the end of Act Two. But if your group has time to spare, Eurwen’s story ends in tragedy, for the Pren o Afalau was
the three encounters here provide opportunities for eventually burned to the ground and all its gardeners
roleplay, exploration, and combat. slain. The Minoru is all that is left of that ancient tree.
There are three areas of Blooming Port easily Eurwen will only allow PCs to take one of the magical
accessible from the Queen’s Floral Bed; Apple Hillock is apples if she is friendly with them. Characters may win
to the west, the Stillwater Cistern is to the north, and the her approval through Persuasion and roleplay, but she is
Edgewater Packing District lies to the east. Each location also willing to trade. Eurwen knows that among the
is marked on the map of Blooming Port. pirates is a magical bauble called coatl’s sight, she
believes it to be in the captain’s quarters aboard Her
Travel through the port is complicated by the fact that, Royal Highness, but she’s wrong; the helmswoman,
because it is spring, the entire port is under 16 inches of Marlena, has it. If the PCs can recover this magic item
ice-cold river run-off. There are a few gondolas still in and bring it to her, she will not only allow them each to
working order, pulled aground at the Queen’s Floral Bed, take a single apple from the tree, she will also give them
and one of them should be large enough for the PCs if another magical item in her possession: the Helm of the
they wish to boat around the port. Gondolas are tapered, Duck Knight (see page 110). Eurwen’s desire for coatl’s
flat-bottomed watercraft, 32 feet long and well-suited for sight is simple: Captain Bazelon stole it, and Eurwen
navigating Blooming Port’s narrow streets in springtime. desires to return it to its rightful owner.
To steer a gondola using a long oar, a PC must succeed
at a DC 11 Dexterity (Acrobatics) check or a DC 13 If the PCs attack Eurwen, she drops her guise and
Strength (Athletics). These checks should be more reveals her true nature. She drives the PCs away from
difficult if the water is not calm. the Minoru, but will not pursue them beyond Apple
Hillock.
Gondola
PCs who eat one of the magical Minoru apples have
Cost: 1,500 gp, Speed: 2 mph, Crew: 1, advantage on one kind of saving throw for the rest of the
adventure; allow the PC to choose which saving throw
Passengers: 6, Cargo (tons): ¼, AC: 1, HP: 75, receives this benefit.
Damage Threshold: 5 Act Two, Scene Three:
Act Two, Scene Two: Stillwater Cistern
Apple Hillock Stillwater Cistern is a shallow basin that became a slum
for the working poor of Blooming Port. The buildings are
Apple Hillock is a small hill overlooking the port, where a motley collection of lean-tos and hovels drowning in a
well-to-do merchants lived in luxury. Rows of colonial flooded thoroughfare called the Trough. While exploring
townhouses overlook Main Street, one of the few dry this area, the PCs are witnesses to a murder.
roads in town. But there is an unexpected visitor to the
hill when the PCs arrive: an ancient gold dragon named While the drinking contest was getting underway, a
Eurwen. pirate named Thiel was secretly meeting with the
captain’s nemesis and former lover, Commodore Amrit
Eurwen appears as an elderly human woman; her lair Ruggiero, and helping him to enter Blooming Port
is elsewhere in the Goatlands, but she is here now to undetected. For this, he paid her 30 platinum pieces. But
tend a magical apple tree called the Minoru. As the PCs, Thiel was observed, and Marlena, the helmswoman,
explore the hill, they can easily spot her pruning the tree. learned of this during the drinking contest. After making
If approached, she is peaceful and happy to talk; after all, excuses and leaving the revelry, she came to intercept
she knows she has nothing to fear from a band of Thiel, to find out what she was up to. But Ruggiero cast
adventurers. dominate person on her and commanded her to kill Thiel,
conveniently tying up loose ends. Ruggiero has since
If the PCs inquire about the tree, Eurwen tells them a gone on to Market Square, where he is sneaking aboard
story of Sir Keitel, the Duck Knight, who outwitted a giant Her Royal Highness.
intent on cutting down a legendary elven tree known as
the Pren o Afalau (“Timber of Apples”) by giving the giant All of this happens before the PCs arrive. As they
two gifts: a compass and a magnet. The giant, holding explore the stagnant waterways, the PCs hear a blood-
the compass in one hand and the magnet in the other, curdling scream nearby, followed by a splash. If the PCs
wandered off in circles. For his service, Keitel was investigate, they find Marlena sitting motionless in a
rewarded with a seed from the legendary tree, which he gondola. She holds a bloody dagger and is unresponsive
planted here. That seed has grown into the Minoru,
whose apples bring good luck to all who eat them. But
100
101
for several moments. Floating in midair nearby is the locations further inland along the Crescent Road. Most of
corpse of Thiel, another pirate, though one the PCs have the docks have collapsed into ruin; the auction house is
probably not met yet, as she was not present for the all that remains, and it has become home to two merrow
drinking contest. (aquatic ogres).
Allow the PCs to attempt skill checks or question The merrows, who are named Bunter and Sallow, are
Marlena to gather clues and determine more about what very competitive; they like to see who can kill their share
is going on. of prey the fastest. Bunter prefers the direct approach
and enjoys the smell of terror. Sallow is craftier and more
Marlena: A PC who uses detect magic will see a faint inclined to exploit the landscape. (For instance, he might
aura of enchantment on Marlena, the aftereffect of submerge himself in water and drag PCs under the
Ruggiero’s dominate person spell. Once she awakens surface to fight.) Their competition is complicated,
from her stunned stupor, Marlena is distraught at the sight however, by the fact the merrow can’t really tell
of Thiel’s corpse; despite Thiel’s treason, Marlena was humanoids apart from one another, so they frequently
fond of her crewmate and loyal to her. If the PCs can calm claim each other’s prizes.
her (perhaps using Persuasion or a spell such as calm
emotions) she tells her story: “Upon hearing of Thiel’s The merrow have thoroughly searched the remains of
return, I quickly left the celebration to greet her—only to the docks, and gathered anything they could find in the
see her talking to someone. It was dark. I, I couldn't make auction house. If the PCs defeat the merrow, they can
out who else was there. The pair must’ve seen me. I find this hoard: 12 cp, 152 sp, 50 gp, 3 pp; a book of
blinked and I, I don't remember anything after that. I... You elementary mathematics (25 gp), a book of dwarvish
have to believe me!” Marlena is telling the truth. children's stories (25 gp), 3 bolts of good linen cloth (150
gp), a collection of popular bard's tales (25 gp), 8 lapis
Other Details: The 30 pp Ruggiero paid Thiel is in a lazuli (10 gp each), 2 chalcedony (50 gp each), 4 vials of
small sack lying near the gondola in the water. PCs who antitoxin, and 1 vial of holy water, Eridown, a cane-sword
succeed at a DC 11 Wisdom (Perception) notice it. PCs (see page 110), an enchanted map charting the route of
who roll a 15 or higher on this check also notice a small Brighton Tower (see Appendix A), and a potion of water
glass lens trimmed in gold, lying in the gondola. This is breathing.
coatl’s sight, see page 19.
XP: Award the usual XP for defeating the merrow (900
Thiel’s Corpse: It takes only a DC 8 Wisdom XP total).
(Perception) check to realize the woman’s throat has
been slit. A successful DC 13 Intelligence (Arcana) check Act Three:
reveals that Thiel’s corpse is suspended in the air thanks
to a magical cloak she was wearing. Removing the cloak The Battle for Blooming Port
causes the corpse to fall. This cloak is the Cape of the
Duck Knight (see page 110). The end of this adventure could come immediately after
the drinking contest, or the PCs may have had the
As the PCs’ investigation wraps up, Thiel’s corpse chance to explore the port. When you decide the time for
animates. She has become a zombie, and she tries to the climax has come, Her Royal Highness begins
kill Marlena. One zombie is not much of a threat to the indiscriminately bombarding Blooming Port. Commodore
PCs; this sudden violence is intended as more of a Ruggiero has taken over the ship.
shocking twist and foreshadowing of what is to come.
Ruggiero can use the ship’s cannons to bombard two
XP: Award 50 XP for defeating zombie Thiel. If the PCs different areas in Blooming Port each time he fires, but it
conclude that Marlena is innocent and that she was takes a round to reload the cannons and he has limited
under the influence of magical control, award the group ammunition. The bombardment lasts a total of 5 rounds.
an additional 400 XP. On rounds 1, 3, and 5, roll 1d6 twice to determine where
cannonballs strike. On rounds 2 and 4, Ruggiero is
Act Two, Scene Four: reloading the cannons and there is no bombardment.
After round 5, Ruggiero is out of ammunition.
Edgewater Auction House
d6 Target Area
Edgewater Auction House is located on the docks. It was
here, amid the hustle and bustle of the packing district, 1-2: Apple Hillock
that riverboats unloaded their cargo. Cargo would then 3-4: Stillwater Cistern
be unboxed, assessed for damage, taxed, and auctioned 5-6: Edgewater Auction House
to the highest bidder. Once sold, the cargo was carted to
102
Each round that a bombardment occurs in an area where pirates have been made into zombies and joined
the PCs are, the PCs must attempt saving throws. Roll Ruggiero.
1d20+3 each round to determine the DC of this saving
throw; the type of saving throw, and the effect of success Presuming the PCs push on towards the sound of
or failure, depends on the tactic PCs choose, as detailed battle, their ultimate goal is the Market Square, where
below. As the bombardment begins, ask the PCs if they Captain Bazelon duels Commodore Ruggiero. But
want to find cover, advance on the ship, or retreat. They depending on their choices during the bombardment,
can change their choice each round, if they wish. Their they may have to move through another encounter first,
choice modifies the effect of the bombardment. before reaching the Market Square. Because there is no
• Find Cover: The PCs wait out the danger. A successful time to rest, these final encounters are particularly
DC 15 Wisdom (Survival) check allows a character to find difficult.
a space large enough to protect 1+1d4 creatures. While
hunkered down, the PCs roll Constitution saves against Review the tactics the PCs took during the
the bombardment; a PC takes 2d6 damage on a failed bombardment, and select the tactic they chose most
save and no damage with a successful save. often: take cover, advance, or retreat. If their choice was
• Advance: The PCs run towards danger. They must retreat, they begin at the perimeter walls encounter. If
attempt Dexterity saves against the bombardment; a PC their choice was take cover, they begin at the central
takes 2d6 damage on a failed save and half damage on a warrens. If they advanced, they move directly to the
successful save. The PC gains inspiration. Market Square.
• Retreat: The PCs run away. They must attempt
Dexterity saves against the bombardment, but roll with Perimeter Walls
advantage. A PC takes 2d6 damage on a failed save and
no damage on a successful save. The PC has This encounter takes place at the Queen’s Floral Bed. All
disadvantage on all rolls to resist fear for the rest of the the surviving green sashes (up to 8 bandits) are fighting
adventure. a zombie giant constrictor snake. Use the stats for a
giant constrictor snake, but give it darkvision and the
Shellshock. After the bombardment ends, all PCs must undead fortitude trait.
attempt a DC 15 Wisdom saving throw. to determine
whether or not they have shellshock. Those who fail are Without their leader present, the bandits are
frightened for the rest of the adventure, or until the disorganized; some stand their ground, most scatter, but
condition is removed by some effect. A character can end each bandit is on her own as the single-minded monster
this condition by spending inspiration, or another PC can devours the lot of them. Each round that the snake goes
end it for a PC by spending inspiration on their behalf. unchallenged by PCs, roll 1d10: On a 5 or lower, the
snake claims another bandit; on a 6 or higher, the bandits
XP. Surviving the bombardment earns the group 475 XP. survive another round.
If the PCs defeat the snake, award them 450 XP. From
the perimeter walls, the PCs can advance to the Market
Square. If they choose, they might move to the central
warrens encounter, to save the pirates fighting there.
