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Only Crits: A Dance with Destiny Adventure

The Only Crits Adventure Compendium provides a collection of adventures, including 'A Dance with Destiny,' a 3rd level adventure featuring a wizard named Kabute who seeks help to rescue a princess and regain his powers. The adventure unfolds in various locations, including a quiet inn, a dangerous forest, and an ivory tower, with multiple encounters and challenges for the players. Additionally, 'A Fowl Endeavor' is a 1st level adventure where a village enlists the party's help to defeat a winged monster threatening travelers.
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0% found this document useful (0 votes)
51 views74 pages

Only Crits: A Dance with Destiny Adventure

The Only Crits Adventure Compendium provides a collection of adventures, including 'A Dance with Destiny,' a 3rd level adventure featuring a wizard named Kabute who seeks help to rescue a princess and regain his powers. The adventure unfolds in various locations, including a quiet inn, a dangerous forest, and an ivory tower, with multiple encounters and challenges for the players. Additionally, 'A Fowl Endeavor' is a 1st level adventure where a village enlists the party's help to defeat a winged monster threatening travelers.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Only Crits Adventure Compendium

Every currently released adventure from Only Crits, arranged in alphabetical order
A Dance with Destiny
In a quiet tavern in a quiet village, devoid of adventure, a grand wizard has summoned the
land's greatest heroes. Or so he thinks...
Written By
Nick Fai
Kabute will act as if the party is the one hired for his
Overview adventure until notified otherwise,and after he will insist that
A Dance with Destiny is a 3rd level Only Crits adventure even though they may not be the one's hired they are still his
intended for a party of 4. The adventure begins in a quiet inn last chance to save the princess and regain his powers. If the
nestled into the side of a small trading outpost located group is not convinced or remains unmotivated by honor,
several miles outside of the large city of Khevar. Some may Kabute will remind them that he was once a powerful wizard.
be here as just another stop on a grand adventure, while Upon the return of his powers Kabute will grant them their
others may frequent this inn as part of everyday life. hearts desires, via the usage of a single Wish scroll that he
Nevertheless, destiny has brought a small group of insists only he can use.
individuals together under the roof of The Sleepy Lyre. He no longer has the scroll in his posession but is confident
that it was stolen from him by whatever power lurks in the
The Sleepy Lyre middle of the Oskos Woods. The party may then immediately
follow Kabute out the door, or choose to rest a night in the
To begin the adventure read the following text box aloud and inn and set out in the daytime after a successful DC 15
allow the party members to make introductions. Wisdom (Persuasion) check on Kabute.
The Sleepy Lyre, a quiet inn tucked into an even quieter town, 1. On the Road
has never been a place for adventure. Double doors open to
reveal a quite modest establishment, wooden tables line the A long and winding road marks the beginning of a short
walls, and the only sounds that may be heard are the snores of journey to the outskirts of the Oskos woods. The landscape is
the dwarven bartender. barren at first, but as the marks of logging recede, they are
replaced by a subtle yet constant feeling of dread.
This inn is completely abandoned, except for each member of
the party, as well as Vodas, a stout and completely asleep Several hours into their journey, which will either take place
dwarven bartender. Allow the party to notice and interact around 10pm or 10am, depending on whether the group
with each other and encourage introductions. If woken from chose to rest, a small overturned carriage can be seen in the
his slumber, Vodas will happily serve his new patrons any distance. As the carriage is approached, a tree can be seen
type of ale their heart desires. laid out across the road. A DC (15 in the day/20 at night)
Wisdom (Perception) check reveals marks along the side of
the road that suggests the tree has been dragged there. Upon
Kabute the "grand" wizard closer inspection of the carriage, a one armed Hill Giant will
After an adequate amount of time has passed, at your come running through the undergrowth and attack the party.
discretion, interrupt the party members with the arrival of a Since the hill giant only has one arm, remove the multiattack
new figure. feature from his statblock and reduce AC by 1.
Suddenly, the double doors to the inn swing open and in runs
Treasure: A DC 10 investigation check of the carriage will
reveal three potions of healing, and a single set of studded
a diminuitive figure. Panting heavily,an incredibly old,
leather armour. The hill giant has a large purse of gold
incredibly short, pale blue rock gnome appears screaming "We containing 50GP
must go at once!"
2. The Broken Bridge
This new arrival reveals himself to be Kabute, a powerful
wizard tasked by the King of Khevar to free his daughter and Several hours pass, and the intermittent shrubbery is gradually
only heir from the clutches of an evil power located in the replaced by a thickening set of trees. A rushing river encircles
woods of Oskos. Brash and headstrong, Kabute rushed into the forest for as long as the eye can see. What once appeared
battle with this evil, and was subsequently stripped of both to be a thin wooden bridge is now in shambles, leaving no
his powers and memory of the encounter. It appears that in
an attempt to free the princess and regain his powers he sent obvious way to cross the river. On what look to be the remains
word for the nation's most powerful adventurers to meet him of the bridge are the words "It's easier this way" scribbled
at the Sleepy Lyre. Unfortunately, due to the memory loss he hastily onto a piece of parchment.
suffered he completely forgot to send out the invitations.
In a last ditch effort to stop the evil contained in the forest 5. The Tiny Hut
from spreading, it appears that a concerned faction has
destroyed the one entrance and exit into the Oskos Woods. The tiny hut is locked, but the door can be easily broken down
The river is quite wide and the current appears exceptionally via a DC 10 strength check, or unlocked with thieves tools.
strong, but fortunately it appears to push objects onto a small The hut is mostly barren; except for a small bed, a nightstand,
beach a few metres down the river. Adventurers may choose and a desk. The desk drawer is locked, and if the handle is
to battle the tides via a DC 20 strength check. On a success touched, a DC 15 Intelligence saving throw must be made to
they cross the river, while on a fail they are swept back to the avoid 4d6 psychic damage.
beach. On the small beach there is a solitary member of the
Tortle species. Jar the Tortle is a quiet, peace loving Tortle The tiny door gives way easily. Inside the tiny hut it smells
just out basking in the sun. Jar may be convinced to vaguely of rot and dust. The hut consists of a single room with
immediately ferry the party members across the river on his a single bed, a desk and a nightstand.
back via a DC 18 Charisma (Persuasion or Intimidation)
check. Otherwise, he will ask for a small performance by any Treasure: Inside the desk drawer is a spell book with a small
of the party members to brighten up his day. Upon a DC 14 note in it reading "be careful what you wish for" the
Charisma (Performance) check made by any adventurer Jar spellbook contains the spells Animate Dead, Life
will clap merrily and ferry the group across the river. Transference, and Hideous Laughter. There is a pouch of
To the member that performed, Jar will grant them a small 24 gp in the nighstand. Upon a successful DC15
token of his appreciation in the form of a Potion of Animal Investigation check of the bed, it is revealed that there is a +1
Friendship If Jar is attacked by the party he will immediately Wand of the War Mage tucked underneath the pillow.
enter his shell (AC: 22) and spend his turns begging for
mercy.
6. The Ivory Tower
3. The Oskos Woods Upon entering the tower, faint ethereal sounds of what may
The Oskos Woods is a dangerous and confusing place, home once have been beautiful music can be heard spilling down
to many a lost or even dead traveller. Fortunately, Kabute from the top of the grand staircase that dominates the main
appears to know where he is going, although he doesn't quite floor. Suits of armor rusted over and in disarray line the sides
remember why or even how he possesses this knowledge. of the room, joined only by thick cobwebs.

The Oskos Woods is an unpredictable place, and adventurers Most of the tower appears long abandoned, filled with
may never know what to expect. In determining which cobwebs and the occasional unidentifiable skeleton. The
challenges face the adventurers, roll on the adjoining table. bottom floor consists entirely of a grand foyer, which is lined
This is an excellent opportunity to either prolong or shorten by suits of armors which are far too rusted over to be donned
the session via number of dice rolls. by any of the adventurers. However, on either side of the
staircase there appear to be two perfect suits of plate armor.
Roll Encounter Upon investigation of the armor, or attempting to move up the
1-4 1 Giant Constrictor Snake, 1 Constrictor Snake staircase; the two suits of armor will animate and attack the
party. These are Animated Armors and are also joined by a
5-8 4 wolves, 1 Dire wolf Flying Sword wielded by one of the suits.
9-12 2 giant spiders
Treasure: Once defeated, and if they were not destroyed in
13-16 A lost traveller, use Veteran statblock the process; the Flying Sword can be used as a +1
17-20 A Doppelganger longsword, and the once Animated Armor can be donned
and considered Plate Armor.
4. The Sun at last
7. The Princess and the Bard
After countless twists and turns the darkness of the forest is
Upon reaching the top of the grand staircase the music fades
replaced by blinding light, as the forest path opens to reveal a
large grass clearing occupied by two very different buildings. away into nothingness and an unexpected scene graces your
sight. A beautiful princess in a golden tiara sitting down in
On one side, a tiny ramshackle hut. On the other, an ivory
front of a mirror humming and absentmindedly brushing her
tower, gleaming in the last rays of daylight as the sun slowly
disappears over the horizon. hair. "Come in and relax! I'm sure you've all had a long
journey"

If the party chooses to approach the tiny hut first go directly


to The Tiny Hut, if they choose to approach the ivory tower, Unbeknownst to both the party and Kabute, the princess of
go directly to The Ivory Tower. the ivory tower has already been slain, and replaced by
Serena (see Appendix A for stat block), a once-servant
minstrel for the ivory tower who grew jealous of the
princess's immense power and beauty.
What was once a beacon of hope and happiness, soon The chest may be unlocked with the key found on Serena's
became one of darkness, as her power grew and dilluted out body or forced open via a DC 10 strength check. Inside the
into the neighbouring woods of Oskos, twisting the peaceful chest is one Wish scroll as well as the dead body of the
creatures that resided within. Serena is under the effects of a princess and a small gemstone.
disguise self spell and the party may discern that this is not
the true princess with a DC 19 Intelligence (Investigation) As the chest opens, a rush of magical energy flows into Kabute
check. The pary can talk to Serena and try to figure out from a small black gemstone in the corner of the chest. But
what's going on. She will play dumb, pretending to be the before he gets the chance to celebrate tears begin to form in
princess, and even offering her thanks for the attempted
rescue even though she's clearly alive and well. These can be his eyes as he sees the very still body of the princess lying in
recognized as lies with a DC 18 Wisdom (Insight) check. the chest. "A promise is a promise, and I'll grant you this
Serena also clearly behaves strangely towards Kabute. If the wish", as he picks up a single scroll. "But i beg of you, please
party is unable to discern what is wrong, Kabute takes consider using it to bring her back."
matters into his own hands.
From this moment on, it is completely up to the party to
"But where is this grand evil we are supposed to be rescuing decide how they would like to use this power, for good or for
you from?" says Kabute in a somewhat wheary tone. The evil. Kabute will use the scroll word for word with any request
princess laughs lightly and says "Don't you remember? It's that the party decides on, and it is up to the DM to interpret
me." as the delicate face of a young princess slowly fades to it's possible positive or disastrous effects.
reveal the striking features of an elvish lady with a deadly
smile. Concluding the Adventure
This oneshot can be used as a standalone adventure or as a
As soon as her transformation is complete the closest party way to kick off a longer campaign. If the party decides to use
member must immediately make a DC 15 wisdom saving the Wish for selfish reasons, it is entirely up to the DM as to
throw or consider themseves under the effect of the Deadly how to interpret and fulfill their wish. Perhaps Kabute will
Smile effect. Serena will then engage the party in combat. hold a grudge, and return later to make them regret their
decision. Perhaps this was a test by a higher power to see if
A Difficult Decision they were in fact deserving of further responsibilities. If
instead the princess is resurrected, she may bring them back
After the fight is over, Kabute begins frantically searching the to the King who may embroil them in a long campaign of
room for clues as to where the princess may be. There is a warfare or send them off to slay a dragon. It's all up to you,
large chest towards the back of the room. the DM.

Appendix A

Serena Spellcasting Her spellcasting ability is Charisma (spell


save DC 15, +7 to hit)
Medium humanoid, chaotic evil
At Will: Disguise Self, Message
Armor Class 14
Hit Points 45(12d4 + 15) 1st Level (4 slots) Hideous Laughter, Dissonant
Speed 30ft. Whispers
2nd Level (3 slots) Suggestion, Heat metal
STR DEX CON INT WIS CHA 3rd Level (2 slots) Fear, Bestow Curse
8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 20 (+5) Actions
Condition Immunities None Rapier. Melee Weapon Attack: +7 to hit, reach 5ft., one
Senses passive Perception 16 target. Hit: (1d8+3) slashing damage.
Languages Common, Elvish, Dwarvish Bonus action: Deadly Smile (3/day) Serena targets one
Challenge 4 (5524 XP) humanoid she can see within a range of 30ft. They
must suceed on a wisom saving throw (DC 15) or fall
Bardic Resistance. Serena has advantage on all savings under her spell. On a fail, the target cannot take any
throws against being charmed, paralyzed, or hostile action towards Serena on their turn and must
incapacitated. use all of their movement to approach her. Whenever
Lucky(2/day). Serena can reroll one saving throw or an attack is made against Serena, the affected
attack roll made by her. humanoid must reroll their saving throw. On a fail, they
must use their reaction to dive in front of the attack,
redirecting the attack to themselves.
A Fowl Endeavor
A set-upon village seeks help with a vicious winged monster
Written By
Rory Hoffman

Overview

A
Fowl Endeavor is a first level adventure that Upon approaching it they are attacked by a group of
takes approximately 2-4 hours. The adventure is citizens from a nearby town. After realizing their mistake the
designed to either act as an introductory villagers cease their attack and beseech the party to rid the
module for a party or as a one-shot. It can also area of whatever has been attacking travellers. They will
act as a bridging session as your party travels reward the PCs upon proof of riddance. The party is directed
between places. While this is a first level to a lake with a strange floating manor in the middle. After
adventure we encourage using the scenario and raiding the manor the players meet Madame Mallardy
locations at higher levels. Let us know how it goes and how DeDuckington and her brood, who defend their house with
your party succeeds or fails at their endeavor! The party honor.
happens across a strange crystallized creature in the middle
of the road.

The Crystallized Creature

I
n the middle of whatever road your party is trudging
down together they come across a strange formation Muzi Irrazak
in the middle of their path. It’s very large, and Muzi Irrazak is the one with all the information. She will call
through the material a long-headed winged creature off her troops if she drops below 10HP, or if two of her
can be seen. The head comes to a sharp point and soldiers die. She will apologize for attacking and explain the
there are talons on the end of the feet. Anyone who situation. She’ll admit the next town over, Lino, has been
wants to examine further can make a DC 18 Nature effectively cut off as a trade route because of someone or
check on the animal inside, or a DC 14 Arcana check on the something attacking those who use this road. If pressed she
strange crystalline structure. If they succeed on their Nature will confess she fears it’s a dragon, but that’s just a gut feeling
check they’ll be able to tell that the creature is not a dragon borne of many years fighting in the wildlands. Also because
or dragon wyrmling despite its great size and features. If they of the strange tracks that she’s found near the road which she
succeed on their Arcana check they can see that the crystal is doesn’t recognize.
actually a magical, unmelting form of ice. If the party takes a If questioned about why she attacked the party she will say
few moments to examine the structure then allow them to it was the prudent move since nobody had actually seen what
before attacking. If they try to avoid it, attack them was attacking, it could just as well be bandits.
immediately. They can spot the attacking villagers with a DC Muzi also claims she doesn’t know what the crystal is or
14 Perception check. The villagers attack from two sides, the where it came from. This can be revealed as a lie with a DC
hills on either side of the crystal. They do their best to stay in 14 Insight check. If called out on the lie she’ll say she’s heard
small, clustered groups to help each other out. The villagers rumors that it was a fearsome beast that a powerful wizard
consist of two Guards and two Tribal Warriors. They are froze with his dying breath. His death lent a power to the
accompanied by Muzi Irrazak, the mercenary that is spell to cause the ice never to melt. This last claim, about the
currently leading this little forward party. Use the Thug stat ice being unmeltable, can be uncovered as a lie with a DC 15
block for Muzi. Insight check. Muzi is actually in possession of the Amulet of
True Frost (item info in Appendix A) worn by the wizard,
Coming over a small rise you see a bend and two hills, one on which can be used to reverse the spell if it is pressed against
either side of the road. Sitting almost dead center in the path the ice. Muzi will never admit to having the amulet, nor its
is a strange crystalline structure, about twice the size of an existence, whether she is called out on it or not.
Players can make a DC 10 Survival check on the tracks to
average horse. It is a sharp, opaque blue, and at some angles it
determine which direction they were heading. If nobody
almost seems as though there is something inside. succeeds on a check or attempts one at all, use the Giant
Winged Silhouette description below to indicate which
direction they should go.
Giant Winged Silhouette
Following the tracks or the winged creature takes the party in
the direction of Lake Ishiga. The villagers are happy to let the
As you stand around talking and thinking something blots out party know about the lake, but they'll refuse to follow because
the sun. A huge silhouette, wings spread wide enough to of the strange structure that stands in the middle. That and
shade your eyes from the light passes across the sky heading they fear they'll miss their chance if they leave their post by
north west. the strange crystal. On their way to the lake the players will
be followed by a strangely large number of ducks. If any PCs
make a Perception check while they're walking, about an
hour's journey, they'll notice the ducks. A DC 12 Nature
Wandering Ducks check confirms that this is not usual duck behaviour. The
reasons for the strange behaviour ar not clear.

DeDuckington Manor

D
eDuckington Manor sits in the middle of a small 2. Nesting Area
local lake called Ishiga. It is constructed from
fallen trees and driftwood. It’s a simple This room is mostly occupied by a large nest. Three huge
structure, two floors and six rooms. There are pale-blue eggs sit nestled in the nest, and a team of Goblins
two large entrances on the first floor and one on sit around it. There are two Goblins and one Hobgoblin. If
the top, which make for easy entrance and exit the PCs did not attempt to enter the room or manor stealthily
for the occupants. The inside smells of wet then the Goblins will be standing with weapons drawn when
down and waterlilies. Every wall and floor is moist, and every the party enters this room. They will assume the PCs are
now and then some lake water will seep through the cracks here specifically to raid the nest, with full knowledge of the
on the bottom floor. Despite this the house itself is appearance and nature of the Manor’s owner. Any questions
structurally sound and impressively large. There is no about Madame Mallardy DeDuckington will only confuse
descernible way to the center of the lake, however there's lots them or be seen as a trick to distract them. They will freely
of fallen trees that look like they could float. The lake is also admit they’ve been hired to protect the eggs in return for food
not that big, so swimming to the manor is an option should and lodging, and will attack anyone who refuses to leave the
the party not have another way there. room.
They will focus on whoever is closest to the eggs, and fight
A strange structure bobs in the middle of the lake, about 100 to the last since there is nowhere to flee. Recognizing the
feet off-shore. Shaped like a stately manor house, the building eggs as being duck eggs takes a DC 14 Wisdom (Nature)
looks like it was constructed with discarded branches and check, though these are of considerably larger size than
driftwood that fell into the calm waters. The walls are thick
with reeds. A huge framed doorway faces your direction.
average.
It is clean and bright in this room, but also cramped. A massive
1. Fishing Hole nest sits in the middle, and some grunting stops as you enter.
The first room through the big door allows the players to see You can just barely see over the rim of the nest to the three
up to the second floor balcony as well as down into the lake. pale blue eggs that lie inside. Three goblinoids surround the
There is a hole in the wooden floor that allows for easy nest.
access to the water. The balcony that runs around the inside
of the second floor is visible, but no way up can be seen from
here. 3. Feed Room
Here sits a long cage with various creatures living inside. A
The strange manor creaks and groans around you, the wooden
Piercer a Kuo-toa and two Flying Snakes are being kept in
materials rubbing back and forth with the gentle waves of the this cage as future meals. Each of the creatures are wary
lake. The entranceway opens to a large room and you can see since they were captured by goblins working for Madame
all the way up to the ceiling, a wrap around balcony occupying Mallardy. If anyone unlocks the cage the creatures will
the second floor. Three doors lead out of this central room, assume they are being brought out to be eaten and fight to
two on the left wall and one on the right. A large hole is neatly
stay in the cage. The Goblins have the key to the cage, or it
can be picked with a DC 12 Sleight of Hand check. There is
cut in the middle of the room, and water laps at its edges. In
also a secret door at the back of the cage leading to the
the back wall there is a large open air window, nearly as big as Goblin Living Chambers that can be discovered with a DC 12
the door. Investigation check. On the opposite wall across from the
cage is a large trough full of regular bugs and insects, used
either to feed the larger food or for casual consumption.
The door opens to a room longer than it is wide. Bars span the The smell hits you first. A strangely sweet smell, accompanied
right hand wall containing four strange creatures. Slimy, by the familiar waft of compost. Racks of weapons line the
cowering things clearly terrified of everything around them. walls and four padded mats lie arranged in the middle of the
One is slug-like and pink, another stands on two legs but has room. Four ducks, about the size of large dogs, are sparring on
the head of a fish, and above them two winged snakes flutter the mats. Each of them has a weapon clasped in their beak.
nervously back and forth. Across from the cage sits a long
trough, filled to the brim with regular bugs and insects.
7. Duckling Bunks
There’s a pot in the middle of the room here, with grubs to be
snacked on whenever the ducklings feel like it. Rather than
4. Goblin Living Chambers actual bunk beds or beds at all, the ducklings sleep in small
This is a cozy little room with a fireplace set in the back wall. divots of down that have been cast off from their mother.
It has a chimney leading up but the fire is only lit if the Three Ducklings are unarmed and sleeping in this room. The
players approach at night. This room is deserted, as the players must make a DC 12 Stealth check or wake them.
goblins spend the vast majority of their time in the Nesting There is also a trunk at the back of the room which contains
Area ensuring the safety of the eggs. Along with two a Cloak of Protection along with other shiny objects and
coinpurses with 50 gold each lying near the cots, sitting rocks totalling a value of 175 GP if sold. If the ducklings are
grubbly on the table the goblins use to eat is the contract of awakened they’ll flee to their mother’s room and warn her of
their employment. There’s also a +1 dagger hidden under one intruders, then remain there to help her.
of the goblins pillows that can be found with a DC 14
Investigation check. The sounds of gentle snoring mixed with quacks drift gently
through the room. Eight big balls of fluffy feathers sit arranged
It smells vaguely of warmth and smoke in here. Three cots are in two rows, each with a divot formed in the middle. Three of
set up around a table and chairs. A fireplace and chimney is set those divots are filled with what at first appear to be more
into the back wall. Bones, plates and cutlery clutters the table discarded feathers, but after closer inspection you can see that
along with a sheaf of paper. The cots are grubby and unmade. these are ducks, about ten times the size of an average
mallard.
5. Upper Balcony
Here is where Manny the goose spends most of his time. 8. Madame Mallardy
Manny sits in front of Madame Mallardy DeDuckington's DeDuckington's Room
Room with an ordinary garden rake in his beak. Anyone who
approaches Manny must make a DC 12 Dexterity saving Daylight filters in through a huge bay window on the right
throw. On a failed save Manny pivots so whoever is hand wall. A soggy, tattered king-sized mattress sits in the
approaching steps on the pointed end of the rake and it flips middle of the back wall, and the stinking, bloody remains of a
up, dealing 1d4 bludgeoning damage. If anyone kills Manny
they will be cursed by his ghost. They will hear a loud wyvern lie in the left hand corner. Looming up huge, beak
honking sound at random intervals. They must also succeed bloody, twice the size of a healthy horse, sits the owner of the
on a DC 10 Investigation check to find any non-equipped item house, a huge duck.
each time they wish to use it, as it seems they have started to
misplace things. This goes for their coinpurse as well. There’s a large soft bed at the back of this room that looks
like it was dragged out of the lake. There’s another big back
The balcony has no railing, but there is plenty of space to walk, window on the right wall. Standing in front of the bed is
about ten feet away from the wall. Three doors lead off of this Madame Mallardy DeDuckington (see Appendix A). She is a
interior balcony, and as you look around you hear an indignant massive duck, approximately twice the size of an average
honk. In front of one of the doors sits a plain white goose.
horse. There’s also the corpse of a wyvern in the back left
corner that Madame Mallardy has been feeding on. Her beak
Clamped firmly in the goose’s beak is an ordinary garden rake.
is dark with dragon blood and upon seeing the party delivers
the following speech.
6. Duckling Training Room
Here is where Madame Mallardy trains her young to fend for
themselves. There are mats laid out where the infant
ducklings can practice their martial arts, as well as racks of
one handed weapons for them to spar with. Currently there
are four ducklings practicing in this room, and possessing the
aggressive nature of all ducks they attack on sight.
Speech
She is hostile but also wants to protect her household. She'll
The degradation of humanoids knows no ends. A simple duck
wait to attack until she is attacked, but she's open to other
am I, big I grant you but simple. And a simple duck has to do options. She hates the villagers with vehemence, and blames
whatever they can to make their way in this gods-forsaken them for the fate of her mate who was frozen by a vindictive
world, scraping their food from the meager breadcrumbs of wizard. She will only let the party go if they can return her
civilization. And I did it gods damn you, I survived. I built this mate to her. She may regret having to kill the party, but that
home for myself and my brood, found a loving duck and did won't stop her.
right by him, and all for naught. You kill my partner, and then in
my sorrow you come to my home to finish the job and feast
upon my succulent flesh. Do what you can, filth, but know that
in the time of tomorrow when all memory of this bloody trial
has faded to nigh oblivion and the two-legged races have been
reduced to squabbling masses, the duck will feast still upon
the bones of your kin. Quack quack.

Ending the Game

T
here are at least two possible ways your
players may proceed once they've come face to Vengeance a la Duck
face with Madame Mallardy DeDuckington: If the players can be convinced to help Madame Mallardy
successfully besting her in combat and taking take vengeance she will agree to accompany them back to the
their newfound prize back to the villagers for crystallized ice which was used to freeze her mate. As the
reward, or siding with the ducks and taking players know, the villagers and Muzi are waiting here in
sweet vengeance on those who froze Monsieur ambush. If Muzi and the villagers catch sight of Madame
DeDuckington. Here we've given a summary of what can go Mallardy they will attack immediately, whether the party is
down in each of these end game situations, but be aware the with her or not. Should the party return without completing
nature of both players and ducks can be unpredictable, so their mission from Muzi, she will no longer trust them. Her
don't hesitate to take your party in a different direction. and her squad will either fight to the death or force the party
away from town. They will not be open to a peaceful solution,
Besting the Beast since their lives and businesses are at risk. Feel free to
remind the party that dealing non-fatal blows is an option,
Madame Mallardy is angry and hostile, so don't make your should they not know how to proceed in a fight. Also, since
players feel bad about beating her in combat. Since this was the party will now have Madame Mallardy fighting on their
the task they were instructed to complete by Muzi they will be side, you can buff Muzi to a Bandit Captain stat block.
rewarded if they bring an appropriate artifact back from the
Manor. This could be a piece of Madame Mallardy's body, a
duckling, or anything you determine would be enough to On Muzi's Background
confirm the death or banishment of the terrible foe. Another Since Muzi can serve more than one purpose in
option could be burning the manor down and bringing the this module, employer or enemy, feel free to
villagers to see the ruined house. change up her background as you see fit. She may
initially come across as a kind-hearted veteran of
the outlands, but is actually taking advantage of the
On Burning down the Manor villagers generosity. She may initially seem hard
While burning down the manor is an option after and gruff but is actually grieving for a lost
vanguishing its occupants, we recommend companion, slayed by a dragon or other winged
claiming the wood is too waterlogged to properly beast.
burn should the party attempt to commit arson
against it prior to entering.

