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Published by Keldren Raze, 2023-04-17 03:07:54

(Escape Plan Games) Tavern Tales Vol. 1

(Escape Plan Games) Tavern Tales Vol. 1

100 Chapter 3 | The Tales Florence Neverbee Going Back for Florence At A Trip Away Inn, Florence dons the thousand-yard stare, resting on her hand. Flip slides another mead towards Florence, but she doesn’t notice as it flies past. Just after it slides off the bar, the mug immediately rights itself and falls to the floor without spilling a drop. When approached, she turns to the party with a fragile glimmer of hope in her eyes and fists her hands in front of her mouth. Upon learning that Rian had been spirited away, she hops down from her barstool and rushes to the door. Turning back to the party, she speaks: "What are we waiting for! We need to hurry! Which way do we go?” Shortcut Departing from the road and cutting through the woods for a mile, the party reaches a small clearing before a rocky mountain pass. Unbeknown to them, this is the territory of an aggressive sounder of boars. Two giant boars and five boars reside here and attack other creatures on sight. An adventurer must succeed on a DC 16 Wisdom (Perception) check or a DC 14 Wisdom (Survival) check to notice the markings on the trees and tracks from the boars. If the check is failed, or if the party is not going through the woods stealthily, the boars are alerted to the presence of the party and attack. Past the clearing, the woods thin out as the grade increases. The way forward funnels into a narrow pass between the base of two mountains. Going forward, the party must walk in a single line, and the pass is considered difficult terrain. Flanked by treacherous rock walls as they move forward, a successful DC 16 Wisdom (Perception) check notices a small stream of pebbles filter down from above them. This area is prone to rockslides; if the party does not move carefully, rocks may tumble down upon them. If the check failed, then an echoing crack is heard above them: rocks begin to crash around them. Each party member must succeed on two DC 14 Dexterity saving throws to avoid being bludgeoned by the falling rocks. Each failure incurs 1d8 bludgeoning damage. If the party knows of the danger, they must succeed on a DC 14 Group Dexterity check to navigate the rocky pass or face the falling rocks as well. Rescuing Rian The narrow pass ends in a rock wall. The party members must succeed on a DC 14 Strength (Athletics) check to climb up or be assisted by other party members. At the top, the party stands on a flat area ending in a rocky decline, jagged rocks jutting out like a bared maw. At this vantage point, the party only sees sections of the road; its visibility has been hindered by the terrain around them. On the road, a retinue travels about a mile away from where the rocky decline ends. Details are hard to spot as it passes in and out of their vision, but accompanying riders can be seen. The party has the chance to cut them off if they hurry down the rocky decline. Rushing down the 120 foot long decline from the bluff without falling and rolling requires two successful DC 14 Dexterity (Acrobatics) checks. Failing the first check will auto-fail the second, and incurs 1d8 slashing damage from the sharp rocks and 1d8 bludgeoning from rolling down the incline. Succeeding on the first check and failing on the second incurs 1d4 slashing damage from the sharp rocks and 1d4 bludgeoning from rolling down the rocky incline. Upon making it down the rocky incline alive, the party has the chance to set up an ambush or blockade if they desire. Alternatively, they may rush toward the retinue. If doing the former, the party has 10 minutes to execute their plan. If rushing towards the retinue, they could make it there in half the time. The Retinue A nondescript coach, bearing neither crest nor flags, travels down the road. Nothing is notable about this carriage, except for the eight Scaldris Estate Guards accompanying it. The Scaldris insignia of a glowing red ruby is covered by their cloaks, and the guards are attempting to be incognito, since they’re aiding an abduction. Inside the coach is a restrained and gagged Rian, as well as the Captain of the guards. Seven of the guards are on horseback and are split up as follows: one in the front, two in the back and two on each side of the carriage. The eighth guard is driving the carriage. If attacked without explanation, the guards assume the party are common bandits and fight back. Continue to the “Fighting the Guards” section if so. If the adventurers approach the party and mention Rian, the guards tense up and call for their captain: the guards don’t know why Rian is being spirited away, but are loyal to their captain and follow her orders. Muffled yells are briefly heard from within as the captain steps out of the carriage door. The captain (she/her) is a female dwarf with thick, salt-and-pepper hair, neatly plaited beard, and a long scar that runs diagonally across her face. The Scaldris’ red


ruby insignia is emblazoned on her armor; she has been the captain of the Scaldris estate guards since before Rian was born. Respected by the mining community at large and the guards she leads, she’s fiercely loyal to the Scaldrises, as they’ve always treated her like family. If trying to free Rian peacefully, go to the “Persuading the Captain” section. Persuading the Captain The Captain knows Rian is being sent away to keep her from running off with Florence Neverbee. The captain never quite understood the issue between the Scaldris and Neverbee families, and considers the feud to be mostly fueled by gossip and misunderstanding. When she was appointed the captain about a hundred years ago, she was told the feud started when the Neverbees refused to ask the bees to keep away from a mine entrance. A specific berry the bees loved grew there, but the frequent stinging the miners received pushed them to the point of bug spray, a nonmagical spray that deters bees but accidentally killed some of them. The captain thinks Rian’s parents were being rash in sending Rian away. In the captain’s eyes, this will distance Rian and Florence from their families, not each other. Understanding the chaos that their love brings, she empathizes with Sienna and Ferram but is displeased with being a part of this abduction. Having been a part of Rian’s life since she was born, she’s torn between being loyal to the people she owes her career to and the person she watched grow from an impetuous tyke to fierce adult, with her own wants and needs. A successful DC 15 Wisdom (Insight) check recognizes the unease the captain is carrying. If attempting to convince the captain to release Rian, a successful DC 16 Charisma (Persuasion) check convinces the captain to release them. The check is downgraded to a DC 14 if Florence is there, as the captain feels guiltier looking at Florence’s hopeful face. If the Charisma (Persuasion) check failed, continue to the “Fighting the Guards” section. If the Charisma (Persuasion) check succeeds, read or paraphrase the following: Knowing what they’re doing is wrong, the captain’s shoulders slump as she lowers her sword. Going back into the carriage, rustling is heard, a wallop and cursing from the captain and, presumably, Rian. The captain steps out, blood streaming from her broken nose, followed by a dwarven woman. Between a copper faux hawk and long beaded braid, dark brown eyes take in the sight before them, as they step down. Rubbing her previously restrained wrists, Rian walks towards the party. Refer to the appropriate section “Florence isn’t Present” or “Florence is Present” with “Post-Fight or Persuasion” to continue. Fighting the Guards Whether fighting the guards after failing to convince the captain or fighting outright, the eight guards and captain fight in formation around the carriage. Tactics: If the retinue is attacked without explanation but Florence is present, they’ll recognize Florence. The guards defend themselves but don’t attack, as they tell the party to stay their weapons and call for their captain. The captain steps out as mentioned above, and the party has a chance to persuade her. If failing to do so or deciding against it, the captain and her guards fight to incapacitate the party but spare them their lives. The captain spares their lives in any scenario where she knows they are here to free Rian. If the retinue is attacked without explanation and Florence isn’t present, they’ll assume bandits are attacking and fight to the death to protect Rian. If Rian is freed and sees the captain and the guards murdered, she’ll try to hold together her emotions, as she lifts each of their bodies into the coach and closes the door, after fetching the small trunk. If asked, Rian explains she knew the captain and her guards well, and this isn’t the way their lives should have ended. Putting them in the coach is to keep the animals away until they are found and buried. Author’s Notes/Acknowledgments Inspired by Romeo and Juliet, I wanted to write a piece where the couple has the chance to live happily ever after. With the help of a motley crew of adventurers, of course. Author Bio Paige Ford is a freelance tabletop gaming writer who enjoys playing tabletop games, running games as a Game Master, and adventures with her partner and Humphrey, who is Napoleon reincarnated as a 14 lb dog. 101


102 Chapter 3 | The Tales Florence Neverbee Post-Fight or Persuasion Florence isn’t Present Rian steps out of the carriage and looks around for Florence. Not seeing her, she heads straight to the party and asks if Florence sent them. With confirmation, Rian goes back to the carriage and pulls out a small trunk. Hopping on one of the guard’s ponies and attaching the trunk behind her, she tells the party to hurry; Rian has a date to make. Continue to “Back at A Trip Away Inn” if the party agrees to take Rian to Florence at the tavern. Florence is Present Rian steps out of the carriage and scans for Florence. Finding her, Rian visibly relaxes, and she pauses for a moment before heading straight for Florence. A foot-and-a-half taller than Florence’s three feet, Rian bends down and picks her up for a long kiss. Entirely lost in themselves, the kiss goes on for longer than expected. Crickets chirp, as anyone who is watching may be wondering if they’re ever going to come up for air. After their kiss, Rian turns to the party, still holding Florence’s hand: Rian: "We have a day before I was supposed to arrive at my uncle’s but Florence…" Florence: "When I’m not back by nightfall they’ll find my note. We need to leave as soon as possible." If the carriage is still intact, they take the carriage and literally ride into the sunset. Otherwise, there are ponies that can be taken from the guards. Before they depart, they’ll thank the party and give any rewards agreed upon ahead of time, as well as the gold that was sent with Rian in the carriage. From the carriage, Rian retrieves a small trunk, pulls out an exquisite bottle of wine (200 gp), a coin purse with 500 gp, and a brooch of shielding from it, and hands it to the party. “The wine was meant for my uncle, this is the spending money they sent with me, and the brooch, well, my mother is overprotective. It’s a brooch of shielding; you might have more use for it.” Helping Florence into the carriage seat, Rian steps up but turns back towards the party: "One day, the Neverbee Honey Co. and Scaldris Mining Company will have a joint venture. You should stop by to see us when it happens." With a wink and a salute, Rian grabs the reins and, with a flick of the wrist, Florence and Rian are off. Florence turns back and waves until they’re out of sight. Continue to the “Conclusion” section. Back at A Trip Away Inn Riding up to the A Trip Away Inn, Rian yells Florence’s name. Bringing her pony to a halt, she hops down and heads for the inn, but is met part way by Florence who has run out the front door. Within a heartbeat, Florence is in Rian’s arms and a kiss for the ages has begun. The initial ruckus has brought many to the front windows of the inn, their noses smushed against the glass. After a few moments and questions, remarks from the Inn cut across the silence: Nix: "Can they breathe like that?” Mia & Tia: [wolf whistles and hooting] Arvad: [nose sighs, wistfully, fogging the glass] Dreet: [Atop a Kobold pyramid] “That halfing lost something in that dwarf’s mouth. Clap to encourage them!” The other kobolds start to clap, causing the pyramid to crash. Kobold 2: “Keep looking!” Kobold 3: “It’s in there somewhere!” Breaking apart, both flushed and out of breath, Florence stares into Rian’s eyes for a moment before turning towards the party: “We have to leave, quickly. When I’m not at dinner, my parents will check on me and find the note I left them. Thank you. We owe you everything." Rian goes to the small trunk and pulls out an exquisite bottle of wine (200 gp), a coin purse with 500 gp, and brooch of shielding from it and hands it to the party:


