling food on a failed save, or half as much
damage on a successful one. A creature that is Painting the food into the portrait, you
seated at the table has disadvantage on the saving watch as the man’s hollow eyes grow
throw. A creature that has total cover from the wide. He shakily reaches out and grabs
ceiling (being, for instance, under the table) takes the food. He holds it in front of his face
no damage. A creature with partial cover from the in disbelief for just a moment before stuffing it into his
ceiling (being, for instance, under a large shield, a mouth. “Oh, tank ew, tank ew!” the man says between
chair, or a companion) takes half the damage. messy mouthfuls. Happy tears of wet paint roll down
his pitiful face. The portrait swings aside, revealing a
At the Game Master’s discretion, even if the staircase beyond, and a magical light envelops you.
characters do not eat any of the food Starvzkhell
may rain more food down, continuing to demand
the characters eat it so he can eat vicariously The boon of Starvzkhell is bestowed on the
through them. characters, granting each of them inspiration.
A z k h e l l ’s A g o r a p h o b i a 179
5th Floor
Key
B
Banquet Table P
Portrait of Starvzkhell Stairs Up
E Easel S Secret Door
T Trapdoor
S
B
T E
1 Square = 5ft.
180 A z k h e l l ’s A g o r a p h o b i a
6th Floor “A key is more than a thing to hold: A key is freedom for
dead young, now old” refers to:
• the ghostly child in the Ghostly Portal pocket
Room of Pocket Dimensions dimension
• who is the key to leaving the chamber
Ascending the revealed staircase, you find
yourself in a room with seven mirrors set
Completing the unfinished business of Thomas,
around it. The glass of each of the mirrors is
the ghost of the Ghostly Portal pocket dimension,
an inky black, reflecting almost nothing of
is the only way to journey higher into the tower. If
the room. As you enter, glowing words are scrawled in the
Thomas believes his unfinished business has been
air within the center of the room, reading:
completed, he vanishes, and a magical staircase
that leads up to the Giant Gelatinous Cube Room
“Seven portals here there be.
Exterior (see page 191) appears in his place.
Within one, there is a key.
You must bargain carefully,
Touching or walking through any of the portals
For fear the wrong one may get free.
transports a creature to the pocket dimension
associated with the portal. Once inside the pocket
Ghost and demon here within,
dimension, characters can see into the central
Gazing creature full of sin.
room through the portal and are able to return the
Lizard, yew, and a man to see;
same way they entered. Each denizen of a pocket
A man who may not really be.
dimension is unable to leave the pocket dimension
in which it is trapped unless the prerequisite is met
Dwarven miner full of greed,
for that denizen’s release.
Poison in a red yew seed.
Key is more than a thing to hold:
A key is freedom for dead young, now old.” Loot
This complex warning refers to the occupants of the There is nothing of value in this area.
pocket dimensions held within the mirrors. It also
provides a clue as to the true “key” to leave the room.
Dwarven Portal
“Ghost and demon here within” refers to:
• the ghost in the Ghostly Portal pocket dimension
• Illya, the succubus in the Abyssal Portal pocket dimension
“Gazing creature full of sin” refers to:
• Gargoth, the basilisk in the Basilisk Portal pocket
dimension
“Lizard, yew, and a man to see; a man who may not
really be” refers to:
• the lizardfolk in the Thorny Portal pocket dimension
• the awakened yew tree in the Forest Portal pocket
dimension
• Illuskhell (the illusory Azkhell) in the Ancient Portal
pocket dimension
“Dwarven miner full of greed” refers to:
• the dwarf trapped in the Dwarven Portal pocket
dimension
“Poison in a red yew seed” refers to:
• the poison of the awakened yew tree
A z k h e l l ’s A g o r a p h o b i a 181
Exterior Roleplaying Pike Stoneshoulder
This mirror is carved in classic dwarven Pike wears tattered rags as well as a belt with several
style. As you approach, the black face of keys he thinks are “promising.” One of these keys fits
the mirror fades for a moment, revealing a the cage in the Abyssal Portal pocket dimension.
chamber beyond. Within it, you can see a His chamber is filled with keys that have been
dwarf chained and dressed in rags, working rough stone magically embedded in the stone. Pike’s punishment
with a pickaxe. is a lifetime of torment within the pocket dimension,
with the false hope of freedom constantly dangled in
Interior front of him: The idea that if he can find the key to
The chamber echos with the clang of a his manacles hidden within the pocket dimension, he
pickaxe. A dwarf within the chamber may go free... but none of the keys within this pocket
dimension match the lock of his manacles.
tirelessly works the stone, singing a song to
himself: If Pike is asked about his imprisonment (or at a
time of the Game Master’s choosing), read the
“Damned wizard says, ‘Find the key. following aloud:
Despite your deeds, ye will be set free.’
Lorton bank: I spit on thee,
And the damned Triumvirate three.” “I’ve been trapped here for decades
by those damned Triumvirate fools for
Now that you are inside of what appears to be a pocket slightly attempted theft! Corrupt—the
dimension within the mirror, you see that thousands of lot of them! Using their pet wizard to
small keys are scattered about the chamber. The dwarf punish me. And that damned wizard, Azkhell... he left me
hacks away at a stone that seems to have a small key well enough alone in here for ages! But recently, he has
handle embedded in it. With a crack, the stone falls away. been up to something… giving me hints to torment me:
The dwarf grabs the now exposed key, places it into the ‘The key lies just out of reach, beyond the glass; and…’
lock of the manacle attached to his leg, and tries the key something or other I can’t recall. And, ‘Look into the
for a moment before letting out a great sigh and tossing it earth beyond this one, and you just might see the key.’
aside. He picks up the pickaxe once more. Damned befuddlespeak. If you can help me get out of
here, I will give you these keys on my belt, here. Not sure
Pike Stoneshoulder has been imprisoned in this what they go to, but I have a good feeling about them!”
pocket dimension by order of the Triumvirate as
punishment for attempting to rob Lorton bank, killing In his insanity, Azkhell has placed the key to Pike’s
several innocent people in his attempted heist. manacles in the Thorny Portal pocket dimension
for the sheer fun of peeking in on the dwarf that’s
constantly digging for something that is so close
but forever out of his reach.
Loot
Pike Stoneshoulder
Skeleton key (common) (1 Item)
Key to the cage in the Abyssal Portal (worthless)
182 A z k h e l l ’s A g o r a p h o b i a
Thorny Portal
Roleplaying Restigi
Restigi is suspicious of anyone who is not a
lizardfolk, partly because he is from a primarily
lizardfolk-dominated community, and partly
Exterior because he’s been imprisoned by Azkhell, kept as a
This mirror has a mass of thorny vines specimen for study. Restigi refers to himself in the
curled around it. As you approach, the third person, and his coloration changes depending
mirror face fades, revealing a thick on his emotions: growing vibrant when he is angry,
jungle within. happy, or experiencing other strong emotions and
fading to duller tones when he is sad, bored, or
Interior otherwise reserved.
Entering this tropical chamber, you are
blasted with the humid heat. A huge Restigi is a chaotic good lizardfolk.
waterfall seems to circle the entirety of
the area, forming a wall of crashing water Restigi is in possession of the key to Pike
around the clearing. “Who goes there?” a voice echoes Stoneshoulder’s manacles and uses it as a
from the dense foliage. “Restigi not like wizards! Restigi toothpick. Restigi is very fond of the key, regularly
not know you.” using it to remove seeds from his pointy teeth. He is
unwilling to part with it unless the characters agree
Restigi is a lizardfolk who was captured by Azkhell to free him from his prison.
during one of his forays into the jungle regions
that lie far from the lands of Havdhir. Restigi Restigi can be freed by solving a riddle that was left
was of great interest to Azkhell on account of by mad Azkhell, who decided to use his “specimen”
his particular subspecies of lizardfolk’s ability to as part of the traps and trials set up within his
camouflage, to change coloring to be incredibly tower to make it more difficult to reach him.
vibrant or to seamlessly blend into the verdant
swaths of the jungle. Restigi has been trapped in Restigi offers the key in his possession in exchange
this pocket dimension ever since his capture. for his freedom, reciting the riddle Azkhell has
presented to him recently.
A character can spot Restigi if the character’s
Wisdom (Perception) check is higher than Restigi’s The characters could simply kill Restigi or take the
Dexterity (Stealth) check. Restigi makes this check key from him via theft, slipping it from his grasp with
with advantage. a successful DC 13 Dexterity (Sleight of Hand) check.
A z k h e l l ’s A g o r a p h o b i a 183
When Restigi talks about the riddle, read the wall. As you approach, the lights coalesce, flying toward
following aloud: the coffin. Suddenly, a ghostly child bursts from the coffin,
looking at you with a petulant eye. “Who are you? Have
you come to… help… me… get… REVENGE!?” the ghost-boy
“The wizard said:
wails, his voice rising to a high-pitched scream.
‘Free, the lizard wants to be.
He must walk through the blood of a tree.
Venture deep into the roar,
Loot
Restigi
Key to Pike’s manacles (worthless)
184 A z k h e l l ’s A g o r a p h o b i a
Forest Portal
Roleplaying Thomas
Damier’s Ghost Exterior
Thomas speaks in a high-pitched voice and is prone This mirror has been crafted in an elaborate
to fits of screaming and rage. elvish style with organic shapes surrounding
curved glass. As you near the mirror, you
Thomas is a vengeful child who blames his death can see a tangle of trees, and a large yew tree
on the yew tree located in the Forest Portal pocket that stands at the center of a small clearing.
dimension. Thomas is aware that the tree is located
within a pocket dimension inside the tower,
because Azkhell has revealed this information to
Interior
him in one of the wizard's visits. Walking into the area, you find yourself in
a grove. The trees have grown together so
Thomas wants the tree destroyed, and his soul tightly that they form a solid wall. There is
can only be at peace when he believes this has an open meadow covered in fallen leaves
occurred. with a large yew tree at the center. The yew tree’s branches
interlock above you, creating a dome of wood and vines.
Thomas demands proof of the tree’s destruction A glowing orb resembling a miniature sun hovers at the
in the form of burnt limbs or some other piece of zenith of this dome. As you enter, the yew tree shakes itself,
evidence. and a voice issues from it, “I am Yew, and who are you?”
If Thomas is destroyed, he reappears within the Yew is an awakened yew tree. The tree has no
pocket dimension 1 minute later with all of his hit intention of leaving the area: It magically rains each
points. day; there are few if any visitors to harass it; and
it can simply rest, drink in water, and bathe in the
Thomas Damier (1 Stat Block) is a neutral evil ghost. magical light from the sun-orb.
A z k h e l l ’s A g o r a p h o b i a 185
Azkhell was summoned many years ago to doorway to obtain them. Yew will offer some of its
deal with the ghost of a child haunting Ardhos. branches as payment for a few of the statues.