The reward for besting the beast is 75 GP per party member,


as well as a Spell Scroll of Entangle and a +1 Weapon
(your choice). The villagers scraped together pretty much
everything they had in order to reward the party and get
business in their town back on track. If the players join the
villagers at their town before moving on they will also get free
drinks and rooms for a night. You can continue the adventure
or end happily there.
If Muzi and the villagers are defeated, lethally or not, the
Amulet of True Frost will be made present. Muzi will either Thanks for Playing!
drop it or use it as a distraction to attempt to escape. Please don't ever hesitate to reach out to us if you have any
Madame Mallardy will recognize the amulet as what froze ideas, questions comments or concerns about our
her mate, and urge the party to press it against the crystal adventures. We are constantly looking to improve and grow
structure in the hope that it may save her love. It will work, so our library and we wouldn't be able to do that if it wasn't for
long as the party did not use the last remaining charge players like you. Thank you for taking the time to read and
previously. If they have, a quest for the scale of an Ancient play A Fowl Endeavor . May the ducks ne'er quack a poor
White Dragon is a noble endeavor. Madame Mallardy has no word in your direction.
gold or magic items to offer the party, but she will present
them with a reed whistle that they can use to summon her if Credits
they are ever within 10 miles of Lake Ishiga. Her and
Monsieur DeDuckington will fly happily into the sunset Big thanks to Dungeon Scrawler and the Homebrewery for
together. The party may now continue their journey to their tools. Map images courtesy of Daniel F. Walthall, Drive
wherever it was they were going. Thru RPG [Link]
license CC BY 4.0
[[Link] no changes
have been made.

Appendix A
Madame Mallardy Dead Eyes. Anyone who looks Madame Mallardy
straight in the eye must make a DC 12 Intelligence
DeDuckington saving throw or become Frightened until the end of
Large Beast, Chaotic Neutral their next turn

Armor Class 12 Actions


Hit Points 92(10d8+12) Peck. Melee attack: +3 to hit, reach 5 ft., one target.
Speed 20ft., 40ft. swim, 60ft. fly Hit: 5 (1d6+2) piercing damage
Buffet. Ranged Attack: +4 to hit, reach 20 fit., cone.
STR DEX CON INT WIS CHA Hit: 4 (1d4+2) bludgeoning damage, and must
15 (+2) 9 (-1) 14 (+2) 12 (+1) 9 (-1) 11 (+0) succeed on a Strength saving throw or be pushed back
20 ft.
Condition Immunities Charmed
Senses passive Perception 9 Legendary Actions
Languages Common, Quackrean Wrench. Once per day when taking damage from a
Challenge 1 (300 XP) melee weapon attack Madame Mallardy can choose
instead to disarm the attacker and keep the weapon for
Brood love. If Madame Mallardy is made aware of any herself, clenched in her beak. Attacker muse succeed
harm befalling her children she will become enraged, on a DC 15 Strength saving throw or lose the weapon.
having advantage on all saving throws and skill checks If she uses her Peck attack while holding a weapon she
for 10 minutes. adds the weapon's damage to her base damage.
Duckling
Medium beast, lawful bogus

Armor Class 11
Hit Points 25(4d12+1)
Speed 20ft., [Link]

STR DEX CON INT WIS CHA


13 (+1) 7 (-2) 12 (+1) 10 (+0) 9 (-1) 10 (+0)

Condition Immunities None


Senses passive Perception 9
Languages Quackrean
Challenge 1/4 (50 XP)

Paddling Tactics. If another Duckling is in front or


behind this duckling they get a +2 bonus to AC and
saving throws

Wield. Ducklings can wield one handed weapons,


and add their damage rolls to their peck attacks on
hit.

Actions
Peck. Melee Attack: +3 to hit, reach 5ft., one target.
Hit 4 (1d4 + 2)

Amulet of True Frost


Legendary
Cost: 15,000 GP
This Amulet was the life's work of Grandmaster Illio Plinkan,
a wizard fascinated by the potential of ice. He spent years
working on an enchantment to prevent ice from melting, and
succeed by combining the scales of an Ancient White
Dragon with the carefully tuned silver and copper workings
of the amulet. The first test was a success, the wizard created
a cube of ice that resisted melting even when placed directly
in a burning fire. Unfortunately, soon after its completion Illio
was attacked by an over-protective duck, and was forced to
use the amulet to protect himself, but died from his wounds.
The Amulet of True Frost has three charges. A charge can be
used to either freeze or unfreeze something. The object can
be living or nonliving, and can be up to 10ft by 10ft big. To
freeze an unwilling creature, the creature must fail a DC 20
Constitution saving throw. A creature or object frozen by the
Amulet can only be unfrozen by the Amulet. Once all three
charges have been used roll a d20, on a 1 the amulet shatters.
To recharge the amulet the Ancient White Dragon scale at
its center must be replaced. Because Illio had already used
two charges in his tests and defence, the Amulet currently
only has 1 charge remaining.
Becket’s Lost Yuletide
In the bustling Volsegrad City, one man seems to have lost all conception of who he is,
and is desperate to get his memories back before Yuletide.
Written By
Rory Hoffman

Overview

T
his is a Level 10 Only Crits oneshot adventure. It is highly recommended that the player characters are all good
aligned. The party happens across a man named Becket who begs them for help. He can only remember his name
and that he’s supposed to do something incredibly important on Yuletide evening, just three days hence. The party
agrees to help him, and talk around the city and follow clues to figure out who Becket is. They find a few people who
know him and claim he was a kindly wizard with little talent. Each of them points to a poor district on the outskirts
of the city where Becket normally lives with his wife and children. When they visit his home, they find his children
in a state of disarray and his supposed wife missing. Becket stays to help the kids while the party seeks whoever or
whatever stole the wife and memories. They find a fallen Aasimar who was bitter about Becket’s kind deeds and so stole his
memories in an attempt to claim a spell Becket was working on for himself. The spell is designed to deliver one gift to every child
when the clock strikes midnight on Yuletide. The party fights the fallen angel and successfully frees both the memories as well as
Becket’s wife just in time for Yuletide.

A City in Celebration

I
t is nearly Yuletide, the midwinter celebration that There are three clues which the party can discover to give
takes place in Plagoram, Volsegrad and Acrit. them somewhere to start seeking Becket’s identity. The first
Fighting has settled down, crime ebbs for a few days, is his accent, which identifies him clearly as originating from
and the University takes a break so that students and the Western Isles. This can be realized with a DC 18 Wisdom
staff can visit their homes and enjoy some stress-free (Perception) check.
time. Magical lanterns illuminate the streets, the It is common knowledge that the Western Islanders don’t
brewers use cinnamon liberally and eggnog flows celebrate, and so they tend to congregate along the docks of
like water. In a tavern, inn, musical hall or out on the street the Wennara River to do a polar plunge instead since
the party is met with a frantic man. He is older, stooped ever businesses tend to be full of people celebrating. The second
so slightly, with frizzy grey hair and bushy eyebrows. This is clue is a spellbook stuffed haphazardly in one of Becket’s
Becket. Becket is frantic because he can only remember two many pockets, with an inscription inside written by a
things: his name, and that he must do something of great Professor Blackfoot, which proclaims that Becket may come
importance at midnight on Yuletide. His first question upon back and visit her anytime. This can be found with a DC 18
finding the party is to ask the date. Intelligence (Investigation) check. It is a reasonable
assumption that Professor Blackfoot lives in the teachers’
Music drifts gently through the air, and despite all the ups and residences on the University campus. The third and final clue
downs of life, it is a beautiful moment. Sure the days are short is a tattoo that Becket has on the back of his left arm which
and the weather is cold, but in this collective hardship you
he had not discovered yet. The tattoo is of three names and
dates from five, six and eight years ago. A DC 18 Wisdom
understand how the people of Acrit, the mountain kingdom to
(Insight) check will allow a PC to make the leap that these
the north, have remained such a close-knit society. There is a are Becket’s children and that they probably attend the
warmth and comfort in surviving the winter with other people. Introductory School just a few blocks outside the University
As your mind drifts to what kind of magical celebrations the campus.
great magical city will put forth for Yuletide three days hence,
The Docks: The Western Islanders crowd the docks making
a frizzy haired man with bushy eyebrows rushes up to your it difficult to move around. Everyone who actually steps onto
group. “Please, I beg you,” he says in a deep but wavering the docks must roll a DC 17 Charisma saving throw. On a
voice, “what day is it?” failed save all the islanders will cheer as if the party member
is one of them and chant until they strip down and jump in
Becket will beg the party to help him find out who he is and the freezing river. Anyone who jumps in the water takes 2d8
what it is he must do. He offers whatever riches he owns and cold damage. The party must also find someone who can be
whatever wealth or fame he is bound for when he completes distracted from people drinking and jumping in the water to
his task on Yuletide. see if they recognize Becket. This can be achieved with a DC
16 Charisma (Persuasion) check.
Do you know this man?
Introductory School: The school for younglings has been
You hear the islanders before you see them. Rounding the last
completely abandoned for the winter season. It’s locked but
bend you can see, though not a direct celebration of Yuletide, not extremely secure, it can be broken into with a DC 15
these people are very happy to have some time off. Every time Strength (Athletics) or Dexterity (Acrobatics) check to break
someone approaches the dock another cheer is roused and down a door or jump a fence. The real tough part of the
the new participant strips down to their skivvies and leaps into school is figuring out the bureaucratic system and locating
the water. You can see smiles and flasks being passed around Becket’s kids’ files. A DC 18 Intelligence check gives a player
in equal measure.
a good idea of how the file system works, and a DC 16
Wisdom (Perception) check lets the party find the files
themselves.
Once they can peel someone away from the festivities that
person will recognize Becket. They won’t know him The school is dark and quiet. The hallways are a twisting maze
intimately but they do happen to have one of his business covered in fingerpaint and scrawled children’s homework. It
cards, which they claim Becket is fond of giving out around
town during weekends. The business card has Becket’s takes a handful of minutes just to locate the office that the
name, an address, and the words “Wizard Adept - Customize administrators use to house all the student files. At first this
your Spells for One Low Price!” written on them in seems like a victory, save that the room itself is an even more
shimmering gold. confusing, twisted maze of file cabinets and mixed dating

Professor Blackfoot: The Professor enjoys locking herself in systems. It doesn’t help that Becket doesn’t remember his last
her office, which can be easily located thanks to either name.
stragglers on campus or by consulting one of the many
poster-sized maps that litter campus designed to point The kids’ files have Becket’s address and also shows that the
students to their classrooms and office hours. She does so to children are often reprimanded for constantly giving other
enjoy a bottle of wine or three while she has the time to kids toys and bobbles whilst out on the playground. Other
herself. The office can be broken into with a set of Thieves than that they are attentive students who seem happy and
Tools and a DC 16 Dexterity (Sleight of Hand) check to pick well cared for.
the lock or a DC 18 Strength (Athletics) check to break the
door down. If the party breaks the door down the Professor
will insist they leave enough gold to repair it before she Becket's House
answers any questions. Professor Blackfoot knows Becket Once the party has his address, Becket’s house is easy to find.
well, but is drunk enough that she’s nearly incoherent by the Arriving there finds the house in utter disarray, with three
time the party finds her. kids scared and hiding. They can be found with a DC 14
Wisdom (Perception) check. Becket still does not recognize
Inside the door the office is luxurious but crammed. It is wider the kids, but clearly he is either extremely sympathetic
than it is long, with a massive oaken desk and bookshelves towards children or has some innate connection to these
that go all the way up to the ceiling. It would be impressive if
kids. He immediately rushes to their sides and begins
every last square inch of horizontal space wasn’t crammed
comforting them and looking after them. The kids call Becket
“dad”. His eldest boy, Eddie, says their mother was taken by a
with something. Bottles of ink, spare quills, half-eaten tall glowing man who informed him that he was taking her to
sandwiches, potted plants, carved wooden figures and, above the abandoned toy factory near the edge of the city.
all, empty bottles of wine. Sitting with her feet up, singing
quietly and apparently unaware that anyone has invaded her The house is unexceptional. Low and brick the only thing to
office, is a tiny blonde gnome. note is the door which hangs by one hinge. You push through
into the inside and see the house is entirely in disarray.
Once the Professor is coherent again she easily recognizes Clothes are strewn across the floor, glasses are broken and
Becket. She identifies him as one of her more promising faint muted sobs can be heard from somewhere deeper in the
students from decades ago. They’ve kept in touch, and house.
recently he was consulting with her about a complicated
conjuration spell that he was being secretive about. All he
would say is that he had to cast the spell by midnight on Becket is clearly stressed out about the kids. He will not
Yuletide. The last time he had been in the office was only a follow the party to the abandoned warehouse, instead staying
day or two ago, and the Professor claims he had found with the children to make sure they are safe. Eddie, however,
something in her private collection of books that would crack will dig an old artifact out of the closet the kids were hiding in
the case. That was the last time she saw him. But, she can and offer it to the party. See Appendix A for the Cloak of
happily direct the group to Becket’s personal residence. Legendary Resistance.
The saws turn on as soon as the door opens and the
The Abandoned Toy Plagorian Toy Soldier begins to attack. The soldier was
protecting a Talisman of Pure Good which was originally
Factory worn by Donum.
Donum Repetit is a fallen angel who lives in the abandoned
toy factory. He was created in ages long past as a force for As you push the door open a buzzing, whirring sound rises up
good, to bestow gifts upon the least fortunate and protect from the other side. You step forward into an ill-lit room that’s
children. But since his creation Donum went long abandoned longer than it is wide, the dilapidated tables along the sides
and he began to wonder why he was given such a purpose, leaning and covered in bits and bobs. Standing at the back wall
until eventually falling and neglecting it entirely. Upon
hearing of a wizard who was working on a spell that would is a massive toy soldier, brand new and formed in the
deliver free gifts to all the children of Volsegrad City at the regimented shape of a dreaded Plagorian. As you step across
final strike of the bells on Yuletide night, Donum Repetit was the threshold of the room the head of the soldier slowly pivots
livid and took it upon himself to stop that from happening. He and its eyes open to look at you. At the same time, the saws
hopes to hold Becket’s wife hostage in return for the spell, on the table and a huge one in the middle of the floor spin
since he hasn’t yet been able to find the scroll. into life.

1. The Foyer
The walls and floor of the big entrance to the factory has 3. The Assembly Line
been covered with runic symbols and wards have been placed The door on the left leads to a room with a series of
on the doors. There are three doors leading out of the foyer, magically enchanted slides that carry anything which touches
one each on the left and right and one on the back wall. The them through gaps in the walls to be packaged. There is a
middle of the room contains a statue of the original owner of thin walkway through the middle of the room that veers left
the factory that dreamed of building toys for the children of towards the one door near the back left of the wall,
the city, but his head has been removed and replaced with a everywhere else on the floor will move anyone that steps on it
crystal which fires electrical blasts at a randomly selected through the holes in the wall. To get off the moving pieces of
target every six seconds. The crystal is ten feet above the floor requires a DC 18 Strength saving throw. Travelling
ground, has an AC of 20 and 50 HP. It can be stopped by through a hole will take the target to the Storage Room, but it
being broken, a Dispel Magic spell or if it is removed from the will package them in a toy box, causing them to be restrained,
top of the statue. The doors on the left and right are unlocked and then drop them from tubes in the ceiling dealing 5d6 fall
and can be simply pushed open, the door in the middle has damage. There are 3 Wraiths that attack the party as they
been magically locked with an ancient key that also seals the move through the room. Each wraith claims to be the ghost
door from the far side with a real brick wall and can only be of a yuletide past, present or future, but in reality they’re just
unlocked with the same key. using Donum’s presence and hatred for the season as a cover
for their nefarious deeds.
The inside of the old factory is dingy and cold. It’s clear
immediately that this was once a happy place based on the old The door opens to a thin walkway winding its way through a
strappings along the walls that have begun to rot and fall. room of slides. To the left, right and middle metal chutes angle
Three doors each slightly different sit against each of the walls, down from the stone path towards a door on the back left. The
most notably the one against the back wall which glows room is quiet and starkly lit, and nothing seems to move.
faintly. The room has almost entirely been cleared of objects
save for an imposing statue of a man with his arms raised. It 4. The Storage Room
would be a welcoming gesture if not for the missing head, Here are towers of boxed toys that have been completed
replaced with a crystal crackling with blue energy. before the factory went out of business. The key to the door
in the Foyer is hidden in one of these boxes, and can be found
2. The Slicing Room with a DC 20 Intelligence (Investigation) check. Every time
someone opens the wrong box it explodes instead, dealing a
The door on the right leads to a room designed to cut sheets different kind of damage. It can be avoided with a DC 17
of thin metal and wood into proper shapes to be assembled Constitution saving throw, and the explosion deals 3d8
into toys. In this room, Donum Repetit has himself built a damage if they fail that check. A DC 18 Wisdom (Perception)
massive toy soldier styled after the Plegoram army, check will also reveal a secret room in the back of the storage
Vosegrad’s greatest enemy. There are four tables, two on the area which contains a tiny chest housing a Wand of Magic
left and two on the right. Each of the tables has a saw that Missiles.
runs back and forth across the top of it, dealing 2d6 slashing
damage to anyone who fails a DC 16 Dexterity saving throw
when standing on top of the table. For bigger pieces of
material there is a much bigger saw that runs down the
middle of the room, dealing 4d6 slashing damage, halved on
a successful DC 16 Dexterity saving throw.
You descend down a spiral staircase for what seems like ages, Thank You
until eventually it ends at a flat concrete floor stacked floor to
A huge thank you to the Homebrewery for their service, you
ceiling with uniform toy boxes. The boxes vary in size and can use or support them at
color, but all are bright and clearly abandoned. There are so [Link] What we do in creating
many that it makes corridors and passageways, and hides most these adventures would not be possible without services like
of the room from view. Somewhere you can hear the steady theirs, and we are forever grateful. Also, a huge thank you to
dripping of water. you, dear player, for taking the time to read or play our little
oneshot. You are the reason we continue to exist, and we will
never forget it. If you liked this adventure and want to see
5. The Back Office more, visit us at [Link] or reach out to
Donum has holed up in the back office, where once the us, we're always happy to hear from you.
owner sat and dealt with the business of the factory. He has
put Becket’s wife Mary on the desk in the middle of the room, Appendix A
and sits behind it waiting for Becket to arrive. He grows
furious when he realizes Becket isn’t there, and tells the party
he will kill Becket’s wife if they don’t return with the spell Toy Soldier
scroll containing Becket’s spell. If the party doesn’t leave,
Donum will begin to attack Mary, stopping only to defend Large construct, neutral
himself if the party attacks him in turn. The room itself is Armor Class 17
twenty feet long by forty feet wide, with a five by ten desk in Hit Points 178 (17d10+85)
the middle with Mary lying on top. Speed 30ft.
You hear the sound of bricks falling and clattering as you turn
the key, the barrier on the other side of the door disappearing. STR DEX CON INT WIS CHA
It swings open on squealing hinges. On the other side is a 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
homely office with tiny mannequins for doll dresses and
uniforms, fine instruments and a big desk right in the middle. Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks
Lying prone and unconscious on the desk is the form of a
that aren't adamantine
middle aged woman with bags under her eyes and the head of Condition Immunities charmed, exhaustion,
a stuffed bear sticking out of her pocket. Sitting at the desk frightened, paralyzed, petrified, poisoned
behind her is a towering man, glowing with dark celestial light. Senses darkvision 120 ft., passive Perception 10
His head is bald and his top half is bare, as he leans forward Languages Understands Celestial but can't speak it
Challenge 10 (5,900 XP)
with hands steepled in front of him. He looks up at you with
glowing eyes. Immutable Form. The soldier is immune to any spell
or effect that would alter its form.
Concluding the Adventure Magic Resistance. The soldier has advantage on
saving throws against spells and other magical
Upon Donum’s death, Mary comes awake. She reveals that it effects.
was her who took Becket’s memories when Donum attacked
them, so that he wouldn’t remember that he had already cast Magic Weapons. The soldiers weapon attacks are
the spell which would deliver gifts to all the children of the magical
city on the final stroke of midnight on yuletide. She worried Actions
that if he remembered he had already cast it then he would
reverse the spell in order to save her. Upon returning to the Multiattack. The toy soldier makes two attacks.
Becket residence Mary can return Becket’s memories for a
tearful and happy reunion, just in time to witness the spell go Sabre strike. Melee Weapon Attack: +10 to hit,
off to deliver gifts to all the happy children. reach 5ft., one target. Hit 19 (3d8 + 6) slashing
damage
Toy Gun (Recharge 5-6). Ranged Weapon Attack:
+10 to hit, range 120/360ft., line, Hit 15 (2d10 +
5) piercing damage. The attack passes through any
creature that it succesfully hits, stopping only when
it contacts a creature it does not hit.
Donum Repetit Actions
Medium celestial, lawful evil
Multiattack. Donum makes two melee attacks.
Armor Class 17 (Natural Armor) Fallen Blade. Melee Weapon Attack: +8 to hit, reach
Hit Points 136 (16d8 + 64) 5ft., one target. Hit 7 (1d6 + 4) slashing damage plus
Speed 30ft., fly 90ft. 18 (4d8) radiant damage
Change Shape. Donum magically polymorphs into a
STR DEX CON INT WIS CHA humanoid or beast that has a challenge rating equal to
or less than its own, or back into its true form. He
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) reverts to his true form if he dies. Any equipment he is
wearing or carrying is absorbed or borne by the new
Saving Throws Wis +9, Cha +9 form (Donum's choice). In a new form, Donum retains
Skills Insight +9, Perception +9 his game statistics and ability to speak, but his AC,
Damage Resistances radiant; bludgeoning, piercing and movement modes, Strength, Dexterity, and any special
slashing from nonmagical attacks senses are replaced by those of the new form, and he
Condition Immunities charmed, exhaustion, frightened gains any statistics and capabilities (except class
Senses darkvision 120ft., passive Perception 19 features, legendary actions, and lair actions) that the
Languages All, telepathy 120ft. new form has but that it lacks.
Challenge 10 (5,900 XP)
Legendary Actions
Angelic Weapons. Donum's weapon attacks are magical.
Donum can take 3 legendary actions, choosing from
When he hits with any weapon, the weapon deals an
extra 4d8 radiant damage (included in the attack). the options below. Only one can be used at a time and
only at the end of another creature's turn. Donum
Legendary Resistance (3/day). When Donum fails a regains spent legendary actions at the start of its turn.
saving throw he can choose to succeed instead.
Detect. Donum makes a Wisdom (Perception) check.
Innate Spellcasting. Donum's spellcasting ability is
Melee attack. Donum makes a weapon attack.
Charisma (spell save DC 17). He can innately cast the
following spells, requiring only verbal components. Healing Touch (3/day). Donum touches himself,
magically regaining 20 (4d8 + 2) hit points and is freed
At will: Command
from any curse, disease, poison, blindness, or deafness.
1/day each: Circle of Power, Destructive Wave

Cloak of Legendary Resistance


Cost: 3,500 GP, Requires Attunement
Once per long rest the creature attuned to this cloak may
choose to succeed at a saving throw. They may make this
decision before or after they roll to succeed. Additionally the
cloak adds +1 to the wearer's AC.
Emperor's End
When the world is thrust into neverending conflict, your squad will have the chance to
end it all.
Written by Rory Hoffman

Emperor's End
Introduction Amelia Ilverin III orchestrated her father’s assassination so
that she could assume power and begin a wartime campaign.
An Emperor’s end is a one shot adventure compatible with 5e The Emperor of Nvia knows of this because Amelia proposed
rules. It is designed to take 4-6 hours to complete from start they share credit for the assassination and invade a different
to finish, with 4 players beginning at level 3. This document is neighbouring province. The Emperor refused.
for the Game Master to use as an aid while running the The weapon that The Emperor has developed is not a
adventure. It contains descriptions and stat blocks for each blade or bow, but a Spectator. Upon The Emperor’s death
unique monster and magical item, as well as the layout of the Spectator emerges and fights the players.
each combat location. However, that doesn’t mean the Game
Master must be limited to the suggestions laid out here. Each
situation, character, item and plot point is open to adaptation, Overview
and we at Only Crits encourage the use of our ideas in At the beginning of this campaign the Aldrona Army has just
adventures that span farther than these pages. breached the front gates and has begun fighting in the first
ring of Immunity.
How to use this document Amelia has assembled a crack squad to infiltrate the inner
This document is designed as a set of ideas and situations to rings of the city and kill The Emperor before they can set off
use however you see fit. We have created a throughline plot to their doomsday weapon. Amelia offers the squad inside
go along with these tools, but we believe that you know your information and allows them to choose the infiltration routes
players better than anyone, so everything laid out here is they believe to be best suited to the job. They can go through
merely a suggestion. the main gate and fight their way through the streets, scale
the parapets and follow the walls to the middle of the city, or
Anything listed in these boxes is meant to be said directly to
get into the sewers and find their way to the castle through
the underground.
your players, but obviously they will need additional
Each route presents a challenge on the heroes’ way to the
information as they react to what is laid out in these boxes. castle. The Walls present a fight with guards and collapsing
That's what the other text and your own abilities are for. walls. The sewers are a puzzle with locked doors and Mimics.
The city presents warfare with roving bands of enemies, and
Background the difficulty of the second ring’s gates. Once the players get
into the castle they have the chance to loot, but they may run
The provinces of Nvia and Aldrona have been at war for the into residents of the castle.
last two years. Aldrona has pushed the army of Nvia back to Once they locate the throne room they find The Emperor
their capital city, Immunity, and laid it under siege, but sitting alone on their throne. The Emperor begs the players
through back-channels and double agents have been made to listen to the truth of the war. If they do, The Emperor tries
aware of a magical doomsday device held by the Immunity to convince them to return to Amelia and kill her, taking
City Emperor. Should the city fall, they will detonate the control of the Aldrona Army. He offers his head to prove they
device. have completed their task. If they don’t listen The Emperor
fights. Upon the Emperor's death the Spectator is released.
Leadership If the players survive the encounter they can take whatever
The Aldrona army is run by Amelia Ilverin III, Commander trophy they want back to Amelia. As the fight ends the
General. Groomed for the position since birth, she rose to Aldrona army crashes through the castle gates. The heroes
meet the threat of growing Nvia power after her father, the leave the city in a triumphant parade as the city burns around
previous Commander General, was assassinated in them.
Immunity. Her steady hand and brilliant tactical mind has
made for some sweeping victories, though her refusal to Aldoran Army Camp
acknowledge the usefulness of guerilla warfare has been her The camp is set up just west of Immunity, up on a small rise
downfall on more than one occasion. that has been recently cleared of trees. The tents are set up in
Secrets concentric circles with the largest on the outside and the
smallest on the inside. Amelia lives in the smallest tent at the
very middle of Camp.