Chapter 3 | The Tales Florence Neverbee 103 Florence Neverbee Small Humanoid (Halfling), lawful good Challenge 1/4 (50xp) | Initiative: +3 | Prof. Bonus: +2 armor class hit points speed 15 breast plate 9 (2d6 + 1) 30 ft. str dex con int wis cha 11 (0) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 16 (+3) Saving Throws Dex +3, Cha +5 Skills Deception +5, Insight +4, Nature +5 Senses passive Perception 12 Languages Common, Halfling Proficiency Bonus +2 Actions Rapier. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Scaldris Estate Gardener Small Humanoid (Dwarf), any alignment Challenge 1/8 (15xp) | Initiative: +0 | Prof. Bonus: +2 armor class hit points speed 10 16 (2d10 + 4) 30 ft. str dex con int wis cha 13 (+1) 11 (0) 14 (+2) 12 (+1) 11 (0) 11 (0) Skills Nature +3 Senses passive Perception 10 Languages Common, Dwarvish Proficiency Bonus +2 Actions Golden Shears. Melee Weapon Attack +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage. “The wine was meant for my uncle, this is the spending money they sent with me, and the brooch, well, my mother is overprotective. It’s a brooch of shielding; you might have more use for it.” With that, Rian helps Florence onto a pony and mounts her own. Florence turns towards the party: “One day, our families will understand. Maybe we’ll even celebrate solstices together. We’ll have to ban all honey and mining talk, but at least we’ll be together.” With another wave, Florence and Rian snap their reins and are off. Riding into the sunset, anyone who is watching sees Rian reach out and hold Florence’s hand as they ride off. Conclusion If Florence and Rian are successful in running off together, they come back in a month, married. Their families begrudgingly accept the couple, but it takes a few fiery family functions till it settles down. Per the Game Master’s discretion, Florence, Rian, the Scaldris family, and the Neverbee family may be used as connections later in the party’s adventures. Rewards For helping the couple run off together, the party has the potential of gaining: • Up to 1,500 GP. • A fire opal engagement ring (1,000 GP) . • A large ruby and smaller gemstones (5,000 GP and 1,000 GP). • A bottle of wine (200 GP). • A brooch of shielding. Appendix A: Stat Blocks The Captain. Uses the Knight stat block with the following changes: In addition to Common, the Captain knows Dwarvish. Maritza Vapos. Uses the Commoner stat block. Rian Scaldris. Uses the Noble stat block. Scaldris Estate Guards. Uses the Thug stat block with the following changes: wears a breast plate instead of leather armor bringing their AC to 14. In addition to Common, the Scaldris Estate Guards know Dwarvish.


104 Chapter 3 | The Tales Sinessio Bravo


Chapter 3 | The Tales Sinessio Bravo 105 Sinessio Bravo (He/Him) Written by: Michael Pisani Adventure Level: 5 | Players: 4-6 Content Warnings: Alcoholism At the behest of a man claiming to be 50 years younger than he appears and begging to be returned to his natural age, adventurers must infiltrate a forgotten tower. Filled with artifacts of the past and research long forgotten, the only way to unravel its secrets is to find the cause of the phenomena and end it. Time, however, is not a constant in this place, and as such the rules we’re accustomed to no longer apply. Background An elven wizard by the name of Aredali Luthyra (she/ her) erected the tower over two hundred and fifty years ago. The location was kept secret from everyone but the dozen or so dwarves she hired to build the tower. She used the location as a testing facility and research laboratory for what she considered to be potentially catastrophic spell effects. Spending a decade there, she experimented with all manner of spells and enchantments, inventing one or two spells of her own, and altering several others. After several successes, she decided to try her hand at time manipulation, something few wizards ever dare, out of fear of upsetting the lawful order of the natural world. Unbeknownst to Aredali, her regular supplier of spell components had filled an order of precious gemstones with strikingly convincing imitations. This unforeseen miscalculation caused her first attempt at time manipulation to fail catastrophically, freezing her in stasis, and sending out waves of time-altering energy, affecting the entire tower. Luckily, Aredali had the forethought to create an anti-magic shell around the outside of the tower, containing the effect to the interior. Human • Thief Cocksure, scheming, and prideful. Sinessio has well-maintained grey hair spilling over his shoulders and a tight Van Dyke beard, groomed excellently against his wrinkled face. Sinessio was contacted by an old friend named Dumin (he/him), a dwarf living near A Trip Away Inn. After recently losing his father, Dumin uncovered records of a forgotten wizard’s tower, potentially full of valuable artifacts, in the region. After going over a purchase order Dumin found, Sinessio was able to track down the location of the tower. What he found inside changed him forever, or so he thinks. He found his way in and easily disabled the magical locks barring his entry, working his way through several rooms. As time went on, he began to feel more and more exhausted, until finally passed a mirror on the wall. Catching his own reflection, he began to panic. It wasn’t until he ran outside and began examining himself that he fully understood what had happened: he had aged nearly half a century. If the party questions Sinessio, he reveals his whole story to the group and sends them to Dumin, to help find the location of the tower. He begs the adventurers to find a way to reverse what has happened to him. Within the tower the players find the proper components to finish the spell and end the stasis effect on Aredali, freeing her. Tavern Behavior Sinessio sits at the bar, drinking heavily. As soon as one drink is finished, he orders another. Coin doesn’t seem to be a problem for this man. He can be heard boasting about his many exploits as a famous thief, and seems resentful of the patrons for their inability to recognize him. His frustration and despair seem almost desperate. Hook If Sinessio can get the attention of the adventurers he will desperately beg them to enter the tower, to search for a way to reverse his aging. He has more than enough coin to spare, and may even be willing to part with his prized magical stiletto.


106 Chapter 3 | The Tales Sinessio Bravo The tavern is alive with the excited chatter of the patrons. Drinks flow steadily from the bar, both delivered to the tables and across the bar top. At the bar, Flip moves back and forth, making quick conversation and taking drink orders, as Nix quickly mixes up any cocktails requested. Servers move to the tables and booths, delivering food and drink as glowing orbs brighten and dim on tabletops. A Trip Away is alive tonight, but one man’s sour mood sticks out like a sore thumb. Sinessio Bravo Seated at the bar is a shriveled old man. His well-maintained gray hair spills over his shoulders and a tight Van Dyke beard is groomed expertly against his wrinkled face. Suffocating despair wafts off him like week-old dung, as he drowns his sorrow in the tavern’s most expensive wine. He swills it like a cheap whisky, swallowing almost the entire goblet in a single gulp, and then desperately vies for Flip’s attention to order another. If the adventurers take notice, Flip shoots them a knowing glance and rolls his eyes at the exasperated cry of “Don’t you know who I am?” escaping the old man’s tightly stretched lips. Flip replies, “Yes, Mr. Bravo, of course I do,” as they walk away. Mr. Bravo wears skin-tight leather armor and a black cloak with crimson trim draped over his shoulders. His belt holds a beautifully crafted stiletto with a dragon head handle. Strapped around each thigh is a holster containing three throwing knives, and a hand crossbow hangs from his belt, finely crafted out of ash and stained black. He wears gauntlets of black steel, adorned with runic carvings, and a blood-red jewel just above the palm. Mr. Bravo has the look of a thief, and a successful one at that. A successful DC 10 Intelligence (History) check allows the adventurers to recall the name. Sinessio Bravo (he/him) is a famed thief, known for his ability to infiltrate even the most dangerously guarded locations with ease. He prides himself on his ability to spend a day celebrating near his latest heist, always slipping away before the local authority or mark can apprehend him. His reputation precedes him wherever he goes. Sinessio should be a man in his mid-thirties, but the human sitting at the bar swilling drink after drink, drunkenly proclaiming his fame, appears to be in his late eighties. If left to his own devices, Sinessio continues trying to bend the ear of any patron that gets close to him, frustrated that no one will believe him, as he regales the bar with all manner of tales of his most epic heists. Some feign interest, some humor him, others shove the drunk aside and proceed with their business. • He once infiltrated a baron’s armory, stole his armor, had it altered and re-sold it to him for twice what he paid for it to begin with. • He was able to move two-thirds of a red dragon’s hoard out from underneath her without waking her up, and left an IOU written on a piece of parchment for the dragon to find when she awoke. • He once stole a king’s crown from the king while dancing with his daughter at a solstice ball. (Some say he also stole the princess’ heart). • He sold a forged contract for his soul to a devil who, upon signing, forfeited all of his properties and assets to one Sinessio Bravo, and also included one free resurrection per year henceforth in perpetuity, until the devil is smote or ceases to exist on any plane of existence. An Offer and a Plea Sinessio is clearly inebriated when he is approached. He slurs his words and desperation plays on his wrinkled face. He has the look of a man who has lost everything. Noticing the party and their armaments, he begins taking measure of the group, considering their capabilities. Satisfied with what he sees (he is desperate after all), he quickly begins trying to garner their attention. If they approach, he offers to buy them a drink and supper if they move to one of the booths to hear his tale. Sinessio slides into one of the booths in a corner and taps the orb, igniting it to call over a server. If the party takes a seat a server approaches, and Sinessio takes it upon himself to make a food and drink order for the party without their input. He seems to have more than enough coin. He makes small talk until the server leaves with the orders, then launches into his tale. "I know that you all may have your apprehensions, but I assure you: I am in fact Sinessio Bravo, the thief of legend. I’m sure you’ve all heard of me, and if you haven’t yet I assure you that you will. I came to town because I received a tip from a friend I do business with, from time to time. His father recently passed away and, while going through his estate, he found something strange: records and schematics for an extravagant tower, to be built in the woods just outside of this tavern. The odd thing is that no one, to his knowledge, ever mentioned this tower. Deciding to see for himself, he ventured into the woods and there it was, overtaken and wasting away. Naturally, he immediately thought of me." Rumors about Sinessio Where Does the time Go?


