The Curse of King Culainn In a medieval Celtic fantasy world of battling clans and towns, King Culainn has secured a strong piece of arable land surrounded by a bountiful forest that provides for his people. But grisly murder scenes have been cropping up almost every night lately. The people point their fingers at King Culainn. The King goes into hiding and hires a daring party of mercenaries to track down the real killers. But they learn that not all is as it seems in the town of Kilshoga. The Curse of King Culainn is an adventure suitable for 4-5 players of levels 7-8.
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Queen Meadb 3
Setup Tension chills the Kingdom of Kilshoga. Bloody disappearances have become near-nightly occurrences, and rumors and superstition have spread like wildfire. The people tell tales of howling in the night and feral claws scratching at their doors. Paranoia points the blame towards King Culainn - his desire to expand his Kingdom into the surrounding forest lands required culling the native wolves. Now the people believe the wolf packs are hunting for revenge. In the midst of the chaos reigning over his kingdom, King Culainn has taken to locking himself in his chambers, summoning groups of mercenaries to fulfill peculiar tasks that he claims are of critical importance for Kingdom security. The party has been promised a reward of 500 gp each for accomplishing what has been advertised as a simple but imperative task. What the people of Kilshoga do not know is that the Kingdom is built on the borders of the Feywild. Indeed, this is why the land is so bountiful. King Culainn made a pact with Meadb, Queen of the Faeries to care for the land in return for her permission to establish his kingdom there. However, he broke this pact when he expanded his kingdom at the cost of the native wolves. Queen Meadb set in motion a plan to execute the King for his betrayal, sending her second in command to infiltrate the King’s closest councilors and assassinate him. Yet, the King lives on and Queen Meadb believes her underling has betrayed her. She seeks revenge on the King and her underling, Senan Arran. The Castle Halls The party’s quest begins in the living quarters of Senan Arran (chaotic neutral fey). Senan has used disguise and trickery to wheedle his way into King Culainn’s service and, unbeknownst to Queen Meadb, is cursing the King with a poisonous pink tea that induces lycanthropy. The tea has gradually transformed the King into a fey wolf-beast called a Cú. Indeed, it is Cú Culainn who is terrorizing the Kingdom of Kilshoga every night from moon rise to dawn. From the ensuing chaos and paranoia, Senan draws his power and asserts his authority over Kilshoga, insisting that his every order is in the name of King Culainn. None of this is revealed to the party, but the information may be obtained through the course of the adventure. When you are ready to begin, read aloud the boxed text below: You impatiently await your guide in a small castle alcove. Senan Arran, the King’s advisor, is hectically preparing food and tea and does not stop to address you directly as he speaks. “The King has truly not been himself lately. He has become increasingly withdrawn, keeping mostly to his chamber, and his paranoia is beginning to cripple the town - the people don’t feel safe anymore.” He hands you each a cup of bright pink aromatic tea that shimmers in the low light. The rose petals that lend the tea its vibrance are still floating within. A DC 12 Intelligence (Nature) check reveals that the pink petals are not native to the surrounding forest or lands. A DC 18 Intelligence (Arcana) check reveals that the tea is poisonous, but no check or spell reveals the nature of the poison. If a character samples the tea, describe it as sweet and somehow evoking a reminiscence of moonlight in the characters’ minds. Have each player that sampled the tea make a DC 12 Constitution saving throw. On a failure, the character experiences an iron-tang aftertaste from the tea and becomes cursed with lycanthropy. The GM should not divulge what the consequences of the failed throw are until later in the adventure (see “The Hour of the Wolf”). Pronunciation Meadb “May-vv” Faerie “Fairy” Eoghan “Owe-en” Cú “Coo” Culainn “Cull-in” 4