After everyone has checked for shellshock, read or Central Warrens
paraphrase the following:
This encounter takes place wherever the PCs took cover
The guns go silent. The air is laden with dust; the during the bombardment: Apple Hillock, Stillwater
water is littered with debris. The stately old homes of Cistern, or the Edgewater Auction House. The surviving
Apple Hill have been laid waste, the auction house purple sashes (3 thugs) and Grilka Kilrain battle four
that stood in the ancient port lies in ruins. The skeletons. If this encounter takes place in the Cistern,
bombardment of Blooming Port has ceased, but it Marlena and Thiel’s zombie may also be present.
will take years to rebuild what was destroyed in less
than a minute. There is no question that Grilka is the leader here, as
she shouts orders to her thugs. The battle is currently a
Nearby can be heard the clang of steel against steel. stalemate. Each round that a skeleton and pirate fight
The PCs have a chance to withdraw. They can flee, without PC involvement, roll 1d10: On a 1, a skeleton
allowing the crew of Her Royal Highness to do their best murders a thug; on a 10, a thug smashes a skeleton.
against Commodore Ruggiero’s zombie horde. If they
return later, Blooming Port is abandoned and in ruins. Award 200 XP for each skeleton defeated. If the PCs
Her Royal Highness is gone, having been taken by are victorious, they can move to the Market Square or
Ruggiero. There are no corpses left behind; all the return to the perimeter walls to save the pirates fighting
there.
103
Market Square Captain Bazelon
Market Square is Blooming Port’s northernmost Captain Bazelon is a neutral, N urban elf bandit
riverfront. Covering an area 60 feet on a side, this open captain. For information on urban elves, see page 21.
expanse becomes a lagoon in springtime with water up to
4 feet deep. Opposite the Great River, to the south, Born amidst the driftwood, Bazelon grew up poor
stands the Glass Statehouse. The local emporium is on along the waterways of opulent Osterlin. Hers was a
the east of the square, and and the town marshal’s lonely childhood: she never knew her mother, and her
building is in the west. Behind the Glass Statehouse are father spent more time in debtor’s prison than out.
15 foot bronze statues of Sir Keitel and Queen Zahrah.
She stands on a raised dais over the water, while he is When she was 13, she came under the care of
ankle deep, a hand extended towards hers, but the two Captain Salvatore “Black Sam” Todaro. The pair met
figures do not touch. when the aging pirate caught her picking his pocket.
So amused was he at her gall that Black Sam named
Her Royal Highness rests close to the lagoon’s river- her his cabin girl. It was aboard the Ardito, among
mouth. From shore, PCs can see Captain Bazelon thieving cutthroats, that Bazelon learned what it meant
(whom they have not otherwise met) and her lieutenants to be part of a family. That family came to an end
Fhadove and Uthal locked in furious combat with another when she—at the age of twenty-one—fell madly in
man, her estranged lover Commodore Amrit Ruggiero. love with a promising lieutenant commander, Amrit
An incorporeal spirit of a young woman, Skyler Larkin, Ruggiero (her flaw). But Ruggiero used magic to
now a specter, flies around the ship, assisting charm Bazelon and, in this way, reach her captain,
Commodore Ruggiero. PCs will need to take a gondola whom Ruggiero then murdered.
out to the ship if they want to board.
Swearing a vow to never repeat the mistakes that
As they battle, Bazelon and Ruggiero exchange insults doomed the Ardito, Bazelon set sail with a ship of her
and taunts. She curses him, blaming him for the death of own, Her Royal Highness, and chose an all-female
her ward, Skyler Larkin. Ruggiero entreats her to parlay crew. But twelve years after their last encounter,
and offers Larkin’s immortal soul in exchange for Bazelon again crossed paths with Ruggiero, now a
Bazelon’s love. Because the two leaders are so focused commodore. The pirate-hunter summoned an undead
on each other, the PCs have the opportunity to take horde that killed a third of her crew, including her own
Ruggiero by surprise. cabin girl, Skyler Larkin.
Larkin, forced to obey Ruggiero and harm her friends, Today, Bazelon no longer considers herself
simply wails in tormented grief as she attacks Fhadove captain of Her Royal Highness (her ideal). Instead,
and Uthal. Each round roll a 1d10: On a 2 or lower, she drowns herself in her sorrows (her trait), blaming
Larkin kills either Uthal or Fhadove—GM’s choice. On herself for Larkin’s death (her bond). She is
any other result, they continue battling. defensive, terse, and antisocial, and responds to
interpersonal conflicts by stalking off to drink some
Commodore Amrit Ruggiero more.
Medium humanoid (human), lawful evil spells prepared (note that he has used up some of his
Armor Class 16 (breastplate) spell slots before the PCs encounter him).
Hit Points 50 (11d8)
Speed 30 ft. Cantrips (at will): chill touch, dancing lights, message,
Str 10 (+0) Dex 15 (+2) Con 10 (+0) true strike
Int 13 (+1) Wis 13 (+1) Cha 15 (+2) 1st-Level (2 slots remaining): charm person,
Saving Throws Int +3, Wis +3 comprehend languages, false life, shield
Skills Arcana +3, Deception +4, History +3, Insight +3, 2nd-Level (3 slots): blindness/deafness, gentle repose,
Persuasion +4 misty step
Damage Resistances necrotic 3rd-Level (0 slots remaining): animate dead, vampiric
Languages Common, High Panlani, draconic touch, water breathing
Challenge 4 4th-Level (3 slots): blight, control water, secret chest
5th-Level (0 slots remaining): dominate person
Spellcasting. Commodore Amrit Ruggiero is a 9th-level
spellcaster specializing in necromancy. His spellcasting
ability is Intelligence (spell save DC 11, +3 to hit with
spell attacks). The commodore has the following wizard
104
Grim Harvest (1/Turn). When Ruggiero kills a creature suffered more harm than the other, and there is now a
that is neither a construct nor undead with a spell of 1st clear majority, Bazelon’s instinct is to fulfill the desire of
level or higher, the commodore regains hit points equal to that faction. If there is no clearly dominant desire among
twice the spell’s level, or three times if it is a necromancy the crew, Bazelon suggests making the Blooming Port
spell. their new home, and venturing out from here to resume
their privateering ways on the Great River.
Actions
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one However, if the PCs have an opinion, they might be
target. Hit: 7 (1d8+2) piercing damage. able to persuade Bazelon.
Reactions • Convincing the pirates to stay at the Blooming Port and
Parry. Commodore Amrit Ruggiero adds 2 to his AC help the tovarē is a DC 15 Charisma (Persuasion) check.
against one melee attack that would hit him. To do so, • Convincing the pirates to leave and seek reconciliation
the commodore must see the attacker and be wielding a with the crown is a DC 20 Charisma (Persuasion) check.
melee weapon. • Convincing the pirates to leave and seek vengeance on
the crown is a DC 25 Charisma (Persuasion) check.
Amrit Ruggiero was born to the purple; he is forty- A PC who has treated the pirates fairly and been true
seventh in line of succession to the Capricorn Throne. to their word has advantage on any Charisma
Realizing his chances of ruling the kingdom were, at (Persuasion) checks made to influence Bazelon. Those
best, tenuous, Ruggiero made a name for himself as part who have lied, betrayed, or fought against the pirates
of the Royal Navy of Panalane. He was a lieutenant have disadvantage instead.
commander when he received his first commission,
following his decapitation of “Black Sam” Todaro. Since
then, Ruggiero’s interest in the magical arts has taken a
decidedly sinister turn. He has become a necromancer,
relying on his undead buccaneers to crew his vessel. He
is a man possessed with a singular obsession: owning
Bazelon.
XP. For defeating Commodore Ruggiero and his undead
buccaneers, the party earns 1,950 XP. Award an
additional 50 XP per each pirate still alive at the end of
the adventure.
Aftermath
If Bazelon dies, or less than 5 pirates remain alive after
the battle with Ruggiero, the survivors take what loot they
can and disperse to the four winds. But if Captain
Bazelon and at least 5 of her crew survive, the PCs must
still somehow deal with them. After all, the Tovarē are
coming, and they expect to resettle the Blooming Port.
The pirates need to be convinced to move on or,
perhaps, remain here and work with the incoming
refugees to make Blooming Port a new home.
If the PCs have acted heroically, rescuing Bazelon’s
crew, she is inspired by their example. Acknowledging
her own failure to lead, she denounces her own self-pity
and asks the crew to accept her as captain once more.
They do so, with a ragged cheer.
But what should the crew of Her Royal Highness do
next? Before Ruggiero attacked, the two factions in the
pirate crew were evenly divided, but if one faction has
105
Appendix A: The Great River Ea Although it is estimated that less than 13% of the Great
River is dead, that percentage is growing.
“Kings come, kingdoms go, but the River stands.”
—Old Ēason Proverb What causes the Deadwaters remains unknown. While
none at court dispute that the waters of the Great River
The Great River Ēa is the longest river of the Goatlands, are becoming more and more inhospitable to freshwater
touching several regions both within and without the fish, the debate over the cause is contentious. Most insist
Kingdom of Panalane. Common wisdom is that the river this is nothing more than a natural occurrence, ordained
is the largest in the world. by the gods themselves. They contend that the river is
self-regulating and, given time, a new normal will assert
The central watercourse alone covers an estimate itself. A minority, however, believe the phenomenon is
1,700 miles, much of which serves as the easternmost not the work of gods, but man, and assert that alchemical
natural border for Panalane. With headwaters located in pollutants from the towers of nearby wizards are to
the Hinterlands to the north, the Great River traverses the blame. While vocal, this minority in the court is ostracized
continental interior due south until it crosses the Meh-Teh in most circles, especially by those who practice the
Marshes, where it veers southeast until arriving at arcane arts, though its members have found allies among
Hangman’s Gorge. From the gorge, the river returns to its shamans in regions where Deadwaters are known to
southward course, reaching its mouth, the Fingers, and exist.
draining into the Harrowsea.
An overlooked authority on the changing river
The Ēa serves as the single largest drainage system ecosystem can be found among the “Sons of the Ēa,” or
on the entire continent, thanks to the Thirteen Ēasons, a hunter-gatherer culture that roams the waters
Pailbearers, tributaries that crisscross the landscape on of the Ēa on improvise riverboats called junks. Ēason
either side. Each Pailbearer has its own regional rumors suggest a monstrous species has moved into the
name—like the Dawnbringer and Freshet Falls in the Deadwaters—a species with the power to beguile victims,
east, Kelpie’s Run in the west, or Backwater Waltz in the forcing people to serve its whims as eternal captives. To
north. date, no hard evidence of these so-called “Grotesqueries”
has been found.
At present, no royal expedition has been undertaken
on behest of the crown to chart the Ēa’s complete Whatever is causing the declining fish population, two
course. According to the Tower of Learning’s Board of interesting side effects have been a population boom in
Regents, such an undertaking would prove too costly in freshwater crustaceans throughout the Great River, and a
blood and coin. Thanks to this recommendation, the sharp increase in sightings of sentient aquatics (like the
Panalane Court sees such endeavors as foolhardy. Their merrow and the sahuagin), who must leave their homes
stance has not, however, stopped the petitions of to forage for food on land.
adventurers seeking to make names for themselves by
acquiring such a royal charter. Gazetter of the Crescent Vale
Ecosystems of the Ea In the distant north sits the Crescent Vale.