Sinessio imparts further information on the party if asked: • He found the tower easily with the guidance of the work order. • The tower itself is mostly overgrown, covered in vines and vegetation. • The interior seemed like it hadn’t been disturbed, but was clean and well cared for. • The tower itself had a magical lock, which he disabled. • The foyer was filled with beautiful elven art. • As he moved from the first to the second floor, his body began to ache. • A mirror on the stairs revealed that he had somehow been aged a number of years. • He fled immediately, and went directly to the tavern, where he has been here since. Sinessio suggests that the dwarf who tipped him off about the tower may have more information in his father’s records. His name is Dumin Stonehammer, and he lives in a hovel just a mile or so from the tavern. He warns them that Dumin will more than likely need to be “inspired” to give up such valuable information, and suggests that a cask of the tavern’s finest ale might help grease the wheels. He begs the group to help him, offering up 500 gp each now, with another 500 gp each if they can return him to his real age. If that isn’t enough, he can be persuaded to give up his prized stiletto, Doomguard (see Appendix A: Magic Items). He needs them to find a way to reverse what he hopes is an enchantment affecting him. Characters with a Passive Perception of 16 or higher notice a table near their booth containing a group of 5 gruff and hardened mercenaries. This is Arri (she/her) and the Black Wake Company, listening in on their conversation with Sinessio. Roleplaying Dumin Stonehammer: Dumin is a gruff dwarf. At one point Dumin was an optimist, with lofty aspirations of following in his father’s architectural footsteps. Those dreams have since faded, as he has resigned himself to the fact that he just doesn’t have the eye for design that his father had. These days, Dumin commands a small company of dwarven craftsmen, and works mostly on building small hovels and workshops for nearby townsfolk and farmers. His despair has also led to a bit of a drinking problem. He doesn’t seem to be able to get through a day without having a few drinks anymore. 107 Dumin Stonehammer lives near the forest in a single-storey stone building, with shuttered windows and a strong oak door, carved with dwarven runes. Just to the east of his home is a small workshop with small windows, through which a red-bearded male dwarf with a mohawk can be seen, planing a piece of a felled cherrywood tree. Dumin is a proud dwarf, who is doing the best he can under his current circumstances. He’s been handling his father’s estate while trying to maintain his business. He’s doing everything he can to avoid having to work in the Scaldris mines. As the party enters the workshop, he lays down a pencil next to a set of plans he’s been working on. His drafting table is immaculate, and the plans seem to be of a small home. He looks up and, upon noticing the party, invites them in. He greets the party with a quick, “what can I do for ya?” before crossing his muscular arms over his barrel chest. He declares it is time for his mid-morning ale anyway, and pours a mug from his in-workshop cask. If the party is interested, he pours them ale as well. Dumin has the records for the tower in the workshop, but he holds out for some form of payment. Dumin will give up the work order for no less than 1,000 gp or a fine cask of ale. However, if it is the ale that is used to bribe him, he insists they participate in a drinking contest (see drinking contest rules in Pub Games section) before any business commences. It is time for afternoon drinks, after all. A Fine Ale and A Stout Dwarf


The work order has the cost laid out for an eight-month tower build. It details the dimensions of each room, and there are sketches for the tower’s exterior and floor plan. There are notes written in Common scribbled in the margins. A successful DC 12 Intelligence (Investigation) check reveals one interesting detail: there seems to have been an extra charge for some type of dwarven runic ornamentation. There is a crude sketch of the runes to be used, as well as their location. A successful DC 13 Intelligence (Arcana) check on the runes reveals that they are one component of a containment spell. The way they are set out on the diagram suggests that they would contain all magical effects within the walls of the tower, all the way to the top. Development After he hands them the work order, Dumin notices a small group of humans approaching the workshop. Characters with a Passive Perception of 14 or higher notice the group as well. He looks at the party, and takes a long draw from his mug (even if he just woke up) before asking, “ friends of yours?” He then quickly begins refilling his flagon. Having overheard the conversation at the tavern, a group of mercenaries decides to come investigate for themselves. They are the Black Wake Company, a local mercenary organization, who are residing predominantly in an outpost hidden in the mountains outside of town. A woman in her fortie’s, steps forward. Her face bears the scars of many a hard-fought battle, her calloused hands tighten until her knuckles whiten around her weathered battleaxe. This woman is no stranger to conflict; she embraces it. The woman, Arri (she/her), stands poised for battle but entreats the party. She knows that every battle could mean her life; better to avoid conflict altogether if possible. She attempts to intimidate the group into giving up the location of the tower: “We overheard ya talkin’ at the tavern. We’ve come to unburden you. We’ll be havin’ the location of that tower now, and you can go home in one piece.” • Arri does not jump to fight. She’s open to negotiation, but ultimately wants either the location of the tower or something equivalent to the treasures she believes can be found there. • Arri’s mercenaries are ready to fight, but not die, for a lead that may or may not pan out. • If any mercenaries escape, they warn the rest of the Black Wake Company of what transpired. • If no mercenaries escape, the Black Wake eventually investigates what happened and question Dumin, learning the location of the tower. There are five of them in total: all human, all well armed. Arri, 3 spies, and 2 bandit captains. They do not attack immediately, but aren’t afraid to make a show of force. 108 An Unexpected Visit


Chapter 3 | The Tales Sinessio Bravo 109


110 Chapter 3 | The Tales Sinessio Bravo 1 The Tower in the Forest Using Dumin’s work order makes the tower easy to find. Following the directions that have been laid out leads to an overgrown path into the forest. Eventually, a monolithic form reveals itself to the party. The tower has been swallowed by the forest in the years it’s been left vacant, but the intricate beauty of the dwarven design stands defiantly against the vines trying to penetrate the well-crafted exterior. This is a strong stone, dwarven stone, shaped to perfection by the hands of a master craftsman. The tower itself is constructed of a polished gray marble, muted by the grime of hundreds of years, snaking to its peak 40 feet above, culminating in what appears to be a clear crystal pyramid. Off the back of the tower is a wooden structure with two large doors facing the north. These doors appear to be large enough to pull a horse-drawn cart through. They are sturdy oak, and have stood the test of the elements. The runes ornamenting the tower are carved into the oaken structure. Outside the Entrance The door to the tower has been left wide open. The recent rain has caused the ground to soften to a muddy mess. The interior of the doorway gives a glimpse of an immaculately kept foyer, illuminated by lanterns containing a soft, rapidly flickering orange flame. A successful DC 15 Wisdom (Survival) check reveals the apparent tracks of an owlbear cub. The Survival check also reveals muddy footprints making their way into the tower and vanishing just inside. Hobbling just along the tree line is Gronmar (he/him), wicker basket in hand. He is an old druid, with one long white braid hanging from his head, and ancient rags draped over his large frame. He has bloodshot eyes and smells of fresh pine. He notices the party and, while picking various plants from the ground, mutters a word of warning: “Wouldn’t go in there if I were you. Very, very dangerous if you aren’t properly prepared." Gronmar can impart some information to the party: • Time passes differently inside the tower. • He suspects some sort of accident led to the phenomenon inside. • He’s known of the tower for some time, and has briefly investigated the magical effects. • Feeling it might come in handy, he’s created several talismans (Talisman of the Steadfast Root, see Appendix A: Magic Items) capable of suppressing the time-altering effects of the interior. • He warns that the trinkets are quite fragile, and that anyone wearing a talisman should take care not to allow it to be broken. • In exchange for the help, Gronmar expects that his future drinks will be taken care of, when the party sees him in the tavern. Foyer Any hero that is not anchored will begin to rapidly age. The effect is most concentrated in this room, aging anyone staying here 1 year for every 1 minute they spend within it. The duration for all spells becomes instantaneous in this room: the spell happens so rapidly it is almost imperceptible. Creatures in this room who are not anchored will not even be able to see anchored creatures,as they will appear and leave the room too quickly. If unanchored creatures look out the door, they see the sun rapidly rising and setting, creating a flickering effect. The foyer is beautiful. The smooth marble of the walls is festooned with paintings and tapestries. The artwork is elvish in nature, and the tapestries depict a sprawling landscape of a keep, built into the side of a snowy mountain peak. The paintings seem to be of various female elves, all bearing enough similarities to possibly be part of the same lineage. A staircase made of carved ash wood leads up (6), following the curvature of the room to the next floor. The handrail is carved to resemble a small log covered in vines. Every few seconds a streak of something flies by, sweeping up any debris on the floor. A finely upholstered couch, with ornamentally carved armrests and wooden frame, sits underneath the tapestry. The two end tables feature long pewter dragon necks growing out of the table surfaces, lanterns clutched between their teeth. One is painted bronze and one gold. The lanterns contain a swiftly flickering continual flame. Moving too fast for the party to see, an enchanted broom continually sweeps dust, keeping the room clean. It avoids touching the heroes, but they can feel it fly past them if they are anchored. 2


Chapter 3 | The Tales Sinessio Bravo 111


112 Chapter 3 | The Tales Sinessio Bravo All spell durations are halved in this room. Any creature not anchored takes actions as if they have been affected by the haste spell and gains an additional reaction. The kitchen is a mess: pots and pans have been knocked off the stone counters and litter the floor. The stove has an overturned pot on it, with the wooden spit smashed to pieces. The door to the west is splintered open and cold air whistles through, calling attention to the soft blue glow spilling through the doorway. From a door to the south, a broom and dustpan almost materialize from nowhere and begin very quickly sweeping up the mess. Cold Storage All spell durations are halved in this room. Any creature not anchored takes actions as if they have been affected by the haste spell and gains an additional reaction. The temperature in this room is cold enough to preserve meat. The runic enchantments on the walls emit a cold blue glow and cool air flows off of them. Shelves line the walls here with dusty remnants of oats and grains. Remnants of disintegrated meat that rotted away centuries ago hangs from dulled hooks. Digging through a disintegrating burlap sack in the corner of the room is a full-grown and starving owlbear. Confused, scared and hungry, it attacks the party as soon as it notices them. The owlbear acts as if it’s had haste cast on it. All spell durations are halved in this room. Any creature not anchored takes actions as if they have been affected by the haste spell and gains an additional reaction. Shelves line the walls of this storeroom with all manner of spell components. Any plants have long since rotted away, but bones and preserved jars still sit on the shelves. Some of the shelves have collapsed under the weight of the components on the aged wood. A successful DC 15 Intelligence (Investigation) check reveals a small 1 foot lockbox, with a padlock holding it shut. The key can be found in area 8. The lock can be picked with a successful DC 18 Thieves’ Tools check. The box contains: 2 moonstones worth 50gp each, 4 citrines worth 50gp each, a pearl worth 500gp, and 3 diamonds. Only one of the diamonds is real and worth 1000 gp. The other two are made of glass and essentially valueless. The true diamond can be identified with a successful DC 17 Intelligence (Investigation) check. Kitchen 3 Storeroom 4 5