17
Private Bill leads your squad through the circles of tightening
The passage widens after 90 feet, leading into area 1.
tents into the middle of camp. You recognize this humble
canvas to be the wartime home of Aldora Army leader,
Commander General Amelia Ilvern III. She’s a young human,
blonde with dark eyes. Some say she sleeps in her armor. As
you enter the tent she stands to her full five foot height. Her
armor and weapons both gleam with the fresh polish, but
neither as bright as the glint in her eye. The sounds of conflict
drift up from the city.

The Mission
Amelia informs the squad they are being tasked with the
most important part of the assault: securing the death of The
Emperor. The main force has breached the gate but they still
face a long fight to get into the castle.
Inside information has revealed two alternate routes, other
than going through the main gate, both of which should take
them away from the main fighting. The first is a grate on the
North side of the walls that soldiers managed to saw through.
Nobody has had the chance to go inside yet, but study of the
contents of the sewage confirms they run all throughout the
city, including to the castle. It’s dark and wet, but there won’t
be heavy armed resistance.
The final way entrance that intel has is via a scaffold
erected to the South of the gates. The scaffold will take the
squad to the top of the walls where resistance is unknown. It
may prove to offer more resistance but will give the squad a
better vantage point into the city should they need to make an
escape or offer assistance to troops in the city.
Be sure to emphasize that the course of action is up to the
players, Amelia trusts their judgement so long as the job gets
done. If players are disrespectful or insubordinate Amelia will
highly recommend the sewers because it is the most surefire
route.
After giving her orders the Commander General gives a nod to
Private Bill who leads the squad out of the tent. Soldiers bustle
past in neatly formed lines on the way to the city to the East.
At the base of the hill Private Bill bows low and gives his best
wishes. The sprawling city is marked by tall, thin towers at its
four corners, each hung with a blue and gold pennant. Behind
the walls smoke begins to rise.

From here the players must choose which entry they want to
take. Once they make their decision clear Private Bill will
lead them to that entrance. They can convince Private Bill to
come with them with a DC 15 Persuasion Check.

The Sewers
The entrance to the sewers is dripping with greenish, bracky
water and is dark immediately. Two sweating soldiers stand on
either side of the sawed off gate, each holding hacksaws. Both
snap off brisk salutes as you pass them and enter the sewer.
The passage continues for 60 feet straight forwards before
disappearing into the dark.
1. Runoff Processing Area Two Goblins are hiding behind the door to the left and two
are hiding behind the refuse pile. The Goblin Boss is hiding
behind the collapsed wall. The boss will attack the first
Ledges appear on each side of the waste. Barrels of chemicals
person that steps into the room, and the Goblins will follow
with taps sit along the sides of these ledges. The ceiling is low,
suit.
only six feet from the floor. The air reeks. The passage splits There’s a secret door behind the collapsed wall that a DC
into two, a mouldy wooden door on the back left, and a 15 Investigation check will reveal. It contains 55 GP and a
passage that continues through the back wall on the right. The Scroll of Fireball. If combat doesn’t end in 10 turns the
sewage runs from a broken grate in the middle in a greenish Swarm of Snakes joins the fight at the end of the Initiative
sludge.
order.

If they open the barrels they discover someone has been 4. The Wastemaster's Room
hiding supplies inside of them. One of the barrels contains The wooden door at the end of the left hallways opens up into
two health potions, another contains five crossbow bolts. The a small, modest bedroom. There’s a single bed and a desk
final barrel is booby trapped, opening it without a successful which holds 23 GP in its drawer. Under the pillows there’s a
DC 10 Investigation check will release a cloud of poisonous locket with a picture of a little girl inside. The locket is worth
gas. Anyone within 5 feet of the barrel takes 2d6 damage and 15 GP. The Wastemaster sits at the desk writing a letter to
must make a DC 15 Constitution check to resist being his daughter. He’s been working the job watching over the
poisoned. Inside the booby trapped barrel is a +1 dagger. The sewage to save up and leave the city. If asked he can be
wet waste runs down the center of the room. There’s a small Persuaded or Intimidated into giving up the cypher which
entrance to the outlet, if a player swims up it they find a unlocks the set of doors in section 5. If asked about other
Potion of Fire Breath wedged in the stones. They can creatures he’ll inform the PCs of the family of Goblins that
successfully swim up to area 6 with a DC 15 Athletics check, lives in the other passage and unofficially helps him sort
if they attempt to keep swimming. trash. If the party wants to fight, or tries to push through the
room without talking to the Wastemaster he will begin
2. The Right Passage combat. Use the Druid stat block. If players search his body
they will find the cypher that assists with unlocking the
The mossy stones seem to have taken on the smell of sewage security doors. He also has a heavy iron key.
as the hall narrows. The drip drip of water echoes gently on all
As you open the door you see the room beyond it is gently lit
sides. After a couple minutes of walking the floor disappears, a
with candlelight. A single bed with fraying sheets sits on the
rift savagely cracked through the floor and ceiling ten feet
left hand wall, and there’s another modest door on the right
across.
hand wall. Across from you is a modest desk with mismatched

The right passage narrows so that PCs have to continue legs. At the desk sits an old half-elf with gray hair scribbling
single file. 40 feet down the passage there’s a rift in the floor. furiously. As you enter the room he spins, a wild light in his
It’s a DC 12 Athletics check to jump across the gap. There’s a eyes.
plank of wood on the other side that can be laid across to let
the others across. The rift is 10 feet deep and there’s a 5. Security Doors
Swarm of Snakes at the bottom. If nobody falls or looks
down the pit the Swarm of Snakes exits the rift and follows The Security doors were put in place in case anyone ever
the party down the passage. infiltrated the sewers. Before the sinkhole opened up the
right hand passage this was the only way through the
3. Goblin Den underground to the castle, so the doors were put in place to
prevent people from wandering in. The first door is made of
The passage widens once again because of a natural wood, and instead of a handle and keyhole it has a circular set
sinkhole. This area is where a small family of Goblins lives. of numbers, and a rotating set of letters set inside of the
They scavenge through the sewers for food. There’s 4 numbers. Matching the rotating circles on the doors to the
Goblins and a Goblin Boss. Unless the party was stealthing one in the cypher will open the first door. Strength check DC
the Goblins hear them coming and hide. 15 to break down.
The passage widens once again into a round room with a Beyond the Wastemaster’s room lies a carefully constructed,
campfire in the middle and two doors, one across from you dark wood door. There are no gaps between planks, or gaps
between floor and ceiling, wood and lint. Where the handle of
and one to the left. The smoke is funneled out of a crack in the a door normally lies, there is only a dial, a rotating set of letters
ceiling. Five bedrolls are arranged around the small fire, but inside circular set of numbers, both fashioned from bronze.
nobody is in the room. There’s a pile of half-ruined clothes and
putrid food against the far wall. The stones in the wall to the
right have begun to collapse into the room. There’s a pot
simmering over the fire.
The passage continues until the second door, with the door
leading into area 6 on the right hand wall next to it. The The City Walls
second door is made of stone and has a numbered keypad
instead of a handle. The code is 30187, which are the The scaffold is a tall, rickety thing. Craning your neck you can
numbers that correspond to the letters on the cypher and the see it reaches up to within an arm's length of the top of the
word that the Wastemaster scribbled underneath. Strength walls. At the bottom of the scaffold a squadron of soldiers
check DC 18 to break down. bustles, some lashing braces onto the structure, others aiming
crossbows up at the summit should anyone poke their heads
Beyond the fine wooden door lies a longer hall with a plain out.
wooden door on the right hand wall, this door has a regular
knob. Straight ahead down the passage lies a carefully carved The city walls are laid out like two four-pronged cartwheels,
stone door. The stones are cleaner and brighter than the slimy one small inside the other, offset. They’re 80 feet tall and 15
passage walls, but where there’s normally a handle here there feet wide at the top. The prongs lead between the inner and
is a keypad, with numbers one through nine. outer walls, and there are four prongs between the inner wall
and the castle. There is a guard tower at each connection
The third door is made of metal, and there’s no handle, between wall and prong. The prongs between the inner wall
keypad or dial. This door swings open automatically once the and castle are made of wood and can be lowered by a lever
keyword DASH is spoken out loud. If the wrong keyword is inside the guard tower on the inner wall, and raised by a lever
used, the door instead turns into a Mimic, and reacts in the castle. As the PCs move toward the first guard tower 4
appropriately when touched. soldiers exit to stop them. Use the Thug stat block for the
soldiers. Two rounds into combat a boulder launched from an
unseen catapult smashes into the middle of the group. PCs
As you step through the stone door it swings shut behind you and soldiers all make Dex Saving Throws with a DC of 12.
and slams. The passage here is dryer than it was previously, the Failed saves take 2d6 damage and are thrown onto the
air less putrid but stale. In front of you is a blank sheet of scaffolding side of the broken wall. Passed saves are thrown
metal, no handle, no keypad, no dial. to the guard tower side and take no damage.
As you head towards the huge grey guard tower the wooden
6. The Bridge door leading inside opens and four burly soldiers exit. Their
Here the wastewater passes through a natural cavern, and a weapons are already drawn and they're moving towards you,
poorly constructed bridge crosses the water. If more than one each wearing a snappy blue and gold uniform.
player attempts to cross the bridge at the same time it
collapses and everyone on it must make a Dexterity saving
throw DC 15 or get dumped in the water and washed back to Once combat ends players can move through the first guard
area 1. Players can determine that the bridge could only hold tower and onto the inner wall. In the guard tower in the inner
one person with a DC 12 Investigation check. Anyone that circle of walls there’s an injured commanding officer. If
swam up the water to this point can reach the bridge and pull players put on the dead soldiers’ uniforms they can convince
themselves out if they wish. It’s another DC 17 Athletics the commanding officer that they’re Nvian soldiers with a
check to keep swimming. Deception check DC 14 and he’ll let them across onto the
inner wall. If they don’t attempt to get through peacefully the
You hear the sounds of rushing water coming from beneath
officer will pull the lever to drop the prong between the inner
wall and the castle, and then begin combat. Use the Knight
you and the stink of raw sewage attacks your nostrils once
stat block for the commanding officer but reduce his HP to
again. Directly in front, bridging the gap across the water, is a 50, and his AC to 16. There's also a Brass Dragon Wyrmling
platform of rotted wood and rope, just an arms length above that's released from the castle side of the prong that flies over
the water. to attack the PCS. If the PCs can’t find a way to raise the
prong back up after combat they can use it as a ladder down
into the inner ring of the city. See Inner Ring section in the
7. Main Thoroughfare Through the City route for details of the rest of the way to the
The two sides of the sewer entrance converge here. Right at castle.
the mouth of the convergence sits a Gelatinous Cube, which
filters most of the sewage before it reaches the outlet. The
Gelatinous Cube takes up the whole passage, but won’t
initiate combat until touched.
From here the sewers are a straight shot to the castle.
Many other small pipes lead into the sewers, but the only
walkable area winds its way under the streets until dead
ending at a ladder, which leads into the Latrines in the castle.
Immunity City
Through the City The Castle
The castle is three stories tall, it houses the Emperor and all
Private Bill leads you to the front gates. The tall, regal wooden their staff, as well as a garrison of soldiers to protect the
doors have been utterly destroyed, now just ruins of the leader. The third floor is where the soldiers live, and it
handsome symbols of Immunity City that they were previously. connects directly to the walls via wooden prongs. The second
Ranks of Aldorans line the road waiting for their turn to get floor is primarily the throne room, it also contains the vault
and Emperor’s bedroom. The first floor contains the kitchens
inside and fight their way to the castle. Bill leads you through
and employee quarters. There’re also guard rooms on the
the columns of soldiers up the gates and gives you a snappy main floor to prevent infiltrators.
salute, wishing you the best. The burning city of Immunity lies
before you. 1. & 2. The Guard Rooms
The Aldoran Army is meeting scattered resistance within the The two guard rooms are on either side of the front door to
city. Moving through the streets is relatively easy other than the castle. They each have a bed against each wall, and chests
some civilians attempting to escape. The party has studied for equipment at the foot of each bed. Three guards are in
the layout of the city so they don’t struggle with directions as each room, use the Guard stat block, and if either of the
they make their approach on the inner walls, but three rooms is disturbed both empty out to fight. Each chest also
combat encounters occur before reaching the inner gates. contains 10 GP and a dagger. If there’s any fighting on the
The first is 2 soldiers (use the Thug stat block) of soldiers
with 4 flying Winged Kobolds chained above them. If the first floor the Emperor will be alerted and prepared for the
chains are broken the kobolds will fly away. If the chains PCs.
remain intact the kobolds will continue fighting even after the
soldiers are dead.
3. & 4. The Servants' Quarters
Suddenly from out of an alley two figures in Immunity city There’s a bunk bed against each wall and wardrobes with
guard uniforms come rushing at you. Both of them have
chains around their torsos that lead into the sky. At the other spare uniforms. The room on the East wall is occupied by six
end of the chains are four winged kobolds that are just servants with the Commoner stat block, all of them are
beginning to dive at you. sleeping between shifts. It takes a DC 14 Stealth check to
move around the room without waking the housekeepers.
Looting the corpses provides two potions of healing and 8 Players can wear the spare uniforms. If they wake the
GP. servants the servants will attempt to alert the guards next
The next fight is with 4 Guards mounted on 4 Axe Beaks. door.
The enemies stay paired up during combat, and constantly
try to flank the PCs. This combat takes place in the main 5. Kitchens
courtyard in the center of the ring. There’s a fountain in the The kitchens have a chef and two helpers, all still working. It
middle and 4 planter boxes on each corner. The southwest takes a DC 16 Stealth check to move through the kitchen
one is on fire. without being seen. The workers in the kitchen mover around
The final combat is with a weary Knight that is single the central table in a clockwise rotation. Players can
handedly holding the gate to the inner circle. There’s a ring of recognize one of the bushels of herbs hanging from the
Aldoran soldiers around the gate but nobody is brave enough ceiling as Nightshade with a DC 12 Nature check. Players
to attack the knight until the party arrives. can poison the Emperor’s stew with a DC 15 Sleight of Hand
Once the knight is dead the PCs have to figure out how to check. If they succeed they have to remain unseen until the
get into the inner circle of Immunity City. The gate is barred stew is served to the Emperor in the throne room.
from the inside and there’s a sally port door next to it. The
sally port door can be unlocked with a sleight of hand check
DC 15. The main gate is sturdy, it has an AC of 15 and 27 HP 6. The Grand Staircase
if the PCs try to break it down. The inner walls are also only The grand staircase is directly across from the front
30 feet tall, so the PCs can attempt to climb up to the top. If entrance. It takes up the majority of the main floor. At the top
they succeed go to the City Walls section. of the grand staircase is the door to the throne room. The top
of the staircase is ringed by a three foot high railing, and a
Inner Ring thick purple rug covers it down the middle from top to
Once the players enter the inner ring of the city they are met bottom.
with the strange sight of a calm neighbourhood. The citizens
of the inner city are wealthy and well-to-do, and never 7. The Latrines
considered that the city’s invasion might affect them. There’s The latrines have a central grate to The Sewers. This is
no resistance between the inner gate and the castle, but an where layers that came from The Sewers will emerge into
old couple dressed finely will stop the party to ask them what the castle from here. Players can also use this grate as an
the rush is. Anyone looted or pickpocketed in the inner city escape route after the Emperor dies if they can find it. The
yields 100GP toilets themselves are clean, relatively.
8. The Throne Room
The purple carpet continues under the huge wooden door The Emperor
into the throne room. The throne is made of human bones Medium humanoid, true neutral
coated in gold, and if the PCs have made any noise or not
stealthed, the Emperor will be sitting upon the throne. The Armor Class 15
Emperor is 7 feet tall and albino. Their eyes are brown and Hit Points 85
they are devoid of hair. They wear a simple brown robe and Speed 30ft.
no crown. They are wrinkled and old, bent heavily around STR DEX CON INT WIS CHA
their throne. The Emperor communicates exclusively using 10 (+0) 13 (+2) 12 (+1) 14 (+2) 19 (+4) 10 (+0)
Message as an ethereal voice in the PCs heads. See The
Emperor stat block below for details. The Emperor will
reveal that Amelia was the one that started the war, and beg Condition Immunities charmed, frightened
the PCs to betray Aldora and save the citizens of Immunity Senses passive Perception 15
from the pillaging of their army. If they refuse The Emperor Languages Common, Celestial
will immediately initiate combat. If they agree The Emperor Challenge 2 (450 XP)
will gift them the Ring of Protection.
Spellcasting The Emperor has been studying
"And so they arrive, the architects of my doom. Allow an old defensive magic from an early age. Wisdom is their
spellcasting modifie (spell save DC 14, +4 to hit
ruler their final words, will you? The creator of this mass
with spell attacks).
hysteria is not me, my new friends, but your precious
commander. A woman so vile she would murder her own Cantrips (at will): Acid Spray, Mage hand, Message
father for power, and begin a campaign of death. I suppose 1st Level (4 slots): Comprehend Languages, Mage
you didn't know that, but I don't see why she would tell you. Armor, Magic Missile
You may kill me, but before you do I beg you: kill Amelia Ilvern 2nd Level (3 slots): Hold Person, Spirtual Weapon
the Third. Her reign is nothing but a blight on this world."
Lair Actions
Summon Once per day as an action The Emperor
can summon two ethereal Thugs to fight for him
Voice Lash, Bonus Action, Ranged Attack: +5 to hit,
reach 60ft., one target. Hit 5 (1d6 + 2) and target is
stunned for one turn
The Castle Battlemap
9. The Vault Ending the Game
The vault houses the city’s gold supply as well as any Once either The Emperor or Amelia is dead the other offers
confiscated magic items. It’s also where the Emperor has congratulations and rewards. Positions of power, wealth and
been hiding the Spectator. If the PCs sneak past the gratitude. If the PCs wish, they can still initiate combat with
Emperor or keep them alive, the Spectator will be waiting in the remaining monarch. If they kill both rulers they must flee
the vault. If the PCs kill the Emperor the Spectator will the city as it burns, chased by soldiers from both sides, heavy
emerge from the vault and begin combat with the PCs with the knowledge that they have thrust the world into
immediately. We recommend increasing the Spectator's HP rudderless chaos. If they kill Amelia, The Emperor and the
by 20 to make combat more balanced. Once it’s dead the any remaining guards will usher them out of the city as fast
players are free to loot 1200 GP as well as a +1 Shortsword as they can, since it is a doomed place, and The Emperor
and a Scroll of Fireball. wishes to see his saviours escape. The Emperor thanks the
PCs and wishes them well. Should they offer help with the
10. The Master Bedroom seemingly hopeless seige he will refuse. If they take Amelia's
The bedroom is lavish, with a huge desk and wardrobe. side, she will reward them with gold and honourably
There’s a huge red rug that covers a secret trapdoor that discharge them, telling them their work is done and they are
contains a safe with 50GP in it and a Ring of Spell Storing. free to roam the world, as she sits on the throne of bone and
The only thing that looks out of place is the bed, which is not gold. The sun sets on a quiet city still burning, with blood
large and comfortable, but instead is a slab of stone. The thick in the streets.
wardrobe contains a single delicate robe and a set of leather
armor. Final Notes
11. The Third Floor Don't be afraid to lay parts of this Adventure back to back.
Have the PCs run the Sewers and then emerge in the heart of
The third floor is an open air rooftop with two towers that the city and be forced to climb up the walls. Have Amelia
house Guards. The two towers extend up 60 feet and there’s attempt to kill the PCs even though they completed their
a watchman in each tower. The pathway to the castle via the mission. As mentioned previously this document is merely a
Castle Walls end on this floor. The watchmen on the top of guide and a source for ideas. If you beleive there's a better
the towers have crossbows. If they identify the PCs as enemy in a certain place put them there, if there's too many
enemies they’ll fire upon them. enemies take some out, if there's not enough add some. Need
more roleplay? Add in servants in the Castle, or make the
Killing the Goblins extra chatty instead of aggressive. We've tried to
create an Adventure that gives your players choices, but don't
Emperor/Amelia forget that as te GM you have the most choice of all. The
world is yours, so don't be afraid to play. Also many thanks to
At the end of the pre-planned plot the PCs can either kill the the Homebrewery which made formatting process possible,
Emperor or listen to them and go to attempt a coo against and most of all to you for giving our little adventure a chance.
Amelia. As the GM you have to be prepared for either
scenario. Killing the Emperor leads to the fight with the
Spectator but once the PCs triumph the city has effectively
fallen. Any guards that remain will submit to the PCs mercy
and by the time the PCs are done looting Amelia will have
made her way into the inner ring of the city, where the players
will find her. If you are using this asset in a longer campaign
we recommend having the players level up at this point.
If the Emperor successfully convinces the PCs to rise up
against their own military, Amelia will meet them in the lobby
at the foot of the grand staircase, after the city fell quicker
than expected. She has two honor guards with the Thug stat
block, one of which is Private Bill. Amelia uses the Veteran
stat block. We recommend buffing her with 15 HP and an
extra d6 damage. If players choose to talk to her she will
initiate combat as soon as they reveal their knowledge of her
misdeads. If combat is drawn back into the Throne Room the
Emperor will fight alongside the PCs. If the Emperor dies
before Amelia or the PCs the Spectator will be released and
attempt to kill everyone.
Hunt of the Crangtar Terror
A small town haunted by a formless monster, split from within by doubts of their own
sanity.
Written By Rory Hoffman

Overview

H
unt of the Crangtar Terror is a 5th level one
shot adventure designed to take 3-5 hours to Plot Hooks
play. The party begins in Crangtar, a small Strange Dreams: One of the party has had a recurring
farming village seat at a crossroads between nightmare. In it they are pursued relentlessly by a massive
roads to larger, more prosperous cities. The beast of some kind, one that renders all thought and power
village has recently been set upon by some useless, through a craggy wood. This dream persisted for a
strange beast or band of men, and nearly half week, but on the final night the party member saw the edge of
their flocks have disappeared, along with a great deal of the wood and a town beyond, a town they recognized after
stored grain. The party gathers clues from farmers and passing through it some time in the past: Crangtar
shepherds, eventually able to triangulate the zone of
operation to a swath of forest outside of town. Tracking Foul Scent (Druid or Ranger): Something fey carries on the
through the woods, encountering some beasts and a few wind. In their recent forays into the wilder parts of the land,
trappers, the party eventually finds a strangely constructed the druid or ranger of the party caught the smell of something
treehouse and enters it to find a mad beast of arcane nature, magical and wrong on the wind. It was faint, hardly more
swollen in strength by the food it had pillaged. than the suggestion of a smell, but there were traces of the
strange wild magic in the land and the animals. It’s origin is
somewhere near the oft-travelled city of Crangtar.
The Village of Crangtar
Crangtar is a small village, but constantly bustling with trade Troublesome Tidings: On the road from one place to
and people. It’s main businesses are sheep and grain, though another word of the troubles in Crangtar, a popular and safe
there is an ample market for rare goods that are sold in the resting place for many a weary traveller, reach the party. They
market as their vendors pass through on the way to a larger are informed of missing stock and slaughtered animals, some
metropolis. There is a booming in and tavern industry, and even seeing the happenings as signs of terrible things to
the village is cared for by a mayor and a young, excitable come. The mayor has put out a reward for anyone with
group of guards. information about the recent strangeness.

The Serene Village


The players can seek information in a few places. Any tavern
You enter town on a sunny afternoon, and all seems well with
will be excited to have customers, and the employees will
the world. Vendors happily chatter to each other across the gossip about the town, spilling the strange disappearances of
street, children play and sing and tussle, and farmers bring sheep and grain for a DC 12 Charisma (Persuasion) check.
their reapings on carts laden high with harvest. But for all the However, the recountings will not present a unified picture,
gaiety it seems stretched, a thin veneer coated on a town some will assume it is Farmer Brown being a drunk or
trying to hold things together. The main street so frequently Shepherd Smith inventing tales, others will believe it’s an
bustling with travellers seem quieter than they should, and
unfortunate coincidence not a string of attacks. A DC 12
Wisdom (Insight) check reveals that people are nervous
tavern keepers who should be busy with customers lean in
about disappearing goods, even if they say otherwise.
doorways making light chatter. Nevertheless, all will direct the party up to the Mayor’s house
for the party to get more information.
A DC 15 Wisdom (Insight) check will reveal that he seems
The Mayor’s House unsure about this, and if pressed on his lack of surety he’ll
The mayor is a slim woman in her middle ages, single with a reveal he was drunk and it was late. But he stays confident
massive house that comes with her title. Her name is Hildy that what he saw was no ordinary human or beast.
Bruam and she is set upon by worries and anxiety. She is
offering a 500 GP reward for any information on the recent The Brown Farm is a busy place. Farmhands scurry back and
happenings, and another 500 GP if anyone can verifiably forth, maids milk cows just outside the barn, and from the
prove that they have stopped the disappearances of grain and porch of the big house sitting at the back of the property a
livestock. She is desperate, and the price can be bartered short, portly man watches it all with a small, satisfied smile.
with a successful DC 15 Charisma (Persuasion or Deception) When asked, the workers point to this short man and name
check. The weary politician is not quick in getting to the point him as Farmer Brown.
of this, used to long winded explanations and speeches. She
will also direct the party to Farmer Brown and Shepherd
Smith to get a sense of what specifically has happened and Shepherd Smith
why she is sure these disappearances are coordinated. If the
players want no further information she will direct them The Shepherd lost a number of sheep to whatever has been
straight to the East Woods, where the perpetrators have pillaging the town, and because of the care he takes with his
reportedly fled to following the thefts. animals he got up close and personal. Unfortunately, Smith is
known around town as either the village idiot or a madman,
The wiry woman admits you with words of greeting and many depending on who is asked. He is tall, lean and wiry, with
offerings of food and wine. She leads you through to an
crazy eyes and a wild beard. He talks frequently to his sheep,
and treats them as if they speak back. He dresses exclusively
audience chamber of sorts, with a tall wooden desk that she
in wool, and lives outside under the stars during the spring
places herself behind and chairs in front if needed. As she sits and summer months. On the night of the attack on his flock
she sighs, seemingly without realizing it, and it seems for a he claims a whole hillside rose up and fell upon him and his
moment that she bears a great weight across her shoulders. sheep. He claims he fought back, and scared the strange
Then she draws herself up and looks at you with a small smile creature away. It fled into the East woods. A DC 14 Charisma
and open, queesting eyes. “So what is it I can do for you on (Persuasion) check will get him to admit that he did not
this fine day?” she asks.
actually fight back, but fled as soon as soon as he saw the
threat. If the players get him to describe what he saw in detail
(see The Beast’s Lair for full description) they can do a
Farmer Brown Wisdom (Nature) check to see if they recognize the
description. A check of 16 or less and it will sound like a
Farmer Brown is a portly fellow, a rarity among farmers. His Shambling Mound, but higher than 16 will reveal that this is
is a successful business, with the largest farm on the unlike anything the party has heard of in the past.
outskirts of Crangtar. He has stable hands and workers that
do much of the planting and harvesting for him, leaving him The man stands amidst the sheep, lean and wiry. They move
in charge of the business matters, which he excels at. At the about him like he is a rock and they are the water of the
mention of the thieving of his stores he will go white, and
take the party somewhere private. He confesses to witnessing stream. As you get closer, climbing the grassy knoll that they
one of the raids on his stores of grain, and tells the party that graze upon, you can see him muttering and talking, reaching
the threat is great and he’s confident they can find the one out to scratch one here, pat another there. Suddenly his head
responsible in the woods to the East. A DC 14 Charisma snaps up and looks you in the eyes, almost as though he is
(Persuasion) check will convince him to open up more accusing you for something, his lip pulled back in a snarl of
candidly, revealing that the one he saw steal the grain was a disdain. “What?!” he shouts, before you can get any closer.
great hulking abomination, nearly as tall as his barn, that
moved silently through the fields.