Cradled between the Great River Ēa in the east and
The Ēa was once species-rich, home to countless
varieties of freshwater fish, but its fecundity has taken a hills to the west, the Crescent Vale is a narrow, sickle-
turn for the worst. Several species have slowly declined shaped swath of land covering an area of 245 square
in number, while others, like the man-sized Abtu, are miles, mostly lowland flood-meadows. The Vale’s Hillside
believed to be extinct entirely. Other species have Crossing measures 45 miles in length, while the
experienced unusual mutations or adaptations, such as Riverside Crossing is 35. Located along the westernmost
the development of additional gills and internal organs banks of the Ēa, the Vale creates a shallow anchorage
said to produce alchemical reagents. To date, the most for passing riverboats. Feeding the region’s flood-
resilient freshwater fish seems to be the common meadows are the whitewater rapids of the Backwater
salmon, but even those have dwindled considerably in Waltz, one of the river’s Thirteen Pailbearers. Entering
recent seasons. the vale near Crabbers’ Crick, the rapid cleaves through
the landscape, draining into stagnant marshlands in the
Of particular note are the so-called “Deadwaters.” The south.
scholar Academicus coined the term to describe the
waters surrounding the Tower of Learning, which are Ostensibly Panlani territory, the Crescent Vale is now
unable to support aquatic life. Similar pockets have little more than trackless wilderness, a port-of-call for
appeared throughout the Great River and her tributaries. brigands and isolationists alike.
106 This was not always so. During the kingdom’s golden
age, the Crescent Vale was a prosperous fiefdom of tower, a beacon to residents of the Vale, enabling them
pastoral grasslands. United under the loving guidance of to spot the Tower easily from great distances, even at
the Four Sisters of Brighton Tower, the vale was home to night.
several thriving homesteading communities—the largest
of which, Blooming Port, once supported a population of But then the Beast Plagues came, afflicting the Sisters
2,500 residents—each connected along the Crescent one by one. According to local lore, when the last Sister,
Road. Nina, succumbed to the sickness and vanished into the
woods, the flaming beacon sputtered out, never to ignite
The Four Sisters were sorceresses of no small again. Today, the Tower is an abandoned husk of its
renown, each specializing in one of the four elements former self, but it continues to float in apparently random
and residing together in a great floating tower that patterns about the region.
roamed the countryside. By bending the elements to their
will, they remade the landscape of the Vale to their liking. But though the Tower is in decrepit condition and its
The Pailbearer was calmed to slumber, the floodwaters creators are warped and menacing versions of their
were held at bay, the shallow soil was revitalized anew former selves, the Four Sisters live on. Should clever
with nutrients, the seasons were tempered, and PCs think of a way to catch the Tower and board it, they
agriculture bloomed throughout the region. may wish they hadn’t. Treat each of the Four Sisters as
an archmage with the physical ability scores, special
However, their greatest achievement was the Crescent attacks, special defenses, and shapechanging abilities of
Road. Eighty miles in length, the road circumnavigated a werewolf. Able to make quick work of a low-level party,
the whole of the vale, eventually connecting to the but in need of agents to do their work on the ground, the
kingdom’s own North Road. Soon trade and commerce in Sisters are more likely to geas or enslave curious PCs
equal measure began to flow from Port-o-Leon in the than kill them.
distant west, creating even more opportunities for the
settlers of the Crescent Vale. Blooming Port
Then the Beast Plagues came. A century ago, a series In the heart of the Crescent Vale’s flood-meadows lies an
of lycanthropic plagues swept through the known world, abandoned settlement that was once home to more than
transforming many into shapeshifting animals. The death 25,000 souls. Stretching over an area of nearly 18 square
toll was catastrophic. Cloistered in their levitating tower, miles, Blooming Port would still be a worthwhile site for
the Four Sisters worked tirelessly to discover a cure—to interested pioneers to settle—if not for its current tenants.
no avail. One by one, each sister succumbed to the
virulent pathogen, mutating into monstrous and hostile Unlike other homesteads in the region, which were
versions of their former selves. Folklore holds that the constructed from local lumber and have since vanished,
Sisters still roam the wilds, bemoaning their fate and Blooming Port was constructed almost entirely out of
cursing all who dare cross their path. shale brickwork excavated from nearby Longtooth Rock.
As a consequence, the buildings remain relatively
Today, their tower is little more than a ruined husk, unharmed by the passage of time and the ravages of the
looming and drifting over an uncultivated landscape. elements, despite a lush blanket of wild greenery that has
Abandoned homesteads still dot the landscape, having grown to cover the town.
long ago outlived their inhabitants, and provide haunting
reminders of the fragility of civilization. In such a vacuum, Founded more than three centuries ago by Sir
nature has reasserted her dominion over the vale. The Keitel—who won his charter for the town from Queen
Backwater Waltz has awakened with a vengeance; the Zahrah by winning the Winter Tourney—Blooming Port
floodwaters return in earnest each spring, stripping away remains the oldest settlement in the Crescent Vale,
the once nutrient rich soil, and winter is more austere predating even Brighton Tower. As soon as he arrived,
than ever. Sir Keitel set about creating a place worthy of his queen
and his unrequited love, writing to her frequently about
Brighton Tower the many blossoming flowers of the site and inviting her
to visit the town, which he had named Queen Zahrah’s
For fifty years, the Four Sisters protected and guided the Rose.
vale from their home in Brighton Tower, a structure with
two striking features. Permanently levitated, the Tower Sadly, his enthusiasm would be his folly, for Sir Keitel
wandered the countryside at a height of thirty feet above failed to realize that he had established his fledgling
the ground. A defensive feature, the gap between the township in a flood-meadow. When the queen’s royal
ground and tower was referred to by locals as the “Aerie retinue arrived that spring, the region was 16 inches
Moat.” Second, a raging bonfire burned atop the 70-foot underwater, thanks to an Ēa pregnant with melting snows
from the distant Hinterlands. The queen and her retinue
107
found the settlers driven from their wooden cottages, This hold is guarded by three mimics, disguised as an
displaced by local waterfowl. As one wry, visiting courtier ornate tapestry on the floor, a chest on top of the
wrote home, “All that lives happily at this folly of a port tapestry, and a chandelier hanging above the cargo. If
are the ducks and their daft knight.” Befouled, damp, and anyone touches the cargo or a mimic, the mimics attack.
disappointed, Queen Zahrah departed, and she never The mimics do not pursue intruders who flee the ship,
saw Sir Keitel again. and they can be lulled to sleep with two rounds of
uninterrupted, gentle music by someone who succeeds at
Had Sir Keitel been a man of lesser character, this bit a DC 12 Performance check. Roll the check with
of misfortune would surely have marked the end of his advantage if the PC uses a flute or woodwind instrument,
story. However, the newly christened “Duck Knight” as the mimics are accustomed to their sound. Roll with
learned from his mistakes and doubled down on his disadvantage if the party has dealt any damage to any of
venture. He scraped together enough coin to purchase a the mimics.
100-year lease of Longtooth Rock from the crown, then
mined it for construction materials. He ensured that all This lullaby response is a trained behavior designed to
new buildings stood on brickwork columns more than 20 get an owner out of a tight spot if things go wrong. But it
inches above the ground, so that water would pass freely only works once in an encounter. If the mimics fall asleep
underneath. In spring, the town would use gondolas for and the PCs move to take the treasure again, warn them
local transit. that the mimics start to shift uneasily. If they continue, the
mimics awaken one more time, and this time no lullaby
Blooming Port, colloquially known as the Duck Knight’s will calm them.
Folly, is today one of the few remaining monuments
dedicated to the reign of Queen Zahrah. Signs of Sir Treasure. Currency: 1,200 sp; 910 gp; and 14 lbs. of
Keitel’s undying faithfulness to his queen abound, copper trade bars bearing the stamp of Arneos, a Panlani
particularly in the form of stone carvings of blossoming merchant house (7 gp). Goods: a feathered talisman
primroses—the queen’s sigil. Standing as a guardian designed according to folk belief as an amulet against
before each primrose is a statue of a knightly duck. falling, though it has no magical effect (6 gp); a leather
belt with a brass buckle (5 gp); a silk tabard (25 gp); a
Her Royal Highness scrimshaw miniature of a temple of the sea god Merekith
(18 gp); a painted glass sundial (30 gp); an iron medallion
Anchored in Blooming Port’s Market Square is Her Royal depicting twelve crossed swords (15 gp); a pewter box
Highness. (32 gp); and a pewter scroll case (39 gp). Magical items:
spell scroll of bless, 2 potions of healing.
A schooner, the Highness is a two-masted vessel, the
foremast shorter than the main. At 55 feet long from stem Appendix B: Monsters
to stern, the ship weighs 60 tons and carries four
cannons, two mounted on each side of the deck. The Of all of the sentient aquatics, Amalthea loves the
vessel’s colors are a black banner with a white crown tobihaze the least.
atop a heart.
Denizens of land and water, this humanoid-sized race
At some point, industrious PCs may wish to board the of amphibian fish are the masters of neither. For
schooner and explore her decks. There are two locations instance, their pectoral fins are too developed to work like
of note onboard. fins and too underdeveloped to work like arms. Instead,
the tobihaze use them as crutches, hobbling along on the
1. Captain’s Stateroom land, or as shovels, burrowing into muddied earth.
Captain Bazelon keeps her log here, which briefly
sketches out the last few months of sea travel, including The tobihaze are a mercurial lot prone to airs of
a cargo manifest for several prizes. Buried within the pretension that belie their true nature as a cruel joke. And
notes of the log (DC 20 Investigation check to spot) is a they make poor disassemblers, as their bioluminescence,
line item for the 422 gp purchase of “one monocle, which transmutates in colorization alongside their
entrusted to Marlena.” Bazelon’s log ends on this cryptic temperaments, is a dead giveaway.
note: “Ruggiero must never raise her.”
Best served stewed in a light ginger and lemon chicken
2. Cargo Hold broth—or so this academic has been told…
Just outside the hold, on a beam, someone has left a
rosewood flute, rolled up in some sheet music of a —Excerpted from the journal of Høghain Strongwise,
lullaby. The flute is unremarkable, but it has a purpose: it Dean of Bestial Enquiries, Tower of Learning
is used to tame the monsters that dwell in the hold.
108
Tobihaze of drowning. While restraining a creature with his
hydrodynamic tongue, a tobihaze cannot speak. A
Medium monstrosity (tobihaze), neutral evil tobihaze can recharge hydrodynamic tongue only by
Armor Class 13 (natural armor) spending an entire turn filling their mouth sacs with water.
Hit Points 50 (9d8+9)
Speed 15 ft., swim 15 ft., burrow (in mud) 10 ft.; leaping Tackle. When a tobihaze moves with leaping skip, they
skip can use their action to tackle up to three enemies whose
Str 12 (+1) Dex 16 (+3) Con 12 (+1) spaces they moves through. The creatures must succeed
Int 8 (-1) Wis 16 (+3) Cha 8 (-1) at a DC 13 Strength or Dexterity saving throw (target’s
Skills Acrobatics +5, Perception +5 choice) or be knocked prone and take 4 (1d6+1)
Vulnerability fire bludgeoning damage.
Senses passive Perception 15
Languages Tobihaze Indigenous to the Goatlands, the tobihaze are a race of
Challenge 1 (200 XP) amphibian fish known for spending more time on land
than in water. They can be found wallowing in the mud
All-Around Sight. A tobihaze’s large, bulging eyes are near freshwater tidal swamps like Ol’ Nag’s Mangrove in
mobile, retractable, and can move independently of the Crescent Vale. Though humanoid in size, their
one another. While out of the water, they have advantage silhouette is analogous to a tadpole with an impossibly
on all Wisdom (Perception) checks requiring sight. large maw and rows of sharp, serrated teeth.
Underwater, they make these checks without advantage
or disadvantage. 109
Conditionally Amphibious. Tobihaze can breathe water
and air. While underwater, they breathe through gills. On
land, they breathe air through their bioluminescent skin,
which must be kept moist at all times. If a tobihaze is
separated from either air or water for one hour, they
suffocates.
Crab Command. A tobihaze can communicate with
crabs that can see them, using the vibrant
luminescence of their skin.