Chapter 3 | The Tales Sinessio Bravo 113 Dining Room Time passes slowly in this room. All spell durations are doubled. Any creature not anchored here takes an action only on even-numbered rounds and loses their reaction. The dining chamber contains an 30 by 5 foot table surrounded by four chairs. The chairs are intricately carved with lion heads on the armrests. Fine silver and expensive china are set out for four people in front of the chairs. The linen napkins bear a crest: a white lotus over a seven-pointed gold star. The broom, upon entering this room, slows and begins sweeping. Feather dusters float, almost as if in slow motion, tending to the table, chairs and shelves. The silver and china on the tables and in the cabinets are worth 300 gp. Bedroom Time passes slowly in this room. All spell durations are doubled. Any creature not anchored here takes an action only on even-numbered rounds and loses their reaction. The bedroom is immaculate. The large four-poster bed takes up the center of the room. Each post corkscrews up into a spindly peak. A bookshelf lines the south wall, following the curvature of the tower. A set of stairs, with familiar vine-covered handrails on the east wall, leads up to the workshop (8). A nightstand sits next to the southern edge of the headboard with a copper dragon lantern illuminaing the room, its light flickering in slow motion. A copy of The Deliciously Dark Dwarf by Magnus Victorian Albreight Erikson III lays next to the bed. The drawer is protected by a 6th-level glyph of warding set to explode if the drawer is opened. The glyph deals 40 (8d8) fire damage in a 15 foot radius sphere. It requires a successful DC 18 Intelligence (Investigation) check to find the rune, or a detect magic spell. Because time is slowed here, if the rune is triggered, a wave of flame explodes out in slow motion, the radius expanding 10 feet per round, until it reaches a 30 foot radius. A character must succeed on a DC 13 Dexterity saving throw or take 8d8 fire damage, or no damage on a successful save. Inside of the nightstand is Aredali’s Spellbook (see Appendix A: Items). The spellbook contains a description for several spells Aredali is currently working on,. The most notable spell is inscribed just under time stop and is titled time reverse. Next to the book is a small gold ring with a strange sapphire jewel. It is a Ring of Telekinetic Bond (see Appendix A: Items). 6 7


114 Chapter 3 | The Tales Sinessio Bravo Workshop Time passes slowly in this room. All spell durations are doubled. Any creature not anchored here takes an action only on even-numbered rounds and loses their reaction. The workshop is filled with beakers and bottles, although some of the liquids have long since turned to sludge. Along the southern wall is a large curved desk, laden with many papers and books. In the center of the desk is an open journal containing several entries. There is a large bookshelf taking up almost the whole eastern wall, curving with the tower. The workshop is filled with measuring tools, scales, sand timers, and mechanisms completely foreign to the party. (8C) A successful DC 14 Intelligence (Investigation) check allows the party to find 3 potions of greater healing in a desk drawer, next to a small key. (This key opens the lockbox in 5.) (8B) In the center of the room is a small lever that, when pulled, will levitate anyone standing within the 10 by 10 foot cube to a matching lever on the next floor. (8A) Aredali’s Journal They all told me it couldn’t be done. The forces of law would never allow it. They scoffed at me, and said that I had allowed my aspirations to overtake my judgement. I was beginning to believe them, but my research has proven fruitful. Time, you see, is like a stream: it is compelled to travel in one direction, the path of least resistance. With the right incantation, we’ve learned that the flow can be momentarily frozen. I believe that, with the proper understanding, it can also be reversed. I’ve nearly completed work on the incantation. Many years of study have led me to this point. Magic of this type is seldom experimented with, but I believe all my calculations are correct. If my components are pure, I should be able to reverse time up to six seconds. Enough time to undo a single mistake. I’ve placed an order for the components I need. I’m so close now I can hardly contain my excitement. A spell like this will make me one of the most famous wizards in all the realm, I’m sure of it. The shipment of components arrived today. Everything appears to be in order, as far as I can tell. The only thing that gives me caution is that diamond. It doesn’t seem to have the clarity I’m accustomed to. No matter though, I’m too close now to wait any longer. I will attempt to cast the spell in the test chamber tonight. I’m on the cusp of a discovery that will make Aredali Luthyra a household name. Development When the party reaches the workshop (8), Arri and 2 Spies, members of the Black Wake company find their way to the tower (If the party killed Arri then the group is led by a Black Wake Champion). They enter the first room and age 10 years as they make their way to the second floor. They start to quickly make their way through the second floor and towards the workshop. Confused and angry, they start looking for the party and an explanation. Any characters with a Passive Perception of 13 or higher will hear the group approaching. Otherwise they will surprise the party in the workshop. 8


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116 Chapter 3 | The Tales Sinessio Bravo Aredali, although frozen, has maintained her awareness. She has been trying desperately over the last two hundred years to reason a way out of her predicament. She spends most of her time in an elven trance to maintain her sanity, however the breach of the tower by Sinessio caught her attention. Since then she’s been actively listening for more interlopers. Although she cannot communicate directly with the party, any form of telepathic communication will be successful. If contacted, Aredali will immediately and emphatically exclaim that she knows how to end the stasis and stop the out-of-control spell. She imparts several pieces of information as quickly as she can: • The spell went haywire because she was sold a fake diamond. The incorrect spell component trapped her, and started sending waves of time-altering energy out through the tower. • The tower’s anti-magic enchantments have kept the spell contained within the walls of the tower. • The storeroom contains a lockbox in the southwest corner, holding several precious gems including the diamond needed to complete the incantation. • The key to the lockbox can be found in the drawer of her desk inside the workshop (8). • Her spellbook, containing the components needed and the incantation, can be found in her bedroom (7) inside of her nightstand. The drawer is protected by a glyph of warding, and she tells them the words needed to deactivate the rune: 'Averte debilito'. Test Chamber Time passes slowly in this room. All spell durations are doubled. Any creature not anchored here takes an action only on even-numbered rounds and loses their reaction. As you’re is levitated up into the test chamber, you phase through the floor, revealing a young female elf, hovering in the middle of the room and radiating magical energy in waves. The room is a hexagonal chamber constructed of clear quartz. The containment runes are drawn up each vertical of the hexagon. The crystal pyramids to a pointed peak. The magical energy radiates out, hits the crystal walls, and ricochets down into the keep through the floor. On the floor of the test chamber is a half-burned-away piece of glass, cut in the shape of a diamond. It lies just under the feet of the levitating elf, who is holding an hourglass, frozen in time. Aredali can be freed if the party finds the diamond in the lockbox, or supplies their own, completing the ritual. If they attempt the ritual using a fake diamond, the character attempting the ritual also becomes frozen in time until the spell is completed properly. A non-spellcaster can attempt the ritual if they are proficient in Arcana and succeed on a DC 16 Intelligence (Arcana) check. Otherwise the spell fails, and they are immediately aged by five years. If the players have not determined the true diamond, and are just guessing by using one of the three, they have a 33% chance of choosing correctly. 9


Chapter 3 | The Tales Sinessio Bravo 117 What Used to Be As the spell explodes out through the group, time seems to reverse for six seconds. There is a pause and then a blinding flash of violet light. Magical energy explodes out through the tower, before falling silent. The hourglass hits the ground, shatters, and sprays sand everywhere. Aredali collapses to the ground in a heap of robes and rests there for a moment, before slowly regaining consciousness. She looks up, tears streaming down her face. She takes a moment before addressing the party: “I have been trapped in that state for almost two hundred years. I had almost completely given up hope until I heard that man enter my tower. Who do I have to thank for this?” Aredali is happy to help Sinessio, urging the group to follow her into her workshop. She begins pulling books off of her shelves and throwing them on her desk. • She says she needs to recover before she can cure Sinessio. • She is happy to explain what the purpose of the tower was and why she built it. • She insists that the spell is too dangerous and must be destroyed. She asks the party if they have a copy of the spell, before ripping the page from her spellbook and uttering a spell, setting the paper ablaze. • She hopes to rejoin the community and mentions the dwarf that helped build her tower. • If the party tells her about Dumin she insists on meeting him. She has some repairs she’d like to hire him to complete. • She wants to meet Sinessio immediately. • Consider allowing Aredali to notice differences that have passed in the history of your campaign setting over the 200 years she was trapped. Aredali accompanies the group to the tavern if they are headed that way. She introduces herself to Sinessio straight away, offering her thanks. She is not sure she can restore him to his original age, but she vows to try. She even offers to allow him to stay in her tower while she works to reverse the spell. She also buys a round for the entire bar and, as Sinessio eyes her full coin purse, a wry smile plays across his face. True to his word, Sinessio offers his payment to the party before beginning to explain to Aredali how famous he is. Aredali and Sinessio will continue to frequent A Trip Away Inn and, from this moment forward, can often be found in a corner booth sharing a romantic candlelit meal. Rewards • Sinessio’s 1,000 gp payment. Half before and half after. • Sinessio’s dagger, Doomguard. Appendix A: Magic Items Talisman of the Steadfast Root Amulet, rare While wearing this amulet the bearer is immune to all time altering effects including, but not limited to, time stop and time reverse. A creature wearing this talisman is considered anchored. The talisman is quite fragile. If at any time the bearer is knocked prone, falls, or takes any force, or bludgeoning damage, they must succeed on a DC 15 Dexterity saving throw. On a failure the amulet takes 1d4 points of damage. The amulet has 6 hp before it is shattered and destroyed. Aredali’s Spellbook Level 7. forcecage, reverse gravity, teleport Level 8. antimagic field, maze, control weather Level 9. time stop, time reverse Time Reverse (9th level Conjuration) Casting Time: Reaction Range: 60 ft. Components: V (retrorsum converti), M (A diamond worth 1,000 gp, a pinch of sand) Duration: Instantaneous Class: Wizard Reciting this spell will turn back time exactly six seconds, enough time to correct a single mistake. It can be used to allow yourself or an ally to succeed on a saving throw, ability check, attack, or action that has just failed, or to attempt that action in a different way even if it has already passed. The diamond is consumed upon completion of the spell. You may be able to achieve something outside the text of the spell. State your intention to your GM, to interpret your intention as they see fit. Ring of Telepathic Bond Ring, very rare (requires attunement) This ring has 4 charges and regains 1d4 charges at dawn. If the ring reaches 0 charges it crumbles to dust and is destroyed. While wearing this ring, you can expend one charge to cast the telepathic bond spell as a bonus action.


118 Chapter 3 | The Tales Sinessio Bravo Arri (Black Wake Company) Medium Humanoid (Human), neutral Challenge 3 (700 XP) | Initiative: +2 | Prof. Bonus: +2 armor class hit points speed 13 (hide armor) 36 (4d8 + 18) 30 ft. str dex con int wis cha 16 (+3) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 14 (+2) Saving Throws Dex +6 Skills Intimidation +4, Perception +4 Senses passive Perception 14 Languages Common Actions Multiattack. Arri attacks twice with her longsword. Longsword (Poisoned Blade). Melee Weapon Versatile Attack: +5 to hit, Reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage and 3 (1d6) poison damage. Reactions Compelled Duel. (3/day) As a bonus action one creature Arri can see within 20 ft. must succeed on a DC 14 Wisdom saving throw. On a failure the target must attack Arri on their next turn. Mobile. Arri can use her bonus action to disengage. Black Wake Champion Medium Humanoid (Orc), neutral evil Challenge 4 (1,100 XP) | Initiative: +1 | Prof. Bonus: +3 armor class hit points speed 16 (chain mail) 68 (8d8 + 32) 30 ft. str dex con int wis cha 18 (+4) 12 (+1) 18 (+4) 10 (0) 10 (0) 16 (+3) Saving Throws Str +6, Con +6, Wis +2 Skills Intimidation +5 Senses darkvision 60 ft. Languages Common, Orc Brave. The Black Wake Champion has advantage on saving throws against being frightened. Actions Multiattack. The Black Wake Champion makes two attacks with its greataxe. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Reactions Parry. The Black Wake Champion adds 3 to its AC against one melee attack that would hit it. To do so, the Black Wake Champion must see the attacker and be wielding a melee weapon. Relentless. (1/day) If the Black Wake Champion takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Appendix B: Stat Blocks Magic Items (Continued) Doomguard Weapon (dagger), rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This dagger has 3 charges and regains 1d4 - 1 charges at dawn. You can expend a charge and use your reaction to cast the shield spell while holding this dagger.