The East Woods

T
he woods are thick and dark, even in the noonday sun. Vision is reduced to 15 ft. in any direction unless the party
carries a light source of some kind or has darkvision. To find the creature terrorizing the town they need to succeed
on three Wisdom (Survival) checks, DCs 16,17 and 18. Only one party member can attempt to recognize the tracks
at a time. Each time someone fails at a check roll on the random encounter table down below. Upon succeeding on
the three checks, the party can determine that the strange tracks lead down a game trail towards what appears to
be a seasonal trappers hut.
The woods are shockingly dark as you pass beneath the canopy of the branches overhead. The bushes around you rustle and the call of
birds dies quickly amid the dense foliage. The woods seem wild and untamed, but on closer inspection it seems as though game trails
and tiny pathways wind between the plants and gnarled roots.
The trees seem to close around you but emerging from the
Random Encounters brush is a winding trail, better beaten than the one you’ve
been following. It leads farther away from town, and despite
Roll Creatures Info
the depth and wildness of the woods it seems quieter as you
1 1 Earth Pretending to be a small hill, attacks if take to the new path.
Elemental anyone gets close but won’t pursue if
prey flees.
2 1 Boar can be tamed with a DC 16 Wisdom
Awakened (Animal Handling) check
The Trapper’s Cabin
Tree, 1 The cabin has been morphed and grown over strangely. It has
Giant been expanded to have five rooms, the first of which is the
Boar original cabin, the other four grown from nearby trees into a
3 1 The Werewolf is a tanner from in town series of rooms. The wood of the cabin is green and wet, and
Werewolf who hasn’t been able to turn back so it will not light on fire easily. The roots and branches that
because of the thick trees. If he sees make up the walls can be cut through, but each wall has an
sunlight he will revert to a man and flee AC of 15 and 35 HP.
4 4 The bugbears have been living off the
Bugbears land and acting as bandits for anyone The small trappers cabin appears at the edge of your vision,
passing through. They can be convinced and as you get closer you can see it has been morphed and
the party is too dangerous to rob with a
grown over. Branches and roots grow into the walls of the
DC 18 Charisma (Persuasion) roll.
cabin, so closely together you can’t peer through them. What
5 1 Brown The bear makes a great deal of noise,
was once a small, humble structure that provided respite has
Bear making it seem much larger and more
dangerous before emerging into sight. It grown into a twisted cavern of wood and leaves.
will only attack if it is attacked first.
6 2 The Veterans are friendly, they’ve been
Veterans trapping and hunting in these woods
1. The Original Cabin
since retiring. They haven’t seen anything The main cabin is littered with the bodies of three dead
strange, but they can point the party trappers. A DC 15 Intelligence (Investigation) check will
towards the old hut that they’ve been reveal that the trappers had a total of 39 GP on them, and
avoiding since another group of trappers one of them was wearing a Cloak of Protection. A DC 14
disappeared in that area. Wisdom (Survival) check shows they appear to have died to
claw wounds in their backs.
You open the front door of the strange cabin and are
immediately hit with the putrid stench of rotting flesh. Inside
Path to the Trappers Hut the small building lie three bodies, covered in firs and
There are three traps on the path to the trappers hut, weapons still sheathed. The homey cabin is in disarray, items
designed to keep people and animals away from the building. strewn about the floor, and grown into each of the three walls
The first is a tripwire strung between two mostly cut-down facing you are leafy corridors of braided wood.
trees. If anyone trips the wire the trees fall on top of them,
dealing 4d6 bludgeoning damage and knocking them prone.
The tripwire can be detected with a DC 16 Wisdom 2. Room of Wool
(Perception) check, and cutting the wire renders the trap
useless. The second trap is a pit of spikes concealed under a The room to the left leads into a generally circular room. The
bunch of leaves and branches. Anyone who walks across the wood of the room is covered entirely by the sloppily skinned
pit falls in, taking 10 ft. of falling damage as well as 4d4 wool of the stolen sheep. The soft surfaces pad the floor, walls
piercing damage. The trap can be spotted with a DC 14 and ceiling, absorbing all sound and smelling thick and wet.
Wisdom (Nature) check. The final trap is a patch of
poisonous mushrooms that has been grown across the path.
Anyone who steps on the mushrooms causes them to emit a The wool on the walls is cursed. Anyone who touches it or
puff of gas, dealing 2d8 poison damage to everyone in a five wears it begins to lose HP. Any time they make a skill check
foot radius. The mushrooms can be recognized as a or attack roll they lose 2 HP permanently. This can only be
dangerous species with a DC 16 Wisdom (Survival) check. To stopped by a Remove Curse spell or by killing the Terror. A
get rid of the mushrooms without them emitting any gas DC 16 Intelligence (Arcana) check will reveal that the wool
requires a precise blade stroke, with a DC 15 Dexterity on the walls is dangerous and should not be touched.
(Sleight of Hand) check.
The Trapper's Cabin

Big thanks to Dungeon Scrawler and the Homebrewery for their tools. Map images courtesy of Daniel F. Walthall, Drive Thru RPG
[Link] license CC BY 4.0 [[Link] no changes have been made.
3. The Ugly Sludge
The room to the right has a low ceiling and not much space.
Concluding the Adventure
The mayor requires proof of the creature’s removal in return
Inside, the floor is dark, as if something has decomposed and
for payment. She will be as good as her word for the gold, and
left behind nothing but a black sludge. The room dead ends also offer the party Honorary Lordships in town. The town
here, but the wood of the walls and ceiling has a strange smell. itself will lose much of its tension at the news, and
spontaneous parties will erupt in the streets as the party
The room is only 20 ft. by 20 ft. and the sludge on the bottom returns from the mayor’s house. If they visit Shepherd Smith
of the floor is in fact a Black Sludge. A DC 16 Intelligence he will gift them a sheep, with tears in his eyes. If they visit
(Investigation) check or a DC 15 Wisdom (Nature) check will Farmer Brown he will give them an additional 250 GP, and a
reveal the nature of the sludge. If attacked the sludge will very well-aged bottle of wine he had been saving for a special
respond in kind, and if the party turns to go without further occasion.
investigating the room the sludge will attack them from
behind, giving it advantage on it’s first attack. Appendix A
4. The Sprouting Grains
The middle door leads to a room half-covered with strewn the Terror
Large Aberration, chaotic evil
grain. Much of the grain has taken to root, clawing at the dirt
between the roots and vines. Between the shooting new Armor Class 16
growths, across the room, you can see a dark twisting Hit Points 136 (16d10 + 48)
passageway continue deeper. Speed 40ft.

Four of the sprouts are Awakened Shrubs which will attack STR DEX CON INT WIS CHA
anyone who gets near. Additionally, much of the room is taken 18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (0) 5 (-3)
up with a group of vines that will Entangle anyone who steps
on them. Both of these things can be noticed with a DC 18
Wisdom (Nature) check. If anyone triggers either of these Skills Stealth +3
things the Terror will come out from the final room and Damage Resistances cold, fire
Damage Immunities lightning, poison
initiate combat. If it drops to half health it will retreat back Condition Immunities blinded, deafened,
into its lair to finish the fight. exhaustion, poisoned
Senses blindsight 100 ft., passive Perception 12
5. The Terror’s Lair Languages Silvan
Challenge 5 (2100 XP)
A nest of broken branches and dead leaves sits against the
back left wall. Blood and viscera cake the walls and floor on Natural Camo. The Terror naturally blends in to its
the right hand side, seeping into gauges and gnarls torn up backdrop when it believes it is can be seen. A DC
something of incredible strength. All seems quiet.
15 Wisdom (Perception) check must be made if a
creature wants to take an action or reaction to the
Terror. On a failure the action is disadvantaged.
The lair itself responds to Terror’s presence. Anyone who
steps within five feet of the walls will be attacked as a Terrifying Presence. The Terror emanates fear. Any
reaction by the lair itself (+4 to hit), taking 1d6 bludgeoning creature within 10 ft. of it must make a DC 12
damage on a hit. The floor by the nest and where the beast Charisma saving throw or be frightened until the
makes its kills are ridged with spines. Anyone who steps into beginning of their next turn. If a creature succeeds
these areas must make a DC 15 Constitution saving throw or on the throw they are immune to the presence for
the next 24 hours.
be poisoned for the next hour.
Actions
Multiattack. The Terror makes two attacks, one slam
and one claw.
Slam.. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 13 (2d8 + 4) bludgeoning damage
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 5 (1d6 + 2). Target must make a DC
14 Constitution saving throw or take an additional
3d4 poison damage. The Terror heals for any
damage done with its claws.
Pride of Kings
A tense city, a mysterious contest and a continent on the brink
Designed and written by Rory Hoffman

Introduction

W
elcome to The Pride of Kings, a 5e adventure Plot Hooks
that takes the players from level 1 to level 3.
This adventure takes place in Aldora, the The mysterious nature of the King’s competition means that
warlike dominant central province of the you can tailor the rumours to your PCs. Players that indicate
continent of Totus. The adventure follows a their interest in money can hear that the prize is vast sums of
central plot, but we aim to provide enough gold, romantic characters can hear the king is looking for a
assets so that if your players prefer a sandbox suitor for his daughter, PCs seeking power can find the king
feel they will still have choices. This adventure is optimized is going to give the winner a high-ranking military position. If
for a 4 player party beginning at level 1. your party tends towards Paladins/Clerics you can have
someone let slip that the King is something of a heathen, and
Overview winning the competition might give them the chance to
convert him.
The King is holding a contest. The adventure begins in a
packed tavern, crowded with people from all over the Credits and Thanks
province. The King of Aldora is holding a contest with
fabulous rewards, though exactly what they are is still up for We at Only Crits wanted to say a huge thank you to
debate. He has proclaimed that there are three golden puzzle @chaotic_reckless on Instagram for creating the map of
pieces hidden throughout the city, the first to fit them all Figtug. If you like the map please go check them out, they do
together on the newly erected platform in front of the castle amazing work and we cannot be more grateful. We'd also like
will be granted entry and may claim their rewards. There are to thank the Homebrewery for providing the software that
a number of people within the starting tavern that have clues allows us to properly format our adventures, as well as
about where the first puzzle piece is. The first location is an Dungeon Scrawler which we use to map out our dungeons.
underground dungeon with challenges that must be Map images are courtesy of Daniel F. Walthall, Drive Thru
overcome. The second is held by a powerful merchant close RPG [Link] license
to the king. After collecting the first two the players are CC BY 4.0 [[Link] no
informed that the next two pieces are in possession of a changes have been made. We really could not produce the
terrible beast that they must slay. After slaying or persuading content that we do without the help of these wonderful
the beast to give up the pieces the players level up. Placing people and services. Please go show them some love so that
the pieces on the pedestal opens the castle doors just as together we can keep creating adventures. Most of all we
promised. Inside they meet the King who turns out to be an want to thank you, dear player, for taking the time to give our
extremely eccentric man that confesses that the Princess is little adventures a chance. You are the reason that we at Only
missing, and that he held the competition to find people that Crits have a shot of making our dreams a reality, and for that
are well-suited to finding and rescuing her. He directs them to we will forever be grateful to you.
a coastal town where she was last seen, and the party is in
turn taken to an island with a watchtower. Making their way
to the top of the tower they find a very disgruntled princess
who tells them she wasn’t kidnapped, but that she ran away to
gain some modicum of freedom. Here the players level up
once again. The players can either convince the Princess to
come back to the castle or they can defeat her in combat and
bring her back by force. Upon returning to the castle they find
that the king has just been assassinated. The princess
beseeches the PCs to find the assassin. The players follow a
set of clues in the castle and town before finding the assassin.
Upon finding him they level up, and then fight the assassin. If
they take him alive he reveals that he was sent by the
Emperor of Immunity City. If they kill him they find a note
with instructions for the hit along with payment, signed by
the Emperor of Immunity City. Once they reveal this
information to the newly crowned Princess, she declares war.
Figtug

Credit: @chaotic_reckless (Instagram)


Part One: Winner Takes it All
The Oaken Flask The bustling streets dwindle down until all the buildings are
looming warehouses. The crowds are gone, along with the
Part one begins in the tavern called the Oaken Flask. It’s a noise and smells of the city. In the empty street up ahead a
popular joint in the capital of Aldura, Figtug, and when the
players arrive it is packed with people. They quickly learn that dark figure pauses and then ducks down into a side alley.
the king has just announced a city-wide competition. He
proclaimed the winner would be granted a “grand prize” and A long, dank passage leads the players into an abandoned
unveiled a raised diaz. Three puzzle pieces have been hidden basement with a sign that indicates this is the first one of the
around the metropolis, the first to find them all and place King’s Challenge.
them on the pedestal wins.
The loudness of the Oaken Flask greets you before you even
The Basement
open the door. The inside is decorated with dark oak panels 1. Entrance
and each table is full of people. The barkeep is bustling from The entrance to the basement is made up of a small room
table to table, chatting up all manner of folk. A serving girl with three doors. The room is very clean, and contains
hurries up to seat you at the bar. nothing but a sign that congratulates the party for discovering
the location of the first challenge, and indicating what may
Anyone the PCs ask about the crowd will give a quick follow behind each door.
summary of the king’s competition. If they don’t ask anyone
about the crowd the barkeep will tell them about it when he The passageway ends in a starkly lit stone room. There’s a
comes to serve them. Once they know of the competition they small sign board directly in the middle of the room. The room
begin hearing other patrons talk about it in the packed bar. has been scrubbed clean, far cleaner than you’d expect a
This is a good time to implement appropriate plot hooks. warehouse to be. There’s a note on the sign board that reads
“Congratulations on finding the first of the King’s Challenges.
Suddenly the door bangs open and a uniformed man with a Before you lie three choices, to the left a test of mind, to the
neatly trimmed mustache comes through the door. The drunk mid a test of strength, to the right a test of heart.”
dwarf next to the party leans over and says “That’s Private Bill!
He’s the king’s butler, bound to have some inside info.” The
dwarf finishes his drink and tries to stand, but trips and goes
2. Test of Mind
face down on the floor. By the time the dwarf hits the ground Through the leftmost door there’s a short hall that ends in a
Private Bill is already surrounded by people.
dim room covered from floor to ceiling in tapestries, rugs and
[Link]’s a door on the right side of the room that has
three rotating rings of symbols inlaid. There is no knob.
Private Bill acts slightly smug, but quickly becomes There’s an arrow at the top of the door. A DC 12 Perception
overwhelmed. He denies knowing anything extra about the check will show a player that there are three repeating
competition and comes to the bar for a drink. Players can symbols on the edges of the tapestries and rugs: a crown, a
wheedle information out of him with a DC15 Persuasion club and a fire, which match the three symbols on each ring.
check. If they buy him drinks, or wait until he drinks more, If they ask, you may reveal that the symbols all occur in the
that check drops to a DC12 Persuasion. Other people come same order on every tapestry and rug: club then fire then
up to ask Bill questions and the players can hear all the crown. A DC 14 Intelligence check will give the players the
answers he gives. The information Bill reveals that one of the idea to arrange the rings on the door in that order, from top
pieces can be found in the warehouse district. Just before down. If anyone tries to pull down the tapestries lining the
leaving he mentions he needs to see a chemist named Julio. walls they must succeed on an Intelligence Saving Throw or
From here the players can either go to The Warehouse be stunned. Anyone who attempts to break down the door
District or follow Bill to see Julio. must do the same.
The Warehouse District The short passage ends in a room full of colour. Bright rugs
and tapestries line the floor, walls and ceiling, and the stark
The normally bustling warehouse district is unusually
deserted. As the party passes into the area they see a lighting of the previous room gives way to a softer glow. To
shadowy figure disappear down an alleyway. Following them the right side of the room lies a round door made out of three
leads to an open trapdoor down under the streets. rings of inlaid gold. Each ring has three symbols etched into its
surface: a crown, a club and a fire. There’s a finely wrought
arrow symbol at the top of the door, pointing down.
3. Test of Strength 5. Chest Room
This room consists of a large lake of water, about 30ft by 30ft. After completing the first challenge the passage leads to a
At the center of the lake is a raised plinth of stone, 5ft by 10ft. room containing nothing but a plain wooden chest. The chest
The back half of the plinth is taken up by an Animated contains two Potions of Healing and a note. The note
Armor. Someone must cast the armor into the lake to unlock indicates that the players are close to succeeding at their
the door on the far side of the room, which has no handle or challenge. There are two doors out of this room. There’s also
lock. The Animated Armor will attempt to grapple anyone a secret trapdoor underneath the chest that holds a vault
that steps onto the plinth, but won’t attempt to injure anyone containing 100 GP. The trapdoor can be seen if the chest is
unless otherwise attacked. If more than one player attempts moved or if the players make a Perception check DC15.
to climb onto the plinth the armor will attack them with lethal
force. The players can also break down the door with a DC The light comes up once again. A plain metal door leads to a
16 Strength check. If the players kill the Animated Armor small room with a single wooden chest in the middle. The
the door will also unlock. chest sits atop a thick purple carpet.