Leaping Skip. A tobihaze can use his
movement to leap three times in quick
succession. Each leap is up to 10 feet long and 5
feet high. They can move through enemies, but cannot
end their movement in a space occupied by an enemy.
When they use leaping skip, a tobihaze can use their
action to tackle (see below).
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 10 (2d8+1) piercing damage.
Hydrodynamic Tongue. Large sacs in a tobihaze’s
mouth allow it to carry an enormous amount of water,
which they can magically fashion into a retractable frog-
like tongue to capture prey. Melee Weapon Attack: +3 to
hit, reach 15 ft., one target. Hit: 10 (2d8+1) bludgeoning
damage. If the target is a creature of medium or smaller
size, it is restrained (escape DC 13). Until this condition
ends, the target is entirely enveloped in water and at risk
Appendix C: Magic Items emblazoned with a primrose inlaid with sapphires. In
addition, the breastplate floats, so you have advantage
Couatl’s Sight on Strength (Athletics) checks to swim.
Location. Brudder Mudd (Act One, Scene One) is
Wondrous item, uncommon (requires attunement) wearing the armor of the Duck Knight.
This antique, gem-lensed monocle has three settings,
each of which may be used 1/day. One setting casts Cape of the Duck Knight
detect evil and good, one casts detect magic, and one
casts detect thoughts. Activating each setting requires Wondrous item (cape), rare (requires attunement)
one full round. While wearing this russet cape with its collar raised, you
can slowly soar over water (and only over water). Your
The Regalia of the Duck Knight flying speed is 1/2 your land speed; trying to go faster
than this speed causes you to fall. In addition, while you
Three centuries ago, a pioneering gentleman-adventurer wear this cape, water runs off you, protecting your
named Sir Keitel settled the Crescent Vale, founded apparel from moisture.
Blooming Port, and earned his moniker of the “Duck
Knight.” Today, his belongings are scattered throughout The Duck Knight donned this cape and soared the
Blooming Port. Gathering all five pieces of the Duck length of the Great River to distant Cabronia when he
Knight’s regalia is a major accomplishment; award each learned Queen Zahrah was dying of pneumonia. He
PC 150 XP. brought with him a legendary Minoru apple. Alas, he was
35 minutes too late.
As they wade through the Duck Knight’s wake, PCs Location. Thiel’s corpse wears this cape (Act Two,
may want to attempt Intelligence (History) checks to see Scene Three).
what they know of this mythic hero. Consult the following
table: Eridown
Legends of the Duck Knight Weapon (rapier), uncommon
Damage. 1d8 piercing, finesse (silvered)
• 9 or less: The PC has never heard of this individual. You gain a +2 bonus to attack and damage rolls when
you use this magic sword-cane against lycanthropes.
• DC 10: The PC has heard the name, but knows no
Known as the “Duck Feather” in Common, Eiderdown
details. was enchanted to defeat Tannaz—a were-smilodon and
high-priestess for the Coven of Man-Beasts—at nearby
• DC 13: The PC has hazy recollection of Sir Keitel. He Longtooth Rock.
Location. Act Two, Scene Two (C): Eridown is located in
was a knight who founded a town, and he was obsessed the Edgewater Auction House (Act Two, Scene Four),
with one of the queens of Panalane. where the merrow have amassed a small treasure hoard.
• DC 16: The PC remembers Sir Keitel and his greatest Quacken Donner
accomplishment: the founding of Blooming Port in honor
of Queen Zahrah. Weapon (musket), rare (requires attunement)
This musket is a magic weapon. Rather than igniting
• DC 19: The PC knows all about Sir Keitel and his gunpowder to propel a lead projectile, the musket relies
chaste romance with Queen Zahrah. They can relate the on alchemical reagents to cast thunderwave (save DC
Duck Knight’s life story, including his mercantile 13). First, the hammer needs to be locked, thus priming
upbringing in Faunton, his thwarting of the assassination the charge. Then, the command word is spoken
of the archduke of Vanora, and the fact that Queen (“quack”), which releases the lock, expelling the charge,
Zahrah’s ghost accompanyied his boat down the Great and sparking the reagents. The lock has 1 charge; the
River after his passing. Any other colorful aspects of the musket can be reloaded during a Short Rest, but if the
Duck Knight’s life may be improvised by the PC on the character reloading the musket is not trained in Arcana,
spot. they must succeed at a DC 16 Intelligence (Arcana)
check or the musket backfires, expelling its charge and
PCs in this adventure could collect the following: targeting the character with thunderwave.
Armor of the Duck Knight Known as “Hollering Thunder” in Common, Quacken
Donner is an invention of the School of Guncraft, a
Armor (medium), uncommon heretical tradition native to Verona. The Duck Knight
The armor of the Duck Knight is a +1 breastplate
110
relied on this musket to thwart the assassination of Appendix D: Player Options
archduke of Verona, averting a war.
Location. Uthal the Thrice-Damned wields Quacken Character Sub-Race—Urban Elves
Donner but, although she is attuned to it, she does not
have the training to safely and reliably reload it. Urban elves are a new sub-race native to the Goatlands.
As the Beast Plague spread across the kingdom, the
Helm of the Duck Knight wilds of the world became increasingly hostile, even for
elves. Many were driven from their homes and found
Wondrous item, uncommon (requires attunement) sanctuary within the city walls of humans. Separated from
The helm, stained with verdigris and bearing a gold visor, their ancestral lands, these elves lost their connection to
can be used to cast charm person once per day. In the wild, and instead developed coping mechanisms to
addition, because everything’s empirically funnier with survive in an environment not built for them.
ducks, you gain advantage on all Charisma
(Performance) checks. To use either of these abilities, As an urban elf, you are a persecuted minority. You
the helmet’s visor must be down. are often viewed by humans as a second-class citizen;
somtimes, you are relegated to the role of low-cost labor.
The helm of the Duck Knight was fashioned by Dorn Even high and wood elves view you with disdain, if not
Dwerrowduke himself as a joke at his good friend’s outright revulsion. Locals tend to call you “the Elf” instead
expense. of by your name. Forced to live in designated ghettos,
Location. The ancient gold dragon, Eurwen, is willing to you venture forth from that relative security each day to
barter the helm for coatl’s sight (Act Two, Scene Two). make a meager living as part of the working poor. In spite
of this, you and your urban brethren find solace in one
If a single individual wields the entire regalia of the Duck another, slowly developing a cultural identity all your own,
Knight, that character receives the blessing of Queen unique to the city in which you live.
Zahrah’s ghost. The first time the character is reduced to
0 HP, the ghost of Zahrah materializes and kisses the • Ability Score Increase. Your Wisdom score increases
character’s brow, restoring them to full HP. The blessing by 1.
can be received only once in a character’s lifetime. • Heightened Sensitivity. You gain proficiency in Insight.
• Trade Proficiency. You gain proficiency with one set of
artisan tools of your choice: carpenter’s tools, cook’s
utensils, or leatherworker’s tools.
• Silent Resolve. You have advantage on saving throws
against intimidation and fear.
Character Background—Son of Ea
You, like most Sons of Ēa, were born on the land. Yours
was an life of hardship and toil, but you were not
accepted wherever you lived. Perhaps you walked the
cobblestone streets of mist-shrouded Faunton as a
constable, or you labored in the underground foundries of
the Goldshanks as a master’s apprentice. All the while,
your heart longed to belong somewhere. You found little
solace in those nearest to you, and were often ostracized
and alone.
Then, one day, you happened upon the wandering
river-folk as they passed along the Great River Ēa.
Intrigued, you approached them and were welcomed with
open arms, invited to spend the customary two days-and-
one night afforded to all land walkers who ask for it. In the
Sons of Ēa, you saw a commune of people living and
working together to meet the needs of the greater good.
What’s more, for perhaps the first time in your life, you
felt as if you belonged, as if you had a place.
111
You set out to join them. Speaking with the clan’s d6 Clan Specialization
narrator, you learned of the Open Arms Rite, and the
steps needed to become a Son of Ēa: You petitioned one 1 Eider. A clan of no more than two dozen
of the sentient aquatics of the river for their blessing. This
was no easy task, but anything worth having is worth souls, the Eider Clan has claimed the
working for. Who did you approach to initiate the Open Redflood Ravine. Their purview extends no
Arms Rite, and why? Were they persuaded by your further south than Lament Lake and no
requests, or were they skeptical? Was the task mentally further north than the Osterlin Vurmstable.
or physically taxing? How did you overcome it? Once you
were accepted by the river, what prompted you to leave 2 Eirikr. A clan so vast that the Great River
your brothers and sisters behind to begin a new life of
adventuring in the Goatlands? could no longer support them. Instead, the
• Skill Proficiencies Athletics and Nature clan has relocated to the Mimrimere. There,
• Tool Proficiencies Vehicles (Water) and Fishing the clan lives exclusively off the lake’s
Implements waters—ever mindful of the growing
• Equipment a fishing rod, tin can of live bait, fishing Deadwaters in the region.
lures, a wicker basket tied by a rope or long pole with a
net at one end, a sack containing 5 gp of fresh fish and a 3 Kemen. A warrior clan, the Kemen were last
belt containing 5 gp or 1d4+2
seen a generation ago navigating Kelpie’s
Eason Clans Run in the south. Whatever fate befell them
remains a mystery to all.
Not all Ēason Clans are alike. There are large clans that
have shed their nomadic heritage, and smaller ones that 4 Tovarē. The Tovare have long since traveled
have staked their claims to smaller tributaries.
the length of the Great River, down the
Feature: Of the River Fingers to the Harrowsea. Having made such
You are uncannily familiar with the ways of the Great a trek and endured the Deadwaters, the clan
River Ēa— some might consider your knowledge has been awarded a charter to settle the
supernatural. You have a practical understanding of the Crescent Vale’s Blooming Port.
river’s temperaments, flora, and fauna. You are able to
navigate safely by the stars, and can predict when the 5 Yulan. Most Ēason clans choose to opt-out of
weather is about to turn foul.
land politics, but the Yulan are the exception
to this rule. Located near the former capital of
Panalane, Faunton, the Yulan have
represented Ēason and Ēason interests at the
royal court for the last two hundred years.
6 Zorione. The Zorione is a clan of Ēason
wizards. While most clans openly accept all
who pass the Open Arms Rite, the Zorione
are exclusive, choosing to admit only those
with some mastery of the arcane arts. If there
is a reason for this, it remains unknown to
all—save the Zorione.
112
Personality Trait
d8 Result
1 I live for food, drink, and the hearty laughter of my friends on the Great River.
2 I am always tinkering with, maintaining, or acquiring gear, or working on my boat. One can never be too
prepared, and an Ēason is only as good as his equipment.
3 I don’t say much for fear of scaring off the good fish.
4 I catch my sleep when I can.
5 I travel light. If I’m not carrying it, then it can’t weigh me down.
6 When work needs doing, I am not to be found.
7 I observe old customs with regard to the river fey, honoring superstitions and making regular offerings to
the true Children of the River.
8 What’s the point of living on a boat if you can’t competitively race every now-and-again?
Ideal Result
d6 Brother’s Keeper. By taking care of my neighbor in need, I am taking care of myself. (Good)
1 It Could Always Be Worse. I do what needs be done, and I don’t complain—much. (Neutral)
2
Turbulent Waters. Look, I ain’t saying you’re to blame, but someone’s gotta pay and it ain’t gonna be me.
3 (Evil)
4 Hard Work. Nothing worth having ever comes easy. (Lawful)
5
6 Don’t Make Waves. Don’t go starting nothing, won’t be nothing. (Neutral)
Firestarter. Life is short. Don’t be boring. (Chaotic)
Bond
d6 Result
1 My clan is my family.
2 My friends will never go hungry if I can cast a line.
3 I never want to go back to the place I grew up.
4 I intend to become the chieftain of my clan.
5 My child drowned and I couldn’t save them. I must somehow live with myself.
6 I intend to chart the entire Great River and all Thirteen Pailbearers.
113
Flaw Result
d6 I hate the people who failed to accept me during my life on land.