Chapter 3 | The Tales Sinessio Bravo 119 Sinessio Bravo Medium Humanoid (Human), lawful neutral Challenge 5 (1,800 XP) | Initiative: +4 | Prof. Bonus: +3 armor class hit points speed 16 (studded leather) 52 (8d8 + 16) 30 ft. str dex con int wis cha 11 (0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 14 (+2) Saving Throws Dex +7, Int +4, Cha +5 Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7 Senses passive Perception 16 Languages Common, Druidic, Dwarvish, Elvish, Sylvan, Thieves' Cant Proficiency Bonus +3 Evasion. If Sinessio is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Sinessio instead takes no damage if he succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/round). Sinessio deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated, and Sinessio doesn’t have disadvantage on the attack roll. Actions Multiattack. Sinessio makes two attacks with his rapier and one with Doomguard. Doomguard. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) magical piercing damage. Rapier. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Cunning Action. Sinessio can take the Dash, Disengage, or Hide action. Dagger Flourish. Sinessio chooses one creature within 5 ft. That creature must succeed on a DC 16 Charisma saving throw. On a failed saving throw, all attacks Sinessio makes against that target are made at advantage until the start of his next turn. Reactions Uncanny Dodge. Sinessio halves the damage that he takes from an attack that hits him. He must be able to see the attacker. Doomguard. Sinessio can expend one of his dagger's 3 charges to cast the shield spell as a reaction. He gains a +5 bonus to AC until the start of his next turn. Author Bio Mike was instilled with a spirit for storytelling at a young age by his father. Tales of the codfish monster guarding the small creek next to his house, or how his father fought off Dracula at the base of Vlad Tepes’ castle were par for the course in his home. A family vacation turned treasure hunt, complete with a map in a bottle, swords, and a bountiful treasure chest buried in the sand behind their vacation rental, orchestrated by his family, solidified an unending thirst for fantastical adventure. This coupled with a family eager to encourage creativity and exploration were the perfect primers for his interest in tabletop gaming and roleplaying games. 119


120 Chapter 3 | The Tales The Arbiters


Chapter 3 | The Tales The Arbiters 121 Salora Yunderbo (She/Her) Written by: Colin Heffernan Adventure Level: 5 | Players: 3-5 Content Warnings: Deception, Murder, Slavery, Suicide, Alcoholism The Arbiters, a well-respected guild of freelance assassins, have operated in the shadows for quite some time, unmolested. The party is thrust into the middle of the Arbiters’ operations when Salora, a gnomish patron of A Trip Away Inn, suddenly drops dead, and a group of hooded patrons suspiciously leave the tavern. Background The Arbiters are a lawful neutral organization that attempts to keep the order of the land. The general populace approves of the presence of the Arbiters, seeing the organization as vigilantes attempting to keep the peace. The higher members of society pretend the Arbiters do not exist, until they are either a problem or the solution. They wear uniforms with different colored cloaks indicating rank, each embroidered with a lily of the valley on the hood. The lily of the valley is a beautiful but fatal flower that grows within the region, and is a key ingredient in their signature poison, the Mark of the Arbiter. Anyone can bring a potential contract to the Arbiters, in hopes that they will kill, threaten, or otherwise convince the target to stop whatever wrongdoing is occurring. The targets known as marks, go through a process of assessment through the ranks of the guild, to determine if the mark is worth their time and, more importantly, is guilty of the accused crime. Each Arbiter carries an Arbiters’ Bible, a guide used to identify appropriate targets and keep a ledger of previous marks. Rillian “Runt” Nassari (she/her), a middle-aged halforc, is known for being slow to trust but open minded. Runt, an exile of her tribe, chose to embrace the childhood nickname given by her orc father, Kengu Hrusk. The Arbiters found Runt years ago, fleeing her village after being accused of killing Kengu. The Arbiters ruled the killing just, after discovering that her father was a known slave trader. Gnome • Ex-Arbiter Slightly charming and fiercely independent. Tidy but with a look of adventure about her, Salora has long black dreadlocked hair, with plenty of jewelry and a fierce disposition. Subsequently, the Arbiters offered Runt a home. She quickly excelled within the ranks of the Arbiters, and attained the rank of Crimson Cloak. Salora Yunderbo (she/her) was once a Green Cloak Arbiter. During her initiation, her master, Runt, deemed Salora unfit to join the ranks of the Slate Cloaks. Had Runt been given the opportunity, she would have explained that Salora’s lack of patience is what led to the decision to delay her advancement. Salora immediately flew into a rage and erupted in a verbal tirade, damning Runt and the organization. She vowed to enact revenge upon Runt for ruining her life. Several months later, Salora has been spending her days drinking at A Trip Away Inn. For the last two months, a criminal organization led by former Crimson Cloak Cillian Clíodhna (he/him). has been operating in the vicinity of A Trip Away Inn. Cillian was stripped of his rank and thrown out of the guild, after a series of his cases were revealed to have been a front for his own enrichment. He had been orchestrating contracts and passing judgement on innocents, later emptying their coffers. Since his expulsion and subsequent disappearance, he’s begun manufacturing copies of the “Calming Cantor and “Mark of the Arbiter” poisons (see Appendix B: The Arbiters) , each of which leaves distinct marks under the eyes of the deceased. To negatively shift the public opinion of the Arbiters, Cillian has been hiring cheap mercenaries to kill using these poisons, purposefully leaving poisoned bodies of innocent people throughout the area, where they can be easily found. Cillian’s spies have revealed to him that Runt has been tasked with the duty of locating where the poisons are being produced. Most recently, the Arbiters have assigned Runt to the task of discovering who is behind the recent killings, as well as where they are getting their poison, and then eliminating the problem. Tavern Behavior Salora is always good for a story, and as such is often surrounded by other intoxicated patrons. She will refill a drink as soon as she finishes one, and moves on to the next tale quickly. She is quick to anger if any of her tall tales are called into question, and will snap back, sometimes violently, if challenged on her beliefs or accolades.


122 Chapter 3 | The Tales The Arbiters After the party settles in, their attention is drawn to the center of the dining area where a disheveled, energetic and raucous gnome, by the name of Salora, prepares to make a boisterous toast. She is heavily intoxicated and seems to want to get something off her chest, inhibitions be damned. Hook What of the Arbiters? Flip is feverishly tending the bar on a crowded night. Figures of all shapes and sizes, clad in adventuring gear, converge upon the inn for respite and revelry. Patrons of the inn are celebrating, mourning, plotting, and enjoying everything the colorful tavern has to offer. Nix is flying about the room, mixing drinks and tossing them carelessly on the ground near his recipients. Just as the swirling cocktails are headed for disaster, the cups right themselves at the last second, followed by a cheer from the recipient’s table. Runt sits at a table with four other characters wearing cloaks identical to hers in cut, but colored brown. Several patrons glance nervously in Runt’s direction and, despite the tavern being busy, no patron sits near her. Runt seems to be more interested in a small book set in front of her than her drink or compatriots. Salora recognized Runt the moment she stepped in the Tavern. Already drunk and angry, she is thrown off kilter by her former master’s presence. She decides in that moment to enact her revenge on Runt, taking the vial of Mark of the Arbiter that she kept from her time in the guild. She quietly empties the vial into her own drink before making her toast, knowing full well that, if she dies tonight by the Arbiter’s signature poison, Runt will surely be blamed and she’ll finally have her revenge. Amidst the din, Salora stands on a chair clutching the massive arm of a half-orc above her head. With her long black dreadlocks spilling from her shoulders and tinkling with jewelry, a falchion at her hip, and a mug sloshing in her hand, Salora begins to preach: “Attention all scoundrels, criminals, and ill-willers in here, consider yourself warned, because I’d like to make a toast to the Arbiters and the best boss I’ve ever had!” Runt performatively throws up a glass as Salora passes, and clinks her mug against Salora’s. As beer slops over the mugs, Salora continues ranting and raving about the might of the Arbiters and how they are the champions of the realm. She approaches you, offering up her mug for a cheers, then grabs a chair, and sits down. She begins drunkenly rambling, confiding in the party that she believes her life is in danger. She launches into a story of her contempt for the Arbiters, her unjust expulsion, and continues to drunkenly ramble about the following information: • She was bothered by the moral ambiguity of the Arbiters’ killings. • She believes, ultimately, that they only operate for money. • She mentions that a local family was recently slain by the Arbiters. • The Arbiters’ poisons leave marks around the victims’ eyes as evidence of their involvement. • She used to be an apprentice of a Arbiter named Runt, and trained to be a Arbiter herself. • Runt stripped her of her chance to become an Arbiter and threw her out on the streets. • She hopes one day to get revenge on her former master for ruining her life. Salora’s Plight As Salora speaks to the party, she grows more and more pale and sickly. Succeeding on an DC 16 Intelligence (Medicine) check allows a character to realize the clear signs of poisoning. Eventually, during the conversation or after leaving the party’s table, Salora begins to act wildly, drawing her sword and swinging it deftly at an unseen foe. Slurring her words far more than her drunken state would cause, she suddenly slumps over, falling to the ground. Most patrons pay no attention, thinking she’s merely passed out drunk again, until either the party or Flip checks the body and declares that Salora is, in fact, dead. Petals in the Wind This causes the tavern to erupt, with patrons drunkenly debating whether this is murder. Could the Arbiters have something to do with this? During the commotion, Runt and her apprentices try to slip out. Succeeding on DC 14 Wisdom (Perception) check or any passive Perception of 14 or higher will notice the group exiting the tavern.