Azkhell managed to trap the spirit within a pocket
dimension. Azkhell also placed the tree that Characters might be able to convince Yew to
poisoned the child within a pocket dimension for offer up its berries or to even break off some of its
additional study. In his madness, Azkhell decided to branches or roots for them if the tree understands the
awaken the tree for a bit of fun. situation regarding Thomas Damier and his desire
for revenge. The DC for this check may vary based
The miniature sun exists by means of a permanent on the characters’ interactions with Yew; but DC 13
daylight spell altered to produce sunlight. If the spell Charisma (Persuasion), DC 15 Charisma (Deception),
is negated, such as by a darkness or dispel magic spell or DC 17 Charisma (Intimidation) is suggested.
or similar magic, the yew tree becomes incredibly
distraught and may behave violently toward Characters may be able to convince Thomas
whatever created the darkness. Damier that Yew has been killed by presenting
burnt branches from the tree or other evidence of
Roleplaying the Yew Tree its destruction.
The yew tree calls itself “Yew,” which can be
Killing or harming Yew should present a moral
incredibly confusing in a conversation.
dilemma for the characters. In order to advance
deeper into the tower, they will need to appease
Yew has no recollection of its life before becoming
Thomas; but doing so may result in harming the
awakened, and thus, it believes it has always lived
innocent yew tree.
within this pocket dimension that it considers
a paradise.
Loot
The tree can see outside of the pocket dimension
into the other portals. It has seen and desperately 3x Yew berries (25 gp each)
desires the small animal statues in the Basilisk Portal Broken yew branches (worthless)
pocket dimension, but Yew cannot fit through the
186 A z k h e l l ’s A g o r a p h o b i a
Abyssal Portal On a success, a creature takes half the damage and
does not gain the level of exhaustion. Creatures
wearing medium or heavy armor or who are clad
in heavy clothing have disadvantage on the saving
throw. Creatures with resistance or immunity to fire
damage automatically succeed on the saving throw,
as do creatures naturally adapted to hot climates.
Exterior
This mirror is adorned with a set of stone,
bat-like wings. As you approach, the face
of the mirror fades, revealing a flaming
landscape beyond. Within, you see a being in Roleplaying Illya Lillir
a cage made of crude, black metal. The being is screaming. Illya is desperate to escape and has changed
into the form of a fair maiden dressed in white
Interior garments. The cage within her chamber keeps
Stepping into the chamber, you are her from exiting or entering the Ethereal Plane.
overwhelmed by the heat as flames lick at If the cage is opened, Illya can leave the
your heels. The ground itself lets up great pocket dimension.
bursts of steam and ash with each step that
you take. Within the wrought-iron cage that sits on a Illya attempts to gain the trust of anyone who
black rock, a beautiful woman with tear tracks on her ash- enters the pocket dimension, trying to get the
smudged face screams, “Please, oh by the gods, PLEASE person to free her. If she is unsuccessful, she
help me!” will attempt to charm someone into freeing her,
targeting whichever character she perceives to
The pocket dimension is considered an area of be the most valuable for achieving her aims.
supernatural heat. When the characters enter the
area, roll initiative. On initiative count 20 of each Once, she managed to charm Azkhell, and he
round (losing initiative ties), each creature exposed divulged to her that the true “key” to escaping the
to the heat must make a DC 16 Constitution saving room is the release of Thomas’s spirit. Illya guards
throw. On a failure, the creature takes 10 (3d6) fire this knowledge jealously. If her attempts to trick
damage and gains one level of exhaustion. the characters into freeing her fail or if her charms
A z k h e l l ’s A g o r a p h o b i a 187
fail, she offers this valuable piece of knowledge as
a bargaining chip. If the characters free her, she
Ancient Portal
has no reason to hoard this information and might
reveal it to the characters.
188 A z k h e l l ’s A g o r a p h o b i a
Consequences of Touching
the Stone
If a creature touches the stone, that creature
becomes trapped in another pocket dimension, and
an illusory double of it appears in the center area
of the Room of Pocket Dimensions, just beyond the
Ancient Portal.
Physical interaction with Illuskhell reveals him to The illusory Azkhell serves as a trap for anyone
be an illusion, because things can pass through who might try to advance further into the tower.
him. A creature that uses its action to examine It is possible that one or more of the characters
Illuskhell can determine that he is an illusion with may become trapped in the chamber while the rest
a successful DC 17 Intelligence (Investigation) journey further into the tower or into other pocket
check. If a creature discerns the illusion for what it dimensions. At the Game Master's discretion, if all
is, Illuskhell vanishes; and any creature trapped by of the characters are trapped, Azkhell might take
the stone of entrapment is freed. pity on them, magically releasing them from their
entrapment 1d10 days after they are incarcerated.
Examining the Stone In this case, Azkhell cackles maniacally before
A creature casting the detect magic spell determines teleporting to his private study.
that the gemstone is magical and the schools of
magic are conjuration and illusion. The magic of the stone of entrapment is tied to
this area of the tower; it becomes an ordinary
stone if taken through the portal, at which point
any creature trapped by the stone of entrapment is
freed and its illusion vanishes.
Loot
A z k h e l l ’s A g o r a p h o b i a 189
Basilisk Portal Examining the Statues
The statues appear to be of birds, lizards,
insects, and small rodents—all creatures one
could expect to find within a tower building.
The statues are arranged into intricate
displays, stacked on rocks or on top of one another in some
form of artistic arrangement.
Roleplaying Gargoth
Gargoth is incredibly bored. He spends his time
ambushing the small creatures unfortunate enough
to fly or crawl through the mirror into his domain,
turning them to stone. He then spends countless
hours arranging and rearranging his “collection”
of creatures.
190 A z k h e l l ’s A g o r a p h o b i a
Once the characters enter the chamber, read the Loot
following aloud:
10x Statuette of a stone animal (1 gp each)
A voice echoes within the chamber, “At 20x Bioluminescent mushroom (1 sp each)
long last, someone has come into my
prison. I beg of you, let me look upon the
face of my rescuers. Be not afraid of my
appearance, for I am a victim of a horrid curse.”
A z k h e l l ’s A g o r a p h o b i a 191
6th Floor
Key
1 Dwarven Portal 5 Abyssal Portal Stairs Down
2 Thorny Portal 6 Ancient Portal
3 Ghostly Portal 7 Basilisk Portal
4 Forest Portal
6
2
5 3
1 Square = 5ft.
192 A z k h e l l ’s A g o r a p h o b i a
7th Floor In his madness, Azkhell has created a creature he
believes will stop any foolhardy adventurer from
reaching him within his home (he himself having
been an adventurer once, he knows how annoying
Giant Gelatinous they can be).
Cube Room
The cube can be spotted with a successful DC 15
Wisdom (Perception) check.
A z k h e l l ’s A g o r a p h o b i a 193
7th Floor
Key
G Iron Gate, Trapdoor Stairs Up
S Floating Sword
T S
1 Square = 5ft.
194 A z k h e l l ’s A g o r a p h o b i a
8th Floor for Azkhell. Azkhell has several other backup
spellbooks in reserve, which he can utilize to
prepare and cast spells even if his scroll golem is
destroyed.
Library of Rare Texts
The scroll golem is the last defender of Azkhell and
Entering this chamber, you find yourselves serves as a lieutenant, or the adventure “boss,”
once more in a library. The books on the before reaching Azkhell.
shelves appear to be significantly more
ancient than any you have ever seen before, The staircase leading out of the chamber is
and many are inlaid with gold filigree or semi-precious enchanted, allowing the scroll golem to forbid or
stones. A creature seemingly formed of rolls of paper allow access via its magic.
wrapped together, all with writing upon them, sits at
the center of the chamber at a large desk. It seems to be
writing something on one of the scrolls that comprises its
Roleplaying the Scroll Golem
form. An incredibly ornate door can be seen at the top of a The scroll golem has instructions not to let anyone
spiral staircase leading out of the room. The door is carved pass into Azkhell’s private study. Initially, Azkhell
in intricate patterns and depicts the man you saw in the directed the golem to merely prevent those who
banquet hall but looking much more healthy. A missive somehow entered the tower without his permission
is carved into the door, marring its face with its almost from venturing further. However, as his paranoia
childish lettering: “Stay out if you know what is good for intensified, his instructions changed. Azkhell now
you. None can enter Azkhell’s private study!” commands the golem to “blot out” anyone that
enters this level beneath his private chambers
Azkhell has a great number of tomes and scrolls at located at the top of the tower.
his disposal. His rarest and most expensive texts
are held in this room, protected by a scroll golem Characters may be able to sneak past the golem
(1 Stat Block) that serves as a living spellbook entirely with a group DC 20 Dexterity (Stealth) check.
A z k h e l l ’s A g o r a p h o b i a 195
If the characters attempt to reason with the golem, Dwarvish runes. The book can be read only if the
it communicates through writing, usually spelling players have a way to decipher the runes. (They
out threats or warnings to leave before it attacks. were created with ancient dwarven magic, and so
cannot be translated using the comprehend languages
While in the room, the golem can use a reaction to spell. Knowing Dwarvish doesn’t allow you to read
activate the magic of the staircase. Once the magic Ancient Dwarvish.) If translated, the runes reveal
is activated, unless the golem gives its permission the following spells:
for a character to ascend the stairs or unless the
golem is slain, any creature that reaches the top of Conjure scroll golem (1 Spell)
the stairs is instantly teleported back to the bottom. Painted self (1 Spell)
Speed read (1 Spell)
If the scroll golem attacks, read the following aloud: Water to rum (1 Spell)
196 A z k h e l l ’s A g o r a p h o b i a
8th Floor
Key
P
Portal Stairs Up
S Scroll Golem
S
P
1 Square = 5ft.
A z k h e l l ’s A g o r a p h o b i a 197
9th Floor in his private study, Azkhell works on all manner of
new and unusual spells among other creations.
Exterior
Ascending the final staircase, you come
face to face with the gorgeous, ornate door
that leads to Azkhell’s private study. The
wizard’s face is carved into the wood and
glares at you. The phrases “Stay out if you know what is
good for you. None can enter Azkhell’s private study!” mar
the beautiful craftsmanship, vandalizing it with child-like
knife-writing.
198 A z k h e l l ’s A g o r a p h o b i a
Azkhell (1 Stat Block) is a chaotic neutral human. (Deception, Intimidation, or Persuasion) check
(the DC could vary based on character interaction).
When Azkhell sees the characters, read the following It is recommended this interaction be roleplayed,
aloud: and that in the event of a failure the characters be
able to repeat the check as long as they continue
roleplaying their attempts to convince Azkhell.