1 I am extremely naïve.
2 I suffer from motion sickness.
3 I never question my chieftain.
4 I abandoned my old life to escape persecution for a horrific crime I may or may not have committed.
5 I will gladly die for my clan.
6
Up with the Mudlark
By Thea Seals
It was only a quarter past the Hour of the arms and plunder, others—like Lars—went
Mauled Hare and already Lars Throgton was about making theirs quietly, methodically, with
knee-deep in mud. none save a pipe full of enough sweet-tooth
weed to make goats talk as their sole
For now, the tide was out and the water line companion.
was nice and low, leaving the river’s nearshore
bare. Yet, the dwarf knew he had not much What’s more, Lars liked keeping his own
time. Soon, the Hour of the Trudging Tortious hours. While most of his competition slept
would come along, bringing in the tide and soundly in their warm cots, he would wake
leaving Lars to wait until well past noon until he during the Hour of the Ravenous Wolf, don his
could resume plying his trade in earnest again. knee-high galoshes and trade the urban
trappings of Faunton for the quite wilderness of
Much like his Pa, and Pops before him, Lars the Great River. With a discriminating
Throgton was a mudlark. Of this, he was quite gaze—aided in no small part to his Thume-
proud. The Throgtons of Faunton made their given dark vision—he picked and plucked his
livelihoods scavenging the long-lost treasures way through the muck on his haunches,
of the Goatlands along the rancid riverbanks of keeping what might prove of value, discarding
the Great River Ēa. all the rest.
On the average day, they found just enough to Alas!, his tide was showing no signs of turning
make an honest, albeit somewhat modest, on this particular outing. He had gathered one
living. That is enough coin to afford themselves broken wand, a handful of copper buttons and a
a warm meal to break their fast, perhaps some silver coin, the denomination of which was
grog at night. On a great day… Lars smiled a foreign to him. In short, he was underwhelmed.
toothsome grin as he hastily pocketed a broken At this rate, he would be lucky to break even by
wand. Well, on a great day, they found more day’s end. (Perhaps he needed to mark out a
than enough to live life like kings among new spot to excavate?) What’s worse, he had
men—or so Pops had claimed. In truth, Lars barely scrounged up enough to see the
had yet to have himself a “great day.” Despite Baker—and, most importantly, the Baker’s
this truism, he was still optimistic that his tide sister—come sunrise.
would turn for the better soon enough.
Lily Thistlesong…
Still, each day was an adventure. As was true The name alone made him pause at his task.
for much of the Goatlands, there was loot to be He stood up. His backside groaned in protest,
had; the remnants of fortunes hard-won and prompting him to massage ache-some muscles
meanly lost waiting to be claimed anon. While with muddied paws.
most sought to make their gold through force of
114
Like all the rest of the Thistlesongs, Lily was a There it was again; the shimmering light had
stoutly-built halfling with hair like sun-kissed blinked.
heather and a blush akin to a smoldering
hearth. For the life of him, Lars could not recall With his hands still holding onto either side, he
a time he did not espy that ample blossom of watched in horror as two, prodding sockets
hers caked in sugar and flour—not that he rolled a 180-degrees and greeted him. Its
wanted to, mind you. Her charms, while demur, amber gaze was malevolent, vindictive even,
were more than enough to make Lars akin to an animal’s having been unkindly roused
Throgton—the right-thinking, red-blooded dwarf from a deep, dreamless slumber.
that he was—stand up and take notice.
There came a slow moving growl, then the
Despite his interest in her, the lonesome, world around Lars Throgton exploded as he
middle-aged, dwarven mudlark with a lean-to was sent hurtling into the river’s depths.
that was more “lean” than “to” was all-too-aware
that he had naught much to offer for her aside Oh, mudslide, the dwarven mudlark cursed. A
from his enthusiasms. tobihaze!
No, what he needed was that one big score, Though he had never before seen their like,
like his Pa and the archduke’s signet ring. Now, the mudlark had heard tell of these beastly
with a score like that he would have more than monstrosities, always shared in hushed tones,
enough clout to ask the Baker his blessing. Till amidst muted curses and copious grog. The
then, he would keep at it, earning enough coin tobihaze were said to be a ruthless race of
to ensure he had a right to see her each amphibious fish. To the best of his knowledge
morning without rousing suspicion. (which was failing him, thanks to his ever-
mounting panic) no tobihaze had ever been
The Mauled Hare was starting to rest and the sighted this far downriver since the last of the
Trudging Tortoise was on the move. The tide Beast Plagues ended nearly a century past,
was coming and that was when he saw it. when a school of them tried (and failed) to
Beneath the water line there was a establish a muddied beachhead. Capricious by
shimmering. From where he stood, he knew not nature, the tobihaze were prone to lurking in
what it was. All he knew was that it was shallow mudflats, poised to pounce on
bright—a brilliant blue the likes of which called unsuspecting prey—like lovelorn mudlarks.
out to him.
Croaking a challenge, the tobihaze bounded
Licking his eager lips, Lars stomped against towards him once more. From its extended
the oncoming current. maw came a tongue of repurposed river water.
The tongue lashed out like that of a frog’s,
Is this it? he mused, marveling at the prospect. grappling Lars’ head in its nigh inescapable
Is this my signet ring? grasp.
With a force of Torian willpower, the likes of
which he knew naught he possessed, he The dwarf grasped, thrashing hither, then
quieted such thoughts. There was no need to tither, unable to find his purchase. Each breath
place the proverbial horse behind the equally brought with more and more river water into his
proverbial cart, after all. First, he had to unearth bursting lungs.
whatever it was and assess whether or not
there was any monetary value in it. Sholay He was drowned!
willing, this would be the case. His was a short struggle. Soon he began to
twitch.
Setting his aching back to it, he reached down Lars Throgton’s last thoughts were of Lily
and with all his strength began to heave with all Thistlesong. He wondered whether the baker’s
his might. Whatever this shimmering was, it sister would miss him later that morning when
sure as hell was big, bigger than he, he he did not show for his customary order of svart
suspected. He continued his backbreaking work kaffi and rúgbrauð—secretly hoping she would,
until he felt the sodden earth give. fearing she would give no notice—as rows upon
rows of jagged teeth dug deep into his neck,
Peering down into the Great River, he saw the releasing him from his ongoing backache once
shimmering… blink? Was that a blink? Surely and for all.
not! How could that be?
115
There!
The Horror Under Thumehall
Adventure Summary What if Sacco is Dead?
Before the events of the Fearfield War adventure Sacco If Sacco died during the Fearfield War all is not lost.
the goatfolk commander journeyed into the ruins of The group of goatfolk that were already waiting at
Thumehall, an ancient monastery devoted to the earth Thumehall are under instruction to carry out Sacco’s
god Thume. Given information by the green hag Mother plan. The adventure can carry on as normal and any
Mayhem he was able to discover the caverns and tunnels reference to Sacco instead applies to the goatfolk
hidden beneath the catacombs and the evils that were spellcaster Renloth, his trusted second-in-command.
imprisoned there.
the cowardly goatfolk leader to his place of hiding; it
With his own future looking bleak and Mother Mayhem seems he has set up a second camp in the ruins of
inevitably dead already Sacco fled back to Thumehall to Thumehall monastery. My forces here are preparing to
meet up with the goatfolk he had already stationed there. return home in case any opposing forces wish to take
The original plan of Mother Mayhem’s was to try and advantage of our absence so I ask you to venture to the
harness the powers of the imprisoned evils but that was monastery and put an end to Sacco once and for all.”
now well outside of Sacco’s or the spellcaster Renloth’s
abilities. So instead, aided by some complicated Alyssia provides directions to the PCs before she leaves
protection rituals they are following Mother Mayhem’s and Lord Ironvow will promise a reward to the PCs when
other set of instructions, release one of the trapped evils they report back to him. This can be gold, a favor, or
onto the world and cause as much devastation as anything else the GM feels is appropriate to get the PCs
possible. motivated. After answering any questions he dismisses
both the PCs and Alyssia and returns to his plans.
Getting the PCs Involved
Scene Two: Approaching Thumehall
If events played out as expected during the Battle of Goat
Hill (see GL3 the Fearfield War) then the PCs are on the Lord Ironvow’s camp is roughly six miles north east of
winning side and Sacco the goatfolk has fled the Thumehall, approximately two hours journey at normal
battlefield via his giant vulture and made his way to walking speed. As the PCs get within the last few miles
Thumehall. Sacco’s departure did not go unnoticed they begin to experience small earth tremors, barely
howevger, a hunter, Alyssia, who had already observed noticeable at first but increasing in intensity the nearer
the goatfolk camped at Thumehall spotted the giant
vulture heading in that direction and was near enough to they get to the monastery. By the time the monastery is
see it arrive at the monastery. Looking to ingratiate
herself with Lord Ironvow, Alyssia tracked him down to in sight, cracks have appeared in the earth, trees have
where his forces are breaking down their camp not too
far from “Goat Hill” before planning on returning home. It Not Following the Fearfield War
is at this camp the PCs are called into see Lord Ironvow.
If the GM is not using this adventure as a continuation
Adventure Episodes of GL3 they can use another hook to get the PCs
involved.
Scene One: The Briefing
Reports have begun to circulate about a series of
The PCs are called into Lord Ironvow’s “War room”, a earth tremors around the vicinity of the old Thumehall
large tent at the center of his makeshift camp used to ruins. Scholars and interested parties that investigated
launch his attack on “Goat Hill”. Ironvow is look have been chased away by goatfolk that seemed to
particularly pleased with himself after the goatfolk’s have set up camp their and at least one merchant
defeat. caravan has been raided and ransacked for supplies.
The PC are asked to investigate and either kill or drive
“Welcome my friends. I’m afraid I need to call on your off the goatfolk found there.
help once again. This steadfast hunter...” He motions to
the raggedly dressed woman armed with a longbow
beside him. “...she has managed to track down Sacco,
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been uprooted and almost all the local wildlife has fled. Scene Three: The Catacombs
There is very little left of Thumehall monastery, at least
Catacomb Aspects
above the ground. Sections of a large outer wall surround • All floors, walls and ceilings are constructed of granite
the main building which itself is mostly rubble. The
remains of walls stand like pillars supporting blackened stone blocks.
timbers and what’s left of three left archways give an idea • Ceilings are 8 ft. high.
of its once grandiose designs. Small plants and grass • The catacombs are completely dark
push through the circular patterned floors. The entire
upper floor of the senior monk’s quarters in the western The catacombs below Thumehall monastery hold the
wing has collapsed leaving little more than piles of stone remains of generations of monks that once took up
residence there, each one preserved and transformed to
and wood. The wooden quarters that used to house the stone using an oil of stone embalming (see new magic
items on page 128) and then placed into either
hundreds of monks have long since been burnt away or sarcophaguses for the more senior monks or into double
succumbed to the elements leaving nothing but dark stacked alcoves set in the outer walls for a majority of the
marks in the earth. sect.