The hallway ends along with the stark lighting. Instead of


leading to another room, the hall ends in a small ledge that
6. Trapped Passage
leads right to the edge of a lake. A dim greenish glow The passage leading out of the Chest Room is heavily
emanates from somewhere under the water. At the center of
trapped. There’s a tripwire across the passage immediately
on the other side of the door that releases poison darts from
the lake is a raised column of stone, and standing atop the
the doorframe. Perception Check DC 12 to spot the tripwire.
stone is a gnarled old set of plate armor. At the far side of the If nobody notices it they have to make a Dex Saving Throw
room the lake ends at the edge of another door. The door is DC 10 or take 1d4 piercing damage and be poisoned. What
made of solid iron, and has no locks or handles. looks like a loose cobblestone is actually a button that opens
the floor under the party to a ten foot drop. There are three
levers on the right of the far door. The one on the far right will
Test of Heart open the door, the other two will release a slab of metal that’s
The right hand passage leads to the small office of a man hanging from the ceiling by chains. Anyone standing within
named Charles. He sits behind a tiny desk covered with ten feet of the door will need to make a DC 13 Strength
papers, scribbling furiously. He is a small, reedy man with Saving Throw or take 1d4+1 damage.
spectacles and a pocket watch he checks constantly. The
players have to convince him that they should be allowed The way forward is clear, but the passage is not as clean and
through the door that’s set in the wall behind him. It’s a DC bright as the previous one. Grime smears the walls, and there
12 Persuasion check, assuming they can think of a viable seems to be a ticking sound coming from the end of the hall
reason why they should be let in, such as they quest for the
greater good or they wish to aid the king. They can also somewhere. A single bloody footprint sits in the middle of the
successfully lie to the clerk with a DC 14 Deception check, hall.
again assuming they can think of a lie that a dedicated
government worker would buy. If they can successfully lie or 7. Decision Room
convince him he speaks the passphrase “I live for the King”
and the door opens. If the players kill Charles the room will The next room is wider than it is long. There’s a staircase on
fill with poisonous gas, all players in the room must make a the left that leads down into The Cellar. The door on the right
Dex Saving Throw or take 1d6 damage and be poisoned. leads to the Piling Room, and the door on the far side of the
Every ten seconds they stay in the room after the gas is room leads to the Hanging Fight Room.
released is another 1d6 damage.
You enter a low-ceilinged room with three exits. A wide set of
The door opens to a plain room, with a desk and candles. A stairs with no rails leading down takes up the left side of the
wall is lined with certificates and there is a single exit to the room. A strange smell wafts up from below. A door made out
room, behind the desk. At the desk sits a tall, thin man with a of marble sits on the right wall with an ornate gold handle.
razor thin mustache, who scribble furiously at the stacks of Against the back wall sits a metal door, a rough knob sticks
paper in front of him. He pauses, then yanks a watch from out at an odd angle. A clock is affixed to the ceiling, ticking,
some unseen pocket and flicks it open before looking up at but the hands don’t move.
you. “Yes? What is it?”
8. The Cellar A hanging grid of metal struts crisscrosses the room. 5
The cellar is home to a small family of 4 Goblins that attack humans stand tentatively on the struts, weapons in hand and
anyone that enters the Cellar. They fight with the intention of on hip. Between the struts is open air, a brief fall into an
protecting a vault set in the right hand wall. If any are taken unknown room below.
alive they reveal they were kidnapped and brought here
without knowing where they were, and told that if anyone got
into the vault the Goblins’ families would be slaughtered. 11. The Under Room
Inside the vault is a Scroll of Magic Missile. There’s a door Underneath the Hanging Fight Room is a flat room with soft
on the far side of the cellar that’s locked. One of the Goblins sand. There’s one door in this room which leads to The
hides in the pile of furs in the center of the room. The door Cellar. Any player that wants to look through the sand can
leads to the Under Room. find a bag with 4 Potions of Healing in it on a successful DC
10 Investigation check.
The light fades as you come down the stairs. The smell gets
stronger, like animal musk and sweat. There’s a bucket in the 12. Lair of the Specter
immediate left hand corner and a long table with food that’s The final room contains four pillars of stone that hold up the
beginning to mold next to it. A bundle of furs and blankets sits ceiling. In the center of the room is a casket with a gilded
in the middle of the room, and an open doorway lies beyond it. letter on top that reads “Congratulations on making it this far.
There is a large vault mounted in the right hand wall, and You have proved your willingness to finish a job and your
standing in front of it is a group of goblins, one of which is
physical and mental guile. Your prize lies inside this box.”
Upon opening the casket the Specter is released and attacks
howling towards you, sword raised.
the party relentlessly until it is killed. The puzzle piece is at
the bottom of the casket. There is a door at the far end of the
9. The Piling Room room that leads back out onto the streets of the Warehouse
The hallway ending at the piling room doesn’t come to a District.
doorway, but a cliff. There’s a twenty foot drop down to a floor The double doors open to a grand room, fine stonework on
of dirt with two rows of tall wooden pilings driven into it.
Players that want to cross the room to the door on the far the floors and ceiling. Four massive pillars hold this room up,
side must make a DC 12 Acrobatics check. No two players with torches on each. In the center of the four pillars lies an
can stand on one piling at a time. If anyone takes the left path onyx coffin, with a scrap of paper lying on top.
of pilings the one nearest the door breaks as they stand on it
and they must make a DC 10 Strength Saving Throw to jump
the rest of the distance to the doorway. If a player falls there The Golden Piece
is a ladder up to the door that they entered through that they The puzzle piece that the players have found is made of solid
can take back up. gold. The back of the piece has a small inscription that reads:
Julio’s Magnificent Wares. It is heavy and thick, but on further
The floor gives way at the door into twenty feet of open space. investigation it can be determined that this is not a
Another door sits across the room. There is a branching set of masterwork item but something melted together hastily.
pilings driven into the floor that reach up to floor level, one
veering left across the room, the other veering right.
The Shopping Distict
The busiest part of town. Everything from groceries to
10. The Hanging Fight Room magical items can be found here, and it’s where the city’s
This room is made up of hanging steel girders that crisscross residents come for their basic needs. It’s also one of the
the room. They are held aloft by chains that can be cut. The reasons visitors come to the city, because of the plethora of
chains have an AC of 10 and 3 HP. There are 4 Guards and 1 options for wares. It’s easy to get directions through the town
Thug standing on the hanging girders that will stop the because of the number of people walking around. Players can
players from proceeding through the room. If questioned they also inquire and find shops for other items if they wish, pretty
reveal that they were simply hired to guard a door, which much any item they want can be found but prices are inflated
they’ve all done before. They admit this is a stranger situation because demand is so high. The pride of the district is Julio’s
that past jobs, but guarding this door is still what they’re Magnificent Wares.
getting paid for. They can be bribed for 200 GP, or talked past
with persuading lies/reasons with DC 15 Persuasion or
Deception checks. If they get into a fight, anyone can be
knocked off the girders to the room beneath. Anytime
someone takes damage they must make a Strength Saving
Throw equal to 8 + the damage they took. On a success they
stay up, on a fail they fall. It’s a ten foot drop. The girders are
considered difficult terrain.
Julio's Magnificent Wares The high side of the cavern is where the wyrmling sits, the
players can clearly see it has the third puzzle piece tied
The preeminent magic shop in the city sits in an unassuming around its chest. There is a pile of refuse, bones and animal
southwest corner of the district. It’s exterior is a plain wooden cracasses, against the left wall, and a stalagmite in the middle
building with a simple sign that sits on the side of a small right. The cavern is 60ft wide by 150ft long. It’s also 100ft tall,
backstreet. There is often a lineup to get inside. The interior which gives the wyrmling room to fly around should it feel
of the shop is gorgeous. Everything is trimmed in fine metals, threatened. Once the wyrmling is dead the piece is very easy
glass cases with expensive items line each wall, and a huge to cut off. Once the third piece is in their possession the party
counter sits against the back wall. Six purple robed is free to return to the castle courtyard and place the three of
employees walk between the rows of shelves helping them on the pedestal. At this point the party levels up.
customers. They are also wizards in training that hold
Scrolls of Magic Missile in case anyone attempts to rob the The rocky crevice widens at the mouth of a huge cavern that
store. The hunched, wizened old man who stands behind the slopes upwards. At the top of the slope the cavern is open to
counter is Julio. Julio is a Mage.
Sitting in a big glass display case behind Julio is a golden the outside air, and in that window to the sky sits a bronze
puzzle piece. He is happy to talk to anyone with questions, dragon wyrmling. One side of its face is covered in a motley of
comments or concerns, including any about the puzzle piece scar tissue, and a thick leather cord encircles its chest. Tied to
behind him. He will happily reveal that the king has entrusted the cord is a golden puzzle piece.
him with the protection of one of the King’s Competition
pieces. The king trusts Julio’s judgement. Julio has decided
that he will give up the piece for someone that can convince The Castle and Courtyard
him that they love the city and are acting in it’s best interests, The courtyard is a wide 50ft by 50ft square with a small stage
which requires a DC12, DC13, and DC14 series of right in front of the castle. On the stage is a pedestal that has
Persuasion checks throughout the conversation. He’ll also been slapped together out of wood. A strange board sits atop
give it up for 1000 GP. If someone wants to sneak behind him the pedestal, which resembles a chess board but with only
and steal it while he’s serving customers it requires a DC 14 three squares. Two sets of stairs lead up on either side of the
Stealth check and a DC14 Slight of Hand check to get the stage and to the front entrance of the castle. Four Thugs sit
case off the wall. Anyone that isn’t Julio who opens the display on the steps planning to ambush anyone that approaches the
case must make an Intelligence Saving Throw or take 2d6 pedestal with puzzle pieces. Players can fight them or
Lightning damage. If the party convinces Julio to give up the distract them and open the front gates before they notice
piece he also reveals information about The Trial of the what’s happened. Once the players are inside the castle
Beast. guards close the doors behind them. The main gates lead
directly to the throne room. The king sits upon his throne, he
The inside of Julio’s Magnificent Wares exudes quality. The is gaunt and has several days of beard growth. When the
very air smells faintly of lilac and elderberries, and a gentle players enter he’s staring off into the middle distance
violin serenades the customers from some unseen position. muttering to himself and twirling his crown around his finger.
Every surface in the shop is trimmed with silver and gold, and Once the players make themselves known the king yells for
the shelves and walls are lined with every variety of magical
Bill. Private Bill arrives from a back room to talk to the party.
item imaginable. Six figures bustle about in purple robes
He congratulates them all on their successful completion
of the King’s Challenge and awards each party member 200
aiding the plethora of shoppers that line the aisles. A huge GP. He then confesses that the purpose of the competition
counter sits at the back of the shop, behind it stands a man was to find a group of people adaptable and resourceful
hunched with age and knowledge, a small smile sitting gently enough to find the Princess Amelia who has gone missing
on his lips. Behind him, sitting in a glass display case mounted just under a week ago. The king is adamant that she was
on the wall, is a golden puzzle piece. kidnapped, but doesn’t know by whom. He promises the
players their choice of magic weapon from the kings armory
along with an additional 500 GP each if they return the
The Trial of the Beast princess to the castle alive. He informs the party that she was
last spotted somewhere east of the city, in a little town near
The final puzzle piece is held by a Bronze Dragon Wyrmling the coast called Reael. Around this point in the conversation
in a cave to the northeast of town. It’s a 2 hour walk into the the king becomes very agitated, yelling and burbling. Private
woods and up into the hills where the mouth of the cave is. Bill ushers the party out the door and tells them Illmur has a
Finding the cave takes a DC 10 Nature check, if they fail they carriage waiting to take them to Reael at dawn.
won’t be able to find the mouth of the cave until the wyrmling
flies overhead. This means they won’t be able to approach the
dragon while stealthed, but it will lead them to its cave
through the air. After a short jagged rock passage the cave
widens into a huge open air cavern, tilted upwards. The far
side of the cavern is open to the air, and there’s a thirty foot
drop from that end down to the forest floor.
Part Two: Lost and Found
Rules for Sailing
Reael It’s entirely possible the players will attempt to buy or steal a
The seatown of Reael is only a handful of buildings. boat in order to get to Sesh Island. If this is the case these are
Approximately half of them are taverns frequented by sailors our suggested rules for the players attempting to sail. If any of
and docksmen, the other half are dedicated to the your PCs have the Sailor background they will have
maintenance of the docks and vessels. The population of advantage on all checks that are listed in these rules. Also
Reael is a rough and tumble group, always willing to put don’t forget those with the Sailor background can find free
money on a fight and always ready to be the next into the passage on a ship whenever they need to.
ring. Anyone looking for info is going to have to pay in drinks, The first step is to roll for weather according to the table
gold, or earned respect. They’re also happy to lend rides to below. Roll a d6 to determine weather conditions.
paying travellers.
Weather Conditions
At the top of a small rise you catch sight of seatown Reael. Number rolled Weather Type
Had you not known where you were going you might have 1 Now wind, ship cannot move
mistook it for an errant ghost town with so few buildings. That
2 Light breeze, ship moves at half speed
being said the docks are packed with boats, and sailors bustle
3 Strong wind, clear day
up and down the piers, seemingly oblivious to the town that
sits behind them. 4 Strong wind, raining
5 Strong wind, thunderstorm
Important NPCs in Reael 6 Hurricane
Blofor A longtime resident of Reael he runs the water taxi Weather systems with strong winds make sailing easy.
that ferries people between the islands off the coast for 5 GP When it’s raining or thundering the deck is considered
a head. Despite his near constant drunkenness all Blofor difficult terrain because it is wet and checks are
wants is someone who loves him. He’s also terrified of lions, disadvantaged. If the players attempt to sail through a
which he believes are a constant presence inland, which is hurricane every check becomes a saving throw, on a fail they
why he refuses to venture away from the sea. Blofor is the get thrown overboard.
PCs best bet for catching a ride out onto the ocean. To get the boat moving and keep it moving there are three
Rintin Iglonoo Rintin is a shady character who slinks things that must be done: raise the anchor, hoist the sails,
around the docks whenever a big shipment of something keep watch and steer. If the person keeping watch wants to
comes in. He keeps tabs on all the regulars in town and does climb the mast to raise the sail they’ll get advantage. The
his best to exploit newcomers into buying into his checks and their respective DCs are set out in the table
nonexistent shipping company. He was the last one to see the below.
Princess, he noted her as a tall, pretty blonde who moved
with a purpose. When he saw her she seemed in good health Jobs Skill Check
and didn’t appear to be there against her will. He tried to Raise the anchor Strength check DC 12
approach her but she hopped on a heavily armed boat
carrying a shipment of gems. Rintin does not know where the Hoist the sails Strength check DC 10
boat was headed. He also didn’t know it was the princess or Keep watch Perception check DC 10
he would have paid more attention to her. Climb the mast Dex check DC 10
Gregory Plink Greg is the owner and operator of the
Barenaked Barrel, the most popular of the myriad taverns in Steer Intelligence check DC 10
town, or whichever tavern the players go to first. He has a
wealth of information about who the players can talk to about Sesh Island
any number of topics. He knows Rintin keeps track of people
in town and he knows Blofor would be happy to offer rides to The little is just a half day’s journey off the coast by boat. It’s
islands. If pressed about the princess he also reveals that a in an archipelago that protects the coast from open ocean,
guardsman on the boat she was on was in his tavern the and it’s the smallest of the islands, uninhabited and densely
night before and got wasted. He started talking about being forested. If they catch a ride whoever drops them off
hired to hole up on Sesh Island and protect some lady. That’s comments on why they would go to such a desolate place.
all Greg remembers, it was a busy night. His tavern also has There is an easily identifiable footpath that runs through
rooms that can be rented if the party wishes to rest. the underbrush off of the beach and into the woods. The path
leads to a clearing with a roaring river and a four story tower
near the middle of the island. Across the river from where the
PCs arrive at the clearing there’s a fire with men sitting
around it.
The small sand beach where the boat lands is tropical and The staircase runs up along the back wall into the second
warm, but the sun is quickly absorbed by the dense trees and floor. It’s a battered wood floor with an old shag carpet and
underbrush of the island. A single break in the bushes marks a two chairs sitting in the middle of the small room. The room is
small footpath that extends deep into the shade. square, with doors on the south, west and east walls.

1. The Firepit The north wall door opens to a small, cramped kitchen. Pots
and pans hang from the ceiling and a small wood stove is
The river is fifteen feet wide and moving quickly. It takes a stuffed against the back wall. There are a few scattered recipe
DC 14 Strength check to swim across it. On the other side of books on a little prep table. One of them is open to a recipe
the river is a firepit with four men sitting around it, and four for Hemlock Garnish with a large warning on it that reads
stakes in the ground that are keeping 4 Winged Kobolds in “Be aware, even a little bit too much of the delicate hemlock
the area. Use the Guard stat block for 2 of the men and the flower will kill anyone who consumes it. The unique flavour is
Acolyte stat block for the other two. One of the guards has a unlike anything else, but double and triple check your
key to the Watchtower First Floor. The men are wary and measurements to ensure it’s not a flavour you’re dying for.”
looking out for attack, so convincing them to let the players
across is tough. A curious scent wafts out as you open the west door. Cast iron
pots and pans hang from the ceiling, and the prep table in the
The footpath ends just before the bank of a river, which is
middle is scattered with herbs, knives and cutting boards. A
running fast through the glade. Across the river sit 4 men,
recipe book sits open nearby.
chatting around a low-burning campfire. Each of the men hold
the ends of chains which lead into the air, where 4 red lizard-
like creatures hover, wings flapping. Behind this strange group 4. Watchtower Third Floor
sits a squat 4 story watchtower made of grey, rough hewn The third floor is a mostly cleared out space with a huge desk
stone. in the middle. A elderly elf sits behind the desk writing in a
notebook. Two Dire Wolves are chained to either side of his
desk watching the staircase. There is another set of stairs
2. Watchtower First Floor behind the elf that leads up to the fourth floor. If the players
This floor is where the men sleep at night. There are two sets did not stealth on the Second Floor then the elf and the
of bunk beds with small chests at the foot of each. There’s a wolves will know they are coming and speak to them as they
staircase that runs upwards along the back wall. The chest at get onto the floor. If the players have been moving stealthily
the foot of the east side bed is rigged to explode if a wire on they can attempt to sneak up onto the floor with a DC 14
the left hand side isn’t removed. It’s a DC 12 Perception Stealth check. The elf’s name is Antor and if the players talk
check to find the wire. If the wire isn’t found the explosion to him he becomes confused about when their appointment
does 2d6 fire damage and destroys the contents of the chest. is and how they get into the tower without having a slip. The
Inside the chest are a potion of healing and a Spell Scroll of players can convince him that they’ve just made a simple
Entangle. The first step of the stairs on the back wall is also mistake and they do in fact have an appointment with a DC
booby trapped, as the men who lived here were not allowed to 14 Deception or Persuasion check. If the players are
venture upstairs. Anyone who steps on the first step must outwardly hostile or admit to killing the gaurds down at the
make a DC 12 Dexterity saving throw or take 1d6 piercing bottom of the tower then he releases the Dire Wolves and
damage from a bear-trap concealed under the stair. flees up the back staircase to the Fourth Floor. Use the
Scout stat block for Antor if the players get to him before he
The bottom of the tower is hot and musty. A staircase can flee.
meanders up the back wall to the second floor, and two bunk
The top of the staircase exits onto a scratched up hardwood
beds sit against the right and left side walls. The stones are
floor. You can immediately catch the scent of dog and the
dark and the floor is dimly lit. Each bed has a battered old
sound of a scratching pen. In the middle of the otherwise
chest sitting at its foot.
empty room sits a massive stone desk. Two Dire Wolves are
chained to each side of the desk, the chains long enough to
3. Watchtower Second Floor reach either side of the room. At the desk sits an elderly elf
The staircase ends on the second floor of the watchtower. A with greying hair, who hums to himself as he works.
staircase occupies the center of the small room. There is a
cramped sitting room here with doors on the south, west and
north walls. The south wall door leads to a bedroom, small
but with very fine furnishings. There is a set of unsigned
letters addressed to “Meli” under the mattress begging her to
come home, and a safe under the rug that holds 50 gold.
The door on the west wall opens into a moderately sized Once in Reael the party is ambushed by Rintin. This is
office. There’s a desk against the back wall that looks out either because of the information the party divulged to him
across the river. The desk is neat and orderly and on it sits a themselves or because he found out from others that they
ledger that tracks orders and payments. The orders are listed were looking for the woman, which meant she was of more
as, “weaponry”, “consumables”, and “supplementals”. It value than he originally thought, and wants to kidnap her.
seems as though thousands of Gold worth of transactions Rintin has trapped a Sea Hag underneath the docks without
have taken place. A DC 12 Investigation check will reveal a anyone realizing it, and will release it upon the party when
loose floorboard with 20 gold and a +1 dagger stowed away. they arrive back safely. Use the Cultist stat block for Rintin,
but he wears Studded Leather Armor and has 15 HP. If the
There’s a window in the room facing south. It overlooks the Sea Hag is killed Rintin will flee. If he is caught he will
river and the campsite down below. Beneath the window sits immediately renounce his criminal ways and swear never to
an oaken desk with a thick ledger on top of it.
hurt another fly, though he is lying.
There is no carriage waiting to return the party to the city,
so it is a 24 hour walk back. If you have any combat or
5. Watchtower Fourth Floor roleplay encounters you want to try out on your party we
The Fourth Floor is made up mostly of tables strewn with recommend inserting them here. If not, the walk is
armor and weapons. There are no chairs, and the outside uneventful.
walls are windows, looking out at the forest below. Princess Upon arriving back at the city the party levels up once
Amelia stands at a table, tinkering with various pieces of again.
metal and deconstructed crossbows. If Antor made it up to
the fourth floor without being stopped he will have warned
her that the party is coming. If he did not then the party must
succeed on a DC 16 Stealth check or Amelia will be prepared
for their arrival. She will indicate to the party that she has no
wish to return to her father and his ironfisted rule. The party
can either convince her to come along quietly with three
Persuasion checks, DC 14, DC 15, DC 16, or fight her and
knock her unconscious before taking her back to the king.
Use the Spy stat block for Amelia, but buff her HP by 20 and
her AC by +1. If she is looted players can steal her Ring of
Protection but she will ask for it back when she awakens.
Princess Amelia fills the already crowded room with her
presence. The windows that ring the top of the circular tower
give a good view of the forest below, and the metal-topped
tables are stuffed with disassembled weapons and armor.
Amelia is tall and blonde, her hair tied back, and she wears a
pair of thick gloves with a sword on her hip. She looks at you
as you enter her sanctuary, and says nothing.

Returning to Reael
If the players had Blofor wait or hired him to return to the
island he stays true to his word and helps them get back
safely to Reael. If the players sailed there themselves they
must make the same checks to return. Should they have
caught a ride to the island and not thought about their return
it will be a 2 day wait on the island before a boat passes by. If
this is the case the Princess will become agitated and ask to
return to the Watchtower where it is warm and safe. The next
boat will take them for a fee.
Watchtower
Part Three: The King is Dead, Long Live
the Queen

T
he city is in chaos. Within five minutes of On rare occasion he will venture out of the castle to drink
arriving back in the city it becomes clear that with old army friends. Last night was one of those nights. He
the king is dead. Before arriving back at the met some old friends who were drinking with someone new.
castle it is unclear how he died, but he is most It was a wild night and Bill came back well past drunk,
certainly dead. Upon learning of the death of sneaking into his quarters without checking on the king. He
her father Amelia begins striding to the castle is ashamed of his drunkenness which is why he comes off as
hurriedly, no matter what the party is doing. shifty if questioned. The reality is that he served the king his
The party will only be able to enter the castle if they arrive dinner, a hearty beef stew, before taking leave (with the king’s
with her, as it is locked down. permission) to head to the tavern. Because he was so drunk
he didn’t realize the king was dead until the next morning,
Something is wrong in the city of Figtug. Deeply wrong. The after the king failed to arrive for breakfast. This is Bill’s worst
citizens hurry between buildings and cast furtive looks at each fear, and as such he is a nervous, heartbroken wreck.
other. The taverns are either quiet or filled with yelling and
Especially since he was secretly in love with the king. When
questioned he is easily confused and changes the topic
sounds of fights. Nobody gathers in the street, vendors hold suddenly. He also blames himself because he feels he should
their coin purses close to the chest. Nobody gets near you as have been in the castle to save the king’s life.
you enter the main gates. Finally on a street corner you hear a
local shopkeeper telling an exasperated tourist the reason for Head Chef
the panicking city: “the king is dead.” The chef’s name is Bilb Eenor. He is bean-pole thin and dumb
as bricks when it comes to anything other than food. He is
The princess is devastated by her father’s death. Upon difficult to start a conversation with because he won’t meet
arriving in the throne room her and the party find him laid anyone’s eye and gives the shortest possible answers when
out in traditional Aldora fashion, in a simple brown robe, asked questions. If the players ask him anything about food
shaved of all hair and eyelids sewn shut. Amelia breaks down though, he’ll light up. He knows everything there is to know
at the sight. A small group of advisors, generals and personal about Aldoran food, which spices mix nicely, what meats are
guards stand in remembrance. They are stunned into silence best with the popular tubers of the area. If asked about the
at the sight of Amelia, but after a brief moment express their king’s dinner the previous night he will list every ingredient
relief that she is back safe and usher her into a back room. as follows: pork cutlet, potatoes, asparagus, marinated in
Private Bill steps forward to talk to the party but before he olive oil, salt and pepper with a balsamic glaze and a creamed
can finish his first sentence the princess breaks free from the onion soup on the side. If he’s not stopped he’ll go on to begin
people surrounding her and approaches the party explaining the process of cooking the meal. If asked who
takes the meals he cooks to the king he shrugs, and tells
“You have the courage and wherewithal to have brought me them he leaves it on the table by the door. If asked about his
back home, and while it is not my right to ask anything of you I personal life he shrugs. The players will also be able to notice
am willing to beg for your services one last time: find whoever
that there are many people bustling about the kitchen, and if
they ask the head chef about these people he’ll admit he’s not
did this. Track them down and bring them to me. Justice…
very good with faces or names, but the line cooks and
justice must be done. This world must know justice.” assistants are usually very helpful to him. He does mention
that last night one of his helpers, Anthony, made a lot of
Talking to anyone in the throne room will reveal quickly that mistakes. He also mentions that Anthony hasn’t showed up
the king was poisoned during dinner the previous night. for work yet today, and directs them to the servants quarters,
Depending on who the PCs talk to they’ll either lay blame on which are directly beside the kitchens.
Private Bill, who attended most of the king’s needs, or the
head chef that cooked the meal that killed the king. As of yet
nobody has moved to arrest or question either of them.
Private Bill
Private Bill has his own office next to the royal bedchambers.
There’s a bell connecting the two rooms and Bill was always
on call. He was a simple army officer when he saved the
king’s life on the battlefield as a young man. The king granted
him whatever he wished, and Private Bill asked to serve at
the king’s [Link]’s been a loyal servant ever since.
2. Left Door - Weapons Room
The Servants' Quarters The left door leads to a storage room with racks of weapons
There are a group of men and women fast asleep in this and armor. All common weapons and armor are available,
cramped area. Beds line the walls, clothes are strewn across and there’s also a +1 Dagger and a Scroll of Shield. The racks
the floor and the walls are tacked with portraits. Any of the are locked, and require a DC 10 Sleight of Hand check to
sleeping people will direct players to Anthony’s bed should pick.
they be woken. Anthony’s bed is empty. A DC 10 Investigation
check will reveal a note hidden inside his pillowcase that has The interior of this room smells of steel and leather and oil.
an address of a shop lower down in the city called Wuyanta,
an elvish name. Weapon and armor racks line the walls, everything freshly
polished, though some items clearly well-used for their violent
purposes.
Wuyanta
Wuyanta sits in the same district as Julio’s Magnificent 3. Right Door - Trophy Room
Wares, only a handful of blocks away. Unlike Julio’s,
Wuyanta’s interior lives up to the decidedly rundown nature The room through the right door is a grisly scene. Here is
of its exterior. The players run into Antor, Amelia’s elf servant, where the business keeps any unwanted evidence, objects for
finishing up a transaction at the counter. He finishes paying blackmail and stolen goods. This includes a number of
and rushes past the party, eager not to engage with them. fingers, a handful of fancy rings and a body or two, stacked in
There’s no sign of a product changing hands. Wuyanta is a the corner. There’s also a trapdoor in the floor disguised as a
shipping service that fronts for an underground crime flagstone. It can be discovered with a DC 14 Investigation
syndicate. They smuggle illegal goods in and out of Figtug, as check, and leads to a passage that goes to the Bedroom.
well as acting as the middle men between anyone who wants
something illegal done and the professional that has the The smell hits you first, blood and rot. This room’s walls are
means to do it. The dwarf that works the counter is lined with shelves and tables, each carrying a gory trophy of
understandably vague and elusive in his answers about the some kind. Heads, fingers, a couple of full bodies. The storage
business, but with a DC12 Deception or Intimidation check
he will reveal the nature of the business. An additional DC 10 room of the woebegone victims of Figtug’s dark underbelly lie
Deception or Intimidation check and he will reveal that they in this cramped room.
got an assassin into the city two days ago. The dwarf has no
knowledge of the methods of the assassin, or the name, but 4. Middle Door - Bedroom
he does know that the assassin is currently staying in the
basement of this very building. The handle of the door has been booby-trapped so that if
anyone attempts to turn the knob without dismantling the
Every window into Wuyanta is covered by cloth or boards,
trap it will ring a series of bells attached to the backside of
the door. The trap can be spotted with a DC 12 Investigation
making the interior dark and musty. Each surface appears
check, and dismantled with a DC 10 Sleight of Hand check.
either sticky or fuzzy, and there are no products lining the On the other side of the door is a candlelit bedroom with no
walls or shelves marking the creaky floorboards. There’s just windows. A stone floor and wood paneled walls, a bed on the
one counter with a redheaded dwarf sitting behind it. left hand wall and a wardrobe against the back wall. The
ceiling is only six feet high and there’s a scraggly rug sitting in
the middle of the room. Inside the room sits a Doppelganger
1. Stairway Down in the form of Princess Amelia. He is in this form because he
The stair is locked, but will be unlocked for the party by the knows she’s been missing and was planning on using her
dwarf, who immediately leaves the area if he’s allowed to. If form to escape if anyone finds him. He has not yet heard that
not he will fight on the side of the assassin. The stairway the princess has returned, and upon seeing people he doesn’t
itself is steep and dark, and there’s a tripwire halfway down, recognize will immediately pretend to be the princess and
which if not spotted with a DC 12 Perception check will send beg the party to save him from these monsters. If anyone
the one who activates it falling down the rest of the stairs. attacks or attempts to restrain the fake princess he’ll fight
The stairway bottoms out in a plain circular brick room with back. If he gets dropped below half health the Doppelganger
three doors. will flee through the hidden door in the back of the wardrobe,
which leads into the Trophy Room and up through the secret
On the other side of the door is a staircase, which seems to be trapdoor. Upon getting through the wardrobe false door he
specifically designed to endanger the life of anyone who tries
will shift his form to one of the players’ forms.
If the Doppleganger can get away he will. If not he will die
to use it. Every step is crooked or has nails poking out at odd fighting, and he will give up the name of his employer. If he is
angles, where there are stairs at all. The walls are plain stone, not caught or questioned, there is a letter hidden under the
but covered in various smears of… fluids. mattress in his room which spells it out the same way.
Letter Continuing the Adventure
To Whom it may concern, This is the first three levels in a series of adventures that take
Your target is the King of Aldora, who resides in the castle place on the continent of Totus. The second installment,
within the city of Figtug. We have received inside information which is a one-shot that takes approximately 4-6 hours to
that the king holds a vastly unnecessary amount of servants complete, follows the party as they plan and execute the
that do his every bidding, like the fat lazy dictator that he is. It retaliatory assassination of the Emperor of Immunity City. It
should be well within your abilities to infiltrate the castle as a
is available now on our website, [Link].
servant. We have also been told he has a fondness for dinner,
and does not have a resident food taster on staff. Fool. Ensure
he dies and you will receive the rest of your payment, and
together we can ensure the continued freedom of our
continent.
Yours truly, The Emperor of the Free State of Immunity City

Assassin's Speech
Your fat bourgeoisie dictator deserved to die for what he’s
done to this continent. Consolidating power, taking land,
making us all citizens in a land that shouldn’t exist. I kill for
money and morals, your king killed for the fun of it. And I’m
not the only one, all of Immunity City will come out to seek
justice for his hungry power grab. The Emperor themself gave
me this assignment, and I succeeded, with some help from the
inside. Watch your people closer, fools, someone in that castle
hates this system as much as the rest of us.