The wizard looks at you in a state of utter
shock. “Who are you? How did you get Azkhell knows a great deal about the curse of the
all the way up here!? I need my privacy! Usurper and can convey the following information to
It’s not safe outside! And you… you are the players:
from the outside. Who knows what you might have
tracked in!?” The wizard’s voice is rising in volume as
History
he speaks, bordering on a shrill scream. It is clear that
he is incredibly upset, and magic crackles between his “This curse is old… in fact... do you
fingertips. happen to know the tale of the Usurper,
the dwarven prince of old? And of the
Azkhell is enraged and fearfully concerned that nihidium stone? And the Shjelborn clan?
someone has entered his private sanctum. The The keys!? …No?... Oh, where to begin… Long ago,
characters have little hope of defeating Azkhell in there was a mine, one filled with a precious stone called
combat and will likely have to try reasoning with nihidium. It is said that, unbeknownst to the dwarves,
the mage to get him to settle down and help them. this stone had a mind of its own, a dark sentience that
A DC 13 Charisma (Deception or Persuasion) allied itself with the son of the king, known now only
check might calm him down (the DC may vary as the Usurper. This dwarf and others corrupted by
based on character interactions). this dark stone sought to take the mines of Shjekhel
for themselves, but the king made a deal with the dark
Some Game Masters may wish to have Azkhell
creature, one that bound it within the mines but cursed
engage in combat with the characters due to
him and his lineage for all time. It is said that those of
his madness; in this case, the animated objects
in the room spring to his aid. It is unlikely that the Shjelborn clan, the royal clan of Shjekhel, return as
the characters can survive an all-out brawl with Undead or as spirits to the mines after they die and that
Azkhell, so if this occurs, Game Masters are they can pass the curse on to others. Some of the clan
encouraged to stop combat part-way through, with hold out hope that the Usurper can be defeated, and
Azkhell suddenly having a moment of clarity and thus, the curse removed… which is likely why this curse
apologizing for attacking the party. was passed to you. The last I heard, Vrormir was the last
of the Shjelborn clan. If he had died without passing on
At the Game Master’s discretion, if Azkhell sees this curse, the doors of Shjekhel would be reopened and
the cursed mark on one of the characters’ wrists, he the Usurper set loose upon the world. It is also said that
becomes fascinated by it. He will break off combat
the king split up the key to Shjekhel into three pieces
(if it has begun) to observe the mark.
and sent them out from the mines, all in the hopes that
the city could never be reopened and the darkness
If this occurs and if a character mentions the curse to
Azkhell, or at a time of the Game Master’s choosing, dwelling inside never released.”
read the following aloud:
Removing the Curse
Azkhell lets out a hushed gasp,
“Ah, something truly worth time and “My readings would suggest two things:
study! You, my friend, have been that the curse laid upon you will likely
cursed by a most wicked form of magic! cause you to die at a rather young age and
How extraordinary!” that the only way to remove it is to kill the
Usurper. But to do so, you will have to obtain the three
Even if the characters have not cast the greater keys of the ancient mines. I recall that one key is in the
restoration spell on Azkhell, once he has seen possession of the queen of the Darklands of Vlaskhell.
the mark, he’s interested enough in what the If you wish to lift your curse, you will have to speak with
characters have to say that he can be convinced to Queen Vessa. If that is what you seek, you should head
exit his tower with a successful DC 18 Charisma cont...
A z k h e l l ’s A g o r a p h o b i a 199
to the city gates. The road will take you to the path to Do not use the read-aloud text below until the
the Darklands and to the Whispering Wall. Once through, characters are able to translate the dwarven text in
there you can enter the vampire city of Mornhaven and full. The Ancient Dwarvish scroll reads as follows:
talk with the queen. As for the other keys, I know not,
but… Oh, you should take this.” Azkhell pulls a tattered This is the account of Jorhin the
scroll from one of his many shelves, “It’s a partial Unquenchable.
translation from Ancient Dwarvish. I haven’t made much
sense of it myself, but if Shjekhel is your final destination, Before the mining expedition, I packed
you may need to know how to read Ancient Dwarvish.” my box with five dozen liquor jugs, just in case I got a bit
thirsty.
The partial translation Azkhell gives the characters
can be used to decipher some of the runes of On the third day of mining I had nearly lost my wits, for I
Ancient Dwarvish, but the characters will need had already drunk all that I had brought.
to find more texts in order to translate more of
them. The runes of this ancient dwarven dialect By the ninth day we were pulling nihidium stone from
are exceedingly special and somewhat magical;
the earth. I never liked the stuff myself—and sober,
a creature that translates them understands the
something about the stone felt evil to me.
writing as if it were written in a language
it understands.
By the thirteenth day I took my pay and returned to
the tavern where I spent most of my earnings on more
This is the account of Jorhin liquor; I’d been sober far too long. I doubt I will return to
i i o o o i
mining. I think working as a bouncer at the tavern might
the Unquenchable.
q be a more interesting and profitable line of work.
200 A z k h e l l ’s A g o r a p h o b i a
9th Floor
Key
A
Azkhell Stairs Up
Stairs Down
1 Square = 5ft.
A z k h e l l ’s A g o r a p h o b i a 201
Tower Top What’s Next?
Now that the characters know a great deal more
The top of the tower is exposed to the about the mysterious curse afflicting them, they will
elements. From here you can see all of have to journey to the Darklands of Vlaskhell and
Havdhir, several miles across the sea, and all deal with Queen Vessa in order to obtain her piece
the way to the Fang’s Peak Mountains. The of the key to Shjekhel. The characters may wish
sounds of the bustling city below are drowned out by the to pass through the mountains, but this would be
howling of the wind atop this spire. incredibly difficult. Otherwise, they can follow the
well-laid paths to the Whispering Wall and into the
If Azkhell can be convinced to face his fears, he Darklands. When the characters decide to move
clambers out onto the tower top. If this occurs, read on from Havdhir and seek out the vampire queen,
the following aloud: move on to the second book, Darklands of Vlaskhell.
Characters can revisit Havdhir at any time, and
there may still be plenty of adventuring for them to
Azkhell lets out a great gasp as he looks
do in the sprawling city.
over the city. He cowers for a moment
and turns to flee back into his chambers
before relaxing just a bit, curiously peering
Continuing the Adventure
out over the city. “I had… I had forgotten how beautiful it Some Game Masters may wish to continue the
story created by this quest. The ideas below are not
all is,” Azkhell says with tears running down his cheeks as
a part of the main adventure but are suggestions
he takes in the splendor of Havdhir. “I can’t believe what a
about how to expand upon the events of this quest:
fool I have been for locking myself away in my tower like
this. I thought… well… never mind what I thought; I was • After the characters leave Azkhell’s tower, at
completely mad! I fear I may have set up several traps to a time of the Game Master’s choosing, the
keep intruders from disturbing me. My humblest apologies characters receive word that the mage has slipped
for that. For all you have done for me—you have no idea further (or once again) into madness. This time he
how much this means to me, being freed of my torment— is wreaking havoc on the city, slaying commoners
please… is there anything I can do to repay you?”
and using his magic to destroy buildings. The
characters are summoned by the Triumvirate to
put a stop to Azkhell’s spree.
Azkhell is cured of his agoraphobia.
• Azkhell sends word to the characters of a
Azkhell grants the characters rewards befitting his devious plot against him: nobles conspiring to
station. Some options are provided here: kill him! His claims might be paranoid… but they
might just be true. It is up to the characters to
• Any common or uncommon magical item. investigate.
• A title within Havdhir, such as “Mage Aider” or • If Eg-delp is alive, he finds himself unable to
“Friend of the Triumvirate.” deal with the mess of the characters’ visit to the
tower, and requests a vacation. Azkhell grants
• A mechanical pet bird for each of the characters
his request to travel to a remote island, and asks
(use Chirpee’s statistics for these Constructs).
the characters to accompany him. The island
• Gold, jewels, or art objects, totaling 500 gp in in question has been overrun by a band of ogre
value for each character. pirates, much to Eg-delp’s distress.
Loot
202 A z k h e l l ’s A g o r a p h o b i a
Tower Top
Key
Stairs Down
1 Square = 5ft.
A z k h e l l ’s A g o r a p h o b i a 203
Appendix:
Stat Blocks
Captain Marrow
Medium Humanoid (Human), Lawful Neutral
Small Humanoid (Halfling), Chaotic Good STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 15 (+2) 15 (+2) 12 (+1) 15 (+2)
Armor Class 11
Hit Points 3 (1d6) Saving Throws Str +5, Dex +5, Wis +3
Speed 25 ft. Skills Athletics +5, Deception +4
Senses passive Perception 11
STR DEX CON INT WIS CHA Languages Common, Dwarvish
10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Challenge 2 (450 XP)
Proficiency Bonus +2
Senses passive Perception 10
Languages Common, Halfling Actions
Challenge 1/8 (25 XP) Multiattack. Captain Marrow makes three melee attacks:
Proficiency Bonus +2 two with his scimitar and one with his dagger. Or he makes
two ranged attacks with his daggers.
Brave. Danny has advantage on saving throws against being
frightened. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Halfling Nimbleness. Danny can move through the space of a
Medium or larger creature. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Lucky. When Danny rolls a 1 on an attack roll, ability check, or
saving throw, he can reroll the die and must use the new roll. Reactions
Parry. Captain Marrow adds 2 to his AC against one melee
Actions attack that would hit him. To do so, he must see the attacker
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. and be wielding a melee weapon.
Hit: 2 (1d4) bludgeoning damage.
Captain Marrow
Cabin Boy Danny Captain Marrow is a former pirate that has “gone straight.”
Cabin Boy Danny is a young halfling aboard the Tavernsbane He captains the Tavernsbane Freighter, a ship that
Freighter. He enjoys keeping pets despite the warnings of transports cheap booze and passengers to and from the
his captain, who is completely against bringing these animals port city of Havdhir. Captain Marrow has little patience for
onboard. Danny seeks to one day become a captain himself, insubordination and runs a tight ship. Despite his recent life
but his distracted nature and tendency to leave things changes, he is still most interested in coin over anything else
unfinished means this will likely never occur. but has developed some sense of honor and duty.
Captain Marrow’s Crew Member Fey Ancestry. Scur has advantage on saving throws against
Captain Marrow operates the Tavernsbane Freighter, and his being charmed, and magic can’t put him to sleep.
crew members ensure that the ship functions properly. These
crew members come from all walks of life, and (despite being Actions
intensely interviewed by both the captain and first mate of Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
the ship) the occasional pirate or ne’er-do-well has made it target. Hit: 4 (1d6 + 1) slashing damage.
into their number, normally due to the support of the first
mate, Scur Bellos. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80
ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Damage Resistances fire Water Breathing. The snapper can breathe only underwater.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal Actions
Challenge 0 (10 XP)
Proficiency Bonus +2 Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Actions
Rainbow Burst (Recharges after a Short or Long Rest).
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. The snapper splashes about, creating a mesmerizing light.
Hit: 2 (1d4) bludgeoning damage. Each creature that can see the snapper must succeed on a DC
6 Wisdom saving throw or be charmed by the snapper until the
Spellcasting. Old Lady Coraline casts the following spell, end of the snapper’s next turn.
using Charisma as the spellcasting ability:
At will: thaumaturgy Rainbow Snapper
Rainbow snappers are dazzling fish native to the coastal region
Old Lady Coraline around Havdhir. These fish resemble koi, but have far more
Old Lady Coraline is a senile tiefling in her twilight years. She vibrant colors in every spectrum imaginable. Some say they
commonly forgets where she placed things, where she is, are beautiful enough to delight the hardest heart, and a few
or what she is doing there. Coraline is genteel and friendly, old wives’ tales tell of fishermen so charmed by the loveliness
but her senility often causes her to become suspicious of of the fish that they toss them safely back into the water.
others. She has a hard time accepting that she has misplaced The hunting of rainbow snappers was outlawed by the local
or forgotten something, instead believing that the item has authorities after several coalitions of druids petitioned for the
been stolen or someone else is responsible for her confusion. species’ protection after a recent, rapid population decline.