Chapter 3 | The Tales The Arbiters 123 Sirni the boisterous, high-pitched battleaxe, screeches from above the bar, “WHAAAAAAAAAM, just like that, justice has been served!” as Flip is rapidly escorting Mia and Tia to help with the body, as well as offering everyone a free round. Flip gazes up at the party and tells them they’ll take the body back to their meeting room, for now. If they need to examine the body, Flip will keep her there until arrangements can be made. Flip isn’t sure who is responsible, but their money is the Arbiters that were here tonight, pointing over to the now empty table. If the party chooses to gather information from around the tavern, some patrons can be convinced to give up the following information: • According to Salora’s drunken ramblings, the group of hooded figures that had been seated at the corner table were a group of Arbiters, including Runt, Salora’s former master. • The hooded figures were seen making their way down the main road away from the tavern. • Salora seemed bothered by the hooded group in the corner. She could not keep her eyes off them from the moment they entered the tavern. • The Arbiters aren’t to be crossed, and can be an incredibly dangerous organization with a strong political sway. • A family was found dead near the tavern recently with odd markings around their eyes. • Other instances of poisoning have been rumored around A Trip Away Inn in the last few months. • Passing a DC 16 Intelligence (Investigation) check locates an empty vial under a table in the corner, with a small amount of a clear liquid still left in it. (Strychnine can confirm that the remaining liquid is in fact Mark of the Arbiter) If the party examines Salora’s body they can determine the following information. • Salora has strange discoloration around her eyes. • In Salora’s belongings there is a green cloak, like the cloaks the group with Runt were wearing, with one difference: the hood is torn off. The Rundown Runt and her group are easy to track; they seem to have made no effort to hide their travel. If the party follows the tracks left by the Arbiters, they eventually approach a small loading ramp beside the river. Runt and her four apprentices are near the ramp, readying a river barge. If the party goes undetected and uninterrupted, Runt continues with her mission, launching the barge out onto the river and heading downstream. If approached, Runt and her apprentices do not fight the party. Runt attempts to explain that she had nothing to do with Salora’s death, the sadness for her fallen pupil apparent on her face. The party can easily see two vials around her neck, a clear vial (mark of the arbiter) and a jet-black vial (calming cantor). She’s willing to talk to the party, and will offer up the following information: • Runt and her accomplices were dispatched to the area to find out why people both dead and alive, were turning up bearing a similar bruising under the eyes to the mark of the Arbiters. • She was at the tavern investigating Salora’s possible involvement and, to her dismay, only found a drunk: a shell of her former pupil. She had hoped to speak with Salora that night, before the events played out, to explain the entirety of her expulsion from the Arbiters, and to warn her that her constant criticism of the guild could lead to her death. • She claims that they have discerned the deaths and interrogations of the innocents are the work of mercenaries, manufacturing low quality copies of Arbiter poisons. Runt thought Salora may have been involved, but she clearly is not. • The poison copies are less potent versions of the Arbiter poisons according to Runt. • She has her suspicions about another Crimson Cloak (Cillian), who disappeared about six months ago, along with his apprentices. • Runt knows that the mercenaries have a base somewhere along the river. However, she is concerned that she is illequipped to deal with the mercenary group, and fears for the lives of her apprentices. • She wants to enlist the party if they are willing. She has 1000 gp (half up front and half upon completion) to offer, and would prefer not to risk the lives of her apprentices. If the party agrees to help, she will order the apprentices to stay behind and wait for her return. • She has also been offered 500 pp to put an end to the manufacturing of the fake poisons, and is willing to split this 50/50 with the party if they help.


124 Chapter 3 | The Tales The Arbiters If the party is still uncertain and pushes back on her claims, Runt offers to take the Calming Cantor to prove to the adventurers that she is telling the truth. Nothing about her changes, except the effects of Calming Cantor (see Appendix B: The Arbiters). If the party decides to attack Runt and succeeds in killing her: • Runt is carrying a map on her, showing an X over a section of the river that she suspects is the entrance to the mercenary base. • The only name in Runt’s journal that isn’t crossed out is Cillian Clíodhna’s, with “treason, murder, imitating Arbiters, unsanctioned poisoning” next to his name. • Four Slate Cloaks begin tracking the party. If the party stays in one place for more than 10 hours before investigating Cillian Clíodhna’s lair, the Slate Cloaks sneak up on them, providing the opportunity for another encounter. Into the River On the ramp is a river barge. Runt shows the party a map, depicting the river with an X on it. She believes the entrance to the mercenary base is somewhere in the vicinity. She climbs aboard and prepares to launch the barge. “I’d wager this entrance is being watched. Especially at night. That’s when they move their product up and down the river. I’ve tried to quietly skirt the entrance to discern its whereabouts, but it’s time I go have a knock on the front door, I think.” After a couple of hours of travel, another river barge nearly identical to the party’s boat except for a small cabin towards the back, appears 200 feet ahead. This barge is filled with Cillian’s mercenaries, and is picking up packages of poisons from Cillian's cavern. If they see the party coming down the river, they will attack as soon as they are in range. The barge is heading slowly upriver, with a strange device on the front that appears to be a sort of forked catch designed to skim the water, and haul up any bobbers that appear. Any party member that succeeds on a DC 18 Wisdom (Perception) check notices a single strange wooden bobber, floating just below the surface in front of the boat. A successful DC 17 Wisdom (Perception) check also shows the six visible occupants aboard, pulling this bobber up with the catch and stowing the small package. Inside the package attached to the bobber is five poisons, two vials of cillian's living death, three vials of cillian's calming cantor, and one cillian's mark of the arbiter. As the party passes, the mercenary barge attempts to ram and board the party’s barge. Succeeding on a DC 15 Wisdom (Perception) check allows a character to anticipate this maneuver, giving them a chance to veer out of the way. Fake Merchants: There are 5 bandits, and 2 Slate Cloaks aboard the vessel. One of the Slate Cloak’s is hiding in the cabin and is not visible at first. The two Slate Cloaks have their hoods torn off. One torn-hood Slate Cloak named Eloise (half-elf, she/her) attempts to remain hidden in the cabin until the fight is over. She attempts to flee immediately upon being discovered. If the party takes any of the mercenaries alive and interrogates them, a successful DC 14 Charisma (Intimidation or Persuasion) check will convince the captured merc to offer to help gain entrance to the hideout, if they’re allowed to leave unharmed. The interrogation can also reveal the following information: • They’re working for a man by the name of Cillian Clíodhna • “Cillian told us to kill you! [pointing to Runt]” • “Cillian had two more Slate Cloaks converted, I didn’t know them well.” • “I think he has gnomes reproducing the poisons in the factory. Our job is just supposed to be pickup and delivery.” • This batch of poison was being sold to a group of nobles. If the party searches the mercenaries barge, they find: The captured mercenary will lead the party to the southern shore and ladder entrance. If the party doesn’t release the mercenary, they will attempt to escape at the first opportunity and find a way to warn the other mercenaries in the base of the party’s presence. A ladder to the entrance of the cavern sits on the riverbank about 10 feet inland. Without the help of one of the captured mercenaries the party will need to search the river for tracks. Succeeding on a DC 12 Wisdom (Survival) check will find a set of tracks, leading to ground around the hatch that is well worn by foot travel, with a strange stone cairn in the center of the trampled grass. The ladder is covered by a reinforced wooden hatch, with a simple bronze sigil containing a small ruby worth 100 gp. This is a glyph protecting the hatch using hallucinatory terrain. The hallucinatory terrain creates the illusion of the cairn. Attempting to touch or upset the cairn reveals the hatch.


Chapter 3 | The Tales The Arbiters 125


126 Chapter 3 | The Tales The Arbiters Cillian’s Cavern Climbing down the ladder below the hidden hatch, is a long dark underground corridor, 10 feet wide and 6 feet in height, built of carved stone. Thick mosses hang low from the ceiling, loud rushing water is heard down the corridor, and a strange acrid odor lingers in the air. In this corridor there is only one entrance to the actual factory, and the party sloshes through a foot of water in the damp passage, until they eventually approach a stone door. Most of the hideout is well lit, with fire lanterns along the hallways. Entrance The hallway ascends very slightly out of the standing water to a door 10 feet wide and 6 feet tall. It appears to be one solid stone slab, that slides into the cavern wall on the left. A small bowl, built into the floor, rises 4 feet from the floor in front of the door. The bowl has a Lily of the Valley carved into its interior. Door Trap: In the track of the sliding door, on the lefthand side, hang several glass vials filled with green liquid that, when broken, release a noxious gas that does 1d6+1 poison damage, per round, in a 20 foot radius. Pouring any poison into the bowl causes the vials containing the gas mixture to rise out of the path of the door, until the door is closed again. Only a drop is needed. • Any attempt to force or break the door will shatter the poison vials, triggering the door trap. • If any party member has prayed to their respective god for safe passage through this cavern system, the bandit responsible for changing the vials has forgotten to do so. • If the adventurers succeed on a DC 16 Intelligence (Investigation) check when examining the contraption, they notice several glimmers in the crack where the door would slide, resembling the bubbling of several glass vials. • There is a lit torch protruding out of the wall next to the door. If a party member succeeds on a DC 15 Wisdom (Perception) check, they realize that it is a lever. Pulling the lever causes the door to slide open. If the glass vials have not been raised they will shatter, triggering the door trap. You enter a large room, about 40 feet across and 50 feet wide, illuminated in a blue/green hue from the phosphorescent moss on the northern wall, supplying the room with a dazzling display of light. The group enters on a 5 foot ledge that drops 40 feet into a loud, rushing whirlpool of swirling, greenish-blue water. The whirlpool is a 35 foot by 50 foot rectangle in the center of the room. Across this gap is a 10 foot wide outcrop at the north end of the pool room. An acidic smell wafts aggressively into your noses. Two large pipes, protruding from the south and east cavern walls, flood water into the whirlpool, causing the spin. A drain seemingly pumps the water out somewhere, like a large bathtub, as the water never rises. A bandit can be heard patrolling the hallway near the eastern outcropping and will occasionally enter the room, dumping a package with a bobber attached into the whirlpool. The package swirls a few times around, then gets sucked into the whirlpool and disappears. If alerted, the bandit runs back down the hallway and returns with four more bandits from the barracks, plus a cult fanatic after two rounds. A closer look at the moss on the northern wall reveals that the moss seems particularly strong and thick in this room, making it easily climbable. Climbing across the north side wall requires a successful DC 14 Strength (Athletics) check. Anyone falling into the water can attempt to swim past the whirlpool. This requires succeeding on a DC 14 Strength (Athletics) check. Any character drawn into the whirlpool takes 1d4 bludgeoning damage, and can attempt the check a second time on their next turn. Failing a second check results in a character suffering 1d6 bludgeoning damage and being sucked into the whirlpool, which ejects them into the river near the entrance hatch. An Alternate Route On the south side of the room the moss thins a bit. Any player with a successful DC 15 Intelligence (Investigation) check can see a 5 by 5 foot opening in the floor, with the rotted remains of a ladder. The floor is 30-feet below and the passage is shrouded in total darkness. This passage leads to the eastern half of the whirlpool room. Whirlpool Room 1 1 A 1 B