Most of Sacco’s forces are in the catacombs and There are ten goatfolk raiders (see page 129) waiting
tunnels beneath the ruins but four goatfolk scouts (G on in the catacombs with orders to delay any interlopers for
the map) are stationed above (see page 129). Each one as long as possible. If they have been alerted by the bells
has a rope winding its way through the building, down the ringing of the goatfolk scouts above they immediately fall
stairs to the catacombs undrneath, where it is attached to into position, if not they need to rely on their passive
a small metal bell. The goatfolk scouts have been Perception score of 8 to detect the PCs entering the
instructed to ring their bell whenever they see anyone catacombs.
approaching alerting the other goatfolk below. Unless the
PCs take precautions they are almost certain to be The entire catacombs level is one encounter with the
spotted. Luckily the area surrounding the monastery is hopefully prepared goatfolk using the cramped conditions
heavily overgrown with bushes, plants and trees giving to their advantage. As the PCs approach either room 2 or
the PCs cover should they attempt to sneak inside. 3 the goatfolk’s plan goes into operation on whatever side
of the catacombs the PCs are venturing down. Soon
The goatfolk scouts have a passive Perception score afterwards the other goatfolk will rush to help out. The
of 10 which is used as the difficulty for any stealth GM should try and stay as close to the plan as possible
checks. If the PCs do anything to alert the goatfolk as the gotafolk are under Sacco’s strict instructs to follow
scouts of their approach the scouts use their +2 Wisdom it through in order to stop any interlopers but the goatfolk
(Perception) skill to oppose them in any stealth checks. If are also not stupid and will adapt to situations as best
the PCs are spotted the observing scouts will ring their they can.
bell before alerting the other scouts, prioritising warning
those below ground before anything else. Room 1
The four ropes from above are attached to four
Once the goatfolk scouts are avoided or dealt with the mismatched bells hanging from a makeshift frame.
PCs can make their way through the ruins. Very little of Passageways lead off to the east and west but both are
interest is left, a few broken statues, burnt books and a blocked by barricades made from sharpened tree
few barrels containing water and grains the goatfolk ate branches and broken timbers nailed and tied together in
while waiting for Sacco to arrive. Eventually they will random patterns. Each barricade is AC 10 with 20 Hit
discover the previously hidden stairway the leads into the Points and run wall to wall and floor to ceiling. Chopping
Thumehall catacombs. These are even easier to find if through a barricade will alert the goatfolk raiders
the PCs follow the rope attached to the bells. positioned outside of room 2 and 3 while crawling through
or over one requires a Dexterity (Athletics) check against
If Sacco did arrive by flying on his giant vulture it is a DC of 10. Failure means the PC takes 1d4 points of
leashed to a post of a smaller outbuilding (V). The vulture damage and is caught in the various spikes falling prone
will squawk and make a fuss if it also spots any of the in the next square in the direction they were moving. A
PCs (passive Perception 13). If the vulture is attacked it success on the check means the PC takes half damage
will spend its first round of actions tearing down the post
and freeing itself, taking to the sky and swooping down and manages to climb through.
on its enemies.
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Rooms 2 & 3 The two goatfolk raiders positioned here (E) will
Piles of broken stones, logs, tree branches and other attempt to use their halberds to attack anyone making
debris cover the floor making it difficult terrain. As the their way through the barricades. The barricades will
PCs enter the room they can make a DC 15 Wisdom grant a +2 AC cover bonus if attacks pass through it
(Perception) check to see if they spot that the floor has either way.
been covered with thick flammable oil.
Once the PCs have dealt with the goatfolk raiders they
If the PCs have alerted the goatfolk raiders stationed can attempt to open the door. The door is opened by a
outside either of the rooms (one of the position A on the cross shape handle that sits in a circular recess on the
map) the oil becomes obvious very quickly as they use a right hand wall. A DC 10 Strength check is needed to turn
readied action to throw flaming torches into the room to the handle clockwise and as the door opens an incredibly
set it on fire. Anyone in the room at the time of ignition or loud noise of stone against stone echoes throughout the
ends their turn in the fire takes 2d6 point of fire damage. halls that will alert anyone in the catacombs. Its takes
A character only takes damage once per round and the three rounds for the door to fully open.
fire last 2 rounds before burning out. The goatfolk raider
will then rush down the corridor with a second torch to Room 11
position B opposite another goatfolk raider at position C, As the doors open to this room the two goatfolk raiders
drop the torch between them both to light up the corridor inside will attempt to attack the PCs through the gap with
and pick up a halberd placed there. their halberds. The door grants a +2 AC cover bonus to
any attacks passing through the gap. They continue to
When the PCs head down the corridor another fight until defeated.
goatfolk raider at position D will use the light of the
torches to fire their crossbow at them. The goatfolk This huge room is dominated by an open sarcophagus
raiders in positions B and C will then use their halberds to raised upon three steps at its centre. An intricate pattern
try and hold the advancing PCs back. of circles is etched into the floor and four large crystals
rise out of the groud in each of the rooms corners
The remaining length of the passageway to the north shedding a reddish-pink light throughout the room. This is
of positions B & C has also been littered with debris to as far as most previous explorers have ever ventured but
create more areas of difficult terrain. because of the information given to Sacco by Mother
Mayhem he discovered there is even more to Thumehall
Rooms 4, 5, 6 & 7 than is immediately obvious.
These large narrow rooms contain a majority of the
petrified remains of the Thumehall monks. Most of the A DC 15 Intelligence (Investigation) check reveals that
sarcophaguses that run down the centre of the rooms one of the circles in the floor to the east of the
have been damaged and all have been ransacked of sarcophagus has finger sized indentations in its centre.
items by previous explorers. More barricades have been By using these indentations and rotating the circle
constructed to keep intruders from hiding in some of the clockwise the sarcophagus at the centre of the room
side passages. slides 10 ft. to the north revealing a spiral staircase the
descends into a rough tunnel and into Thumehall’s
If the PCs are only making their way down one side of caverns. Turning the circle counter-clockwise returns the
the catacombs it’s now that the goatfolk raiders in the sarcophagus to its original position.
other positions (the opposite A-C) will attempt to
outmanoeuvre and trap the PCs, most likely cutting Scene Four: The Caverns of Thumehall
across rooms 4-7 to do so.
Caverns Aspects
Rooms 8 & 9 • All floors, walls and ceilings are stone.
These rooms are identical in design to room 2 and 3. The • Ceilings are 15 ft. high in the main sloped area, 8 ft.
goatfolk raiders in position D will use their crossbows
for as long as possible before switching to battle axes high in vault tunnels, 4 ft. in side tunnels.
when needed. More barricades block the passage to •The tunnels are completely dark.
room 10.
The monks of Thumehall understood that although the evil
Room 10 primordial beings were too dangerous to be allowed to
This small room is dominated by a huge stone door with wander the lands they would only return if killed and so in
a circular pattern that matches the floor of the monastery order to protect the world they needed to be confined. This
above. is why the vaults were constructed to hold the primordials
in stasis and then the monastery built upon them.
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Soon after work began the site started to attract Cavern Encounters
various earth dwelling creatures from the surrounding
area and even from other planes of existence. Some As well as the encounters already featured the PCs
came to serve Thume the earth god, some came merely may also come across other obstacles while they
to be within Thume’s presence and the monks allowed explore the tunnels.
them to do so. The earth below Thumehall was forever
changed as elemental forces shaped it and the dark Earth Tremor: Although small tremors occur as the
forces that were imprisoned there began to influence the PCs are in the vicinity of the monastery a significant
depths themselves. one strikes the caverns sending rocks and stones
crashing down from the ceiling. Roll 1d6 for each PC.
The set of spiral stairs revealed by the moving On a 4 or 5 they are in harm’s way and must make a
sarcophagus descends 20 ft. before opening out into a DC 15 Dexterity (Athletics) check or suffer 1d4 points of
10 ft. wide tunnel that spirals downward to the east and damage. On a 6 a larger piece of debris falls causing
at an angle of roughly 22 degrees. After 20 ft. the right 2d4 points of damage if their saving throw fails.
hand side of the tunnel opens up to reveals a huge pit 40
ft. across that disappears into the darkness 2000 ft. Giant Bats (1 per PC): Giant bats are roosting in the
below. An occasional rocky pillar or wall stops the slope ceiling of the main cavern and they swoop down to
from being completely open further along. attack the PCs. They continue to attack until they are
injured (lose half their hit points) where they will fly back
About 40 ft. from the stairs a side passage juts off to to the ceiling and regroup possibly attacking later.
the northwest leading towards area 12.
Giant Beetles (1 per PC): Giant tunnelling beetles
Area 12 (see page 128) from around area 23 frequently scour
A short side tunnel opens up into a cavern roughly 15 ft. the caves looking for food and the PCs fulfil that need.
by 15 ft. Hooks on the north and west wall hold several
slightly mouldy long grey robes. A second passageway to Giant Rats (1 per PC): Giant rats hide within the side
the east is blocked by statues of two human men tunnels of the caverns and will attack the PCs driven on
similarly dressed to those found in the catacombs above. by the need for food. If over half their number is killed
they will retreat ready to return to feast on their fallen
The statues are in fact the petrified bodies of long dead brethren when the coast is clear.
monks given the honor of being animated after death to
guard key locations within the tunnels. Monks wearing Goatfolk Raiders (1 per PC): A group of goatfolk
the robes and uttering a long lost pass phrase (May raiders try to ambush the PCs either by rushing from
Thume bless us all) would normally allow access to the side tunnels and attempting to shove them into the
guarded areas but as soon as someone attempts to pass central pit or by shooting at them with crossbows. The
the statue or damage one they will attack. Stats for the goatfolk are only intending to slow down the PCs rather
animated stone monks are found on page 128. than fight to the death but if they are able to kill one or
two with the attacks, all the better. After a few attacks
Area 13 they retreat further down the slope and will join Sacco
A raised stone platform in the centre of the room seems
to have been drawn up from the very floor itself. It stands before the final confrontation.
around 3 ft. high, 3 ft. wide and 7 ft. long with three small
bowl-like indentations on the top along the north side. A Swarm of Bats: A swarm of bats has made their
set of shelves have been cut into the rock of the north home in one of the side tunnels and are disturbed by
wall and contains seventeen small clay pots with the PCs actions causing them to fly around the caverns
stoppers. and attacking them for a round or two before flying off.
This cave is where recently deceased monks would be Swarm of Beetles: The PCs encounter a swarm of
embalmed using the oil of stone embalming found in the beetles from area 23 who pass through the group
clay pots (see page 128 for more information). They biting and gnawing at them before making their way to
would then be placed in the catacombs above or those somewhere dark.
that had performed outstanding feats would bear the
honour of guarding Thume’s tunnels for eternity.
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Area 14 Caverns Level Two
The tunnel opens up into a cavern roughly 25 ft. by 25 ft.
Small boulders and fallen rocks are dotted across the Area 19
room, a wet patch of stone glistens at the cavern’s Two broken stone monk statues stand in front of a huge
centre. set of double doors decorated in circular patterns. A
cross shaped handle is set inside a circular indentation
The wet stone is actually a pool of ancient gray ooze on both doors. Both handles need to be rotate at the
that has been here for several decades attracted to the same time and rotating one handle requires a PC to
tunnels by the supernatural presence in vault one (area succeed in a DC 10 Strength (Athletics) check. If
20). It attacks if any PC gets within striking distance. successful the grinding noises of stone against stone
echoes throughout the caverns as the doors push open.