Cursed. Vrormir is under the curse of the Usurper, and Vrormir Shjelborn
he carries the earth key of Shjekhel. If the stone key is
Vrormir is the last descendent of the fabled Shjelborn clan,
removed from his possession, it reappears the next day in his
which was cursed in ages past because of the clan’s deal with
possession again. Vrormir can pass ownership of the stone
the Usurper. Vrormir carries one of the three keys needed to
key on to a successor or successors, also passing the curse
reopen the mines of Shjekhel. He has sought the other keys
of the Usurper to them. Neither the remove curse spell nor
with the hope of reopening the mines and finding a cure for
the greater restoration spell have any effect on the curse
the curse that afflicts his family.
of the Usurper—nothing but the completion of the main
quest is able to end it. If he is killed, Vrormir’s soul is magically Near Death. The curse Vrormir carries has aged him
transported to the Lost Mines of Shjekhel where it becomes considerably. His old age has made him feeble, though he
Vrormir’s nihidium-spawned ghost. retains a fighting spirit in the face of danger. Vrormir is resigned
to the fact that if he draws any closer to death’s door, someone
Dwarven Resilience. Vrormir has advantage on saving throws
else must take on the curse of the Usurper so that he and his
against poison.
ancestors might still have a chance to finally know peace.
Exhausted. Vrormir begins with four levels of exhaustion.
Level Effect
1 Disadvantage on ability checks
2 Speed is 10 ft. instead of 25 ft.
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum is 2 instead of 5
Vrormir suffers the effect of his current level of exhaustion as
well as all lower levels.
Arbus Quensel
Medium Humanoid (Elf), Lawful Good
Skills Athletics +6, Perception -1 Brave. Arbus has advantage on saving throws against being
Senses blindsight 10 ft. (blind beyond this radius), passive frightened.
Perception 9
Languages – Fey Ancestry. Arbus has advantage on saving throws against
Challenge 0 (10 XP) being charmed, and magic can’t put him to sleep.
Proficiency Bonus +2
Actions
Actions Multiattack. Arbus makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit: 13 (2d8 + 4) bludgeoning damage, and the target is
one target. Hit: 10 (2d6 + 3) slashing damage.
grappled (escape DC 16) if it is a Medium or smaller creature.
Until this grapple ends, the target is restrained, and the Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
animated tentacle can’t use its Slam attack on another target. 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Reactions
Parry. Arbus adds 2 to his AC against one melee attack that
would hit him. To do so, Arbus must see the attacker and be
wielding a melee weapon.
Arbus Quensel
Arbus is an elf captain working in Havdhir’s Goldtower,
primarily watching through a magical scrying pool for potential
foes approaching the city. Arbus is exceedingly overworked,
paranoid, and frequently sounds the alarm needlessly.
Arculf Proudbelly, Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Bandit Captain Extraordinaire target. Hit: 6 (1d6 + 3) slashing damage.
Arculf is a bandit captain with the rather dangerous ability to Spellcasting. The bandit casts greater invisibility, requiring no
cast the fireball spell. He frequently uses this ability as a way material components and using Charisma as the spellcasting
to deter the law from taking him in and to keep anyone from
ability.
“playing the hero” during his robberies.
Reactions
Parry. The bandit adds 2 to its AC against one melee attack
that would hit it. To do so, the bandit must see the attacker
and be wielding a melee weapon.
Armor Class 10
Hit Points 17 (5d6)
Speed 30 ft., climb 20 ft.
Lucky. When Charlotte rolls a 1 on an attack roll, ability check, or Brute. A melee weapon deals one extra die of its damage
saving throw, she can reroll the die and must use the new roll. when the Dragon hits with it (included in the attack).
Drelzigok
Drelzigok is a well-paid bouncer working at the Crystal Lounge
in Havdhir’s Stonecentre district. Drelzigok is a former soldier,
having fought in many battles to the west of Havdhir against
the orcish kingdoms and clans of that region. He is a soldier at
heart and despises the more “gaudy” aspects of his job, such as
wearing a colorful and eccentric uniform.
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Skills Medicine +7, Persuasion +3, Religion +5 2/day each: lesser restoration, spiritual weapon
Senses darkvision 60 ft., passive Perception 13 1/day each: dispel magic, spirit guardians
Languages Common, Dwarvish
Challenge 2 (450 XP) Bonus Actions
Proficiency Bonus +2
Divine Eminence. Gholbin expends the use of a spell he can
cast three times per day to cause his melee weapon attacks
Dwarven Resilience. Gholbin has advantage on saving
to magically deal an extra 10 (3d6) radiant damage to a target
throws against poison.
on a hit. This benefit lasts until the end of the turn.
Stonecunning. Whenever Gholbin makes an Intelligence
If Gholbin expends the use of a spell he can cast only twice
(History) check related to the origin of stonework, he is
per day, the extra damage increases to 14 (4d6) instead. If
considered proficient in the History skill and adds double
Gholbin expends the use of a spell he can cast only once per
his proficiency bonus to the check instead of his normal
day, the extra damage increases to 17 (5d6) instead.
proficiency bonus.
Skills Perception +4
Senses passive Perception 14
Languages Common, Dwarvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Bonus Actions
City Sprint. The Havdhir guard knows the fastest routes
throughout the city. While in Havdhir (but not while inside
a building), the guard can take the Dash action as a bonus
action.
Skills Perception +0 Observant. Havdhir guards are more perceptive than most,
Senses blindsight 60 ft. (blind beyond this radius), passive trained to spot thieves, charlatans, and other members of the
Perception 10 Grifter’s Guild in an attempt to put a stop to the rampant theft
Languages – and criminal activities within the less affluent districts of Havdhir.
Challenge 0 (10 XP)
Proficiency Bonus +2 Signature Look. All Havdhir guards wear some variation of the
classic Havdhirian uniform: a blue uniform trimmed in gold,
Actions often with a symbol identifying the wearer’s rank emblazoned
in gold on the front. Lower-ranking guards often have a ship
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., stitched on the front of their uniforms, middling guards often
one target. Hit: 8 (1d8 + 4) bludgeoning damage. have a warhammer, and the highest-ranking guards usually
have a mountain carefully sewn into their uniforms as a symbol
Hammer of Havdhir of their authority. All Havdhir guards that aren’t mages carry
The Hammer of Havdhir is a magical weapon that is animated the signature weapons associated with the Havdhirian military:
by any unlawful entrance into the Havdhir Barracks Armory. a warhammer and a light crossbow.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach STR DEX CON INT WIS CHA
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
damage.
Firebolt. Ranged Spell Attack: +6 to hit, range 120 ft., one Saving Throws Int +6, Wis +4
target. Hit: 11 (2d10) fire damage, and the target ignites if it is Skills Arcana +6, History +6 , Perception +4, Stealth +5,
a flammable object that isn’t being worn or carried. Survival +4
Senses passive Perception 14
Spellcasting. The mage casts one of the following spells, using Languages Common, Draconic, Dwarvish, Elvish
Intelligence as the spellcasting ability (spell save DC 14): Challenge 6 (2,300 XP)
At will: light, mage hand, prestidigitation Proficiency Bonus +3
2/day each: greater invisibility, ice storm, misty step, suggestion
Hold Breath. Histell can hold his breath for 15 minutes.
1/day each: cone of cold, counterspell, detect magic, fireball,
fly, mage armor, magic missile, shield Actions
Havdhir Mage Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Havdhir guards, regular and mage, are the pride of the city. Hit: 2 (1d6 - 1) piercing damage.
They have undergone intensive training and been schooled in Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
advanced fighting and team tactics far beyond the capabilities or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
of the common guards of other cities—Havdhir mages have
even drilled until they are proficient with heavy armor! Havdhir Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
guards are usually fiercely loyal to the city of Havdhir, to the target. Hit: 11 (2d10) fire damage, and the target ignites if it is a
Triumvirate, and to the people they have sworn to protect. flammable object that isn’t being worn or carried.
However, the occasional bad apple does slip through the ranks, Spellcasting. Histell casts one of the following spells, using
and the Grifter’s Guild is skilled at grooming less-well-off Intelligence as the spellcasting ability (spell save DC 14):
guards to act as corrupt informants and accomplices.
At will: light, mage hand, prestidigitation
Observant. Havdhir guards are more perceptive than most,
trained to spot thieves, charlatans, and other members of the 2/day each: greater invisibility, ice storm, misty step, suggestion
Grifter’s Guild in an attempt to put a stop to the rampant theft 1/day each: cone of cold, counterspell, detect magic, fireball,
and criminal activities within the less affluent districts of Havdhir. fly, magic missile, shield
Signature Look. All Havdhir guards wear some variation
Histell
of the classic Havdhirian uniform: a blue uniform trimmed
in gold, often with a symbol identifying the wearer’s rank Histell is a lizardfolk mage and apothecary who works from his
emblazoned in gold on the front. Lower-ranking guards often small shop in the Havdhir Market District. From his shop, Histell
have a ship stitched on the front of their uniforms, middling sells alchemical ingredients, scrolls, and magic-related items.
guards often have a warhammer, and the highest-ranking Histell is secretly attracted to Charlotte of Ardhos’s Bounty,
guards usually have a mountain carefully sewn into their but he is incredibly shy and has not professed his feelings to
uniforms as a symbol of their authority. the halfling grocer.
Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 25 ft.
Small Humanoid (Gnome), Neutral Good Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish
Armor Class 10 Challenge 1/8 (25 XP)
Hit Points 3 (1d6) Proficiency Bonus +2
Speed 25 ft.
Dwarven Resilience. Ivan has advantage on saving throws
STR DEX CON INT WIS CHA against poison.
10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0)
Stonecunning. Whenever Ivan makes an Intelligence
(History) check related to the origin of stonework, he is
Senses darkvision 60 ft., passive Perception 10
considered proficient in the History skill and adds double
Languages Common, Gnomish
his proficiency bonus to the check instead of his normal
Challenge 0 (10 XP)
proficiency bonus.
Proficiency Bonus +2
Tool Proficiency. Ivan is proficient with smith’s tools.
Gnome Cunning. Isha has advantage on Intelligence,
Wisdom, and Charisma saving throws against magic. Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Actions
Hit: 2 (1d4) bludgeoning damage.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage. Ivan Hearthstone
Ivan is a bored notary working out of the Havdhir Notary and
Isha Grey
Exchange. He spends his days pushing paperwork and has
Isha is a gnome shipbuilder plying his trade on the Havdhir generally lost most of his zest for life. Ivan desperately hopes
docks. The gnome has been working as a shipbuilder in one that adventure will enter his life or that he might be privy
capacity or another for decades; and he knows just about to the adventures of another. Despite this, his unwavering
everything there is to know about ships, the Havdhir docks, attention to detail and tendency to be a stickler for the rules
and the waters surrounding the port city. mean that his hopes are likely never to be fulfilled.
Bonus Actions
Armor Class 15 (breastplate)
Shadow Stealth. While in dim light or darkness, Linrin takes Hit Points 11 (2d8 + 2)
the Hide action. Speed 25 ft.
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
Spellcasting. Percival casts the following spell, using
Charisma as the spellcasting ability:
At will: identify
Reactions
Parry. Percival adds 2 to his AC against one melee attack that
would hit him. To do so, Percival must see the attacker and be
wielding a melee weapon.
Percival Bingsley
Percival Bingsley is the owner and operator of Percival’s
Appraisal: a well-to-do jewelry, antiquities, and precious items
shop in Havdhir. Percival is very snobbish and will occasionally
bar shoppers from entering his establishment if they are
“underdressed.” The dwarf thinks of himself as a critic of beauty,
putting his skills to use by sorting the trash from the treasure.