Chapter 3 | The Tales The Arbiters 127 (2A) The door to this room is shorter than normal, standing at only about 4 feet tall. In front of the door is a pressure plate, noticeable with a successful DC 15 Intelligence (Investigation) check. A successful DC 15 Dexterity (Sleight of Hand) check allows a character to disarm the trap. Pressure Plate: Any creature size small or larger will trigger the plate when they stand on it, causing a quiet ‘click’ noise. If the trap is triggered, the party hears hissing, as gas begins to fill the room. The gas immediately fills the 5 foot square in front of the door, and continues to spread an additional 5 feet into each open space adjacent to it every round. The gas will not ascend the stairs and can be disabled with a successful DC 13 Dexterity (Sleight of Hand) Check. Once the mechanism is disabled, it takes 4 rounds for the gas to fully dissipate. At the beginning of each turn, if any character is standing in the gas, they must succeed on a DC 16 Constitution saving throw or take 1d6 poison damage. Poison Lab Passing through the tiny door you see ten tables, filled with identical chemistry equipment. The room is sweltering and smells of an acrid mix of chemicals. Around the room gnomes are shackled to tables working tirelessly. The gnome in the back of the room is shackled with a lengthened chain to collect the vials from the other tables and send them in boxes down the conveyor belt in the back of the room. If the trap (2A) is triggered, the gnomes beg the party to unshackle them before the poison kills them. A key found hanging in the barracks (5) unlocks the gnomes’ shackles. A successful DC 15 Strength (Athletics) check allows a character to break the shackles from the table. The conveyor belt (3A) at the far end of the poison lab leads into room (8). If the party is friendly with the gnomes, and attempts to bargain with them for their freedom, they will describe room (8) in detail, and tell the party about a secret door (8D) leading to a hidden tunnel exit. They know about this secret exit because they helped Cillian construct it. (3A) Next to the belt are stacks of empty crates, waiting to be filled. On the belt is a cart large enough to hold one of the crates, sitting on a track that ends here but seems to lead into another room (8). A lever is next to the belt. If pulled it will send the cart down the track to be unloaded by the crane at (8A). The gnomes have no attachment to the mercenaries, and have been forced to work in the lab making the poison. They Staircase to the Lab are easily convinced to help the party, but don’t have much information that is helpful to the group, as they’ve been shackled here for most of their time in the hideout. Store Room Heading down the stairs, in a small store room containing some failed poison experiments, there is a broken wooden cask with 5 poison darts at the bottom of it. The storeroom is filled with dried meats and berries, miscellaneous tools, and cleaning utensils. A successful DC 16 Intelligence (Investigation) check reveals a dilapidated box, covered in cobwebs, with a discarded twig inside. The twig is a Wand of Web. Barracks Through the doorway you see a sparsely decorated room with 6 beds, with a footlocker at each. A woman sits on the edge of her bed, facing away from the door, polishing a set of gauntlets, as three other humanoid figures lay sleeping. The four creatures in this room are bandits. Hanging on the wall in the barracks is a key for the shackled gnomes in the chemistry lab (3). The key can be seen from outside the doorway. If any of the bandits notice the adventurers they will attack. Mess Hall The tables in this quiet mess hall are in various states of uncleanliness. Spilled ale and bits of food litter three of the tables, while a fourth table seems to have been freshly cleaned. Passing a DC 14 Wisdom (Perception) check reveals a small gnome huddled under one of the tables. When confronted, Gip (he/him), a young gnome, explains that it is his job to clean the tables. He hides when anyone enters the room because the mercenaries don’t like to look at him. If the party is kind to Gip, he will warn them of the moat and invisible bridge in room (7). He also says the door will be guarded, as it is the entrance to the bottling and storage area (8) of the factory. He also mentions that the boss keeps his desk there. 2 3 4 5 6


128 Chapter 3 | The Tales The Arbiters Pool Hall As the din of the whirlpool fades, you enter a dimly lit corridor illuminated by a familiar phosphorescent glow emanating from a deep pool of water. The pool spans the length of the hallway. On the far side of the pool sit two crudely fashioned, heavy wooden doors. In front of the doors, two humanoid figures talk to one another. The glow in the room is from the moss just under the surface of the water. The pool is 300-feet deep. In front of the doors stand two bandits talk to one another. Extending across the pool in the center is a 5 foot wide invisible bridge. A successful DC 18 Wisdom (Perception) check allows a character to notice that a few ceiling drips seem to splash just before they hit the water along the center of the moat, suggesting that the bridge is present. A detect magic also reveals the invisible bridge. Cillian’s Office A few gnomes hustle around, boxing, and labeling various vials and household goods. The whirring of a mechanical crane takes crates off a conveyor belt and places them below for the gnomes to sort. An imposing figure, flanked by two familiar looking cloaked figures, sits behind a desk rapt in a ledger. You see a well-used, once possibly lavish looking greataxe leaning against the desk. This room is used to bottle and package the poisons. The tinctures are lowered down by the crane (8A) onto the packing table (8B). From here they are packaged, sorted and placed over into storage by the door (8C). (8B) Five gnomes sort, seal, package and- in some casesmix the poisons into other bottles, which appear to be labeled as household remedies. Finally, some are boxed and carried over to storage (8C), while others are tied with bobbers and sent out the front door with a bandit, to be thrown into the whirlpool in room (1). If a fight breaks out, the sorting gnomes try to escape via the main door. There is a staircase here, leading up to the conveyor belt. Below the catwalk a crane (8A) raises and lowers crates of corked poison vials automatically whenever a cart arrives, taking the crate from the cart and placing it on the lower level (the crane has 35HP and can be operated by Cillian’s voice to grab unsuspecting creatures). After the crate is deposited, the crane returns to its original position, prompting the empty cart to be sent back to (3A). The whole operation takes 2 rounds. If the gnomes in room (3) are still working, they send a crate every 5-10 minutes. Near the desk below the conveyor belt, Cillian Clíodhna (he/him) oversees the operation. He is dressed in rich black studded leathers, with an exceptionally clean look. He leans on a large, lavishly decorated battleaxe pondering something near his desk. Two Slate Cloaks stand, monitoring the manufacturing. They act as sentries, ensuring the gnomes keep working, and guard Cillian. On his desk is a letter with a broken wax seal. The letter reads: Cillian, These lands are ripe for the taking. The populace has swelled one hundred times since summer, and only seems to grow exponentially. The agents of Braburn are prepared, and currently seek any potential political opponents. The election will be a landslide and, as first ruler of these lands, you will be able to write the laws yourself! What better a place to command, than a city rich with sellswords! There is much work to do. Recently, I’ve heard murmurs of distaste growing for the Arbiters; many just need a reason. Self-righteous pigs with their petty rules and restrictions. Once this new shipment is delivered, the Arbiters will throw their cloaks in the river and begin begging in the streets, if they’re not hanged first! -Amelle Cillian will attempt to reason with the party if they do not immediately attack: • He offers the party double the payment Runt/the Arbiters are paying, plus the opportunity to join his enterprise, promising them a bright future. • He calls Runt, the Arbiters, and their Silver Cloak leaders an antiquated group of lowly mercenaries, begging for scraps. • He says the Arbiters underpay and rely on bravado for recruitment. • He accuses the Arbiters of being unfit to decide who lives and who dies. At any mention of the Silver Cloaks or the leaders of the Arbiters, Runt interrupts saying: “You? Kill a Silver Cloak? You’re halfway decent with that axe, but a Silver Cloak?” If the party refuses to make a deal with Cillian, he will fight until he has 10 hit points left and then attempt to escape through the secret exit (8D). 7 8


Chapter 3 | The Tales The Arbiters 129 Conclusion Appendix A: Magic Items Next to the storage area is a secret door (8D). Any character searching the wall can find it by passing a DC 14 Intelligence (Investigation) check. They have advantage on the check if any gnome explains the location of the exit to them. (8C) This storage stockpile is curiously filled with bottles labeled as mundane items. Several crates are labeled for different shops and homesteads in the area. Towards the top of the pile is a large crate labeled ‘A Trip Away Inn’. If the party cracks the top off the crate, they find a number of different liquor and wine bottles. These bottles contain a mixture of whatever drink the label says and the Mark of the Arbiter’s poison. The same is true of any of the crates the party may open. Siding with Runt After Cillian has been killed or subdued, the party is offered a trial for the Arbiters by Runt. Considering the adventuring party played a key role in saving the Arbiters’ reputation, Runt offers an apprenticeship in the guild and any money she agreed to pay. Siding with Cillian After Runt has been killed or subdued, Cillian stays true to his word, and offers double the promised sum without question. He asks the party to help distribute the remaining poisons to the locals, and shows the party a crate filled with liquor and wine bottles that he instructs you to deliver to A Trip Away Inn. He promises to be in contact soon. Rewards If the party has assisted Runt during the final battle: 1000 gp and they each can join the Arbiters as an apprentice Green Cloak. She also gives the party two Arbiters Bible's with a smile and says, "I never gave you these." The party also can find an additional Arbiter's Bible on Cillian. If the party has assisted Cillian during the final battle: double the agreed upon bounty (1000 x 2 gp), plus 50 pp for each dead Arbiter. Cillian's Calming Cantor Poison, Rare This black liquid smells of burnt grass and is used to elicit a confession. The poison causes the eyes to become bloodshot and a light purple bruising forms below the eye that fades after 1 hours. Duration: 1 minute per dose. Any creature ingesting this liquid must succeed on a DC 12 Constitution saving throw. On a failed save, a creature can’t speak a deliberate lie while under the poison’s effect but they are aware of this effect. Cillian's Mark of the Arbiter Poison, Rare This clear, odorless liquid is designed to kill efficiently and quietly, it causes the eyes of the dead or living victim to become bloodshot and a light purple bruising forms below the eye that fades after 12 hours. Duration: 1 minute. Anyone ingesting a single dose of the Fake Mark of the Arbiter must succeed on a DC 12 Constitution saving throw or suffer 4 (1d6 + 1) poison damage at the start of each of their turns. Cillian's Living Death Poison, Rare Yellow in color and smelling of old fruit, this poison is designed to suspend a creature in a deathlike state. It causes the eyes of the victim to become bloodshot and a light purple bruising forms below the eye that fades after 12 hours. It is designed to make the victim appear as if they have been poisoned by the Mark of the Arbiter poison. Duration: 24 hours. Any creature given a dose of Fake Living Death must succeed on a DC 12 Constitution saving throw or gain the unconscious condition after 2 minutes. The recipient seems dead by all standard measures. Succeeding on a DC 12 Wisdom (Medicine) check determines the creature is still alive. 1 hour after ingesting the poison the bruising dissipates and the character regains consciousness. Any healing spell will instantly remove all effects of this poison.