Senan guides the party through the castle halls. As they walk, a DC 10 Wisdom (Perception) check reveals that many wooden signs and insignias bear the castle motto – “Upon our ground, our silver heart”; a DC 15 Wisdom (Perception) check will further reveal that the castle is decorated with stained glass windows; one which depicts the face of a woman set onto pink glass. Another depicts wolves. Castle Guards pass by, carrying various items out of the castle - if asked, Senan explains that the King requested these items be removed, but does not give more details. A DC 18 Wisdom (Insight) check reveals that Senan is lying. If pressed, he will admit that he may have given the order, but that it is in the King’s best interests. A DC 15 Wisdom (Insight) check reveals this to be true. A guardsman grants you entrance into the King’s chambers, where you see the King looking pensively out the window upon the northern forest that lies below - a thick forest filled with luscious grasses and trees. The King does not turn to greet you, but instead addresses you in a gravelly voice, “In the thicket where the forest meets the meadow, the ground has been corrupted through dark means. This ground must be destroyed – you may approach this however you deem necessary but clear this curse from my land.” King Culainn will not explain his reasoning for this quest and will become agitated if pushed. He will offer suggestions on how to approach the problem, but his bottom line remains – the corruption must be removed. He will promise them each 500 gp for completing the task. What the King reveals: • The corrupted ground can be recognized by large, dark patches of black grass forming the shape of a ring on otherwise light green grass. • They may speak to the botanist, who can provide them with the necessary plant poison for the task. What the King refuses to reveal is that these are faerie rings, forming portals to the Feywild. He believes that Meadb, Queen of the Faeries, is sending the mysterious beast through these portals to terrorize his Kingdom because he betrayed her. He will not turn to speak to the party and is quicktempered and impatient with them if they ask too many prying questions. Senan sends the party on their way with directions to the Northern Garden, where they can find Eoghan Byrne, the castle botanist. Exploring Kilshoga Enroute to the Northern Garden, the party pass through the Castle Halls, the Castle Gardens and Kilshoga Village Square. See “Additional NPCs” for optional NPCs to expand the adventure at this point. The Northern Garden When the party arrive in the Northern Garden, read the below boxed text: High, well-kept hedges surround the castle with a vibrant green façade. Small, flowering groves decorate the garden and a gentle trickling sound greets your ears as you pass a tall, graceful water feature of a woman sitting atop a flat stone, with water flowing gently from her fingertips into a pond. At the base, you see the castle motto is inscribed - “Upon our ground, our silver heart.” A DC 12 Intelligence (Investigation) check reveals that the sculpture bears the same face as the stainedglass windows from within the castle. Eoghan Byrne (lawful neutral human), can be found in the center of the garden, focused on his work. He is a tall man, bearded and barrel-chested, with piercing blue eyes and a direct manner. He is sweating and breathless with the exertion of his work, trimming an archway of bright pink roses. A DC 15 Intelligence (Investigation or Nature) check reveals that these are not the same roses as used in Senan’s tea. A DC 12 Wisdom (Perception) 5
check reveals that the shears Eoghan uses are of gleaming silver. These are a pair of silver shears (see “Magic Items”). When the party explain their quest from the King and ask for the necessary plant killing poison, Eoghan becomes agitated and demands, “And who are you to go about destroying our lands?! They’ve been here long before us and deserve our respect!” If the party asks Eoghan about the wolf-beast, the rings of corrupted grass, or his silvered shears, he reveals the following: • He hasn’t seen the wolf-beast himself, but he’s heard the rumors that it is no ordinary beast, so he’s taking steps to defend himself. • The Castle Guards have tried to remove his shears from him but, with the right bribe, they turned a blind eye. • The older residents of Kilshoga tell high tales of faerie folk in these parts and Eoghan recognizes the tell-tale signs of the fey in the corrupted patches of grass. With a DC 16 Charisma (Persuasion or Intimidation) check, Eoghan begrudgingly brings them to the gardener’s shed and provides them with four vials of acid designed to kill grasses and plants. These will also do 1d8 poison damage to any creature who drinks them. He warns them that the fey don’t forgive easily, and solemnly quotes to them: “Upon our ground, our silver heart”. Outside the shed, the party will notice the Castle Guards and servants piling high all the items that were being removed from the castle. A DC 18 Intelligence (Investigation) check reveals that each one contains silver. With a Dexterity (Sleight of Hand) check, a character can smuggle away the following weapons: DC Weapon 8 Silvered quarterstaff 14 Silvered longsword 18 Silvered greataxe The Faerie Rings Eoghan directs the party towards the northern forest, Taliv Killa. The Northern Garden gradually descends into a lush meadow where the towering trees of the Taliv Killa forest encroach around you. Stretching proudly into the sky, their boughs swallow the sunlight, casting the meadow into a shadowy dusk. With a DC 12 Wisdom (Survival) check the party finds the patches of discolored grass on the forest floor and notices that they take