Area 15
A small wooden platform hangs over a 20 ft. drop into the Unfortunately Sacco and his warriors have piled up a
tunnel below. A ladder was once attached her but it has series of stones and boulders to block the door from
been broken off and moved away by the goatfolk further opening and it only opens enough to give a small gap
into the tunnel. The goatfolk didn’t destroy the ladder so before stopping. Opening the door further requires a
that they could use it to get back to the surface. The walls further Strength (Athletics) check at a DC 25. Other
are climbable with a successful DC 15 Strength (Athletics) creatures helping open the door provides Advantage to
check with any PC falling taking 2d6 point of damage. the roll. Creatures of less than small size can easily pass
through the gap. Small creatures can pass through on a
Area 16 successful DC 10 Dexterity (Acrobatics) check and
Three small ledges lead down to a large cavern medium sized creatures may do so on a DC 15 check.
approximately 25 ft. by 45 ft. filled with mineral rich water Failure means the creature can’t get through or get stuck
on which floats a chalky white sediment. The water is so half way.
opaque that it is difficult to judge just how deep it is but it
varies between 3 ft. and 6 ft. across the cavern. The Another way around the doors is for a creature to
water is cold and the mineral deposits move around if it is squeeze through a gap in the eastern wall and climb
disturbed clinging to the creature for a fair amount of around to the doorway and clear it from the other side.
time. Stalactites and stalagmite formed from mineral The stone here is rough and requires a successful DC 15
deposits dot the area. A small waterfall brings water in Strength (Athletics) check to climb. Falling without any
through a gap in the north wall while another lets it flow safety precautions is almost certain death as the central
away to the south. A 3 ft. wide ledge sits just below the pit is 2000 ft. deep. Of course clever players may find
water following the northeast wall before ending at other solutions to the problem such as flying, gaseous
another three ledges that lead upwards to another exit form etc. to solve the problem of the doors.
from the cavern.
Area 20: Vault One
The Cavern is home to six mineral mephits (see page Two animated monk statues stand guard outside of
131) that rise from the water if it is disturbed too much. another huge set of double doors in the eastern wall.
They are more intent on attacking intruders to drive them Their design and locking mechanism is identical to those
off than following them further than the cavern. in area 19 with the exception of an engraving written in
Terran runes. Translated the words spell out Quilaloob
Area 17 the Oozing Terror. The doors are also subject to an
While the main tunnel continues to circle around a short arcane lock spell that can be suppressed for one minute
tunnel slopes down to the west about 3 ft. into a water by also uttering the phrase “May Thume bless us all”.
filled cavern. Small gaps in the north and south walls
allow water to flow from one cave to another. In the 10 ft. by 10 ft. space between the statues and
the door is a gelatinous cube that takes up almost the
Area 18 entire tunnel. Spotting the creature requires a successful
A side passage opens up into a small cavern with a small DC 15 Wisdom (Perception) check and it will lay in wait
6 inch ledge above a shallow pool of water that fills the for someone to stumble into it as they approach the
floor. A small stream flows through a 6 inch gap in from doors. It will pursue any attackers on any round it takes
the northwest wall and out through a second gap to the damage before returning to its original position.
south. The main tunnel continues to slope downwards to The animated monk statues will attack if the door is
the north. touched without uttering the pass phrase or if they
themselves are attacked. If the arcane lock spell has
been suppressed the doors are able to be opened.
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Turning the handles causes each circular decoration to Opening the Vaults
shine with a pale green light in rapid succession. Once
that is complete the locks disengage and the door can be Opening the vaults is not a good idea. Each one
opened. contains a primordial being thought too dangerous to
be allowed to roam free upon the world. In game
Opening the Vault terms this means that each of the creatures should be
If the doors to the vault are opened nothing happens for a a high CR creature that is likely to kill the entire party
few seconds before a huge slab-like lump of slime as tall within a round or two of combat. If this does happen
as an entire door falls into the corridor. Any creature high level adventurers may be needed to put a stop to
within 10 ft. of the doors must make a DC 10 Dexterity the creature’s rampage or the threat could be so great
saving throw or by struck by the enormous bulk and take that even Thume himself may be forced to intervene.
4d6 points of bludgeoning damage, a successful saving
throw reduces the damage to half. The two animated monk statues and doors are
similarly affected with fungi growth. The animated monk
Quilaloob the Oozing Terror takes the form of statues will still attack under the same situations as
Gargantuan mound of slime about 20 ft. tall it shape previously mentioned and the inscription on the door is
constantly shifting and forming new pseudo pods that impossible to read unless the fungi are removed. If the
writhe and strike out in all directions. PCs are able to do so the Terran writing reads Norayan
Lord of Decay. Another arcane lock is cast upon the
Area 21: Vault Two doors.
This vault has the same set of huge circular patterned
double doors as vault one but the door and around 15 ft. Opening the Vault
in front of it are blackened by fire. Two blackened If the doors to the vault are opened a cloud of black
animated monk statues stand guard and will attack spores drifts into the tunnel. Any creature within 20 ft. of
under the same conditions as before. An arcane lock is the doors must make a DC 15 Constitution saving throw
once again in effect here as well. or be affected by the flesh rot version of the contagion
spell.
The door once again has word inscribed upon it written
in Terran but they are almost impossible to read unless Norayan Lord of Decay takes the form of a huge
the PCs are within 5 ft. If a PC does get that close they undead stag nearly 15 ft. tall. Fungi and mold grows over
can feel a substantial source of heat emanating from the its body and virulent black slurry is left everywhere it
other side of the door. The Terran inscription reads walks.
Zhalabar Lord of Cinders.
Area 23: Vault Four
Opening the Vault Hundreds of bugs, beetles, cockroaches and centipedes
If the doors to the vault are opened gouts of flame swarm around the entrance to this vault. Each of the
immediately explode from inside. Every creature within animated stone monks that guard the door is also
15 ft. of the door takes 2d6 points of Fire damage from covered by the creatures. The entire tunnel is treated as
the heat alone and must make a DC 15 saving throw or two swarm of insects and creatures will be attacked if the
take an additional 6D6 points of Fire damage. A pass through them as they move towards the doors.
successful saving throw reduces the damage to half. The doors themselves are covered by more insect
Zhalabar Lord of Cinders takes the form of a huge snake making the Terran inscription difficult to read. If the
consisting of yellow and red flame. As its tongue flicks creatures are somehow removed the inscription reads
out from its mouth gouts of flame shoot around the area K’klatteri the Skittering Chaos. The door are also effected
scorching the floors and walls. by an arcane lock spell the same as the other vaults.
Area 22: Vault Three Opening the Vault
The entire length of this 15 ft. tunnel is covered with fungi If the doors to the vault are opened thousands of insects
both large and small, their hair-like roots wind across the spill out into the tunnel over the next three rounds before
stone. Any creature making their way down the tunnel escaping into the caverns. Any creature in the path of the
has a 2-in-6 chance of agitating one of the larger fungi insects is attacked by a swarm of insects each round they
causing it to shoot spores into the air. The creature must
make a DC 10 Constitution saving throw or become 125
poisoned for 10 minutes.
126
spend in the same square as them. bolstered by the power of the ritual. Seconds later a huge
K’klatteri the Skittering Chaos takes the form of a huge pitch black tentacle of slithering darkness pushes
through the gap in th e door and swipes him aside before
green-black monstrous centipede. Thousands more bugs several more (1 per PC) soon join it. Each tentacle is AC
and insects scurry over its body and over the ground 14 with 52 hit points and needs to be destroyed in order
beneath it. for the PCs to have any chance in closing the door (see
page 131 for more information on the tentacles). Each
Caverns Level Three tentacle is treated as an individual creature and can
attack one target a round. As each tentacle is defeated
Area 24: Goatfolk Raiders Ambush Point there is a tremendous roar from inside the dark vault that
Four goatfolk raiders armed with crossbows hide behind echoes down the tunnels and lingers in the PCs ears for
the stone pillar here and when they are aware of the PCs moments afterwards. When all of the tentacles have been
entering the level begin to fire at them, hiding in cover defeated the PCs have 3 rounds to close the door and
whenever they can. The goatfolk switch to battle axes return the creature inside to stasis. A PC trying to
when the PCs get within melee range. close the door must make a Strength (Athletics) check
opposed by the creatures Strength. Each door requires
Area 25: Goatfolk Raiders Ambush Point Two one PC to close but hey may be aided in the attempt gain
A second group of four goatfolk raiders is hidden behind Advantage on the roll. If both doors are not closed in the
a rock wall ready to aid the first when their numbers 3 rounds another tentacle bursts through the gap and
dwindle. They will use crossbows if they can get clear needs to be defeated before closing the door can be
shots or rush in with battle axes. These raiders are attempted again. Each round after the roll 1d6, on a 5-6
desperate to stop the PCs before they can get to Sacco another tentacle breaks through and needs to be
and will attempt to shove them into the pit if possible defeated up to a limit of 1 tentacle per PC.
even if it endangers their own life in doing so.
If Renloth is still alive he will quickly realise that the
Area 26: Vault Five ritual given to them by Mother Mayhem was defective
Four goatfolk raiders guard the tunnel of this vault. Two and starts to panic. He will shout to Sacco that it isn’t
are wielding battle axes with a second rank of two armed working and that they should flee. He will only attack the
with halberds. The shattered bodies of the two animated PCs if the try to bar his or Sacco’s way.
stone monks that used to guard the tunnel are scattered
over the floor. Once the PCs manage to shut the doors the circular
pattern upon the lights up again and the stasis effect is
In the large 20 ft. by 30ft. cave in front of the huge put back in place. Around a minute later the arcane lock
double doors a pattern of intersecting circles have been spell that’s been cast upon the doors goes back into
laid upon the floor using crushed gem stones. Sacco and affect as well.
Renloth are standing inside the circles with Renloth
chanting a ritual (see page 130). The pair are attempting What happens if the PCs can’t close the doors?
to cast a powerful spell given to them by Mother Mayhem The GM should allow the PCs a few tries to close the
that should protect Sacco and temper the rage of doors each one interspaced by a new attack by slithering
Qui’La’Loth within the vault. Luckily it takes quite some tentacles. If after three or so attempts things get worse.
time to prepare and cast the spell and the PCs still have Spheres of inky darkness begin to form outside of the
time to stop it from being completed. vault and move slowly throughout the tunnels.
Qui’La’Loth soon follows, attacking anyone within reach
The Terran inscription on the door says Qui’La’Loth before moving towards the surface and bursting out into
the Slithering Darkness the monastery ruins. The local area is permanently
altered by the primordial’s release as the local plants and
Sacco shouts orders to his goatfolk raiders to keep the flora turn pitch black before melting into sludge. This
PCs at bay while Renloth seemingly struggles with the effect surrounds the monastery for nearly a mile. The GM
spell. The PCs have 4 rounds until the ritual is completed must decide what happens with Qui’La’Loth. It may take
and once it’s done Sacco still needs to open the doors to up a lair in the ruins; begin to move across the land intent
the vault. The ritual does suppress the arcane lock spell on destroying all it sees needing the intervention of high
that’s in effect on the doors but really does nothing else level adventurers to stop it or it may simply return to
as Renloth proves not to be up to the task. whatever plane of existence it calls home its inhuman
motivations impossible to understand.
Opening the Vault
If the doors to the vault are opened Sacco stands before 127
them shouting orders to the creature inside hopefully
Finale What’s on the Other Levels?
Hopefully the PCs succeed in stopping Sacco’s plans It is possible that the GM may want to include even
and they are able to report back to Lord Ironvow that he larger, deadlier primordial horrors such as demons or
has been dealt with earning themselves the Lord’s elemental lords in the deeper levels of the caverns but
respect and possibly a few gold coins in the process. If their inclusion lies outside the scope of this adventure.
Lord Ironvow is told about the tunnels and vaults below The GM may also want to include layers between the
the monastery then he sends a group of guards to ensure three features here bringing in new environmental
they stay secure and may even attempt to collapse the complications or goatfolk defences in an attempt to
entranceway so they cannot cause problems in the slow the PCs decent. Thume himself may be
future. slumbering at the bottom of the pit, his magic
maintaining the vaults above.
New Magic Item
enough for it to hold in one hand and it has at least one
Oil of Stone Embalming hand free.
Potion, Rare False Appearance. While the statue remains motionless,
When the potion of stone embalming is applied to the it is indistinguishable from a normal statue.
body of a recently dead creature it transforms the body
into stone over the course of the next 8 hours. Once the Actions
transformation process has finished the body is Multiattack.The animate monk statue can make two
considered to be permanently made of non-magically unarmed strike attacks in a round.
stone. If the creature is subjected to dispel magic or
similar spell before the process finishes the Unarmed Strike. Melee Weapon Attack: +4 to hit, reach
transformations fails and the creature is returned to its 5 ft., one target. Hit: 4 (1d6+2) bludgeoning damage.
original state.