Wrapping Up
Arriving back at the castle, with or without the assassin, the
players find the Princess being crowned. She tells them that
the position of monarch has been altered, and her powers will
be more centered around the Aldoran military, as that is its
strongest point. When the party reveals what they’ve found,
and that they caught/captured the assassin, she gives them
stoney faced thanks and offers them a weapon of their choice
from the armory, all of which are +1 weapons. If the party
brought the assassin back alive, she will swiftly order it to be
executed, and have her guards march the assassin away.
Then she promotes all of the PCs to captains in the Aldoran
army and tells them to prepare. Immunity City must pay,
Aldora is going to war.
Amelia's Speech
You have proven yourselves to be not only worthy of trust, but
loyal servants of Aldora. If I had it my way I would stock every
garrison with people of your calibre, but right now that is
impossible, so instead I must use you appropriately.
Congratulations, you are now all ranking captains in the finest
army on the continent. Take up your new arms, and prepare
yourselves. I cannot let the murder of my father go
unpunished, and I cannot let the warlike city state of Immunity
continue to revel in the chaos that they so willfully seed.
Gather your things, and make your arrangements my friends.
Aldora is going to war.
The Dagger Dice of Bismuth
In the grimy back alleys of this port town, a good set of dice is worth its weight in gold
Written By Rory Hoffman

Introduction and Overview

T
he Dagger Dice of Bismuth is a 5th level oneshot adventure designed for a party of four to take 3-6 hours to play.
The party has found themselves in the port town of Bismuth, a sprawling low settlement full of hard sailors from
around the world. There are three areas of note in Bismuth: the Portly Cauldron, the Quay, and the Shipyards. Two
quests that send the adventurers in the same direction can be found in town, the search for a missing wife and the
hunt for the Loaded Dagger Dice. After being given one or both of these quests and finding out more about the town
and surrounding area, the party strikes out North. They happen across a protected cove with an old shipwreck that
has recently been inhabited by a band of pirates using the cove to attack ships as they leave Bismuth. The party
must fight or lie their way to the Captain, who offers to let them leave or come on as pirates as they wish, if they can beat her at a
game of Liar’s Dice. If they win she desperately attacks them. If they lose she will ensure they hold up their end of the deal, by
force if necessary.
Bismuth Background The Legend of the Loaded
Bismuth is an old town, but primarily serves as a temporary Dagger Dice
place for sailors to live when onshore, and somewhere for
travellers to spend a night or two before moving on. There A common legend among the few permanent residents of
are few businesses outside of sailing, shipping and travelling. Bismuth is the Legend of the Loaded Dagger Dice (see
Because of the lack of residents and almost nightly fogs that Appendix for item information). If your party happens across
roll in from the sea, many people believe the streets of someone who wants to hear the legend, you can relay the
Bismuth to be haunted by the ghosts of dead travellers and following.
sailors, ever-searching for their way back home. There is a
night’s watch but it lacks meaningful leadership, and little It is said that an elf lord was once travelling through the town
else in the way of authority. Bismuth technically falls under after losing his fortune to a wily demon, looking for a way to
the rule of the nearby lordship but is forgotten more often get it back. He happened across a game of Liar’s Dice taking
than not. place in a back alley, and bet his final possession on the game.
It was a family dagger, ornate and carved with runes of
Gambling unknown origin. The elf lord quickly fell behind in the game,
Because of the popularity of gambling on ships that dock in and in desperation he cheated. It was a last attempt to win
Bismuth, the town plays host to a wide variety of games and back his wealth, but being a newcomer to the game had no
places to lose money. Anyone caught cheating is liable to be chance of getting away with it. For his crimes, the players held
killed on the spot, but people tend to be good to their words him down and pierced his heart with the very item he was
when it comes to betting money in the streets or taverns of betting against, the family dagger. The strange runes lit up
Bismuth. If you're looking for something to flesh out the
atmosphere or highlight as a unique point of the city, with the taste of blood, something it had not experienced in
emphasize the number of people tossing dice and playing eons since the family had no use for violence once they had
cards in the streets. come to power. Drinking in the blood of its master the dagger
fed off of the dingy alleyway around it and drank until the elf

Sailing was dry, and the dagger’s form shifted and changed until it had
become what it considered the new most dangerous item in
Most of the people tha party happen across in the town are the area: a set of dice, ornate and metal, covered in runes of
sailors, male, female, orc, dwarf, elf or human the sea is the
most popular topic for conversation. Many of the people mysterious origins. It is said whoever plays with these dice can
passing through Bismuth have tall tales to spread around, never lose when gambling, but suffer untimely deaths, one
and if the party is in any way interested in chatting with non- after another. After an age the whereabouts of the dice were
important NPCs they'll be excited to spin a yarn about a lost, but many claim that you can hear the heavy clacking of
faraway place. Most likely this will involve the following: an the ornate set being rolled in the back alleys of Bismuth late at
impressive display of sailing that saved many other sailors, night when the fog is thick and the watchmen are drunk. At
the slaying of some beast, most likely one that threatened the
ship, and the wooing of some part-fish heir to the underwater least, that’s how the legend goes.
throne.
Important Locations in Bismuth

T
he following places are either dangerous and will offer their own combat/reward, or are home to the NPCs which
will take the party further afield in search of something. It does not matter what order these locations are
approached in. If the party doesn't happen across the quest-givers in a reasonable time, word about the party will
spread causing quest-givers to seek them out.

Rider Thingley
The Portly Cauldron Rider is a soft spoken page on the run from the law for a
The sign above the door of this raucous establishment swings clerical error that resulted in the deaths of a battalion of
drunkenly off of one chain, and at an angle you can see it reads
troops. He is secretive and distrustful, and generally drunk.
He fled to Bismuth with his wife with only enough coin for
“The Portly Cauldron”. The building is shaped much like the
one ticket out on a freighter. He gave the ticket to his wife,
name suggests, low slung and wide with a bubbling mixture of vowing to join her once she made landfall, but never received
sounds and smells spilling out. Inside it is warm and bright, word that the ship had arrived safely. It was supposed to
packed with men and women drinking and gambling. You can travel up north along the coastline, and Rider is worried that
see cards, dice, ladies of the night and a handful of barmen something has befallen the last thing he had left to love in
desperately trying to keep up with the vast amounts of ale and this world. He will hire the party to find his wife by travelling
liquor being consumed.
up the coast looking for signs of shipwreck, and in return
offers a Figurine of Wondrous Power (Griffon). If the party
attacks Rider for the figurine use the Mage stat block and
Important NPCs have the city watch arrive after two rounds of combat.
Lady Olenbrook Bond: Wife (Elise Thingley)
Tish Olenbrook is a lady of the night, one of the few that has Ideal: Love conquers all
stayed in the grime and grit of Bismuth. She makes her living
flaunting her considerable good looks to get patrons to the Flaw: Alcoholic
room she lives out of in the second floor of the Portly
Cauldron, before getting them too drunk to remember the A jittery man sits alone at a table, swilling hard from one of the
evening and relieving them of their wallets. The nature of number of mugs he has before him. His hands and eyes are
Bismuth means that her patrons tend to move on the next never still. He polishes his spectacles, worries at his vest, turns
day, hungover and confused and not willing to admit how
much they paid for a single night with the fine lady. Lady a ring on his finger. He watches each patron that comes near,
Olenbrook knows the Legend of the Loaded Dagger Dice, glances at each game of dice and cards, jumps at every loud
and also about Aciloth Dengura’s plan to find it. She thinks noise.
it’s a load of excrement, and risking one’s life for a set of dice
is wasteful.
Bond: Tish nurses a soft spot for the Rider Thingley
The Quay
The Quay has a small jetty and an old brick watchtower that
Ideal: Weaknesses should be exploited sticks above most of the other buildings in town. Some years
ago a business woman wandered into town with a vision of
Flaw: Distrusting turning the Quay into a haven for businesses that wanted to
sell their wares without transporting them any farther. She
A tall, gorgeous woman drifts between the throngs of people set up a cluster of buildings designed as shops, before going
inside the tavern. Her long dark hair falls nearly to the small of missing, never to be seen again. The shops fell into disrepair,
her back, and her laughter cuts through the other sounds as
eventually being taken up as temporary boarding houses for
sailors and a space to gamble indoors. Because of the
she offers a gentle touch here and a smile there. Heads swivel
mysterious nature of the business woman's death, it is
as she passes, but she takes only the attention of a lucky few, rumored that the Quay is haunted.
pausing for only the briefest of moments.
A small disused jetty floats with the tide out on the water,
Bond: The Sea
overlooked by a hexagonal brick tower jutting up above the Ideal: Chance rules all
rooves. Men and women wander between the buildings here,
few walking with anything resembling purpose. Many toss dice
Flaw: Jabbermouth
to themselves or absently shuffle cards. The buildings
themselves look like storefronts, prim facades with areas for The Shipyards
signs, but none possess names or display wares. The only sign The true heart of Bismuth. This is where ships get hauled
you can see in the broken down shopping district hangs ashore for cleaning, repairs, and where any illicit goods get
crookedly over a boarded-up door, it reads “The Claptrap”. loaded on since the watch never bothers with it. The
Shipyards teem with activity day and night, men and women
working hard to build new ships and make old ones
The Claptrap seaworthy again. The foreman of the Shipyards is a burly elf
The Claptrap was a store designed to sell knick knacks and named Aciloth Dengura.
trinkets to sailors as good luck charms and mementos.
Unbeknownst to the owner, they had accidentally dabbled in Hammering, shouting and a loud voice carrying over the
real magic, and summoned a malevolent spirit which general clamour reaches your ears. The wide space on the
murdered them. The Claptrap was boarded up afterwards, edge of town is busy with people, more people than perhaps
and has been since. It can be broken into with a DC 14 in the rest of town combined. They scurry up and down and
Strength (Athletics) check. between ships like worker ants intent on helping the queen,
bringing lumber, affixing cleats, patching sales. The Shipyards
The inside of the Claptrap is dusty and dark. Cobwebs choke
are the hub of this town, and striding amidst the workers
the corners of the main room, filling the space between knick
stands a tall elf with cropped hair, sleeves rolled up his
knacks and trinkets. Against one wall a sword leans, blade still
forearms shouting at everyone and everything.
sharp, and a counter sits up against the back wall.

Inside of the Claptrap there is a Ring of Swimming and a +1 Important NPCs


Longsword. There is also coinpurse with 179 GP stored Aciloth Dengura
behind the counter. None of these items require too much
searching to find, but if anything in the store is disturbed the Aciloth has worked at the Shipyards seen he was a strapping
Ghost of the business woman will appear and attack whoever young lad of fourteen. He’s seen his fair share of hard work,
touched her things. She will fight until dispelled, although it accidents, drunk sailors and rich men demanding impossible
is unclear if defeating her dispels her for good. If questioned things, and frankly he’s had enough. Ever since he purchased
during the fight, she will not know her own name but his first set of dice from a wandering merchant he’s been
despises the town of Bismuth for being a corrupting place, obsessed with winning his fortune in a game of chance and
and blames an elf she calls Orion for getting his dark soul retiring. The addiction has cost him a good sum of money but
trapped by the essence of Bismuth. he won’t give it up, and has gotten word of some strange
activity to the North of Bismuth. A staunch believer in ghost
Important NPCs stories, Aciloth is convinced by the rumors: that the Loaded
Crawford McDug Dagger Dice have found their way back to the Bismuth area.
He will commission the party to retrieve the dice for him,
Crawford is an ex-seaman who can’t get the saltwater out of offering 1200 GP in return, and a free custom-made ship.
his veins. A long-time freelancing sailor, serving on every type Bond: Lady Olenbrook, he dreams of whisking her away to a
of vessel from military Man-O’-War to fishing boat. He lost a better life, and is terrified to even talk to her let alone hire
hand because a foolish young sailor made a mistake in her.
rigging a mainsail, causing the line to snap with Crawford’s
hand within it. Since then, no captain has wanted to hire the Ideal: Money solves all problems.
bowlegged dwarf, with a crusty iron hook for a hand and a
cough that doubles him over every handful of minutes. Flaw: Gambling addiction.
Crawford longs for the sea though, and will limp around the
Quay gambling and swapping idle stories, chasing the taste of
open ocean through the lives of others. He knows everything
about Bismuth. He’ll warn people about the Claptrap, he’ll
happily relay the Legend of the Loaded Dagger Dice, give
directions to the old lighthouse, he’ll claim he was on the
crew of the Merman’s Draught when it wrecked up the coast.
He’s always looking for someone to talk to, and for a pint or a
game he’ll spill any information sought and then some.
The Path to the Merman's Draught

T
he way north is rugged and perilous, which is why most people travel north by ship. It is rocky and covered in
vegetation. The party will spend most of their travel on a small deer path that cuts its way towards the cove. A Giant
Crocodile wanders about in the jungle here searching for prey. He will attack the party if they are resting or
occupied with something else along the trail.
There are three tough spots along the trail: Poison Ivy, Steep Cliff and Dead End.
Poison Ivy
Lying across the path is a huge patch of poison ivy which will infect anyone who steps in it. It can be recognized with a DC 16
Wisdom (Nature) check. Anyone who steps in the patch must make a DC 18 Constitution saving throw or be poisoned and take
1d6 acid damage every hour for the next 8 hours.
Steep Cliff
At one point the path comes across a steep cliff, continuing at the bottom. The cliff is sheer and wet from a little rivulet that
splashes across it nearby. It is 60 ft. tall. The DC for climbing down the cliff without any kind of aid is increased from 10 to 14,
anyone who falls takes regular fall damage.
Dead End
Near the end of the journey the path that the party has been following appears to dead end. If the party continues straight without
making any additional checks they have a 30% chance of heading in the right direction. If they do not, have them circle back
around to the area where the path dead ends. If they make a Nature, Perception or Survival check it is a DC 16 to determine the
right direction based off of broken branches and old footprints in the mud.
The whole journey takes about two days depending on the speed of the party and the amount they rest.

Merman’s Draught and Lighthouse Cove


The cove is half-moon in shape, and the white sand beach is surrounded on every side by dense jungle. On a nearby cliff there sits an
old, seemingly-abandoned lighthouse. Sitting half submerged up on the beautiful beach is the broken remains of a huge sailing ship.
Water laps gently at the tattered hull, and a massive hole sits on the side facing you, looking into the deep darkness of the ship beyond.

The Merman’s Draught and the Abandoned Lighthouse are two distinct areas with multiple rooms. They are connected by an
underground tunnel that goes underneath the water. Baroness Von Strauss the Pirate Queen reside in the Captain’s quarters
which are submerged but sealed off from the sea by magic. If she is beaten in the Captain’s quarters she will flee through the
tunnel to the lighthouse for her last stand. If the party approaches from the tunnel to the ship, she will flee towards the beach for a
last stand.
1. Galley
The Merman's Draught The door at the back of the galley is a Mimic. Anyone who
The Merman’s Draught was wrecked here when the touches it, to open it or to listen to the voices on the other
lighthouse malfunctioned ten years ago. It has sat as a side is subject to the Mimic’s abilities and attacks. The
reminder of sailors to be wary of the coast, and not place too Mimic can be noticed with a DC 18 Wisdom (Perception)
much trust in anything beyond proper navigation. It was a check or a DC 16 Intelligence (Investigation) check if asked
mid-sized ship, much of which now is rotted or washed away, specifically about the door.
leaving behind the Galley, Crew’s Quarters and Captain’s
Quarters. Benches line the left and right of the hull here, though it is
sealed enough that no water gets in. It smells strongly of fish
You approach the battered oaken planks of the ship. Leaning in here, and a surprisingly unmarked door sits at the back of
down towards the sand is the wooden sculpture of a man with the galley, from the other side you can ever so faintly hear
a whale’s tale, in his strong right fist he clenches a dripping voices.
heart, the left side of his head missing. Inside is dark and
clammy, and the sound of the waves against the wood is
amplified by the cavernous hull.
The Merman's Draught
2. Crew's Quarters If the party is here for the Loaded Dagger Dice the Baroness
will appear excited, and gesture to them on the table in front
Two crewmates play a game of Liar’s Dice in this room, of her. She will offer to play the party in a game of Liar’s Dice.
chatting amiably and drinking together casually. If the party If the party wins she will hand over the dice, if they lose she
fights the Mimic in the Galley the crewmates will know they will sell them into slavery.
are coming and prepare attacks for when they enter the
room. The two men are brash and fake charisma, but they are
terrified of being driven out of the sunken ship or subjected to The Rules of Liar's Dice
the laws of regular folk. Backed into a corner they will fight to Each player starts with 5d6. Players roll the dice
the death, but if given the chance to flee when losing in a fight and conceal what they’ve rolled from the others.
they will take it. Use the Swashbuckler stat block for the two Any player can start the round by announcing any
crewmates. face value and the minimum number of dice that
the player believes are showing that value, from all
It’s warm and dry in here, which is surprising since you can
players. On following turns, the next player can
either increase the bid or challenge the previous
hear the sounds of water all around you. Two men stand on bid. Players can increase the bid by value or
either side of a low table which contains various bottles, two amount (i.e. if the first bid was “two ones” the
cups and two sets of plain six sided dice. The men wear second bid could be either “three ones” or “one
leather armor and bandanas around their heads, clutching their two”). Rounds end when a bid is challenged. A
player challenges when they believe the previously
weapons they smirk in your direction.
stated bid was higher than the actual number of
rolled values (i.e. the bid was “three sixes” but
3. The Captain's Quarters there were only two sixes). If the challenger was
right they win the round and the liar removes one
Baroness Von Strauss the Pirate Queen (stat block in of their dice, now playing at a handicap. If the
Appendix) resides in the illustrious Captain’s Quarters. It has challenger was wrong (i.e. there were as many of
a four-poster bed on the left hand wall, a banquet-sized table the value stated or more) they lose the round and
in the middle of the room with a single throne-like chair consequently remove a die. The game continues
sitting at its head. There are glass windows at the back of the until only one player has dice left.
huge ship, and they look directly out into the murky depths of
the cove. Chests of spoils line the right hand wall, inside is
1200 GP in total, along with various gems including If the Baroness drops below 25 health she will flee up the
diamonds, rubies and sapphires that make up another tunnel to the second floor of the Abandoned Lighthouse and
1500GP. There is a trapdoor underneath the table concealed take Rider’s wife hostage in an attempt to escape with her
by a thick, plush rug that can be found with a DC 18 life.
Intelligence (Investigation) check or if the Baroness flees
through it.
Note
As you enter this illustrious room, seemingly too big and fine The effects of the Loaded Dagger Dice can be used by the
to be part of a shipwreck, you are greeted with the warm smile Baroness in a game of Liar’s Dice, but it is still possible for a
of a short woman with shockingly red hair. Perched on the top
player to beat her, just much more difficult.
of her head is a wide-brimmed hat, and in front of her sit a
heavy set of metal dice. “Welcome, sort of,” she says Abandoned Lighthouse
regarding you with a raised eyebrow. “I am Baroness Von The Lighthouse is three stories tall with a roof that has a set
Strauss the Pirate Queen and I think it’s safe to assume you’re of mirrors to reflect a small bonfire out into the sea. The
here for something, but on the off chance it’s not something building is brick and wood, mostly covered with moss and
I’ve stolen, would you care to become pirates? I’ve just vines. The total height of the building is 120 ft. each floor
decided I’m hiring.”
standing an impressive 40 ft. tall. There are two windows on
the second and third floors that are locked from the inside.
Regular climbing rules apply for anyone who attempts to
If the party is here for Rider’s wife the Baroness will shrug climb the outside of the building. The doors at the bottom
and claim she does not recall seeing a woman aboard any of and top are both unlocked.
the ships they’ve plundered recently, so it’s safe to assume
she made it through and has simply abandoned her husband. The tall, brick lighthouse is covered in moss and vines. It
This is revealed as a lie with a DC 15 Wisdom (Insight)
check. If pushed further on it, or negotiated with as if for strikes up into the sky, the series of mirrors and the basket
wares, the Baroness will admit the slave trade has been that would normally hold the flame are dark. Four windows are
plentiful as of late and so they are keeping Rider’s wife safe built into the brick, each separated by forty feet. There’s a door
nearby until the next slave vessel comes around. at the base, dirt blown up against its threshold and vines half
covering the handle.
The Abandoned Lighthouse
1. First Floor 3. Third Floor
The first floor is mostly empty, it contains six days worth of One of the windows on the third floor looks out to sea, and
provisions stored in barrels and boxes. There’s an old rug this is where the Kraken Priest stands, staring out at the
taking up a huge swathe of the floor, which conceals a ocean. The rest of the room is sparse, containing a single bed
trapdoor leading down to a passage that leads out to the and a shrine to some dark god with many tentacles and beady
wreck of the Merman’s Draught. There’s a staircase that eyes. The priest lives in peace, ignoring the pirates of the
spirals up the wall on the right hand side. The first step is cove in return for being ignored. He wished to one day meet
trapped, anyone who steps on it without first attempting to the great Kraken he worships, but until that day he lives a
disable the trap will set off a set of spikes in the right hand simple life of near-monkdom. If he thinks something is
wall that deal 2d6 piercing damage, halved on a DC 18 threatening that simple life, he will attack it. There is a chest
Dexterity saving throw. Stepping on the trap does not disable under the bed which can be found with a DC 14 Intelligence
it. The trap can be found with a DC 15 Intelligence (Investigation) check which contains an Everburning Lamp
(Investigation) check. It takes a DC 12 Dexterity (Sleight of (see Appendix), taken from the top of the lighthouse by the
hand) check to disable the trap. The hidden trapdoor is also priest in hopes that dead and dying sailors would draw the
trapped. If it is opened from this side it releases a puff of attention of the Kraken.
noxious gas. Anyone standing within ten feet of the trapdoor
takes 2d10+4 poison damage and is considered poisoned for The third floor of the lighthouse is sparse, and quiet. The only
the next two hours. The poison trap takes a DC 16 discernible sound is the waves crashing against the cliff below.
Intelligence (Investigation) check to spot, but it is easy to Standing at the window overlooking the cliff and the sea
remove the vial of condensed gas once spotted. beyond, is a figure in long robes, bald with a strangely bald
speckled head. To the left is a simple bed, carefully made. To
The door creaks open to a dusty, stagnant room. Boxes and
the right is a shrine, candles and carvings carefully arranged
barrels stand close to the circular walls, and a thick red rug
around a huge tentacled beast figure. Just past the shrine, a
spirals out from the center of the room, absorbing any sound
ladder ascends to the roof.
that might permeate the brick building. A set of stairs follows
the wall on the right hand side, ascending slowly up to the
If players want they can ascend the last staircase to the roof
second floor.
of the lighthouse. Placing the Everburning Lamp in the
appropriate spot will successfully illuminate the sea. From up
2. Second Floor here the party can also see the small, dark vessel at the base
of the cliff that the Baroness and crew was using to conduct
This floor contains 8 prisoners, tied up and sitting with their their raids on passing ships.
backs against the walls. Two Swashbucklers are playing
cards in the center of the room and drinking, keeping an eye
on the prisoners. They’ll attack anyone they don’t recognize Concluding the Adventure
on sight. If one of them dies, the other will grab a prisoner to The way back to Bismuth is unremarkable, each danger
use as a hostage. If anyone attacks an enemy holding a known and overcome on the way here. If the party accepted
hostage the stakes for missing the attack increase. If they quests from Rider, Aciloth or both, the two men are good to
miss the target’s AC by less than three the attack misses their word, delivering the agreed upon prices in full. If the
altogether, hitting the floor or wall. If the attack misses by party gives over the dice to Aciloth he will begin working on
more than three they instead hit the hostage, applying their their custom ship, but it won’t be ready for another three
damage roll to them instead. Use the Commoner stat block months. He will pay the gold up front. If Rider and his wife
for all the hostages, except for Elise Thingley who has an are reunited both are overwhelmed with joy simply to be
additional 10 HP. Elise is one of the prisoners, she will be the together again, each swearing they’ll never leave the other’s
first to approach the party if they are successfully freed, side. Soon after being reunited a captain will approach the
asking after her husband immediately. The staircase to the two and offer them passage on his ship, claiming that an
third floor continues across from where the staircase anonymous donor paid for their tickets. With the threat of
entering this floor opens up. pirates greatly reduced, more ships take to sea, the players
are free to charter passage, wait for the completion of their
As you reach the top of the stairs, one fact is immediately and ship, strike back inland or retire happily on the water.
abundantly clear: this lighthouse is not abandoned. Ten people
are in this room, eight of which are tied tightly together, backs
to the wall. A small table with two chairs sits in the middle of
Thanks!
the circle, occupied by a pair of pirates. The cards in their As always, thank you so much for playing and making our
hands forgotten, they rise to meet their new guests with
dreams here at Only Crits continue to come true. Many
thanks to the Homebrewery, which allows us to provide our
weapons drawn.
adventures in authentic formats. If you have questions,
commments or adventures of your own that you want us to
sell on our website please reach out to us.
Appendix
Baroness Von Strauss the Reactive. The Baroness can use two reactions in a
single turn with no penalty.
Pirate Queen
Medium humanoid, Neutral Evil Actions
Multiattack. The Baroness makes three attacks, two
Armor Class 19 with her cutlass one with her modified crossbow
Hit Points 135(15d10 + 53)
Speed 30ft., swim 30ft. Cutlass. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit 15 (2d10 + 4) slashing damage plus 4 (1d8)
poison damage.
STR DEX CON INT WIS CHA
Modified Crossbow. Ranged Weapon Attack: +7 to hit,
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) reach 60/120ft., one target. Hit 11 (2d6 + 4) piercing
damage
Saving Throws Dex +5, Con +6, Wis +3, Cha +5
Skills Perception +6, Acrobatics +4, Persuasion +4 Reactions
Condition Immunities Charmed, Poisoned
Senses Darkvision 60ft., Passive Perception 16 Parry The Baroness can add 4 to her AC against one
Languages Common, Abyssal melee attack that would hit her. To do so she must see
the attacker and be wielding a melee weapon.
Challenge 7 (2,900 XP)
Vicious Mockery Anytime someone attacks the
Natural Charisma. The Baroness' natural beauty and Baroness and misses she unleashes a string of insults
charm entices those around her. Anyone within sight at them. If they can hear her, regardless of if they
of her must succeed on a DC 15 Charisma saving understand, they must succeed on a DC 16 Wisdom
throw or be Charmed for the next hour. Creatures saving throw or take 1d6 psychic damage.
affected can repeat the save at the end of each turn.