the shape of rings, each 3 feet wide. There are 10 rings spread out within a 60-foot-wide square. A DC 15 Intelligence (Arcana) check reveals that the rings are portals. The portals lead to the Feywild and are triggered by stepping within them and speaking the command words, which are the castle motto. A DC 12 Intelligence (Investigation or Nature) check reveals that miniscule, bright pink blossoms are growing within the center of the rings, while a DC 18 Intelligence (Nature) check reveals that these are miniature versions of the same roses that were in Senan’s tea. The portals are also enchanted with an arcane trap, which is triggered if the rings or the roses are tampered with. If any character steps within the circle read the following: The rose blossoms suddenly appear to have grown in size to standard roses and their petals start to wilt and flow towards you. They cling to you, and you hear a soft whisper, as if from inside your own mind, “Speak… speak… the words of this land… Speak… speak… the words of this land…” If a character speaks the castle motto, they are instantly transported to the Feywild, without drawing ire from Queen Meadb and the faeries. However, if a character tampers with the rings or the roses by trying to destroy them or pick them, the flowers immediately burst with a shimmering 6
pink pollen that forms a thick mist. Any creature within a 20-foot radius of the ring must make a DC 15 Constitution saving throw or fall asleep and be transported, unconscious, to the Feywild, where they awaken after a few seconds. The Feywild When a character is teleported to the Feywild, read the following: You find yourself in a thin forest of tall, narrow trees, sparkling with pale pink. Low branches with heavy pink leaves stoop to greet you and a wispy pink mist fills your lungs. A flock of small, floating faerie creatures surround you – deformed humanoids, they float on demon wings. Bulbous eyes and swollen lips bulge from their shrunken heads, their hulking, powerful shoulders dwarfing the rest of their feeble bodies. Burn brands mark their skin, sketching up and down their arms and legs, strewn in elegant Celtic twirls and bands. Among the faeries, you see the Queen of the Faeries, at least 7 feet tall when sitting. Her eyes are wide and golden – they never blink as they track her intruders. Her skin is silken and pale, and blends with the air of the realm, contrasting with her long, elegant mahogany-colored hair. Her lips slowly shape two powerful words that are spoken inside your heads: “Queen Meadb.” If a character is teleported there by way of the arcane trap, they have angered Queen Meadb, and they find themselves surrounded by the faeries, each one brandishing a small silver spear squarely in their direction. If characters reach for their weapons, the Queen of the Faeries (chaotic neutral archfey) will speak into their heads: “Drop your weapons and you will come to no harm”. If characters passed previous Wisdom (Perception) checks in regards to the stained glass windows and the sculptures that adorn the castle, they will recognize the Queen’s face. If the party attack, the Queen will smile and wave her hand, and the faerie fighters around the party will retaliate. Roll for initiative! There will be a relentless supply of faerie fighters to attack the party. On their turn, four faerie fighters will surround each character and attack. If a faerie fighter falls to 0 hit points, they will burst into a plume of pink smoke and reappear beside Queen Meadb. At the top of each round, Queen Meadb will repeat into their heads: “Drop your weapons and you will come to no harm.” If characters drop their weapons, the faeries will stop their attack and allow discourse with Queen Meadb. If the party have angered Queen Meadb by tampering with the faerie rings or attacking her faerie fighters, the party must succeed on a DC 12 Charisma (Persuasion) check before she reveals the below. Otherwise, if the party engage in a discourse with her, she willingly reveals the following: • King Culainn came to her as a young man and sought her blessing to establish his Kingdom on the Feywild borderlands. • She obliged, with one stipulation: upon kingship, he must use his power to help the forest flourish and bloom. • Clearing the land of forest and culling the wolf population was unforgivable to Queen Meadb. She sent her second-incommand, Senan Arran, to pose as the King’s advisor and execute him for his crimes against nature. • But Senan has failed in his mission, for her spies report that the King lives on and Senan has become his closest advisor. • The beast stalking the kingdom is a Cú, a fey wolf-beast that is immune to the arcane power of the faerie rings and claws at them nightly, trying to destroy the portals and cut off her power over the borderlands. • The Cú is susceptible to only one form of weaponry - silvered items, like those used by the faerie folk. 7