The animated bodies of long dead monks transformed by
New Monsters the application of oil of stone embalming, each one is
unique with the different features and clothing that they
Animated Monk Statue had in life.
Medium construct, Unaligned Giant Tunnelling Beetle
Armor Class 18 (natural armor)
Hit Points 33 (6d8+6) Large beast, Unaligned
Speed 35 ft. Armor Class 14 (natural armor)
Str 15 (+2) Dex 14 (+2) Con 14 (+2) Hit Points 37 (5d10+10)
Int 1 (-5) Wis 7 (-2) Cha 3 (-4) Speed 30 ft. Burrow 20 ft. (rock)
Damage Immunities poison, psychic Str 17 (+3) Dex 10 (0) Con 14 (+2)
Condition Immunities blinded, charmed, deafened, Int 1 (-5) Wis 3 (-4) Cha 3 (-4)
exhausted, frightened, paralyzed, petrified, poisoned Senses tremorsense 30 ft.; Passive Perception 8
Senses blindsight 60 ft. (blind beyond this radius); Languages none
Passive Perception 6 Challenge 1 (200 XP)
Languages as in life
Challenge 1 (200 XP) Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Antimagic Susceptibility. The statue is incapacitated target. Hit: 13 (3d6+3) slashing damage plus 3 (1d6) acid
while in the area of an antimagic field. If targeted by damage.
dispel magic, the statue must succeed on a Constitution
saving throw against the caster’s spell save DC or fall A large grey-black beetle with huge sword-like mandibles
unconscious for 1 minute. that slide noisily over one another as it bites through rock
Deflect Missiles. The animated monk statue can use its
reaction to deflect or catch the missile when it is hit by a
ranged weapon attack. When it does so, the damage it
takes from the attack is reduced by 1d10 + 5. If it reduces
the damage to 0, it can catch the missile if it is small
128
and stone. The beetle is aided in its burrowing by an Goatfolk Scout
acidic spittle that coats its mandibles capable of
weakening stone. Medium humanoid (goatfolk), chaotic evil
Armor Class 14 (hide)
Goatfolk Raider Hit Points 22 (4d8+4)
Speed 30 ft.
Medium humanoid (goatfolk), chaotic evil Str 10 (+0) Dex 14 (+2) Con 12 (+1)
Armor Class 15 (hide, shield)
Hit Points 22 (4d8+4) Int 10 (+0) Wis 11 (+0) Cha 8 (-1)
Speed 30 ft. Damage Resistances poison
Skills Perception +2, Stealth +4, Survival +2
Str 14 (+2) Dex 12 (+1) Con 13 (+1) Senses passive Perception 10
Int 10 (+0) Wis 6 (-2) Cha 8 (-1) Languages Common, Sylvan
Damage Resistances poison Challenge 1/2 (100 XP)
Skills Athletics +4, Intimidation +1
Senses passive Perception 8 Creature of Chaos. Roll once on the Chaotic Feature
Languages Common, Sylvan Table (page 79).
Challenge 1/2 (100 XP)
Tainted Blood. Goatfolk have advantage on saving
Creature of Chaos. Roll once on the Chaotic Feature throws against poison and disease.
Table (page 79).
Surefooted. Goatfolk have advantage when they make a
Tainted Blood. Goatfolk have advantage on saving Strength (Athletics) roll to shove a target, or when they
throws against poison and disease. roll Strength (Athletics) or Dexterity (Acrobatics) to resist
a shove.
Surefooted. Goatfolk have advantage when they make a
Strength (Athletics) roll to shove a target, or when they Iron Stomach. Goatfolk can eat almost anything and can
roll Strength (Athletics) or Dexterity (Acrobatics) to resist survive for long periods without water. Although they still
a shove. need to eat a pound of food a day, their definition of
“food” includes almost anything organic, including raw or
Iron Stomach. Goatfolk can eat almost anything and can rotten meat, decomposing plant matter, or even offal.
survive for long periods without water. Although they still When they go long periods without drinking enough
need to eat a pound of food a day, their definition of water, they have advantage on the Constitution saving
“food” includes almost anything organic, including raw or throw.
rotten meat, decomposing plant matter, or even offal.
When they go long periods without drinking enough Actions
water, they have advantage on the Constitution saving Handaxe. Melee or Ranged Weapon Attack: +4 to hit,
throw. reach 5 ft. or throw 20 ft., one creature. Hit: 5 (1d6+2)
slashing damage.
Actions
Battle Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
one target. Hit: 6 (1d8+2) slashing damage. range 100/400 ft., one creature. Hit: 7 (1d10+2) piercing
damage.
Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 7 (1d10+2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
range 100/400 ft., one target. Hit: 7 (1d10+2) piercing
damage.
129
Renloth, Goatfolk Shaman Sacco
Medium humanoid (goatfolk), chaotic evil Medium humanoid (goatfolk) barbarian 5, chaotic evil
Armor Class 10 (15 with barkskin) Armor Class 14
Hit Points 32 (5d8+10) Hit Points 72 (11d8+33)
Speed 30 ft. Speed 40 ft.
Str 9 (-1) Dex 11 (+0) Con 15 (+2) Str 18 (+4) Dex 13 (+1) Con 12 (+1)
Int 11 (+0) Wis 15 (+2) Cha 11 (+0) Int 10 (+0) Wis 8 (-1) Cha 12 (+1)
Damage Resistances poison Saving Throws Strength +7, Constitution +6
Skills Medicine +4, Nature +3, Perception +4, Survival Damage Resistances poison
+4 Skills Animal Handling +2, Athletics +7, Intimidation +4,
Senses passive Perception 12 Nature +3, Survival +4
Languages Common, Druidic, Sylvan Senses passive Perception 9
Challenge 2 (450 XP) Languages Common, Sylvan
Challenge 5 (1,800 XP)
Spellcasting. Renloth is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit Rage. Sacco can rage three times a day. Each rage lasts
with spell attacks). It has the following druid spells one minute, but ends prematurely if he is unconscious, or
prepared: if he does not attack or take damage for one round. While
raging, Sacco has a +2 bonus to damage with attacks
Cantrips (at will): druidcraft, produce flame, shillelagh based on Strength, advantage on Strength checks and
1st level (4 slots): cure wounds, entangle, faerie fire, Strength saving throws, resistance to bludgeoning,
thunderwave piercing, and slashing damage, and he can make an
2nd level (3 slots): barkskin, flaming sphere, heat metal additional attack with Gram once per turn as a bonus
action.
Tainted Blood. Goatfolk have advantage on saving
throws against poison and disease. Reckless. When Sacco makes his first attack of his turn,
he can choose to attack recklessly. If he does, he has
Surefooted. Goatfolk have advantage when they make a advantage on melee attacks for one round, but all attacks
Strength (Athletics) roll to shove a target, or when they against him also have advantage for one round. He never
roll Strength (Athletics) or Dexterity (Acrobatics) to resist uses this tactic when he is outnumbered, reserving it for
a shove. one-on-one duels.
Iron Stomach. Goatfolk can eat almost anything and can Danger Sense. Sacco has advantage on Dex saves
survive for long periods without water. Although they still against effects he can see.
need to eat a pound of food a day, their definition of
“food” includes almost anything organic, including raw or Tainted Blood. Goatfolk have advantage on saving
rotten meat, decomposing plant matter, or even offal. throws against poison and disease.
When they go long periods without drinking enough
water, they have advantage on the Constitution saving Surefooted. Goatfolk have advantage when they make
throw. a Strength (Athletics) roll to shove a target, or when they
roll Strength (Athletics) or Dexterity (Acrobatics) to resist
Actions a shove.
Quarterstaff. Melee Weapon Attack: +1 to hit (+4 with
shillelagh), reach 5 ft., one target. Hit: 2 (1d6-1) crushing Iron Stomach. Goatfolk can eat almost anything and can
damage. 6 (1d8+2) with shillelagh. survive for long periods without water. Although they still
need to eat a pound of food a day, their definition of “food”
Goatfolk shamans revere Pan, the Dead God, and their includes almost anything organic, including raw or rotten
control over nature is combined with madness. They meat, decomposing plant matter, or even offal. When they
carry staves topped with goat skulls, and use their go long periods without drinking enough water, they have
powers to terrify and bully lesser creatures. advantage on the Constitution saving throw.
130
Actions Glittering Breath (Recharge 6). The mephit exhales a
Multiattack. Sacco makes two attacks with Gram.
15 ft. cone of blinding sparkling minerals and silica. Each
Gram (greataxe +1). Melee Weapon Attack: +8 to hit. creature in that area must succeed on a DC 10 Dexterity
reach 5 ft., one target. Hit: 11 (1d12+5) slashing damage, saving throw or be blinded for 1 minute. A creature can
13 (1d12+7) with rage. repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. Affected
Sacco calls his +1 greataxe Gram, after his grandmother. creatures or objects cannot benefit from being invisible
The axe is bronze and shaped to look like a bronze for the duration of the effect.
dragon. Its upraised wings form the blade, and the
dragon’s tail is the handle. It was made by Wudan, an Azer Mineral mephits are squat humanoids with skin and
smith who inscribed his name on the pommel in dwarvish wings glittering with ground mica. The wings themselves
runes. Anyone who bears Gram can, as an action, make seem to be a solid shape with no apparent use in the
their voice audible to everyone within 300 feet. creatures somewhat clumsy flight.
Mineral Mephit Mineral mephits are normally suspicious and greedy
and love treasure and jewels taking what they can from
Small elemental, Neutral evil anyone they encounter either given voluntarily or by theft.
Armor Class 13 (natural armor)
Hit Points 37 (6d6+6) Tentacle of Slithering Darkness
Speed 30 ft. Fly 30 ft.
Str 8 (-1) Dex 14 (+2) Con 14 (+2) Large monstrosity, Chaotic evil
Int 8 (-1) Wis 9 (-1) Cha 9 (-1) Armor Class 14 (natural armor)
Damage Immunities poison Hit Points 52 (5d10+25)
Condition Immunities poisoned Speed nil.
Senses darkvision 60 ft.; Passive Perception 9 Str 19 (+4) Dex 14 (+2) Con 20 (+5)
Languages Terran Int 8 (-1) Wis 11 (-1) Cha 11 (0)
Challenge 1 (200 XP) Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
Death Burst. When the mephit dies, it explodes in a exhausted, frightened, paralyzed, petrified, poisoned
burst of minerals. Each creature within 5 feet of it must Senses tremorsense 30 ft (blind beyond this radius);
then succeed on a DC 10 Constitution saving throw or be passive perception 10
blinded for 1 minute. A blinded creature can repeat the Languages Terran
saving throw on each of its turns, ending the effect on Challenge 2 (450 XP)
itself on a success.
Actions
Move through stone. A mineral mephit is able to pass Slam. Melee Weapon Attack: +6 to hit, reach 20 ft., one
through stone walls that are less than 1 ft. thick as target. Hit: 19 (3d6+9) bludgeoning damage.
though they were insubstantial. They do not need to
breath but cannot end their turn inside a wall and are Pitch black in color that seemingly absorbs all light the
pushed to one side or another side if they do so. tentacles of slithering darkness are the first (and
hopefully only) indication of what is inside the fifth vault.
Regenerate. A mineral mephit regenerates 1hp at the
start of its turn whenever it is in contact with stone. Once
reduced to 0 hit points in explodes in a death burst.
Mineral mephitis may also consume gemstone and
jewels gaining back 1 hit point for every 10 gp the item is
worth.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) slashing damage.
131
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