The Loaded Dagger Dice Everburning Lamp


Wondrous, Rare, Requires Attunement Wondrous, Uncommon
The dice set takes the form of whatever set of dice the user This lamp requires no oil, and never burns out. It sheds bright
desires, taking one minute to change if need be. The user can yellow light in a 30 ft. radius and dim light for an additional
also will the dice into the form of a dagger which deals 30 ft. The lamp can be shuttered, preventing any light from
magical damage. The dice set will roll whatever number or escaping it. If the lamp is broken it explodes, dealing 8d6 fire
numbers the user desires. damage to anyone within a 20ft. radius of it.
Curse. Whoever attunes to the dice are not willing to let
them go, at any cost. Unfortunately, the dice don’t feel the
same way, constantly seeking the most adventurous,
profitable option, the dice will betray the user after being
attuned to for more than six months. This comes in the form
of disobeying directions at crucial moments, often with the
result of bodily harm or great loss of wealth. No matter how
many times the dice disobey, the user will never want to let
them go, if anything, increasing the amount they use the dice
in hopes of recapturing their initial success.
Credits
Big thanks to Dungeon Scrawler and the Homebrewery for their tools. Map images courtesy of Daniel F. Walthall, Drive Thru RPG
[Link] license CC BY 4.0 [[Link] no changes have
been made.
The Missing Boxes
A certain humbug has it out for Yuletide celebrations this year
Written By Rory Hoffman

The Missing Boxes


Overview Crewville and Mount
The Missing Boxes is a winter holiday themed one shot Strumpet
dungeon crawl. It’s designed for a 4 person party playing at
level 5. Crewville is a mostly Gnomish town in the north of the
It’s Yuletide and the season is in full swing. Presents and continent. It sits in the shadow of Mount Strumpet, which
cheer are being doled out in equal measure in the town of keeps off the worst of the weather that blows in from the
Crewville. Unfortunately, the day before festivities are set to coast. While it holds off most of the weather it is also the
begin, a string of burglaries takes place in town. The party sanctuary of many a strange beast and creature, the craggy
arrives as people are starting to panic, and the only one who crevices and jagged peaks hold untold dangers. For the most
seems to be talking any sense is a little girl who saw a part the strange creeps keep away from the bright lights of
strange looking humanoid in a red coat and hat stealing Crewville, but when something strange occurs most villagers
between buildings. The rest of the town speaks furtively of an agree that it probably originated from Mount Strumpet. The
old resident, The Grinch, who always had it out for the isolation of the area provides additional security from the
season. The party is eventually led to a cave system in the troubles of other people. Crewville doesn’t get a lot of
mountain north of town where The Grinch lives. Fighting and strangers or conflict passing through, so new people in town
figuring their way through the cave they eventually come face stick out. The villagers are friendly and spend some time in
to face with the strange green humanoid and must decide the tavern and inn, but mostly they fraternize in the streets
how they can save the Yuletide season. and church. They come out and knock on each other’s doors
just to chat. The players will be offered more than one room
in different households. We would recommend having the
Introduction party run into one or two random citizens that talk about the
The adventure begins in the snowy hamlet of Crewville, excitement of Yuletide and their worries over the robberies
which has spent the last couple weeks doing up the town for before introducing one of the key Crewville people. You can
Yuletide, which celebrates the shortest night of the year. From either roll a d4 to determine which one they run into, or
a low rise overlooking the little village from the south it choose the one you want them to meet first.
makes up a beautiful bright spot in the bleak northern
landscape, nestled in the overhang of Mount Strumpet. Important NPCs in
Players can wander through the little cozy buildings as the
sun sets, set up in an inn or tavern, but no matter where they Crewville
go they notice two things: the unabiding cheer with which Mayor McStrudle
everything is done up, and the frank distrust with which they, Mayor McStrudle is a happy man, who lives in a happy
as outsiders, are viewed. It becomes apparent relatively village, and he will do anything to keep it that way. He would
quickly that someone has been committing a string of even go so far as to ignore problems in the village and
robberies in the village. People have lost packages intended pretend they don’t exist. He has been seeking Lady Evelynn’s
for gifts, decorations, and piles of food. A number of people in hand in marriage for almost a decade, and by golly one day
the village (listed in the Important NPCs in Crewville section) he’ll get it. He’s quite confident that the perpetrator of the
suspect an old resident, a misfit who never liked the cheer of string of robberies are being carried out by The Grinch, a
Yuletide. Time is running out though, the holiday is only two strange looking ex-resident who he went through classes
nights away and with none of their normal festive items, with. The Mayor knows about The Grinch’s weakness for
there’s no way for them to celebrate. pretty female gnomes. If the Mayor hears there are strangers
A bright spot emerges in the sharp peaks and snowy folds of
in town he will seek them out and implore them to find the
the north: The town of Crewville. Each window is bright with lost Yuletide items and return them by tomorrow, Yuletide
candles or magic lanterns burning happily. At the center of the eve.
little hamlet sits the largest, most colorful tree imaginable, and
between the cozy buildings scamper happy little gnomes.
Lady Evelynn
Lady Evelynn is the town beauty. A glowing personality and Lively celebrations turned into a bore.
a full set of teeth set her apart from the other gnome Only one thing can stop it,
mistresses of the village, and everyone wants to be her friend. Or perhaps a one few,
Unfortunately for most people she does not want to be The future of Crewville’s Yuletide falls to you.
everyone’s friend, and tends to come across as a bit shallow if
you talk to her for too long. The reality is that Lady Evelynn
cares deeply for her knitting, something that she feels she
would be ostracized for if she was more open about it. She
The Grinch's Lair
knows the location of The Grinch's new residence, as she 1. The Crack in the Mountain
received a sloppily scrawled invitation for a housewarming There is one entrance into the Grinch’s lair, a tall windy crack
party some years ago. She did not attend. in the side of Mount Strumpet. There is a haphazard wooden
Pastor Nicholas door jammed into the crack which has been locked, with a
Pastor Nicholas is the one perhaps most responsible for wooden bar on the other side. The party can get past this
The Grinch's upbringing. He was the one who found The door by a DC12 Athletics check to climb over it through the
Grinch on the steps of the church almost thirty years ago, and crack, or a DC14 Strength check to break down the door.
did his best to raise him. Unfortunately The Grinch was There is a set of signs outside the crack in the mountain that
always wild, and often spent days at a time away from the identifies the place as “Your Doom”, “Leave Now”, “Dear
church without telling Pastor Nicholas where he was. Pastor Gods Leave”, “Oh the Humanity”.
Nicholas has many duties in town though, and he was not
always available to be a good caretaker, but he did his best to The snow and wind abates for a moment as you approach the
instill a sense of kindness and empathy in The Grinch.
During festivities the pastor is always the one to go from sheer face of Mount Strumpet. A huge crack runs up the
household to household and bestow gifts of favour upon cliffside, and wedged crookedly into the crack is a door. Four
everyone. Pastor Nicholas has only had two items stolen from signs are jammed into the snow at odd angles leading up to
him, his famous, warm red coat and his pointy red hat. If you the door, the first reads “Your Doom Ahead”, the second says
use the optional plot hook below, Pastor Nicholas reveals “Leave Now”, the third says “Dear Gods Leave”, and the final
himself to be the one that released the note into the wind, sign says “Oh the Humanity”.
hoping that the gods would bring someone to help with the
situation.
Cindy Woohoo 2. The Passage Deeper
Cindy Woohoo is just seven years old, and perhaps the The walls of the passage on the other side of the door are
most cheerful of the cheery citizens of Crewville. She goes jagged and wet. Their mossy edges suck up any sound the
about her day, running errands for her parents and attending party might make, and the passage itself twists and turns
classes, as if there had been no burglaries at all. She is after the entrance. There’s a deep hole directly on the other
friendly and outgoing, and the only thing that really seems to side of the door. Anyone who climbs over the door must make
crack her wonderful childish smile is the thought that people a DC 16 Acrobatics check to avoid it. If they fall in they take
might be unhappy. Cindy is also the only one who’s caught twenty feet (2d6 damage) and end up in a cloud of noxious
sight of the person who’s been committing the robberies. She gas which the Grinch deposits every time he enters or leaves
describes him as abnormally tall for a gnome, covered in his cave. This is his fart pit. Anyone who falls in the pit is
green hair and dressed in a red coat and hat. considered Poisoned.
Don't Forget The passage inside is dark, mossy and stinks like nothing
Where the players meet and discover this information is up to you’ve ever smelled before. A huge pit opens up immediately
you. Keep in mind that the town of Crewville is a happy, beneath your feet that seems to be the source of the smell.
friendly place, so even though the citizens are wary of the
newcomers they are still happy to talk with them. Ten feet in the passage bends and you lose sight.

Plot Hook (Optional) 3. Foyer


At some point during the travels of the party, a tattered piece The passage widens into a slanted foyer. The walls are flat
of paper blew into one of the PCs face’s. On it read: here, though tilted at strange angles. Three doors lead out of
the Foyer, one one each wall. The left hand wall has a
massive, unfinished mural of The Grinch. Two chest straddle
The crew up in Crewville, the door on the far wall, both are Mimics, the left one is
All snug in their beds, named Reggie and the right one is named Alimony. The
With visions of sugar plums alive in their heads, Grinch uses them for trash disposal. The Foyer is also littered
Have no preconception with tatters of wrapping paper and torn apart boxes. If PCs
Or believe their own lie, search these torn apart boxes they find a few toys as well as a
About the near ending of season’s Yuletide.
pair of Boots of the Winterlands.
The presents all gone,
Decorations no more,
Appearance Result
The ceiling vaults high here, which throws your perception off
for a moment since each of the four walls slants outwards at a Fuzzy Opens the floor underneath, 20 foot drop
green
strange angle. The left wall has a massive, green, fuzzy face
half-painted on it. The eyes follow you wherever you go. The
Smooth Giant boxing glove comes out of wall does
green 5d4 Bludgeoning
floor is covered with colorful, torn up wrapping paper and
boxes. There is a door on each wall, and two chests straddle
Black A cold shower of water comes down from the
jagged ceiling, PC becomes vulnerable to cold
the door against the far wall. damage
Red ball A gentle waft of pink perfume wafts up from
4. The Handle Room the floor giving the PC 15 HP, if they are full
health this is considered Temporary HP
Six handles dangle down from the ceiling of this room, each
one unique. Two are green, one of them fuzzy the other Collarbone A scratchy, wailing melody plays, inspiring all
polished and smooth. The third handle is jet black and players
jagged, the fourth is actually just a red ball, the fifth looks to Steel rod A +1 Longsword falls from the ceiling, PC
be a human collarbone, and the sixth and final handle is a must make a Dex Saving Throw or take
plain steel rod. There is also a Blackener sitting on one of the 1d8+1 damage. The Longsword can be
walls which creates a magical darkness to further the picked up and used afterwards.
confusion of the room. The table for what each handle does
is below. The appearance and results of each handle are There is a wall of black in this room, darkness so thick it
listed in the table below. You can also randomize the results seems physical. Moving through it you can barely see your
by rolling a d6 and taking the corresponding handle. hand in front of your face, but every now and then you feel
something bump against your shoulders and head. Handles,

Blackener dangling down from the ceiling, each one different from the
last.
Medium plant, Neutral

Armor Class 5 5. Portrait Corridor


Hit Points 13
Speed 0ft. This corridor is lined with the fuzzy green face of The Grinch.
Eight portraits stare across the hall, each one almost exactly
like the last, save for a slowly growing smile which can be
STR DEX CON INT WIS CHA noticed with a DC 12 Investigation check. The first painting
1 (-5 1 (-5 10(0) 1 (-5 3 (-4 1 (-5) is a regular portrait, the second is an enchanted canvas that,
if walked past, creates an instantaneous and incredibly loud
Condition Immunities blinded, deafened, frightened
crashing sound. The third and fourth are normal, the fifth
Senses blindsight 50ft casts Message on whoever stands in front of it, calling them
Languages None an idiot very loudly. The sixth’s eyes move rapidly back and
Challenge 0 (10XP) forth, the seventh will breathe fire on anyone who moves
within five feet of it, regardless of whether they are at eye
False Appearance Before taking its reaction the level with the portrait or not, the seventh can be removed to
Blackener is indistinguishable from a regular black reveal a small safe with 50 GP inside, and the eighth is
mold. actually a portal which transports anyone who touches it to
one of the empty chairs in the Lounge.
Reaction
The door opens to another craggy crevice leading through the
Blacken When a creature moves within 30 ft. of the
mountain. Slime drips down the walls and you can faintly hear
Blackener it sucks all visible light in a 100 ft radius
into it, creating a magical darkness that can not be the wind blowing somewhere deeper in. Sharply in contrast to
seen through with Darkvision. If a light source is the dim natural rock, eight portraits line the crack. Carefully
created within the radius the Blackener will painted oil on canvas, each portrays the same fuzzy green face
immediately suck the light out of the source as from the foyer.
well.
6. Trampoline Room In the middle of the Sewing Room is a convoluted homemade
sewing machine. The room is slanted at an odd angle and the
This room’s floor is made up of canvas stretched extremely left wall is completely obscured by a red velvet sheet. The
tight. There’s a passageway in the back left corner leading out sheet has three holes in it, one shaped like a coat, one like a
of this room. Anyone who attempts to move across the room triangular hat, and two like pointed shoes. Anyone who tries
must make a DC 14 Acrobatics check or be bounced ten feet to use the sewing machine must make a DC 15 History
into the air. Falling in this room does not deal any damage, check, but if they succeed they can sew together a disguise of
but anyone who gets bounced into the air will continue to any kind, or a piece of non-magical clothing. The velvet sheet
bounce until they move out of the room, die or succeed on a on the left wall is actually a Rug of Smothering.
DC 15 Dex Saving Throw. There are 3 Imps hovering
invisible up near the ceiling of the room, as well as 4 Swarm The light comes up as dripping candles and torches line the
of Bats that nest on the ceiling. If anyone is bounced up in walls of this strangely shaped room. The centerpiece is a
this room, the Imps and Bats will attack them. If the canvas behemoth of slapped together metal, with a wheel somewhere
rips everyone in the room falls 20 feet (2d6 damage) and
lands in piles of bat guano. near the middle and a huge needle sticking down out of it.
Thread is looped around the wheel and down to the needle,
The floor of this room is strange, brown and soft looking. A tracing a strange pattern around the giant machine. The left
dank stench drifts through the room, and it is quiet save for wall is obscured by a velvety red curtain with a number of
the steady dripping of water from some unseen location. strange shapes cut out of it.

7. Yuletide Hate Room 10. Tube Room


This is where The Grinch has been leaving some of the At the bottom of the stairs the party runs into The Grinch for
Yuletide decorations and gifts. There are piles of festive the first time. The room is set up with a door on the left and
candles and strings of holly and mistletoe. Torn apart three circular tube entrances on the far wall. The door on the
packages litter the floor in greater quantities here, along with left is the Kitchen, where The Grinch had just made a
huge scratches along the floors and walls. Based on the sandwich. He freezes when he sees the party and then
descriptions provided by the townsfolk of Crewville this is delivers his first speech, provided below.
still only a fraction of the Yuletide stuff that has gone missing.
A DC 14 Perception check will reveal that something in this The sound of someone humming and the closing of a door
room is breathing. If the players disturb any of the drifts up the stairs. You come to the base of the stairs and are
decorations or gifts the rest of the thrown away mess forms met with the face that was plastered in the foyer to this cave.
together into a Shambling Mound that was created from the The fuzzy green face comes to a point of carefully styled fuzz,
malice that The Grinch feels towards Yuletide, and attacks
the players. Music boxes play happy carols, candles and the face is plopped on top of a pear shaped humanoid
embedded in the mound light and snuff, and the mound is body, also covered head to foot in fuzzy green fur. Clutched in
wrapped in colorful paper during the fight. one long-fingered hand is a ham and cheese sandwich, frozen
at the mouth, which is full of motley yellowed teeth. Behind
You walk into what appears to be a shrine to the death of him there’s a plain wooden door and three circular holes in the
Yuletide. Music boxes torn apart litter the floor, along with wall. After catching sight of you and getting over his shock,
tattered wrapping paper and colored candles. The walls are the fuzzy green thing in front of you curls his lips into an
scratched and battered, along with the floors. A wide staircase unrealistically wide smile.
on the right hand side of the room leads deep into the dark
mountain.
Grinch Speaking
What have we here, a crunchy young crew. You seem like the
8. Mechanical Workshop kind who spins a tale perhaps two. Yet here you have ventured
This is where The Grinch tinkers on his mechanical helpers to my old, slimy crack. You have come to be saviours of
and appliances. There are three tables set up in a rough U Yuletide, then go back? I have bad news to give you, bad news
littered with metal tidbits. PCs can find a Lantern of yes indeed. The person who stole all those things was not me.
Revealing, but there’s also a Pentadrone, 2 Quadrones, and
2 Tridrones that attack the players after entering the room.
If he is called out on the obvious lie then The Grinch drops
The smell of oil, rust and iron meet you at the doorway. Tables
the rhyme scheme and overly flamboyant smile. He also
sit haphazardly in the room, covered in bits and bobs, springs
confesses to hating Yuletide, because it disturbs him. There’s
too much noise, too many people wandering up the mountain
and gears and whirly-ma-jigs. to go sledding, the lights are too bright, it’s just a mess. He
confesses to committing the robberies to prevent the Yuletide
9. Sewing Room festivities, and after admitting to the crimes immediately
hops down into the middle tube.
11. Tube System
14. Trash Compactor
The tube system is what The Grinch uses to move around the
second layer of his home. There are four possible exits from This is a small room, just ten feet by twenty, and there’s piles
the tube system which the players get to by rolling 3 DC 14 of refuse piled up on the floor and against the walls. The door
Athletics checks to choose their path through the system. is locked from the outside, and if anyone attempts to open the
Two of the tubes dead end. If the PCs end up in the dead ends door the room begins to shrink. The right and left wall press
they’ll take 3d6 bludgeoning damage and have to crawl back together. The door can be opened with a DC 14 Sleight of
up the slide to the previous fork. Hand check to pick the lock, or a DC 16 Strength check to
break it down. After anyone makes a check or moves
12. Dining Hall everyone must make a Strength saving throw or take 1d8
crushing damage. The DC starts at 12 and increases by 1
This room has been shoddily veneered with wood panels, to each time someone moves or takes an action.
match the huge beaten up wood table that takes up 60% of
this cramped room. There’s only one chair set up at the The smell hits you first. You can’t even see the floor in this
dining room table, but the table itself is strewn with dishes tiny room because it’s covered with rotting food and tattered
and fine silver candlesticks that are bent at odd angles. A
small tattered notebook lies to the left place of the chair at clothing. The walls press close on the right and left, and the
the head of the table. only exit is a sturdy metal door set flush with the opposite
wall.
Notebook
Those Crews down in Crewville, those dang comfy beds. Why 15. Kitchen
must they all wear the same style on their heads? Not all of us
The kitchen is small and dirty. Mold fills the cracks in the
have such malleable hair, in fact some of us have hair… walls and abandoned food litters most of the surfaces, with
everywhere. They point and they laugh and they light their only a couple of bites out of each scrap. There’s an icebox in
bright lights. They sing gaudy songs all through these long the back corner that contains some fresh food, enough for 5
nights. Can they not let me sleep? Can they not let me rest? days rations if the players decide to take the food. There are
Perhaps a sad bird with no eggs leaves their nest. What is the
also 2 Ettercaps that live in this room and feed off of the
abandoned food. They won’t immediately attack anyone that
egg of those darn noisy Crews? What else can I plunder? What
enters the room, but they will immediately attack anyone that
more can I do… touches the food or attacks them.
13. Lounge This room looks as though it was at one time designed to be a

There are six big, comfy beaten up chairs lining the walls of kitchen. There’s an icebox in the back corner and a long metal
the Lounge. Five of them have life size dolls or clothes stuffed table with knives and cutting boards scattered across it.
with straw propped up in them. The one in the middle has a There’s also a wood burning stove that looks to have been
massive depression in the cushion. One of the life sized dolls cold for a long time. Unfortunately every flat surface has been
speaks. It starts by repeating the phrase “Will you be my covered in stale or rotted food. A huge bird stuffed with bred
friiieeeeeeend?” but if the party stays in the room for more sits in the middle of the table growing mold, a ham is half
than a couple minutes, or sits in any of the chairs the doll will splattered across the floor. Standing hunched over these
start talking to them directly, asking who they are and what
they’re doing. The doll tells the party that this is where The discarded morsels are two hulking bipedal creatures with
Grinch comes to sulk when he’s unhappy, and he’s talked beady insect eyes and purple skin.
many times about ruining Yuletide for the Crews. It also says
that if it wasn’t for Max, it would probably be The Grinch’s
best friend. It will tell the party that Max is The Grinch’s dog,
but won’t say anything more about him. Anyone who sits in
the Grinch’s chair must make a DC 12 Constitution saving
throw or take 2d6 poison damage.
Despite the increasing cold of this decrepit cave, you are
struck by this room’s inherent coziness. Tapestries line the
walls and a thick rug covers the floor. Six plush chairs sit in a
rough semicircle around this room, though all of them look
like they were dug out of a particularly old garbage heap. Five
of the chairs are occupied by life sized porcelain dolls with
fraying blonde hair, the one remaining chair is situated almost
in the middle of the room. It’s made of tattered leather that
seems to be a different color in each spot, and there is a deep
depression in the middle of the seat cushion.
16. Study Short black hair and pointed ears, a mouth full of sharp
Seemingly completely out of place in this crevice under the teeth. As the door opens its head comes up and it’s tongue
mountain, The Grinch’s study is lush and highly tasteful. lolls out. It stands up and begins trotting towards you.
There’s a fine dark oak desk against the back wall, and a thick
purple carpet that lays in the middle of the room. Two painted
portraits hang on the walls in the Study, one is of Lady 18. The Grinch's Bedroom
Evelynn, its frame inlaid with gold; the second is of Mayor The Grinch has a massive, poorly kept bedroom with a
McStrudle with his eyes crossed out and his teeth colored in balcony on the left overhanging a steep cliff valley. His bed is
black. There are fine gold sconces with candles lighting this in the middle of the right wall, it’s a stack of fifteen tattered
room, and by some strange and impressive craftsmanship mattresses all piled up on top of each other. There’s a bean
The Grinch has managed to carve out a space for a real glass bag sitting in the middle of the room, and an out-jutting tube
window overlooking the town of Crewville. There’s a big on the left side of the room with a crooked hand painted sign
calendar on the desk with The Grinch’s schedule marked out that reads “Garbage Chute” on it, which actually runs all the
on it. The average week has “sulk” written on most days, but way back to Crewville. The Grinch is standing on his balcony
on Tuesdays he’s marked in “groceries”. The only two days when the players arrive in his room, next to a massive sled
that are not consistent are Yuletide, which is marked with a full of presents and decorations. He’s talking to himself,
large sloppy drawing of an angry face over the square, and looking down at Crewville and deciding whether to destroy
five days before Yuletide which has “steal all the Crews’ the Yuletide items forever or not. Players can attempt to
presents and decorations’ written in. The portrait of Lady convince him not to destroy the items by talking to him, or
Evelynn has two potions of healing and a coin purse with 50 they can fight him and take the items by force. Convincing
GP hidden behind it that can be discovered with a DC 15 him to bring the toys back the players must make subsequent
Perception check or by removing the portrait. The portrait of skill checks.
the Mayor is trapped to emit a poisonous gas cloud if it’s We recommend DCs of 14, 15 and 16 consecutively. You
moved that does 2d6 poison damage or half as much on a can either make them all Persuasion checks, or vary them,
successful DC 14 Dex saving throw. perhaps by making the fist a Deception, the second a
Performance and the final a Persuasion; the nature of the
As the door opens a single word seems to fit this room best: checks depends heavily on the direction the players go with
tasteful. The cold rock floor is covered with a deep purple rug, the conversation, and what information they choose to use
the desk at the back wall is a rich oak wood with a high-backed while talking. If the players choose to fight, sweet Yuletide
carols will drift up from the town below as combat begins. If
chair behind it. The portraits in this room are, for once, not of
The Grinch feels as though he is going to be beaten, if he is
the fuzzy green Grinch but of none other than Lady Evelynn under 10 HP and not restrained in any way, he will attempt to
and Mayor McStrudle, the latter of which has both eyes push the sleigh full of gifts and decorations off the cliff. The
crossed out and teeth colored in black. The most impressive Grinch will take his next three turns holding the sleigh over
part of the room however, is the little square window cut all he cliff, but if he is killed or knocked unconscious the sleigh
the way out to the outside of the mountain and covered with will fall. It takes a DC 20 Strength check to prevent the sleigh
from falling, but if the players talk The Grinch out of dropping
thick glass, looking down on Crewville’s happy little lights.
the sleigh while he is holding it over the cliff then he will
assist in pulling it back up.
17. Max's Room If any players want to attempt to climb onto the sleigh and
Max is The Grinch’s pet dog. Max is a very friendly Hell try to ride it down the cliffside safely, they must make a DC
Hound that will come forward to greet the party with tongue 18 Acrobatics check and a DC 18 Strength check.
out and tail wagging when the party enters. Max’s room is
cozy and warm, with a huge dog bed in the middle. There’s a Room Description
fireplace on the left hand wall and a mural on the right wall It’s cold, very cold. A door at the left is flung wide open and
similar to the mural in the Foyer except it is of Max’s face you can see a huge open balcony through it. There’s a bed
instead of The Grinch’s. Max’s bed sits in its own depression consisting of mattresses stacked one on top of another on top
in the floor, and the ceiling stretches 70 feet high up in a of another in the middle of the right hand wall. On the left wall
natural cavern formation. Max is friendly but excessively loyal
to The Grinch. If the players are kind to him he will willingly is the top of a chute much like the ones you came through
take them into The Grinch’s Bedroom. If the players seem previously, though this one has a label “Garbage”. It doesn’t
hostile Max will guard the passage between his room and appear as though it’s been used very often though, since
The Grinch’s as best he can, only retreating if he drops to half refuse and bits of clothing litter the cold floor.
hitpoints.
The door opens to a circular room, warm and cozy as can be.
There’s a roaring fireplace on the left wall and facing it is a
huge painting of a terrifying hound’s face. A depression in the
floor is filled in with blankets and bedding, and in the middle
of that bedding is the terrifying hound from the mural.
Balcony Description How to End
The cold bites out here, and the wind howls eerily through the This adventure is set up so that you can end it depending on
crags of the mountain. The Grinch stands upon the edge of the actions of the players. If they kill the Grinch and wish to
the balcony, no handrail in sight, looking out at Crewville. return the Yuletide items they can either attempt to ride the
Beside him is a rickety old sled, piled as high as physically sleigh down the mountain or figure out how to get as many of
possible with Yuletide gifts and decorations. the items back through the dungeon as they can. Or they can
dump them all down the “Garbage Chute” and follow
themselves. Depending on their success in talking to The
Grinch, should that be the approach they take, they can either
The Grinch convince him to come down and celebrate with the Crews or
simply to let the items go. If The Grinch agrees to come he
Medium monstrosity, lawful evil will happily ride the sleigh down the mountain, something he
Armor Class 15 (Natural)
is very capable of doing. The Crews welcome anyone who
Hit Points 160
returns to Crewville during Yuletide eve, whether it’s the
Speed 30ft.
whole party with The Grinch or just the party.
If you wish to have a longer end, we suggest having Mayor
McStrudle propose to Lady Evelynn only to be rejected, also
STR DEX CON INT WIS CHA have The Grinch present Cindy Woohoo with a finely
18 (+4) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 16 (+3)
engraved bobble. Crewville is transformed into a festive rest
stop for the party, where they can spend a restful, joyous
Weakness (Disadvantage on Save) Charmed
Yuletide.
Senses Darkvision
Languages Common, Abyssal
Challenge 5
Many Thanks
As always we want to give special thanks to The
Innate Spellcasting. The Grinch uses Charisma as his Homebrewery for their amazing browser software that allows
spellcasting modifier, spell save DC 15, +6 to hit us to create modules that look like the real thing, as well as
with spell attacks. The Grinch can cast Disguise Self Dungeon Scrawler, that we use to map out our dungeons. If
and Vicious Mockery at will. He also has the you can, please go show them some love. And more than
following spells prepared. anything we wanted to say thanks to you, fo ryour continued
support as we get our crazy little dream off the ground. Happy
1st level (3 Slots): Charm person, Grease, Unseen Holidays!
Servant
2nd level (2 slots): Spider Climb, Suggestion, Ray of Map images are courtesy of Daniel F. Walthall, Drive Thru
Enfeeblement RPG [Link] license
CC BY 4.0 [[Link] no
3rd level (1 slot): Stinking Cloud, Remove Curse changes have been made.
Actions
Mount The Grinch can use an action to hop on his
faithful dog, Max
Multiattack The Grinch takes two actions per turn
Claw Melee wepon attack +6 to hit, 3d6 Slashing
damage
Legendary Tongue The Grinch's sharp wit means he
can cast Vicious Mockery as a reaction once per
turn.
The Mountain Killer
In cold north capitol of Jamp, a ruthless killer stalks the streets. But his attitude may not
be as frigid as the weather...
Written By Rory Hoffman

Adventure Overview

T
his adventure is three levels, and takes a party of four from level six to nine. It takes place in the capital city of Jamp,
the center of governance and trade in Acrit, the Mountain Kingdom. The party is hired by a bereaved mother when
her son is found dead. The death appeared to be a suicide, but the mother is confident it is a set up. The party
investigates and finds a number of other deaths and attempted killings have taken place in recent days, as well as
some strange things in the son’s room. They find a clue that leads them to a strange bookstore where they are
attacked. After fighting back and killing the strange group, a man enters and reveals that he has been orchestrating
the killings against members of an underground cult that has been trying to summon a giant to wreak havoc in
Jamp. Upon learning this the party levels up. They seek the rest of the cult and find them just as they complete the summoning
ritual. For a while all seems to have been saved, and the party has time to rest and recoup. Before they can leave, however, a giant
does arrive in Jamp, and begins to lay waste to the city. Upon successfully stopping the giant the party levels up again. They are
hailed as a group of heroes and are granted permanent residences in the noble section of Jamp, along with fame and fortune.