The Queen requests that the party kill the Cú and send Senan Arran back to her domain so she can pass sentence on him. She reaches into her hair and removes a long, silver hairpin, offering it to the party. “This will aid you in both of these tasks,” she says. This is Queen Meadb’s hairpin (see “Magic Items”). She promises to reward the party with a candle of invocation (of chaotic neutral alignment) if they succeed. “The hour of the wolf is at hand. Good luck, brave warriors,” she warns, and dismisses them with a wave of the hand. The Hour of the Wolf When Queen Meadb dismisses the party, read the following: A thick burst of pink pollen mist surrounds you. As it dissipates, the Queen’s face appears to have turned to stone, but as you come to your senses, you realize you are now staring at the garden fountain sculpture, and that you have been returned to the Northern Garden. The sky is dark as midnight. You hear a scream and turn to see Eoghan Byrne in the stairway, his silver shears held out in front of him, trying to fight off a horrid black wolf-beast. The beast towers over him, well over eight feet, legs and arms thick, like tree trunks leading down to nimble, sharpened claws. Steam puffs from its mouth as it pants voraciously, eyeing up its prey. Eoghan sees you and cries for help just as the wolf takes his strike. In one grisly lunge he rips at the botanist’s throat, spraying blood against the castle walls. As he gorges on the corpse of Eoghan, he looks up at you and snarls savagely. He raises his beastly head and lets out a ferocious howl. Clouds shift above the Cú, as if in response to its howl, revealing a full moon hanging low in the velvet night sky. It casts you in a streak of silver light. Any character who drank Senan’s tea and failed their Constitution saving throw during “The Castle Halls” section, must make a DC 15 Wisdom saving throw or they become a werewolf, hostile to their own party. Roll for initiative! The wolf beast is Cú Culainn, who will attack ferociously and without care for his own safety. Cú Culainn’s primary target will be the closest opponent. Cú Culainn will work with the faerie fighters to overwhelm his opponents, using the Summon action against those who try to put space between themselves and Cú Culainn. He is susceptible only to damage from silvered weapons. When Cú Culainn drops to below half its hit points, Senan Arran appears and begins to fight alongside the beast. When Cú Culainn has been defeated, read the below: With the wolf slain, his form slowly reverts to human – King Culainn himself, deformed and scarred. At this point any character who transformed into a werewolf reverts to their true form, though they are still cursed with lycanthropy. Senan Arran stops fighting and uses his action each round to beg the party not to send him back to the Feywild. He offers to install them as rulers over Kilshoga if they have mercy on him and let him go. A DC18 Wisdom (Insight) check reveals that he is lying. If the party fall for his tricks and accept his offer, he will install them as the rulers of Kilshoga but will spend the rest of his days plotting their downfall and raising a faerie army against them. If the party fulfill Queen Meadb’s request, they can return to the Feywild to secure their reward. She is true to her word and, as thanks, will also remove the lycanthropy curse from any willing character who has been affected by it. 8
Northern Garden Map 9
Kilshoga Castle Map 10
Feywild Battle Map 11
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King Cú Culainn 13
Cú Culainn Large Fey, Lawful Evil Armor Class 18 (natural armor) Hit Points 136 (13d10 + 65) Speed 45 ft. STR DEX CON INT WIS CHA 22 (+6) 19 (+4) 20 (+5) 10 (+0) 14 (+2) 8 (-1) Saving Throws Strength +10, Wisdom +6 Damage Resistances acid, cold, fire, lightning, poison, thunder Damage Immunities radiant; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered Condition Immunities charmed, frightened Senses darkvision 60 ft. passive Perception 12 Languages Sylvan Challenge 10 (5,900XP) Proficiency Bonus +4 Enchanted Nature. Cú Culainn’s claw and bite attacks are considered magical. Terrorising Maul. An enemy that takes damage from Cú Culainn’s bite must make a DC 10 Constitution saving throw or become frightened of him until the end of their next turn. Actions Multiattack. Cú Culainn makes three attacks: one with its bite and two with its claws. Claws. Melee Weapon Attack: +10 to hit, reach 5ft. Hit: 15 (2d8 + 6) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 5ft. Hit: 13 (2d6 + 6) piercing damage. Summon (3/day). Cú Culainn summons a faerie fighter to join the fight. The faerie fighter appears within 5 feet of a creature he can see. Reactions Evasion. When forced to make a Dexterity saving throw, Cú Culainn can use his reaction to take no damage on a successful save, and half as much on a failure. 14