Reactions Actions
Parry. Phillius adds 2 to his AC against one melee attack that Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
would hit him. To do so, Phillius must see the attacker and be or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
wielding a melee weapon.
Rufus Welfore
Phillius Pennyworth Rufus is an out-of-work sailor with heavy drinking and
Phillius is a well-dressed representative of the Triumvirate. gambling problems. Rufus has defaulted on several loans
He determines who will see the three leaders of Havdhir and and is in deep debt to the Grifter’s Guild, owing them a hefty
schedules entreaties and visits. While the Triumvirate itself sum. Rufus’s wife, Anna, has been kidnapped by the guild as a
rules all of Havdhir, Phillius has perhaps one of the most result of Rufus defaulting on his loans. Rufus is not a bad man,
overlooked and powerful positions in the city: determining simply one at the end of his rope, chewed up and spat out by
who gets to speak to its leaders. the city and his own vices.
Armor Class 15 (leather armor, shield) STR DEX CON INT WIS CHA
Hit Points 7 (2d6) 16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 11 (+0)
Speed 30 ft.
Skills Perception +4
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 14
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) Languages Common, Dwarvish, Gnomish
Challenge 1 (200 XP)
Skills Stealth +6 Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin Gnome Cunning. Svelvhar has advantage on Intelligence,
Challenge 1/4 (50 XP) Wisdom, and Charisma saving throws against magic.
Proficiency Bonus +2
Actions
Nimble Escape. Snick can take the Disengage or Hide action Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft.,
as a bonus action on each of his turns. one target. Hit: 7 (1d8 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA Skills Deception +5, Insight +4, Perception +4, Persuasion +5
18 (+4) 13 (+1) 15 (+2) 10 (+0) 11 (+0) 10 (+0) Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish, Elvish
Challenge 1/2 (100 XP)
Skills Athletics +5, Intimidation +2, Perception +2 Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Orc Fey Ancestry. Verillin has advantage on saving throws against
Challenge 3 (700 XP) being charmed, and magic can’t put her to sleep.
Proficiency Bonus +2
Trance. When Verillin meditates deeply for 4 hours, she gains
the benefits of a long rest.
Relentless Endurance (Recharges after a Long Rest).
When Terra is reduced to 0 hit points, she drops to 1 hit Actions
point instead.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Savage Attacks. When Terra scores a critical hit with a melee target. Hit: 6 (1d8 + 2) piercing damage.
weapon attack, she can roll one of the weapon’s damage dice Reactions
one additional time and add it to the extra damage of the
critical hit. Parry. Verillin adds 2 to her AC against one melee attack that
would hit her. To do so, Verillin must see the attacker and be
Actions wielding a melee weapon.
Multiattack. Terra makes two longsword attacks. If she has a Verillin Sylva
shortsword drawn, she can also make a shortsword attack. Verillin Sylva is the head of the Golden Trade Company, arguably
one of the most powerful members of the Triumvirate, and
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., possibly the most powerful person in all of Havdhir.
one target. Hit: 8 (1d8 + 4) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands. Long Term. Verillin created the Golden Trade Company, was
one of the merchants to sign the Crimson Concordant, and is
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one currently the longest-serving member of the Triumvirate. The
target. Hit: 7 (1d6 + 4) piercing damage. history of Havdhir has been molded by her hand more than
perhaps any other person in history.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
Self-Absorbed. Verillin cares little for the citizens of Havdhir.
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Instead, she ensures that policies are put in place that will
best serve herself and her business. She is exceedingly
Terra cunning: backstabbing other politicians or rivals, bribing,
Terra is a fletcher and shopkeep operating Wolf’s Last Rest, blackmailing, or otherwise bending others to her will.
a shop that sells pelts as well as hunting supplies. Terra is Vampire Ties. Verillin’s position is bolstered by her ties to
a scarred and traumatized half-orc whose husband and the vampires of Mornhaven in the north. She is able to call in
daughter were both eaten by ogres. The shopkeep has favors from the vampires, set up favorable terms for removal
developed a callous attitude, determined that nothing will of “unwanted citizens,” and otherwise conducts business
ever again hurt her so deeply as the loss of her family. She has that serves to strengthen her own company through her
few friends and spends most of her free time drinking at the connections with the powerful vampire houses and their own
Guzzling Goblin and hunting in the wilds outside of Havdhir. business ventures far north of Havdhir.
Armor Class 10 Fey Ancestry. Viekiir has advantage on saving throws against
Hit Points 4 (1d8) being charmed, and magic can’t put him to sleep.
Speed 30 ft. Sunlight Sensitivity. While in sunlight, Viekiir has
disadvantage on attack rolls, as well as on Wisdom
STR DEX CON INT WIS CHA (Perception) checks that rely on sight.
10 (+0) 10 (+0) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
Actions
Skills Deception +3, Insight +2 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 10 target. Hit: 6 (1d6 + 3) piercing damage.
Languages Common, Dwarvish, Elvish Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Challenge 0 (10 XP) 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and
Proficiency Bonus +2 the target must succeed on a DC 13 Constitution saving
throw or be poisoned for 1 hour. If the saving throw fails by
Fey Ancestry. Verin has advantage on saving throws against 5 or more, the target is also unconscious while poisoned in
this way. The target wakes up if it takes damage or if another
being charmed, and magic can’t put him to sleep.
creature takes an action to shake it awake.
Actions Spellcasting. Viekiir casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 11):
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
At will: dancing lights
Hit: 2 (1d4) bludgeoning damage.
1/day each: darkness, faerie fire
Verin
Viekiir
Verin is a shady businessman selling both legal and not-so-legal
Viekiir is a somewhat shady businessman who owns the
wares in the Market District of Havdhir. Verin is unscrupulous in Menagerie, an exotic animals shop in Havdhir. Viekiir is an
the extreme, with close ties to the Grifter’s Guild and no qualms expert in all things animal and knows a great deal about the
at all about stealing from his customers. Verin is exceedingly various traits and abilities of creatures far and wide. The elf is
seedy in appearance and mannerism, but he acts as a valuable a showman, exceedingly extravagant and overexaggerated in
fence for many of the degenerates of Havdhir. all that he does.
STR DEX CON INT WIS CHA Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
16 (+3) 20 (+5) 16 (+3) 15 (+2) 12 (+1) 16 (+3) 30/120 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and
the target must succeed on a DC 13 Constitution saving throw
or fall unconscious for 1 minute. The target wakes up if it takes
Skills Acrobatics +11, Athletics +9, Sleight of Hand +11,
damage or if another creature uses an action to shake it awake.
Stealth +11
Senses darkvision 60 ft., passive Perception 11 Swift Attunement. Yornil attunes to an item.
Languages Common, Dwarvish
Challenge 5 (1,800 XP) Bonus Actions
Proficiency Bonus +3
Shadow Stealth. While in dim light or darkness, Yornil takes the
Hide action.
Attunement Mastery. Yornil can attune to a magical item by
using an action instead of the usual time required to attune to a Sticky Fingers. Yornil attempts to steal one item from a creature
magic item. within 5 feet of him. Yornil makes a Dexterity (Sleight of Hand)
check opposed by the target’s Wisdom (Perception) check.
Dwarven Resilience. Yornil has advantage on saving throws
If Yornil succeeds, he steals the item; even if the target was
against poison.
wearing or carrying the item and even if the item was being
Improvised Weapon Mastery. Yornil is proficient with all wielded as a weapon or worn as armor.
improvised weapons.
Yornil Grimdelver
Lock Picking. Yornil is proficient with thieves’ tools. When using Yornil is a thief with big dreams, hoping to pull off the greatest
them, he adds twice his proficiency bonus to Dexterity checks heist of all time by stealing from the vaults of Lorton Bank. With
made to open locks. this heist, Yornil plans to go down in the history books as the
greatest thief of all time. He is a member of the Grifter’s Guild
Spider Climb. Yornil can climb difficult surfaces, including upside
and is an accomplished cat burglar, working with his close friend
down on ceilings, without needing to make an ability check.
Linrin Softstep. Of the pair, Yornil is the leader, usually doing the
Stonecunning. Whenever Yornil makes an Intelligence (History) talking for the duo and formulating their plans.
check related to the origin of stonework, he is considered
proficient in the History skill and adds double his proficiency
bonus to the check instead of his normal proficiency bonus.
Captain Bharros the Brave Light Crossbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Small Humanoid (Kobold), Chaotic Neutral
Wand of Magic Missiles (7 total charges). While holding his
Armor Class 13 wand of magic missiles, Captain Bharros expends 1 or more
Hit Points 77 (22d6) of its 7 charges to cast the magic missile spell from it. He can
Speed 30 ft., swim 10 ft. expend 1 charge to cast the 1st-level version of the spell; he
can increase the spell slot level by one for each additional
charge he expends.
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 10 (+0) 10 (+0) 6 (-2) 14 (+2) Leadership (Recharges after a Short or Long Rest). For 1
minute, Captain Bharros can utter a special command or
Skills Acrobatics +5, Deception +4, Insight +2, Survival +2 warning whenever a nonhostile creature that he can see
Senses darkvision 120 ft., passive Perception 8 within 30 feet of him makes an attack roll or a saving throw.
Languages Common, Draconic The creature can add a d4 to its roll provided it can hear
Challenge 1 (200 XP) and understand Captain Bharros, whose commands come
Proficiency Bonus +2 in nonsense naval phrases that usually only his crew can
understand. A creature that is not a member of Captain
Dragon-Blooded. Because of his draconic ancestry, Captain Bharros’s crew must succeed on a DC 12 Wisdom (Insight)
Bharros counts as a sorcerer for the purpose of attuning to check to understand the command or warning. A creature
magic items. can benefit from only one Leadership die at a time. This
effect ends if Captain Bharros is incapacitated.
Pack Tactics. Captain Bharros has advantage on an attack roll
against a creature if at least one of his allies is within 5 feet of Captain Bharros the Brave
the creature and the ally isn’t incapacitated.
Captain Bharros is an ambitious kobold who desperately
Sunlight Adept. Captain Bharros has spent a great deal of time wants to prove himself as a terrifying brigand of the sea.
alternating his eyepatch and adjusting his vision to the harsh Captain Bharros has absolutely no naval experience but
light of the sun and back to the darkness below deck. He does makes up for this with his charismatic personality and
not have the usual Sunlight Sensitivity trait of kobolds, and he overwhelming confidence.
can see twice as far in the dark as an ordinary kobold.
Treasure Seeker. Captain Bharros is obsessed with treasure
Actions and would sacrifice just about anything for a share of some.
He recently won a guide to take him safely through a set of
Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one traps on Vrehnor Isle. He believes discovering the treasure on
target. Hit: 6 (1d6 + 3) slashing damage. this isle will make him a well-respected pirate.
Armor Class 12
Hit Points 5 (2d6 - 2)
Speed 30 ft.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Gluck-glubruhk
Medium Fey, Chaotic Evil
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage. Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Captain Bharros’s Crew Member Speed 30 ft., swim 40 ft.
Illusory Appearance. Gluck-glubruhk covers herself and Brute. A melee weapon deals one extra die of its damage
anything she is wearing or carrying with a magical illusion that when Groggle hits with it (included in the attack).
makes her look like an ugly creature of her general size and
Humanoid shape. The effect ends if Gluck-glubruhk takes a Surprise Attack. If Groggle surprises a creature and hits it
bonus action to end it or if she dies. with an attack during the first round of combat, the target
takes an extra 7 (2d6) damage from the attack.