Jamp
Jamp is laid out like a budding flower, with the pedals on the outside providing cover and support to the buildings and residents in
the middle. Part of this is Acrit’s nature, the Mountain People have always trusted the incredibly harsh conditions to act as a
barrier between them and invasion, and so have not bothered to build walls around their capital. That means the outer buildings of
the city are high and close together, livable but also very much planned to be sacrificed should a hostile force ever make it that far.
The most important creed of the people of Jamp, living in such a brutal environment, is that no person can be without shelter. This
means many of the buildings along the outside of the city are huge and never locked, they stand as open rooms for anyone who
may need them, to ensure that nobody is abandoned out in the cold. The result of this, predictably, is that the poorest and most
down-on-their-luck end up living out of the cramped quarters on the outskirts of the city. Because the winter in Jamp is so hard,
many people migrate from it in the cold months, returning during the summer to live for free in the outer ring neighbourhoods.
The middle of the city houses permanent citizens and the ruling class. The city, and country by extension, is governed by a
monarch who passes their title down to their youngest child. The monarchy acts much like any other, save for what the population
calls “the Out”. Should the monarch ever lose the favor of the people they have the right to instigate a vote, which is mandatory for
all citizens of the Acrit to participate in, on whether to keep the current ruler or have them executed and move on to the next heir.
This practice is infrequent but not uncommon. The threat of death should they make any bad decisions keeps the people in the
mind of the monarch shockingly well. The monarchy is supported by a coterie of magicians and workers that feed both them and
the permanent citizens. Magic is much revered in the city, as it is relied upon for growing food and keeping out the cold. Food and
drink are incredibly expensive in the city because of the difficulty in growing vegetation, but weapons and armor are in great
supply. Jamp’s main industry and export is ores and metals, many smiths make pilgrimages to the city so they can experiment with
new metals and gain access to a cheap flow of ore.

Important City Locations and NPCs.


The House of the Smith
This is a huge open-air workshop where blacksmiths and metalworkers are free to use any equipment or forge available. It is
covered by a series of interlocking roofs with chimneys to let smoke out. There are guards stationed at the entrances and exits to
ensure that nobody wanders off with tools, and to keep the peace between the burly professionals. Few actually sell their wares
from here because generally only other smith’s are present in the House of the Smith, but they also tend to have a great deal of
their product about as they create them.
The area looks more like a huge metal tent than a building, it only has a few walls and so you can hear it from what seems like miles
away. The clamor of hammers and ringing of iron has a pure not to it, and only once you’re close can you make out the bawdy voices of
the professionals who work within the House of the Smith. A few guards wander the perimeter, checking in on people who are entering
or leaving, and even from a distance you can feel the heat pouring out from the many forges that sit, each with its own chimney, and
smell the sweat of those hammering away at the worktables and anvils.
Leanna Hogwar: Leanna is a younger elven blacksmith who It was reported as a training accident, but through back
seeks to replicate the beautiful metal creations of her channels and close friends Frogga learned his wife had
ancestors. It is a calling not-often taken up by elves nor actually been part of a top-secret intelligence gathering force,
women, and as such Leanna has been overlooked many one that had been betrayed and killed on foreign soil. The
times in her quest to figure out how to create the beautiful, eldest two children stepped up to support the family, and
thin weapons and armors of the old elves. She cares little for despite the terrible loss they survived. Thrived even, a staple
her appearance, but even so she is far and away the most fair family of the city. Last week Frogga’s eldest was found at the
person to be found in the House of the Smith. She is polite bottom of one of the many cliffs near Jamp, new climbing
but reserved, and anyone who offers her respect for her craft gear poorly secured around her. Since then Frogga has been
will get respect in turn. Two weeks ago a smith who Leanna spending more and more time in the gardens, trying to find
had been working with closely threw himself into one of the the beauty that has gone out of his life.
forges after scrawling a goodbye note which was left on
Leanna’s usual worktable. It did not say why he did it. She
has been quite distraught since, not just for her one friend, The Outer Ring
but for the setback it caused in her work. The outer ring of Jamp is where most of the people live, work
and exist. The buildings are tall and mostly uniform, but
The Castle Gardens within these large stone behemoths are stores of every kind,
taverns, workshops, and homes. The streets are both
The gardens and its plants are much revered within Jamp. narrower and busier than deeper in the city, but it’s also a
Few can grow in such harsh conditions, and as the botanists more abundant place for trade and meeting people. The outer
and monarchs spent more time and money finding and ring operates much like the downtown of other metropolises,
nurturing the ones that could, they were able to expand not though no one district or building acts as the center of this
only the amount of vegetation that lies just outside the castle particular downtown. Because of the density of the outer ring
walls, but the number of variations as well. The garden is laid it also houses the poor and the criminally intentioned.
out as a smaller version of the city, with the largest, most Members of organized crime groups operate out of these
common plants creating a natural barrier between the castle buildings, as well as those who are down on their luck and
and the rest of town, descending inwards to the most delicate looking for a quick score or crowds to beg off of.
and beautiful of plants. Anyone is free to walk amidst the
gardens, but the penalty for causing intentional harm to any Brackachant Fist: Bracka is a low-level enforcer with poor
of the plants is death. Thieving even so much as a single seed intelligence and no education. He cannot read and possesses
will get the perpetrator locked in a dungeon and tortured no transferable skills other than the strength of his arms and
until their heart gives out. Despite these harsh policies, the the thickness of his skull. Bracka is lost at the moment
gardens are the second biggest draw for travellers and because his boss, the woman who told him where to go and
citizens alike within Jamp, just behind the House of the whose kneecaps to break, has disappeared. Some other
Smith. members of the gang he runs with have told him she’s doing
something called “suicide” but he doesn’t recognize the word
The outside of the gardens look like nothing spectacular, large
and is quite frustrated that it’s taking so long. Until then,
Bracka has been letting his energy out in bar fights and arm
trees with green needles obscuring the view of the plants
wrestling matches.
deeper within. It smells wonderful though, and as you
penetrate through the first layer of trees a spectacular array of
flowers and bushes begin to unfurl before you. The deeper you
Plot Hooks
get the more delicate and fine the petals and stems, the more Wayward Flyer: On the road through the mountains the
fragrant the scents. Other people meander through the party happened across a number of posters posted near the
curving pathways, each seeming as enthralled as the last at the
road. The poorly designed scraps of paper begged for
someone to visit Madame Lafurg in Jamp. The posters
wonders of this mountaintop haven of plantlife.
indicated she had a vague, secretive task that she would pay
handsomely for.
Frogga Tittiman: Frogga is an elderly dwarf who moved to
Jamp when he was a young lad, following the woman he Strange Dreams: The religious members of the party have
would go on to marry. For a time he was a renowned smith, been having strange dreams, the mountain city of Jamp in
but he gave up the practice to raise his daughter when his ruins, bodies in the streets. The dreams always end the same
wife was drafted into the Acrit Army. He loved being a father, way, with the face of an old woman, cracked with grief.
and when his wife returned their family grew, and soon A Silent Friend: An old acquaintance of the party, Bert
Frogga was caring for six children while his wife protected
the realm. Chaplin, who resides in Jamp suddenly stopped replying to
letters. His previous letters were mundane and did not
mention going away or ceasing communication.
Part 1: The Grieving Mother

S
oon after arriving in the inner circle of the city, the There are four clues in this room: the beam the rope was
party will run into Madame Lafurg. If you want to thrown over is worn away for a significant distance to the
establish the city first this can happen at the end right of the rope, as if it was dragged along the top after the
of the first day they arrive, giving them time to get weight had been dropped on it; the dust from boots are
to know Jamp. If you want to jump straight into printed near the door, significantly bigger than any of the
the plot they can happen across her in the street shoes stored on the shoe rack; a scrap of paper in the
soon after arriving. Madame Lafurg will offer fireplace not entirely burned away, which reads “I will no
them 1750 GP to locate the murderer of her son. She will longer be participating”; and a small splatter of blood on the
give them directions to her son's apartment and explain that underside of the pillow. The beam can be examined with a
he was found hanging from the rafters by a length of new DC 14 Intelligence check, the boot prints with a DC 12
rope. Because of this the city guards assumed it was suicide Wisdom (Survival) check, the paper with a DC 15
and did not investigate. Her son’s name was William, and the Intelligence (Investigation) check, and the pillow with a DC
last she had talked to him he was nervous and jittery, and told 12 Intelligence (Investigation) check. Finally, there is a
her he was going to be leaving town for a few weeks, but floorboard beneath the desk which is loose and smooth, as if
didn’t say why. When she asked around at the stores and it had been removed many times. Beneath it is a purple robe
suppliers in town nobody had sold rope to anyone matching and a book written in Celestial which gives directions for
Will’s description. She is sure that Will was murdered, but strange rituals. In the front cover of the book there is an
nobody believes her so she's getting desperate. address at the very edge of the outer ring, written in
Common. The floorboard can be found with a DC 15
Intelligence (Investigation) check or DC 14 Wisdom
On Plot Hooks (Perception) check.
If you are using the Strange Dreams plothook the
players getting strange dreams will recognize The room is not extravagant nor all that small, it is a warm,
Madame Lafurg as the woman from the end of
bright little loft that appears enthusiastically lived in. Just to
their visions. If you are using A Silent Friend,
Madame Lafurg will recognize the name Bert the left of the door as you enter you see a fine iron shoe rack,
Chaplin, and insist he was a confident of her son’s. holding a great number of boots and dress shoes in a wide
variety of styles. Across the room is a desk sitting right in front
of a window looking towards the center of Jamp. The desk is
set up for writing with a paperweight and inkwell, though no
The woman is old, very old. Her face is craggy and wrinkled,
paper is present on top. To the right of the room is a nice large
hair grey and back crooked. For all this her eyes are clear and
wardrobe, finely made of a dark wood. The left side of the
she walks with purpose, if a little slowly. Most of the people
room is taken up by a fireplace and a bed, both of which look
who pass her give her a wide berth, and as she notices you in
cold. The only item which seems out of place in the
your travelling gear loaded up with weapons in the middle of
comfortable little apartment is the rope, formed into a noose,
this city she alters her steps and makes straight for you. “You,
which dangles silently from a supporting beam in the ceiling.
are you looking for a job? It will pay well,” she says, mincing no
words. She continues walking until she’s right in front of you,
The address hidden beneath the floorboards is for Delliver’s
looking at you intently with coal black eyes.
Bookstore.
After getting the party to agree to help they are free to make
their investigation as they see fit. They can visit William’s Loft
or ask around town for strange goings on.

William's Loft
Madame Lafurg made sure that the crime scene remained
untouched save for the removal of the body. The rope also
remains. The loft is a single room with a desk at the back
looking out a window, a bed on the left, a closet on the right
and a shoe rack on the left of the door. The ceiling is high and
criss-crossed with beams. There is a fireplace between the
bed and the wall.
Delliver’s Bookstore As soon as the door cracks open a horrific screeching sound
comes from inside the room. Peering in you can see a twisted,
The outside of the building looks nearly the same as the rest in vulture-like creature careening about near the ceiling of the
the area, save for a dilapidated old sign hanging above the surprisingly large room. It is empty inside, save for the
door out front. The sign simply reads “Delliver’s” as it hangs horrendous, large demon flying about, but the walls are
from one rusted chain. covered from floor to ceiling with runes and writing in a
number of strange languages.
The door into the old bookshop is closed and locked. It
requires a DC 14 Dexterity (Sleight of Hand) check and 3. Upstairs
thieves tools to pick the lock, or a DC 16 Strength (Athletics)
check to break it down. The stairs on the way to the second floor have been trapped,
one of the stairs is false and contains poisoned spikes
1. The Store beneath. It can be spotted with a DC 14 Wisdom (Perception)
check. Anyone who steps on the trapped stair takes 2d4
The actual bookstore is relatively small, three rows of tall piercing damage and must make a DC 18 Constitution saving
bookshelves extend towards the back wall which has a door throw. On a fail they take 2d8 poison damage and are
on the right and a staircase on the left. Sitting in the middle poisoned for the next hour.
of the back wall is a desk with a cash register on top. There Inside the room there is a Mage and 3 Cultists hiding in
are two tripwires connecting the three bookshelves in the wait. Roll Dexterity (Stealth) checks for the four of them. As
middle two lanes. They can be spotted with a DC 15 Wisdom soon as the first person enters the room the cultists and
(Perception) check and disarmed by cutting them. If anyone mage will attack. The four of them will express great surprise
trips these wires the bookshelves on either side collapse, at there being four people in the party and not just one. They
dealing 2d8 bludgeoning damage. The cash register is also are all wearing the same purple robes that the party found in
trapped, rigged to let out an icy blast to freeze anyone who William’s Loft.
tampers with it. The trap can be found with a DC 15
Intelligence (Investigation) check and dismantled with a DC At the top of the stairs is a mostly empty, morose little
18 Dexterity (Sleight of Hand) check. If disarming the trap is bedroom. The bed on the left and wardrobe on the right are
attempted but fails it sets the trap off. Everyone in a 15 foot
radius of the register must make a Dexterity saving throw. On both unmade and sparse. The only thing of note in the room
a failed save they take 4d6 cold damage and their speed is just beyond the doorway at the top of the stairs is a five sided
reduced by 10 feet for the next hour. On a successful save star, traced with runes and written in a dark red paint
they take half damage and don’t have their speed reduced. emblazoned on the floor.

The inside of the old store is dusty and smells of mildew. You As the last of the cultists dies a new person appears at the top
recognize a number of popular titles on the shelves but on the of the stairs. This is Balzahar Stormwitch, a tall elf who
whole this particular book store is unremarkable. It seems to saunters into the room and applauds the party for doing his
carry no books of interest. Three tall bookshelves split the job for him. He won’t want to elaborate, but a DC 15
room, and you can see through them to the back, where
Charisma (Persuasion or Deception) check will convince him
that the party is trustworthy and he will share what he knows.
there’s a counter with some form of lockbox on top. Beside
He is a historian that was studying the movement of giants
the counter to the right is a closed door, to the left a staircase and great beasts from eons past. In doing so he stumbled
ascends higher into the building. across a book which had been defaced, the chapter about a
summoning ritual that could be used to call forth a giant was
2. The Back Room missing. Balzahar traced the book back to a man named Bert
Chaplin (the party’s acquaintance if you are using the A
The door on the right of the store leads into a small storage Silent Friend plot hook) who, under much questioning,
chamber. Inside the windowless chamber there is a Vrock, revealed that he was a part of an order that believed the
which was summoned by accident and has been locked up giants to be supreme beings, and were working to call one
here since. The walls of this room have been marked with forth. All that was missing was the right number of sacrifices.
runes and writing designed to ward against the demon Deaths in a specific shape, spread out across a large enough
escaping. The creature will attempt to get out the door as area, would trigger the coming of a giant. One death is left,
soon as it is open, but because it has been starved for some and Balzahar knows where it must take place in order to
time, it will also attack the smallest member of the party in an work: The Eugemm Mansion.
attempt to get something to eat. Any spellcasters who touch
the walls of the back room must make a DC 15 Intelligence Upon ending their talk with Balzahar, the party levels up.
saving throw or take 1d8 psychic damage.
Part 2: The Ritual Complete

I
f the party rushes to where Balzahar directs them The passageway was originally intended to listen in on
immediately they will happen across the ritual while guests’ conversations when they arrive, but if the party
it is in progress. If they rest or dilly-dally they will proceeds to The Office through here they gain a full round of
arrive just after it has been completed. The place that surprise before the cultists can react. The butler does not
Balzahar directs them to is a bureaucrat’s mansion know about this passageway, but he does know about the
near the center of the city, he says he will meet the amulet and Shield Guardian.
party there but doesn’t show up. The mansion
belongs to Kragmar Eugemm, heir to the Eugemm fortune. It As the right door swings open on well-oiled hinges you get hit
sits low to the ground, but it’s spread out and illustriously with an overwhelming sense of comfort. A warm fire burns in a
decorated on the outside. huge stone fireplace set into the back wall. Just above it a
beautiful, huge amulet is built into the wall and running around
You arrive at the Eugemm mansion, its splendor squatting low
the room at the same high level as the amulet are a set of
like a bird too ladened to take flight. Crenellations and
portraits of men and women with similar jawbones and
scrollwork dot the sides of the walls, and in front of you a
hairlines. Two portraits stand out, far larger than the others,
huge double set of doors marks the entrance to the grand
facing each other on the right and left walls. A liquor cabinet
home.
with carafes and bottles sits in the middle of the room, ringed
with plush chairs and couches.
1. The Foyer
There are two doors at the back of the foyer, and the body of a 3. The Office
man who served as the Eugemm butler lying in the middle of
the marble floor. The door on the left has been hastily The door from The Foyer on the left leads to the office and is
trapped, the one on the right is unlocked. The butler has been trapped. It is unlocked, but as soon as it is opened everyone in
killed recently, a DC 17 Wisdom (Medicine) check can detect a fifteen foot cube in front of the door must make a DC 15
a heartbeat in him. He can be saved by a healing spell, potion Intelligence saving throw. On a success the damage is halved
of healing or a DC 19 Wisdom (Medicine) check. If the party and the effect does not take hold. On a failure the creature
saves him he will relate how many cultists there are and the takes 3d10 psychic damage and their Intelligence score is
fact that they went through the left door, not the right. He will reduced by 4 points. Inside the room there’s an Invisible
aid the party going forward, hoping to save his master. Use Stalker that has been summoned to protect the room while
the Scout stat block if he does so. If the party loots his body the ritual is complete. If the party arrives promptly after being
instead of checking if he’s alive they need a DC 14 told where to go they will arrive just as the Cult Fanatic
Intelligence (Investigation) check to find a +2 dagger and 64 plunges the dagger into Kragmar Eugemm’s heart. If they
GP, along with two Potions of Healing. delay they’ll find the cultist looking down at the dead body of
Kragmar. In addition to the stalker and fanatic there are two
The doors creak open to an opulent foyer. High-ceilinged and
other regular Cultists aiding with the ritual. Even though the
cultists got the ritual off there’s no noticeable change in the
marble-floored, the light from the chandelier and candelabra
surrounding room or environment.
along the walls make the room nearly shine with perfection. The cultists and stalker fight back with a passion, but if any
Two fine stone doors with golden knobs are built into the back of them are taken alive they will express their extreme
wall. The only thing that mars the beauty of the entranceway is disappointment that their ritual did not work. There will be
the body of an older middle-aged man, a pool of blood no regret, but they will admit to the killings in the name of
sticking him to the floor. returning the world to a greater time, a time of giants.

2. The Waiting Room


This room contains a number of plush chairs and a liquor
cabinet, along with a fireplace and portraits of past Eugemms
on the wall. There’s a large, gorgeous blue amulet set into the
back wall above the fireplace. This room was designed to
keep guests warm and entertained while they wait for the
master of the house to become free. However, if no guests are
expected then the amulet is rigged to trigger, expelling a
Shield Guardian to attack the intruders. This happens if the
party, or anyone who is not a Eugemm or their staff gets more
than halfway through the room. There’s also a secret door on
the left wall, hidden behind one of the large portraits which
can be found with a DC 15 Intelligence (Investigation) check
which leads to The Office.
Middle of the Ritual
Balzahar will arrive as soon as the fighting is done and thank
You look into the next room and see a horrifying sight. As if in
the party for cleaning up as best they could. He expresses
slow motion you see a rod-thin, pale man with a grey beard extreme relief that the ritual appears not to have worked. If
plunge a wicked sharp dagger towards the chest of a kind- the party inquires about what they should do next or if there
faced man with wide eyes. As you begin to move forwards it are more cultists Balzahar will shrug and relate that he
contacts and enters the man’s chest and you see the light doesn’t think so. At this point the party is free to explore
leave his eyes. Behind this sight three more people in purple Jamp, rest, talk to Madame Lafurg, shop, or whatever it is
they want to do. If they want, they can attempt to find more
robes stand in a half-circle, chanting with eyes closed. As the
cult members or learn more about the cult in general. All
dagger leaves the man’s chest the chanting stops and a look of
signs and clues will point to this being the end goal of the
triumph comes over the face of the man with the knife. The group. If the party wants to take a look around the room they
room itself is large and stately, clearly designed as an office are welcome to. A DC 18 Intelligence (Religion) check on the
space. The walls are covered with bookshelves and a large summoning ritual conveys that, according to the pages laid
oaken desk is pushed to the side to make space for the out on the floor, everything went perfectly and it should have
murder.
succeeded. Anyone who makes a DC 19 Wisdom (Survival)
check while standing outside will notice the distinct lack of
wind and the sudden drop in temperature.
The Ritual is Finished 12 hours after the ritual was completed the Frost Giant
The open doorway frames almost a mirror image of the Foyer, arrives. It stomps through the outer ring of Jamp without
the sad body of a middle-aged man lying in a pool of blood. being slowed, and makes straight for the middle of the city.
Standing over him are four people, each looking distraught, Upon seeing the giant approaching, the party levels up.
though none of them seem like it is for the body beneath
them. The room is marred by the body and blood, a spotless
desk pushed off to one side and the fine beautifully bound
books sitting on the shelves lining the walls.

Part 3: A Giant Fight

T
he giant makes straight for the center of the Anyone who falls into the crater takes 2d6 bludgeoning
city, called by a deep, ancient force that was damage from the fall, and must find a way out of the 20 foot
initiated by the cultists it seeks to do as it was deep crater.
bid and destroy the entirety of this civilization
from the inside out. Because of its path, the Roll: 3, Beasts Unleashed
party must chase after the huge creature, The giant, with a passing swipe, destroyed a handful of cages
dealing with the after-effects of its passage as from a nearby trapper, releasing the animals inside. Two
they do so. Roll a d8 three times when the party begins to Winter Wolves and two Wolves have been released and are
follow the giants path through the city. Those rolls seeking to fill their bellies with fresh meat. They can be
correspond to a scenario described below which the party convinced to look elsewhere with a DC 20 Wisdom (Animal
must overcome. If you want the adventure to go on longer, Handling) check, otherwise they’ll attack.
roll 4 or 5 times instead. If the party stops to take a short rest
during the chase, roll an additional time. Each encounter can
only happen a single time. Roll: 4, Lost Child
A young boy has been separated from his mother by the
Roll: 1, Opportunity Dragon passing of the giant and is wandering about beneath a
A Young Green Dragon was awakened at the coming of the crumbling facade. A DC 15 Dexterity (Acrobatics) check will
giant, and decided to follow out of curiosity. Seeing that the successfully snatch the child from the path of the falling
giant is destroying Jamp the dragon decided to use the building. Anyone who attempts the check but fails can instead
opportunity to begin its mighty horde, and is looting one of cover the child to save him, taking 3d6 bludgeoning damage.
the gold reserves, attacking anyone who gets too close.
Roll: 5, Milling Crowd
Roll: 2, Crater A huge group of people came out into the street to see what
The huge footsteps of the giant have left a section of the road was making all the noise. As they look towards the center of
completely collapsed. A 15 foot hole lies in the middle of the the city, after the giant, they inadvertently block the path.
road. Players can attempt to leap the hole, succeeding with a They can be dodged through with a DC 16 Dexterity
DC 18 Strength (Athletics) check, or scavenger materials (Acrobatics) check or pushed through with a DC 17 Strength
from collapsed buildings nearby to construct a walkway (Athletics) check. They can also be yelled at to move with a
overhead with a DC 16 Wisdom (Perception) check. DC 18 Charisma (Performance) check.
Roll: 6, Tumbling Boulder
A wayward stone has come loose and is bouncing down one
of the hills that marks Jamp’s roadways. Everyone must make
a DC 18 Dexterity saving throw to get out of the way, taking
2d8 bludgeoning damage on a failure.
Roll: 7, Leaking Sewage
The sewer system in this area of the city has been ruptured.
Spilling out of the ground here is a toxic sludge. Anyone who
passes through it must make a DC 16 Constitution saving
throw or take 3d4 poison damage and be considered
poisoned. On a failed save they take half damage and are not
poisoned. In addition, emerging from beneath the city is a
Gelatinous Cube sitting in the middle of the street which
attempts to consume anything that passes it. It will not move
out of the sludge, and each round a creature spends in the
sewage they must repeat the saving throw.
Roll: 8, Crossroads
The party comes to a three way split, where the streets are
wide enough to accommodate the giant’s passage. A DC 18
Wisdom (Perception) check reveals the direction it actually
took. On a failure, roll a d8 and add that corresponding
encounter.

The Battle of Jamp


Near the center of the city, in a large open square 120 feet by
120 feet, with a fountain in the middle, the party catches the
giant. It appears lost, and seeing the party will attack them on
sight. Buff the Frost Giant to have 230 HP, and give it the
following:
Reaction - Retaliation: When the giant takes more than 20
damage from a single source it makes a retaliatory attack at
the creature which dealt the damage.
Having been summoned to lay waste, the giant will fight to
the death.
You skitter to a halt at one side of a large square, an ornate
fountain sitting somehow untouched in the middle of the
ruined courtyard. In front of you, scratching its head and
looking bewildered is a massive giant. It wears a patchwork of
armors stitched together and wields an axe only slightly larger
than the average human. It’s eyes are small for its head as its
mouth pulls back in a snarl.

Concluding the Adventure


Upon killing the giant and saving Jamp the party members
are hailed as heroes and given homes, or a house if that is
their preference, near the center of the city. The monarch will
also dip into city funds to grant them 1250 GP in return for
such a favor. From the giant itself they can successfully loot a
Belt of Giant Strength. Every permanent resident of Jampt
shall know the party and the debt that they are owed.
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Copyright 2000, Wizards of the Coast, LLC. System
Reference Document 5.1 Copyright 2016, Wizards of the
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