Faerie Fighter Small Fey, Lawful Neutral Armor Class 12 Hit Points 33 (6d8+6) Speed 30 ft., 30 ft. flying STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 13 (+1) 14 (+2) 13 (+1) Saving Throws Charisma +4, Wisdom +4 Damage Resistances radiant; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered Senses passive Perception 12 Languages Celestial, Common Challenge 1/2 (100XP) Proficiency Bonus +2 Innate Spellcasting. The faerie fighter’s innate spellcasting ability is Wisdom (spell save DC 12). The faerie fighter can innately cast the following spells, requiring no material components: 1/day: hold person Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Celestial Spirit. Faerie fighters can blur an opponent’s senses. The target creature must make a DC 10 Constitution saving throw or have disadvantage on attack rolls until the end of their next turn. 15
Balancing Encounters The final encounter can be balanced by introducing Senan Arran as described in the core adventure, or earlier or later, at the GM’s discretion. If Cú Culainn and the faerie fighters are not enough of a threat, consider introducing Senan Arran earlier in the battle. Alternatively, if the party are already finding the encounter challenging, it is possible to exclude Senan from the final battle altogether. If the GM opts for this, it leaves the option of expanding the end of the adventure to hunt down Senan and confront him after the party have recovered with a short or long rest, or otherwise. Or the party may encounter Senan earlier in the adventure, when embarking on a side quest, for example. It is entirely at the GM’s discretion how and when to introduce Senan Arran as a hostile encounter. Senan Arran Medium Fey, Chaotic Neutral Armor Class 11 Hit Points 45 (10d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 16 (+3) 15 (+2) 12 (+1) Saving Throws Int +5 Skills Arcana +5, History +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 1 (200XP) Proficiency Bonus +2 Spellcasting. Senan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Senan has the following spells prepared: Cantrips (at will): dancing lights, druidcraft, fire bolt, friends 1st level (4 slots): charm person, disguise self, faerie fire 2nd level (3 slots): enthrall, hold person Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. 16
These additional NPCs can be used to expand on the adventure or provide additional sidequests for the party. Interacting with other NPCs can create a more immersive experience for players and offer them an opportunity to find additional items that could help with their adventure. Podrig Gilly (Lawful Good Guard) Location Castle Description Podrig is a 24-year-old, barrel chested man with Celtic tribal tattoos snaking up both his arms. Raised as a common villager, he never dreamed to attain such a grand position as Castle Guard, and he wears his uniform with pride. Though bullish and brawny, his laddish manner belies his intellect. He has always enjoyed a good puzzle that he could get his teeth into and, despite his deep fealty to the King and his gratefulness for the rank he’s been granted, he can’t help but ponder the riddle of the odd assortment of things he is being tasked with removing from the castle. It hasn’t escaped his notice that every item contains silver, but he feels he is still missing some vital piece of the puzzle. Relationships Podrig is friendly and respected among castle staff and villagers alike. Yet, he has struggled to endear himself to the hired wolf hunter, Tiernan Black. He has watched Tiernan from afar and grown in awe of his skill, but the hunter remains standoffish when Podrig tries to strike up a conversation. Leads Podrig wonders aloud about all the pieces of furniture he’s being asked to remove, observing that they’ve all got silver on them. It seems a shame to see all that finery being destroyed. If only there was someone who could take it and make use of it. He winks and nudges, slipping a map into the nearest character’s pocket. On the map, an “x” is marked behind the botanist’s shed in the Northern Garden. He also puffs out his chest and insinuates to the party that he is privy to plenty of royal secrets by virtue of his role patrolling the Castle halls, where he overhears many a private conversation. A DC 15 Wisdom (Insight) check reveals he is being truthful, but out of loyalty to the King he refuses to divulge these secrets. The only thing that will persuade him to divulge the information would be if it would advance his cause with Tiernan Black. Side Quests Podrig is ambitious for promotion and believes that Tiernan could offer him invaluable training, but so far his requests have been in vain. He asks the party to convince Tiernan Black to provide him with personal training. If they agree, he gifts them with a mirror of moonlight (see “Magic Items”), which he’s been tasked with destroying. Caspian Willow (Neutral Good Druid) Location Castle Gardens Description Caspian is a 17-year-old boy with a gentle, softspoken nature. His right sleeve is noticeably longer than his left, the cuff falling over his hand, concealing a withered limb beneath. He met Eoghan when the botanist visited his druid colony in search of a rare vine believed to ward off roving wolf packs. Given his deformity, the young Caspian had always worried he would never amount to much of anything in his own clan, yet, as Eoghan pointed out, even a withered thumb can be a green Additional NPCs 17