The changes wrought by this effect fail to hold up to
physical inspection. For example, Gluck-glubruhk could Actions
appear to have no claws, but someone touching her hand Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
might feel the claws. Otherwise, a creature must take an one target. Hit: 11 (2d8 + 2) piercing damage.
action to visually inspect the illusion and succeed on a DC
16 Intelligence (Investigation) check to discern that Gluck- Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
glubruhk is disguised. ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing
damage in melee or 5 (1d6 + 2) piercing damage at range.
Gluck-glubruhk
Gluck-glubruhk is a wicked sea hag who resides in a water-
Groggle
filled chamber in Horn’s Head Cave. Like all sea hags, she Groggle is a bugbear serving as a bodyguard and
despises anything beautiful and wishes for the destruction unquestioning lackey to his boss, Orphos. Groggle is
of pure and lovely things. Gluck-glubruhk commonly uses dim-witted and overly fond of violence, even for a bugbear.
illusion to portray herself as a human woman in need, Groggle has no particular skills that make him any more
dragging those who attempt to help her to the depths to be effective at his job than the average bugbear, save for his
drowned and devoured. almost religious dedication to his boss.
Anna Welfore Anna suffers the effect of her current level of exhaustion as
well as all lower levels.
Medium Humanoid (Human), Neutral Good
Certain magic effects could reduce Anna’s exhaustion level,
Armor Class 10 as could finishing a long rest or being raised from the dead.
Hit Points 4 (1d8)
An effect that removes exhaustion reduces her exhaustion
Speed current: 15 ft., max: 30 ft.
level as specified in the effect’s description, with all exhaustion
effects ending if Anna’s exhaustion level is reduced below 1.
STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Senses passive Perception 10
Hit: 1 bludgeoning damage.
Languages Common, Dwarvish
Challenge 0 (10 XP) Anna Welfore
Proficiency Bonus +2
Anna Welfore is a peasant woman living in the port city of
Exhausted. Anna begins with three levels of exhaustion. Havdhir. A kind-hearted soul, she has fallen on hard times
after her husband got into trouble with the Grifter’s Guild
Level Effect over gambling debts that he could not afford to pay.
1 Disadvantage on ability checks
2 Speed is 15 ft. instead of 30 ft.
3 Disadvantage on attack rolls and saving throws
Reactions
Explosive Pus. In response to taking damage, the rat releases
a burst of pus, targeting a creature within 5 feet of it. That
creature must succeed on a DC 11 Constitution saving throw
or be poisoned for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
Drain Rat
Drain Rat Drain rats are massive rats that are normally found in sewers
Medium Beast, Unaligned or waterways of urban areas. These rats subsist on refuse and
are usually covered in disgusting boils filled with putrid pus;
Armor Class 13 they also sport extra legs, eyes, and other mutations caused
Hit Points 11 (2d8 + 2) by generations of pollution, inbreeding, and disease.
Speed 30 ft., swim 30 ft. Disease Harbingers. Drain rats carry a multitude of diseases
culminating in sewer plague, and they have a horrible odor
STR DEX CON INT WIS CHA that accompanies them. Normally, an infestation of drain rats
9 (-1) 16 (+3) 13 (+1) 2 (-4) 10 (+0) 4 (-3) is first discovered due to the fetid stench exuding from areas
in which they nest or due to an unusual number of cases of
Skills Perception +2 sewer plague. The rats are extremely deadly in areas where
Condition Immunities poisoned access to clean food and water is not readily available and
Senses darkvision 60 ft., passive Perception 12 can quickly lead to the decimation of poorer communities.
Languages – Invasive Pests. Drain rats are able to squeeze through
Challenge 1/2 (100 XP) incredibly small spaces and have been known to chew
Proficiency Bonus +2 through wood, stone, and even metal to enter residences
or areas where food is plentiful. Usually, civilized areas have
Amphibious. The rat can breathe air and water. designated rat-catchers (paid by the local authorities per
drain rat killed) to keep the rat populations from running
Infiltrator. The rat can fit through spaces as narrow as 6 rampant through the streets. Because of the rats’ size, great
inches without squeezing. bravery is required, and many an adventurer has started on
the path to glory as little more than a rat-catcher.
Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell. Orcish Origins. Drain rats were initially bred as weapons of
war by orcish kingdoms west of Havdhir and were used in
Pack Tactics. The rat has advantage on an attack roll against several sieges against settlements in Ardhos and the city of
a creature if at least one of the rat’s allies is within 5 feet of Havdhir centuries ago. While the orcish armies were pushed
the creature and the ally isn’t incapacitated. back, the rats remained—infesting Havdhir, hitching rides on
ships, swimming along rivers, or crawling their way far and
Stench. When any creature that isn’t a drain rat starts its turn wide. Now, drain rats can be found in almost any major city.
within 5 feet of the rat, that creature must succeed on a DC
11 Constitution saving throw or be poisoned until the start Indiscriminate Eaters. Drain rats will eat just about anything:
of the creature’s next turn. If a creature’s saving throw is bone, feces, putrid flesh, unattended children, and even
successful, the creature is immune to the Stench of all drain other drain rats. The rats are voracious, needing to consume
rats for 1 hour. five times their body weight each day; most of them populate
urban areas due to the variety and availability of food. Their
Voracious. A drain rat must consume 500 pounds of material ability to swim and breathe underwater makes sewers and
each day to sustain itself. canals perfect nesting grounds for the hungry rats.
Jericho Srew
Jericho is a member of the Grifter’s Guild who operates
a small shop out of Drain’s End. Jericho is a shrewd and
unscrupulous dealer; he’s willing to fence goods and is also
very fond of swindling those who trade with him. He has the
protection of the Grifter’s Guild and has contacts that aid him
in moving product throughout the city of Havdhir.
Sally Carthus
Small Humanoid (Elf), Chaotic Neutral
Armor Class 11
Hit Points 3 (1d6)
Speed 25 ft.
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish
Challenge 0 (10 XP)
Proficiency Bonus +2
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Sally Carthus
Sally is an orphaned elf girl who regularly sells stolen goods
to the Grifter’s Guild, picking pockets in the Market District to
Page Title
make her living. While some might pity this waif of a child, she
has done rather well for herself and even owns a small shack
in the Barnacle Barrows district of Havdhir.
Shadow Stealth. While in dim light or darkness, the ogre can Junk Collectors. Sewer ogres are extremely fond of junk, often
take the Hide action as a bonus action. accumulating massive hoards of seemingly useless items.
They despise most items of value, such as gold, enchanted
Actions weapons, or other obviously valuable items. Their clothes are
usually formed from stitched-together garbage, and they
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
sport a massive amount of strapped-on junk. Sewer ogres
creature. Hit: 12 (3d4 + 5) slashing damage. Instead of dealing
judge each other’s status based on the amount of garbage
damage, the ogre can grapple the target (escape DC 17).
carried, with titles like “Pack-Rat” for those who have very little
Javelin. Melee or Ranged Weapon Attack: +7 to hit, refuse accumulated, “Hoarder” for those with a moderate
reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) amount, and “Trash Baron” for those with an excessive amount
piercing damage. of garbage strapped to themselves or stored within a lair. It is
not uncommon for a sewer ogre to be so covered in junk that it
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one resembles little more than a walking pile of refuse.
target. Hit: 16 (2d10 + 5) piercing damage.
Tactical Predators. Sewer ogres are more intelligent than
Legendary Actions their brutish cousins and are capable of enacting plans
to hunt and trap prey, often first utilizing a combination
The ogre can take 3 legendary actions, choosing from the
of stealth and trickery, then switching to brute strength
options below. Only one legendary option can be used at a
when their victims are at the greatest disadvantage. Sewer
time and only at the end of another creature’s turn. The ogre
regains spent legendary actions at the start of its turn. ogres rarely leave their lairs—they are most deadly when
encountered in their home terrain.
Water Jet. The ogre breathes forth a jet of putrid water at a
target it can see within 30 feet of it. The target must make
a DC 14 Strength saving throw. On a failure, the target takes
2 (1d4) bludgeoning damage and, if it is Huge or smaller,
is knocked prone. On a success, the target takes half the
bludgeoning damage, but is not knocked prone.
Medium Humanoid (Human), Chaotic Neutral Insane. During combat, at the start of his turn, Azkhell rolls
a d8 to determine what he does during his turn. On a 1, he
Armor Class 13 (16 with mage armor) does nothing but cackle incoherently (or maybe cowers,
Hit Points 253 (39d8 + 78) whimpering), or he attempts to stop combat. On a 2-8, he
Speed 30 ft. behaves normally.
Permanency. Azkhell causes the effects of a spell cast within Studious. Like all great wizards, Azkhell has made a habit of
his lair to become permanent. To be affected, the spell must studying arcane lore, ancient histories, strange phenomena,
have a duration longer than instantaneous and must not yet curses, and all similar subject matter. He was formerly
have ended. considered one of the most well-learned and respected
scholars in all the realms.
The spell’s effects can be suppressed for 1 hour by the dispel
magic spell or similar magic.
Actions
Multiattack. The guardian makes two Fist attacks.
Reactions
Shield. When a creature makes an attack against the wearer
of the guardian's amulet, the guardian grants a +2 bonus to
the wearer's AC if the guardian is within 5 feet of the wearer.
Actions
Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage.
Bonus Actions
Chirp (Recharges after a Short or Long Rest). For 1 minute,
Chirpee can offer inspiring, magical music whenever a
nonhostile creature that it can see within 30 feet of it makes
an attack roll, ability check, or saving throw. The creature can
add a d6 to its roll, provided it can hear Chirpee. This effect
ends if Chirpee is incapacitated.
Chirpee
Chirpee is an animated, mechanical bird created by the
mage Azkhell to keep him company in his lonely tower.
Chirpee has a bit of a personality, and especially enjoys
playing and singing happy songs (which have a slightly
metallic twang when Chirpee performs them). The magic
that gives Chirpee life also grants the bird some inspiring
power in its musical song.
Actions
Multiattack. The mimic makes two Pseudopod attacks.
Armor Class 10 Petrifying Gaze. If a creature starts its turn within 30 feet of
Hit Points 3 (1d6) Gargoth and the two of them can see each other, Gargoth
Speed 25 ft. can force the creature to make a DC 12 Constitution saving
throw if he isn't incapacitated. On a failed save, the creature
STR DEX CON INT WIS CHA magically begins to turn to stone and is restrained. It must
11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) repeat the saving throw at the end of its next turn. On a
success, the effect ends. On a failure, the creature is petrified
until freed by the greater restoration spell or other magic.
Senses passive Perception 10
Languages Common, Gnomish A creature that isn't surprised can avert its eyes to avoid the
Challenge 0 (10 XP) saving throw at the start of its turn. If it does so, it can't see
Proficiency Bonus +2 Gargoth until the start of its next turn, when it can avert its
eyes again. If it looks at Gargoth in the meantime, it must
Born of a Book. Ezmeralda is a magical manifestation of immediately make the save.
a character from the book Ezmeralda and the Tale of the
If Gargoth sees his reflection within 30 feet of him in bright light,
Talking Toad. If the enchanted book is opened, Ezmeralda
he mistakes himself for a rival and targets himself with his gaze.
appears within 300 feet of it. If it is closed again (or if she
dies), she will disappear. If the book is reopened, she will Actions
reappear with full hit points and no memory of anything that
happened the last time the book was open. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Actions
Gargoth
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage. Gargoth is a basilisk trapped within a pocket dimension in
Azkhell’s tower. Unlike most basilisks, Gargoth is sentient and
Ezmeralda capable of forming complex plans and communicating with
other creatures. The basilisk is incredibly fond of creating
Ezmeralda is a fictional character from a children’s book collections of small creatures he has petrified, hoarding these
given form and apparent life by the magic in Azkhell’s library. adorable (and macabre) little figurines in a “gallery” of his own
Ezmeralda is known for going on quaint adventures with design. A curse prevents Gargoth from leaving the pocket
her companion, Mr. Toad. She is a polite young girl who is dimension that he is trapped in unless he petrifies a Humanoid
exceedingly curious and adventurous. creature, something the basilisk desperately hopes to do.
Actions
Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one creature. Hit: 21 (6d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can
enter Gargantuan or smaller creatures’ spaces. Whenever the
cube enters a creature's space, the creature must make a DC
16 Dexterity saving throw.
Giant Gelatinous Cube to be pushed suffers the consequences of a failed saving throw.
Actions
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Illya Lillir Etherealness. Illya magically enters the Ethereal Plane from
the Material Plane or vice versa. She cannot use this action
Medium Fiend (Shapechanger), Neutral Evil while trapped in Azkhell’s magical cage (see page 185).
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
John Black
John Black was a long-ago cartographer who charted the
Darklands of Vlaskhell and wrote about his travels there. Due to
his uncovering of several secret vampire outposts, he came to
an untimely end once his work started becoming known, but a
copy of his Weather of the Darklands of Vlaskhell was acquired
by Azkhell, who enchanted it to bring John to apparent life.
Saving Throws Str +4, Dex +5, Wis +2 Hold Breath. Restigi can hold his breath for 15 minutes.
Skills Athletics +4, Deception +4
Senses darkvision 60 ft., passive Perception 10 Jungle Camouflage. Restigi has advantage on Dexterity
Languages Common, Dwarvish (Stealth) checks made in jungle environments.
Challenge 0 (10 XP)
Proficiency Bonus +2 Actions
Multiattack. Restigi makes two melee attacks, each one with
Dwarven Resilience. Pike has advantage on saving throws a different weapon.
against poison.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Stonecunning. Whenever Pike makes an Intelligence Hit: 5 (1d6 + 2) piercing damage.
(History) check related to the origin of stonework, he is
considered proficient in the History skill and adds double Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
his proficiency bonus to the check instead of his normal target. Hit: 5 (1d6 + 2) bludgeoning damage.
proficiency bonus.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach
Tool Proficiency. Pike is proficient with mason's tools. 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Actions Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
one target. Hit: 3 (1 + 2) bludgeoning damage.
Restigi
Pike Stoneshoulder Restigi is a lizardfolk who was captured by Azkhell during one
Pike Stoneshoulder is a dwarf of criminal disposition. He of the mage’s forays into the jungle regions that lie far from
has been imprisoned in a pocket dimension by order of the the lands of Havdhir.
Triumvirate as punishment for attempting to rob Lorton Bank,
killing several innocent people in his attempted heist. While Restigi comes from a unique lineage of lizardfolk: a reclusive
not an inherently bad man, Pike does what he feels he must tribe that is suspicious of anyone and everything foreign. Due
to get by; and, occasionally, people are hurt in the process. to their fear of the unknown, they have developed the ability
to camouflage themselves. In Restigi’s case, this suspicion
Pike has spent the past several decades attempting to find a was well placed, as the first foreigner that he met kidnapped
key that will free him from his prison. him and trapped him within a tower for study.
Saving Throws Dex +5, Int +7 Copy Magic. The scroll golem touches a creature within 5
Skills Arcana +10, History +10, Perception +5, Religion +7 feet of it. If the creature is able to cast spells, it must make
Damage Vulnerabilities fire a DC 15 saving throw based on its spellcasting ability. On a
Damage Immunities acid, necrotic, poison, psychic; failed save, the golem expends one of the creature's spell
bludgeoning, piercing, and slashing from nonmagical attacks
slots and inscribes on itself a spell the creature knows of that
that aren't adamantine
level. This gives the golem the ability to cast the spell once
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned per day as an action. A willing creature may choose to fail its
Senses blindsight 20 ft., darkvision 60 ft., passive Perception 15 saving throw.
Languages understands the languages of its creator but
can’t speak A Scroll Golem’s Lair
Challenge 6 (2,300 XP) A scroll golem is usually kept as a servant or living spellbook
Proficiency Bonus +3
within the lair of another creature; however, the golem’s
magic creates a sort of lair of its own. This lair-within-a-lair
Immutable Form. The golem is immune to any spell or effect
might be an extensive library, a room filled with books and
that would alter its form.
scrolls, or even something as small as a closet—as long as it is
Magic Resistance. The golem has advantage on saving brimming with magical texts.
throws against spells and other magical effects.
Lair Actions
Magic Sense. The golem can sense the presence of spell
scrolls and spellbooks within 120 feet of it, and it magically On initiative count 20 (losing initiative ties), the golem can
knows what spells are inscribed on these scrolls or books. The take one of the following lair actions; it can’t take the same
golem also magically knows what spells a creature can cast if lair action two rounds in a row:
it can see it.
Absorb Scroll. The golem attempts to absorb the magic of a
Unusual Nature. The golem does not require air, food, drink, scroll by targeting a creature that it can see within 120 feet
or sleep. of it in possession of a scroll. The target must make a DC 15
Charisma saving throw. On a failed save, the scroll becomes
Actions
mundane and useless, and the scroll golem can cast the
Inky Spray. Melee or Ranged Spell Attack: +7 to hit, absorbed spell once as a bonus action.
reach 5 ft. or range 60 ft., one creature. Hit: 8 (1d8 + 4)
poison damage, and the target must succeed on a DC 15 Rebuild Form. The golem draws papers, scrolls, and books
Constitution saving throw or be blinded for 1 minute. A within its lair into its form, rebuilding itself. The golem regains
creature can repeat the saving throw at the end of each of its 10 (4d4) hit points.
turns, ending the effect on itself on a success.
Scroll Storm. The golem causes papers, scrolls, and books
Spellcasting. The golem casts one of the following spells,
within its lair to fly about in a blinding whirlwind centered on
requiring no material components and using Intelligence as
a point the golem can see within 60 feet of it. The whirlwind
the spellcasting ability (spell save DC 15):
of papers is a 20-foot-tall cylinder that is 20 feet in diameter.
At will: dispel magic, fog cloud, hideous laughter, mage That area is difficult terrain and is heavily obscured. The
armor, thunderwave cylinder lasts until the golem dies, is on another plane
3/day: lightning bolt of existence, uses this lair action again, or dismisses the
whirlwind (no action required).
1/day each: bestow curse, fear, polymorph, protection from
energy cont...
Lair Actions
Born of a Book. Sir Ferdinand is a magical manifestation of a
character from the book Rhet Tikha’s Curse. If the enchanted On initiative count 20 (losing initiative ties), Starvzkhell can
book is opened, Sir Ferdinand appears within 300 feet of it. If take the following lair action:
it is closed again (or if he dies), he will disappear. If the book is Food Summoning. Starvzkhell causes food to rain down
reopened, he will reappear with 5 hit points and no memory within the chamber in which he is hanging. Each creature
of anything that happened the last time the book was open. other than Starvzkhell within the chamber must make a
DC 15 Dexterity saving throw, taking 17 (5d6) bludgeoning
Actions damage on a failed save, or half as much damage on a
successful one. A creature that has total cover from the
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
ceiling (e.g. is under the table) takes no damage. A creature
target. Hit: 5 (1d8 + 1) piercing damage.
with partial cover from the ceiling (e.g. is under a large shield,
a chair, or a companion) takes half as much damage.
Reactions
Parry. Sir Ferdinand adds 2 to his AC against one melee Starvzkhell
attack that would hit him. To do so, he must see the attacker Starvzkhell is a sentient figure in a portrait hanging within the
and be wielding a melee weapon. tower of his creator, Azkhell.
Sir Ferdinand Baldwin Failed Experiment. Azkhell was attempting to create a version
of himself that would eat for him so he would have more time
The historical Sir Ferdinand Baldwin was a fabled adventurer
to study, but the mage lost interest in the project partway
and eccentric obsessed with uncovering ancient tombs and
through, abandoning the sentient painting to its own devices.
priceless artifacts. He is especially famous for his exploration
of the western badlands and some of the ancient burial sites Painted Sustenance. Starvzkhell cannot die from lack of food,
that can be found in the vast deserts there. Sir Ferdinand’s but he also cannot eat anything other than items painted into
journeys and discoveries are recorded in several tomes. One his portrait. Anything painted into the portrait of Starvzkhell
of them resides in Azkhell’s library and, through the wizard’s becomes real and usable to him, though he cannot do anything
magic, gives apparent life to the long-dead adventurer. with it outside of the space of the painting.
Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 17 (4d6 + 3) necrotic damage.
Small Undead, Neutral Evil The possession lasts until the body drops to 0 hit points,
until the ghost ends it as a bonus action, or until the ghost
Armor Class 11 is turned or forced out by an effect like the dispel evil and
Hit Points 35 (10d6) good spell. When the possession ends, the ghost reappears
Speed 0 ft., fly 40 ft. (hover)
in an unoccupied space within 5 feet of the body. The target
is immune to this ghost's Possession for 24 hours after
STR DEX CON INT WIS CHA
succeeding on the saving throw or after the possession ends.
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
Thomas Damier
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks Thomas Damier is the ghost of a boy who died as a result
Damage Immunities cold, necrotic, poison of eating poisonous yew tree berries. Thomas is a vengeful,
Condition Immunities charmed, exhaustion, frightened, petulant boy, with little interest in anything but getting
grappled, paralyzed, petrified, poisoned, prone, restrained “justice for his death”… despite the fact that he essentially
Senses darkvision 60 ft., passive Perception 11 accidentally killed himself. Thomas believes the yew tree
Languages Common in one of Azkhell’s pocket dimensions is responsible for his
Challenge 4 (1,100 XP) “murder” and is determined to see the tree destroyed.
Proficiency Bonus +2
Ale of Ardhos
Band of Illusion Adventuring gear (50 gp)
Wondrous item, common
This ale has a warm, honey-yellow color. Holding it, you feel
This metal band is inscribed with runes that encircle small, comforted, as if wrapped in a warm blanket. You can use your
embossed eyes. While wearing this band, you can use a bonus action to drink this ale, becoming immune to the frightened
action to speak the command word and magically disguise a condition for 1 minute.
single tattoo, marking, or blemish on your body. You may also
cause a form of disfigurement to appear, such as a missing
eye, withered hand, or other malady confined to a single part Ardhosian Short Ribs
of the body. The effect lasts until you speak the command Adventuring gear (7 gp)
word again or the band is removed from your body. These ribs are coated in a delicious-smelling, red sauce and
christened with sprigs of rosemary. You can use your action
to eat these ribs and restore 2 hit points. The short ribs also
provide enough nourishment for 1/3 day.