one. Callum has a knack for tending plants and cultivating gloriously wild flower beds, as well as recognizing which plants yield edible or drinkable blooms with various potent effects. Relationships Caspian is friendly with young Sorcha Quail and her friends, who often visit the gardens to admire his newest flower displays. He has had to give them a stern telling off on occasion for picking the flowers, but they’ve quickly learned that the blooms are better appreciated living than dying and Sorcha sometimes even helps to tend to the flower beds. In Caspian’s short time training as the botanist’s apprentice, he has already developed a deep mistrust of the King’s advisor, Senan. Young and curious, he once asked Senan where he found the pink rose petals for his infamous tea, asking if he could sample it. Senan brushed him off, claiming he had none left, and that it was merely a simple tea brewed from the petals of a rose bush in the Northern Garden. Of course, Caspian knows this to be a lie as he has been tending the rose bushes ever since his arrival, and not a single one of them produces such petals. Moreover, he is suspicious of how close Senan is to the King, acting as his mouthpiece. It isn’t natural for a great king to need someone else to do so much talking for him. Leads Caspian was also tasked with investigating and destroying the corrupted rings at the edge of the forest. However, with his druidic upbringing, he sensed a deep arcane aura emanating from them and he refused to destroy them. He has no insight as to the purpose of the rings but warns the party, just as he warned Eoghan, never to interfere with nature’s magic if one does not understand it. Moreover, he noticed that within the rings, pink blossoms were blooming, similar to those Senan brews in his tea. Ever cautious, he didn’t dare pick the flowers, but he believes Senan knows more than he is willing to reveal. He also divulges that a few days ago, young Sorcha Quail had come running to the garden from the direction of the northern forest, shaking like a leaf. She told him she’d been playing by the edge of the Taliv Killa forest but was too shaken up to talk about what terror she had seen. He’d made her a strong cup of lavender and chamomile tea, which calmed her, and sent her on her way. He wondered if she’d seen whatever beast has been terrorizing the town but didn’t want to press her when she was so upset. Perhaps she could reveal more information to the party now she’s had a few days to calm down. Side Quests Caspian asks the party to bring him some of the petals Senan makes his tea from so he can properly examine their properties. A DC 15 Wisdom (Insight) check reveals that he believes Senan may be enchanting the King with his home-brewed tea to keep him compliant. The party could choose to search Senan’s private quarters, where they first met him, ask Senan for a sample of the petals, or bring the petals from the faerie rings. If they agree, he will give them a few of his own concoctions to aid them – a cup of shamrock leaf tea and a vial of leprechaun’s liquid gold (see “Magic Items”). Sorcha Quail (Chaotic Neutral Commoner) Location Kilshoga Village Description Sorcha is a 7-year-old girl and the picture of Celtic beauty, with her fine auburn hair, milky white skin and freckled nose. Though of humble means, her parents both serve at the Castle, which gives Sorcha an inordinate freedom of movement through its halls. Sorcha is an open, outgoing and charming little girl, who makes friends easily. Yet, in her childlikeness she is also profoundly astute, quick to take the measure of someone. Forthright to the point of audacity, her brazen manner somehow only adds to her charm. More often than not, she is found playing street games with her friends in the castle courtyard or the village square. But, unbeknownst to her parents, she has been known to stray as far as the northern forest, Taliv Killa. 18
Relationships Sorcha tells the party that out of all the castle guards, Podrig Gilly is by far the kindest and bravest, and she isn’t just saying this because he is so handsome (though she blushes furiously when she says his name). Caspian Willow, too, is a good friend. He’s even made a flower bed especially for her and her friends with all their favorite blossoms in it. Senan, on the other hand, gives her the shivers and talks to her like she’s a stupid little girl. She has a curious fascination with the outsider, Tiernan Black, finding it hard to get the measure of him. She’s taken to following him into the forest on occasion, watching him whittling wood and skinning rabbits, wondering what he does in there all day and if he’s really going to kill the fearsome beast that prowls the night. She has the impression he knows she’s following him and even though he doesn’t speak with her, it offers her some sense of safety, as if he’s looking out for her from afar. Leads If a character can win her trust with a DC 15 Charisma (Persuasion) check, Sorcha will divulge with great trepidation that last time she strayed to the northern forest, she saw some deformed winged creatures dancing a fearful tribal dance. She’d followed Tiernan Black down to the edge of the forest and lost track of him. Luckily, Senan had appeared from nowhere and seemingly scared the winged creatures away, at which point she fled, terrified. She daren’t discuss this with her parents for fear of being reprimanded for venturing so far alone. And she hasn’t mentioned it to anyone else because she worries they won’t believe her. Side Quests Sorcha has been grounded by her parents for being caught sneaking into Senan’s private quarters. She’d overheard her friend, Caspian Willow, telling someone that Senan had some strange pink roses in there that he wanted to get his hands on. She’d snuck in to try and take some to Caspian as a thank you for comforting her the day she saw the winged creatures, but she was caught just before she could pocket the petals. In her haste, she accidentally pocketed something else – a small vial of clear liquid with a strange symbol on it. She doesn’t want to get into any more trouble for stealing it and asks the party if they can sneak it back into Senan’s store. She hands them a vial of gemini moonshine (see “Magic Items”). Tiernan Black (Chaotic Neutral Tribal Warrior) Location Taliv Killa Forest Description Tiernan was raised amidst the far-flung forests of the Dalmire, learning to stalk and hunt from his tribal elders. Covering his human scent with pelts of wolf-fur, and padding silently in supple leather thongs, he is stealthy and brutally accurate with a spear. Bearded with a shaved pate, Tiernan has a gruff nature and a deep appreciation for the social hierarchy in a pack. He was hired several moons ago by the King to track down the beast terrorizing Kilshoga. Relationships Tiernan is an outsider and has done little to endear himself to the castle staff or villagers. He keeps himself to himself and refuses to give progress updates to anyone but the King, though the townsfolk constantly badger him about the beast that still terrorizes them nightly, howling and scratching at their doors. They demand to know why he hasn’t done his job and criticize his efforts and his hunting style. The only members of the castle staff Tiernan has any time for are the botanist, Eoghan Byrne, and his apprentice, Caspian Willow. They stay out of his way, providing him with various brews to strengthen his resolve and even gifted him with a tincture to cure his wounds after his fight with the wolf-beast. 19
The Castle Guard, who he misnames repeatedly as ‘Porridge’ has been hassling him for fighting and hunting training, but Tiernan doesn’t believe ‘Porridge’ has the fortitude or discretion it takes to train with him. If the party so chooses, they can convince Tiernan to train Podrig Gilly with a bribe of a silvered weapon, or with a DC 20 Charisma (Persuasion) check. Leads Tiernan will tell the party that there is a curious absence of wolves in the surrounding forests. Normally packs of wolves roam through these habitats freely and keep the pest population in check. Instead, he hasn’t seen a wolf pack or heard a recognizable wolf howl in all the time he’s been here. When he’s tried to question the King and his advisor about this, they get secretive and defensive. With a DC 18 Charisma (Persuasion) check, Tiernan will begrudgingly disclose that the howling heard through the town nightly is not from any beast he recognizes, but that he did come face to face with a great wolf-beast just four nights past. This, however, was no ordinary wolf. Though he summoned every ounce of his courage and lethal skill, the wolf-beast seemed completely resilient to even his most powerful blows. He struggled with the beast into the early hours of the morning and thought for sure he was staring into the eyes of death, yet, for some reason, just as he was pinned to the forest floor, the wolf-beast seemed to suddenly lose interest, unleashing him and lurching away towards the edge of the forest. Side Quests Tiernan requests that the party find out from the King or his advisor, Senan, what has happened to decimate the local wolf population, believing this information is imperative to resolving the current problem. If the party are able to squeeze this information from the King or Senan with a relevant DC 20 check, the King will divulge that they had to cull the wolf population to expand the kingdom into the surrounding forests. Senan will divulge that he originally secured this land with the blessing of a faerie queen. Alternatively, both of these secrets can be revealed by Podrig Gilly (no check necessary), if Tiernan commits to offering him training. For the information provided, Tiernan rewards the party with a star map (see “Magic Items”) to help them navigate through the forest and a salve of the fey (see “Magic Items”) should they encounter the wolf-beast during their investigations. 20