Devil’s Draught
Potion, common
This small bottle is filled with red liquor that swirls with an
immiscible black liquid. When you drink this potion, you must
Crystal Lounge Decorative Armor make a DC 13 Constitution saving throw. On a failure, you are
Armor (scale mail), common (requires attunement) poisoned for 1d4 turns. On a success, you gain resistance to
This armor is painted with gold and studded with glowing fire damage for 1 hour.
crystals. It is gaudy but likely great for attracting attention
or embellishing performances. This armor grants you Faux Vampire Kite
proficiency with the Charisma (Performance) skill. If you Adventuring gear (10 gp)
already have proficiency with the Performance skill, it instead
grants you a +2 bonus on Charisma (Performance) checks. This 6-foot-long kite resembles a vampiric figure: a humanoid
with bat wings that flap in the breeze. As an action, you can
set up this kite to automatically release, with the time of the
release set by you in increments of 1 minute up to 1 hour (you
can also cause the kite to release without a delay). The kite
is then released into the air. If there is a wind of 4 miles per
hour or more, the kite takes flight. As an action, the kite can
also be set to automatically reel itself back in, with time for
retraction set in increments of 1 minute up to 1 hour from the
time of release.
Dart of Air Breathing This half gallon of spirits is held in a ceramic mug with a metal
Weapon (dart), common cap that resembles a goblin’s head. When you drink the
contents of this mug, you gain a +1 to your Strength score
This small dart looks like a syringe with a cloudy fluid inside (maximum 20) and a -4 to your Intelligence score (minimum
filled with bubbles. A creature hit by this dart must make a DC 1) for one hour. At the end of this hour, you must succeed on
18 Constitution saving throw. On a failed save, the creature a DC 13 Constitution saving throw or become poisoned for
can breathe air (but not water) for 1 hour. the next hour.
Micalmork’s Gin
Potion (1 sp)
Harpy’s Song Feather
Wondrous item (20 gp) A horrid swill created by half-orcs who ferment ingredients in
seawater and lime. This is a favorite drink for sailors hoping to
This magical feather was used as a garnish for an expensive avoid sea lung and scurvy. For 3 days after drinking this swill,
drink. It hums a soft tune. you have advantage on checks to avoid contracting sea lung
disease or on checks to recover from the disease.
This can be used to replace a limb if it is missing or removed. This cloak sheds a dim golden light in a 10-foot radius. Each
The limb functions as a regular limb but imposes a -2 on any cloak has an insignia denoting whether the wearer is an
skill check or saving throw that relies on it. owner or renter of an apartment or house in Stonecentre,
with corresponding bonuses (see page 44). If the wearer
owns multiple properties, the bonuses do not stack, and
Root Vegetable Casserole
Adventuring gear (50 gp) each dawn you select which insignia is displayed—the cloak
magically changes insignias based on your preference.
This casserole is filled with carrots, turnips, beats, and other
vegetables. You can use your action to feed this casserole
to a willing herbivorous beast. Once you do so, you have Sugared Baked Dough
Adventuring gear (50 gp)
advantage on Wisdom (Animal Handling) checks made to
influence the beast’s behavior for the next 1 minute. The This baked dough is covered in colorful sugar. You can use your
casserole can also be eaten by a humanoid or other creature, action to eat this dough, and your movement speed increases
providing enough nourishment for a humanoid for 1/3 day
by 5 feet for 1 minute. The bread also provides enough
but no additional benefits.
nourishment for 1/3 day. You can eat up to six of
these confections before you vomit them up, negating
Special Compass the nourishing and hastening effects. Thus, the maximum
Wondrous item, common your speed can be increased by eating these confections
is 30 feet.
This magical compass always points towards Havdhir and
grants advantage on Wisdom (Survival) checks made to keep
from becoming lost while venturing towards the city. Tiny Gelatinous Cube Inside a
Terrarium
Adventuring gear (50 gp)
Stocking Cap with Hidden
Compartment This terrarium holds a minuscule gelatinous cube inside. As an
Adventuring gear (100 gp) action, you can open the terrarium to release the cube. The
cube is too small and young to do any real damage to most
This hat can be used to hide various items. The hidden
living creatures but can be used to clean up or slowly dissolve
compartment in the hat can hold 1/4 cubic foot of gear
dead organic material. When released from its terrarium, the
weighing up to 8 pounds. If a creature is investigating you to
cube moves 5 feet each hour, cleaning the area of organic
attempt to find an item or detect a hidden object and that
matter that is not a creature. The cube can be placed back in
item is held in the secret compartment of the stocking cap,
the terrarium as an action. The cube has 1 hit point, AC 10, Str
the creature has disadvantage on its Wisdom (Perception)
1, Dex 10, Con 8, Int 1, Wis 10, and Cha 2. The cube must eat
check to uncover the item. It takes an action to put an item
organic matter once per day, or it perishes.
into or to take an item out of the stocking cap.
Vampire’s Fang
Stolen Signet Ring Adventuring gear (15 gp)
Adventuring gear (10 gp)
This fang can be added as a material component to any
This ring looks suspiciously like one from one of the noble necromancy spell that deals damage; the fang is consumed
families in Havdhir. While you are wearing it, you have in the casting. If the spell deals damage to a creature, the
advantage on Charisma checks made to pass as a noble in creature takes 1d6 necrotic damage in addition to the regular
Havdhir, but the original owners of the ring are looking for spell damage dealt, and you regain a number of hit points
the person who stole it. equal to the damage dealt.
This paste causes hair to clump and stick together in an almost A sealed missive directed to the Triumvirate. The seal has
cement-like finish. In addition, the paste gives off a terrible been broken, and the missive has been partially removed.
odor that can be smelled up to 50 feet away. After application,
the stench and solidity of the hair remains for 8 hours. “It came to my attention that Barnacle Barrows is under the
near-constant effect of ‘sea lung disease.’ While some believe
this ailment to be a natural one, I believe it is the result of an
Very Convincing Fake Beard ancient curse that’s afflicting that portion of Havdhir. I have
Adventuring gear (50 gp)
spent years formulating a way to protect the poor folk of
While you are wearing this beard, you have a +1 bonus to the Barrows from this disease. My studies have revealed that
Charisma (Deception) checks made to disguise your identity. the mist enveloping the Barrows is infused with some form
of dark magic, and I believe the following remedy will aid in
alleviating the curse:
Stolen Scrolls Spread 1 jar of honey above the door of your home at night,
speaking the following phrase while doing so: ‘Ich ghal,
shebock, depthnah gil-tuk.’ Inscribe the following symbol
Book: Curses and Their Practitioners onto the door frame in honey, and spray a coating of lemon
Writing (20 gp) juice onto the symbol. After each night this is done, it should
guard those within the dwelling for a day or so. I have had
A book detailing various curses, their rumored remedies, and no luck in determining the origins of this curse nor how to
notable historical practitioners of dark magic. permanently remove it, but perhaps this knowledge will spare
some poor creatures from its effects.”
—Corvhus Gweth
Book: Necromancers of the
Darklands Following the instructions in the missive requires a successful
Writing (10 gp)
DC 13 Intelligence (Arcana) check to inscribe the symbol and
A handwritten diary with detailed information regarding to recite the appropriate phrase. Materials needed are a jar of
necromantic practices of the vampires of Mornhaven and the honey (costing 1 sp) and a lemon (costing 1 cp). On a success,
surrounding areas; the book is stained with a copious amount those who complete a short or long rest within the home
of blood. within the next 9 hours are immune to sea lung disease for
the 24 hours following the completion of that rest.
Book: Tales of the Usurper The missive includes a crude map with an X on it, seeming
Writing (5 gp) to indicate a location to the south of Havdhir. A successful
DC 13 Wisdom (Survival) check is enough to easily discern
A book with most of the pages torn out or burned, it contains the location.
information regarding someone called “the Usurper”: a
supposed despot ruling the ancient city of Shjekhel. This map leads to Bugbear Grove; see the “Burning Bugbears”
side quest on page 106.
Bioluminescent Mushroom Curse. This cylinder is cursed. By touching it, you become
Adventuring gear (1 sp) instantly attuned to the cylinder (if you are not already
attuned to three other items), and the curse extends to you.
This mushroom gives off a soft light, providing dim light Until you are the target of the remove curse spell or similar
in a 5-foot radius for 1 hour after it is picked. If it is eaten, magic, you suffer from agoraphobia and do not wish to enter
open spaces; refusing to leave buildings, caverns, or other
it causes the consumer to give off a soft glow for 4 hours,
enclosed areas for areas in the open air. You do not believe
shedding dim light in a 5-foot radius. While glowing in this
that you are cursed, and you do not want to be cured.
way, the creature has disadvantage on Dexterity (Stealth)
checks made to hide.
Mop of the Perfectionist
Wondrous item, common
Normally found in swamps, eyebright is a rare flower that Partial Ancient Dwarvish
can be used to cure the disease known as sight rot. Given Translation
an hour, a character who has proficiency with an herbalism Writing (250 gp)
kit can turn the flower into one dose of ointment. Applied
to the eyes before a long rest, one dose of it prevents the This discolored sheet of parchment is covered with writing in the
disease from worsening after that rest. After three doses, the magical script known as Ancient Dwarvish. Some of the runes
ointment cures the disease entirely.
have modern letters added beneath them (see page 198).
Summon Cube. While attuned to the sword, you can use your
action to summon a Small gelatinous cube in any space you
can see within 20 feet of you. The cube has a speed of 0 and
cannot take any actions other than Engulf. The cube has 68
hit points, and its Engulf action deals 1d6 acid damage when
the cube enters a creature’s space and 2d6 acid damage
at the start of each of the cube’s turns. Its statistics are
Skeleton Key otherwise the same as an ordinary gelatinous cube. The cube
Wondrous item, common remains until its hit points are reduced to 0, dissolving when
it is destroyed. The cube does not obey any commands. Once
This intricate key’s teeth swirl around the bow (handle),
you have used this sword to summon a gelatinous cube, you
constantly forming new patterns. While holding the key, you
cannot do so again for one week.
can cast the knock spell from it once; after which, the key
becomes a nonmagical, mundane key that matches the lock
which was opened by the knock spell.
Wand of Reversal
Wondrous item, rare (requires attunement)
Your fist is coated in rock and earth. For the duration, you
have advantage on Strength checks. Water to Rum
1st-level transmutation
On each of your turns until the spell ends, you can use your
Casting Time: 1 action
action to make a melee spell attack with your fist against
Range: 10 feet
a target you can reach. On a hit, the target takes 3d6
Components: V, S, M (1 silver piece and a drop of pure
bludgeoning damage.
alcohol)
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot
Classes: Bard, Wizard
of 4th level or higher, the damage increases by 1d6 for every
two slot levels above 2nd.
Within a 5-foot-radius sphere centered on a point you can
see within range, all nonmagical drink transforms into an
alcohol of your choice.
A p p e n d i x : D i s e a s e sP a&g e
C uTri ts le es 277
Port City of Havdhir Paying the Grifter's Guild…
a Visit
Sea Lung
Sea Lung is a respiratory disease caused by the heavy fog
Tetanus
hanging over the Barnacle Barrows district.
This disease causes muscle cramps and seizures.