Queen Meadb’s Hairpin Wondrous Item, Rare Magic Items Silver Shears Weapon (Shears), Uncommon Queen Meadb’s Hairpin Silver Shears This filigreed hairpin was crafted from two twisted sprigs of silver oak, dipped in molten silver, and set on the breath of a thousand whispered spells. Bestowed upon Queen Meabh of the Faeries as a gift from a diplomatic envoy, it was designed as a symbol of submission to her complete authority over the domain, as demonstrated by its unique ability to teleport creatures in and out at her behest. Indeed, its entire design is an homage to the Queen, a nod to her beauty, beneath which lies incredible power. Forged from solid silver and whetted to a razor sharp edge, these shears glint with menace in the moonlight, designed to ward off shapechangers and vampires in the night, or failing that, to put up a good fight if attacked. This silver hairpin takes the properties of a dagger but deals 1d10 piercing damage on a hit. Any creature with less than 15 hit points, who is pierced with the hairpin, is instantly transported to Queen Meadb’s domain in the Feywild. Once there, they must make a DC 12 Constitution saving throw or fall unconscious for one round. Queen Meadb may choose to retain them or return them to the Material Plane. If Cú Culainn is killed in this way, King Culainn’s deceased body will return, lying dead in front of the party, after one minute. 1d8 slashing damage When equipped in combat, creatures may impose disadvantage on melee attacks against them from fey creatures within 5 feet. 21
Gemini Moonshine Potion, Uncommon Shamrock Leaf Tea Potion, Rare Gemini Moonshine Shamrock Leaf Tea A small, but potent measure of homebrewed moonshine, decanted beneath a gemini full-moon and imbued with illusory magic through a ritualistic dance of perfect symmetry. Each measure is contained in a small vial engraved with a gemini twin flame symbol. This delicate cup of verdant green tea was brewed from a handful of four-leaf clovers picked from the sprawling fields of shamrock in the Feywild. Exceedingly rare, the four-leaf clover is a symbol of good fortune, but nearly impossible to find amidst the thick growth of three-leaf clovers in which they sprout. When you drink this potion, you gain the effects of the mirror image spell. Alternatively, if you manage to slip this potion in a target’s drink, they will instantly see double of every creature around them for 1 minute and have disadvantage on all attack rolls. When you drink this potion, you gain the Lucky trait for the next 24 hours. 22
Leprechaun’s Liquid Gold Potion, Uncommon Sparkling Salve of the Fey Wondrous Item, Rare Leprechaun’s Liquid Gold Sparkling Salve of the Fey As an action you can rub this salve into your hands and place them on a willing creature, allowing you to cast cure wounds on them. The pot is only big enough to contain a single dose, but it magically refills at dawn. This tiny pot is filled with a silver sparkling cream that seems to glisten with the light of a thousand distant stars. It is rumored to have originated from the Feywild, where a dryad once witnessed the falling of an ancient star. Instantly recognizing its healing properties, she gathered the glistening remnants of the stardust and sprinkled it into one hundred tiny pots, before mixing a vial of Nyadblessed water into each. This dram of golden single malt whiskey, matured for seven years in casks of Hawthorn wood, has notes of bravery and heroics, with a remembrance of victory. When you drink this potion, you gain the effects of the heroism spell with a spellcasting ability modifier of +5 (no concentration required). 23
Star Map Wondrous Item, Uncommon This map of the stars gives you advantage on Wisdom (Survival) checks to navigate. When consulted at night, this map also gives you a +1 bonus to Wisdom (Survival) checks to navigate. Star Map This tattered scroll, when unfurled, reveals an array of astrological charts, compasses and incomprehensible runes that have been charted with a glowing ink, allowing it to be consulted more clearly by night than by day. Mapped by a druid who spent his life in earnest search of a portal to the Feywild, the chart details celestial constellations and the revolutions of the moons across lands and planes. 24
Mirror of Moonlight Crafted for a Celtic king’s daughter as a gift to celebrate her womanly coming of age, this silver handheld mirror is set with rubies and moonstones and enchanted by a local witchdoctor to enable her to protect herself with the same innate power she now derives from the moon and its turnings. Mirror of Moonlight Wondrous Item, Rare While holding this ornate hand-held mirror you can speak its command word and cast moonbeam. Once used this mirror cannot be used again until the next dawn. 25
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