130 Chapter 3 | The Tales The Arbiters Arbiters’ Bible Book, Rare (requires attunement) A book capable of communication via written script. Used for bounties, marks, descriptions, and instructions. A Lily of the Valley is ironed into the leather cover. When attuned to this book, you can send a message to any other Arbiter’s bible, by writing a message and signing the recipient’s name. The message then appears in the recipient’s book. Appendix B: The Arbiters Calming Cantor Poison, Rare This viscous, black, odorless liquid is contained in one of two vials worn around the neck of all sworn Arbiters. Normally used to elicit a confession, the poison causes the eyes to become bloodshot and a dark purple bruising forms below the eye that fades after 12 hours. Duration: 1 hour per dose. Any creature ingesting this liquid must succeed on a DC 20 Constitution saving throw. On a failed save, a creature can’t speak a deliberate lie while under the poison’s effect but they are aware of this effect. Mark of the Arbiter Poison, Rare This crystal clear, odorless liquid is one of two vials worn around the neck of all sworn Arbiters. Designed to kill efficiently and quietly, it causes the eyes of the dead or living victim to become bloodshot and a dark purple bruising forms below the eye that fades after 12 hours. The guild’s symbol is derived from this poison, the key ingredient of which is the Lily of the Valley. Duration: 2 minutes. Anyone ingesting a single dose of the Mark of the Arbiter must succeed on a DC 18 Constitution saving throw or suffer 7 (1d10 + 2) poison damage at the start of each of their turns. Living Death Poison, Rare Smelling faintly of fermented fruit and having a light golden color, this poison is designed to suspend a creature in a faux, deathlike state, lowering the victims heart rate to a near imperceptible level. It causes the eyes of the victim to become bloodshot and a dark purple bruising forms below the eye that fades after 12 hours. It is designed to make the victim appear as if they have been poisoned by the Mark of the Arbiter poison. Duration: 24 hours. Any creature given a dose of living death must succeed on a DC 16 Constitution saving throw or gain the unconscious condition after 2 minutes. The recipient seems dead by all standard measures. Succeeding on a DC 20 Wisdom (Medicine) check determines the creature is still alive. Healing spells will not revive the recipient as they are not actually dead. 24 hours after ingesting the poison the bruising dissipates and the character regains consciousness. Arbiter Colors (Hierarchy) Green Cloaks Apprentices (not yet called a Arbiter) are mainly restricted to research and menial spying roles. Many of these Green Cloaks are ultimately deemed an ill fit for the Arbiters. Slate Cloaks The soldiers of the Arbiters, and the largest number of members, are ranked as Slate Cloaks. Usually acting as sentries, backup, or taking direct orders from a Crimson Cloak. Crimson Cloaks These captains are sometimes in charge of training or dealing with more difficult missions. They control a set of Arbiters within a geographic area, and hold the second highest rank. Each Crimson Cloak receives access to one vial of the Living Death poison upon graduation for careful, considerate use. Silver Cloaks The leaders, usually well-guarded but extremely dangerous, even by themselves. It is believed that these 12 individuals control the entire guild, but some suspect that number is larger.


Author’s Notes/Acknowledgments Inspiration was all over the place for this adventure. I enjoy a structured good vs evil tale that one can bite into. Author Bio Colin works in film/TV and as a designer at Escape Plan Games. Colin hopes to make game designing and publishing a full-time occupation in the future. He also enjoys hours of uninterrupted video games, is an avid sim racer (iracing mainly), and appreciates a heavy dose of nature to recharge whenever possible. River Barge Large Vehicle (40 ft. by 10 ft.) Initiative -1 armor class hit points speed 12 70 20 ft. (water) str dex con int wis cha 14 (+1) 8 (-1) 11 (0) 0 0 0 Creature Capacity 2 crew, 6 passengers Cargo Capacity 1 ton Travel Pace 3.5 miles per hour (84 miles per day) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Actions Move. The river barge moves using two sets of oars. If it has a full crew (2), on it’s turn, the river barge can move up to its max speed, with one 45-degree turn. The ship can only move 10 ft. with one set of oars and 0 ft. without oars. Appendix C: Stat Blocks Green Cloak Medium Humanoid (any race), neutral Challenge 1 (200 XP) | Initiative: +2 | Prof. Bonus: +2 armor class hit points speed 13 leather armor 27 (6d8) 30 ft. str dex con int wis cha 10 (0) 15 (+2) 10 (0) 12 (+1) 12 (+1) 10 (0) Saving Throws Dex +4, Int +3 Skills Investigation +3, Sleight of Hand +4, Stealth +4 Senses passive Perception 1 Languages Common, Thieves’ Cant Time to Shine. If the Green Cloak is fighting adjacent to a higher ranking Arbiter, they gain resistance to bludgeoning, piercing, and slashing damage. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bonus Actions Run. On each of its turns the Green Cloak can use a bonus action to dash. 131


132 Chapter 3 | The Tales The Arbiters Rillian "Runt" Nassari Medium Humanoid (Half-Orc), lawful good Challenge 5 (1,800 XP) | Initiative: +2 | Prof. Bonus: +3 armor class hit points speed 18 breastplate and shield 55 (10d8 + 10) 30 ft. str dex con int wis cha 20 (+5) 15 (+2) 12 (+1) 12 (+1) 13 (+1) 8 (-1) Saving Throws Str +8, Con +4 Skills Acrobatics +5, Athletics +8, Intimidation +2, Investigation +4, Stealth +5, Survival +4 Damage Resistances Poison Senses darkvision 60ft., passive Perception 11 Languages Common, Orc, Gnomish, Thieves’ Cant For the Guild. If Runt is fighting adjacent to an ally that is a member or former member of the Arbiters, she gains a +1 bonus to her AC. Relentless Endurance. (1/day) If Runt is reduced to 0 hit points but not killed, she can drop to 1 hit point instead. Think Twice. (1/day) Runt gains advantage on an intimidation check once per day. Actions Multiattack. Runt makes two melee attacks with her morningstar. Morning Star. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bonus Actions Vicious Charge. Runt moves 10 ft. and throws herself violently into a target, knocking them back 10ft., dealing 2d8 bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked Prone. Slate Cloak Medium Humanoid (any race), neutral Challenge 2 (450 XP) | Initiative: +3 | Prof. Bonus: +2 armor class hit points speed 14 leather armor 45 (7d8 + 14) 30 ft. str dex con int wis cha 12 (+1) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 12 (+1) Saving Throws Dex +5, Int +3 Skills Acrobatics +5, Deception +3, Perception +3, Stealth +5 Damage Resistances Poison Senses passive Perception 13 Languages Common, Thieves’ Cant, plus one other language. Evasion. If the Slate Cloak is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, the Slate Cloak instead takes no damage if they succeed on the saving throw, and only half damage if they fails. For the Guild. If the Slate Cloak is fighting adjacent to an ally that is a member or former member of the Arbiters, they gain a +1 bonus to their AC. Actions Multiattack. The Slate Cloak makes two melee attacks with its shortsword. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Arbiter Poison Darts (Recharge 6). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 3 (1d6) piercing damage. Target must succeed on a DC 17 Constitution saving throw. On a failed save the target’s movement speed is halved, they have disadvantage on Dexterity saving throws and can not use their reaction until the start of their next turn. Appendix C: Stat Blocks (continued)


Chapter 3 | The Tales The Arbiters 133 Cillian Clíodhna Medium Humanoid (Human), lawful evil Challenge 6 (2,000 XP) | Initiative: +2 | Prof. Bonus: +3 armor class hit points speed 17 (studded leather) 82 (11d8 + 33) 30 ft. str dex con int wis cha 18 (+4) 20 (+4) 16 (+3) 14 (+2) 9 (-1) 13 (+1) Saving Throws Str +7, Con +6 Skills Athletics +7, Persuasion +4 Damage Resistances Poison Senses passive Perception 9 Languages Common, Gnomish, Dwarvish, Thieves’ Cant Actions Multiattack. Cillian makes two attacks with his greataxe, or one greataxe attack and Tactical Positioning. Tactical Positioning. Cillian attempts to shove a target 10ft. in any direction. The target must succeed on a DC 16 Strength saving throw, or be re-positioned. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Throwing Hammers. Ranged Weapon Attack: +7 to hit, range 20/40 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Bonus Actions Enraged. (1/day) Cillian can enter a rage, lasting 3 rounds. While enraged, Cillian has advantage on Strength checks, saving throws, and melee weapon attacks. While enraged, Cillian has resistance to piercing, slashing, and bludgeoning damage. Reactions I Don’t Think So. Range 20 ft. When a creature declares a melee attack against one of Cillian’s allies, Cillian may use his reaction to throw a hammer. On a failed DC 15 Strength saving throw the creature is disarmed, and the weapon is tossed 5ft. away in the opposite direction to Cillian. Lair Actions Cillian's office (8) is considered his lair. On initiative count 20 (losing initiative ties), Cillian takes a lair action to cause one of the following effects; Cillian can’t use the same effect two rounds in a row: Crane Trap. If a character is within 15 ft. of the crane it can attempt to restrain any creature. The target must succeed on a DC 18 Dexterity saving throw or becomes restrained. At the beginning of their turn, they can attempt to break free with a successful DC 16 Strength check. The crane has 35 hit points and stops functioning if it is destroyed. One Way Out. A massive stone slab with 200 hit points falls into place in front of the north entrance. Flash bang. If Cillian is within 5 ft. of his desk he can hit a button. In an instant, a compartment on the front of his desk opens and explodes with a brilliant flash. Each creature within a 30 ft. cone, originating from his desk, and facing north must succeed on a DC 15 Constitution saving throw, or be blinded for one round. If a creature fails the save by 5 or more, they are blinded for two rounds. Any creatures with darkvision have disadvantage on the saving throw. 133


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Chapter 3 | The Tales Lucianna Witherwood 135 Luciana Witherwood (She/Her) Written by: Kailey Bray Adventure Level: 5-6 | Players: 4-5 Content Warnings: Danger to Children, Spiders Human • Child Precocious, mischievous, and adventurous. Deeply resentful and suspicious of anyone who would put a stop to her woodland wanderings and send her to school. Seven years old, with curly brown hair and hazel eyes. Lucy, unaware of Kyvan’s machinations, thinks that her parents’ disappearance is her doing; the fault of a wish she made in the heat of an argument. After three days of sitting at home and waiting for them to return, she realizes she needs some help. Taking a cue from her favorite bedtime stories, she heads over to the nearby tavern to find a party of adventurers for hire. Flip, the proprietor of A Trip Away Tavern, is concerned at the disappearance of the local couple, but far too busy to drop everything for a quest. They give Lucy a seat at the bar, under their watchful eye, and offer to help vet potential adventurers, as long as she behaves herself. Tavern Behavior When the adventurers walk into the tavern, they’ll find little Lucy being escorted from the back room by an uncharacteristically stern Flip. Lucy will sullenly sit at the bar for a moment, kicking her feet and ignoring the bowl of ice cream they set in front of her. After a moment, she’ll notice the group and stride over to them to ask for their help. Hook Little Lucy Witherwood wished that her parents would disappear...and they did! Now she needs help to figure out exactly how to reverse the wish and bring them back. She doesn’t have any money, but she’s sure her parents will reward anyone who helps her on their safe return. Seven-year-old Luciana Witherwood has a problem. She made a wish in the heat of the moment and now her parents are missing! Like her favorite storybook heroes, she’s headed to the tavern to find a team to help with her quest and reverse her mistake. However, Lucy doesn’t know that her new fairy friend, Kyvan, overheard her arguing with her parents about going to the village school. He helpfully solved her problem by spiriting them off to his house in the Fey Realm. She’ll need a sharp group of adventurers to find their way to the Fey Realm, brave Kyvan’s traps, and rescue her family. Background Adele and Cedric Witherwood love their little girl, Luciana, dearly, and have nurtured her independent, adventurous spirit. Their merchant business often occupies their time, so they appreciate her ability to entertain herself. However, they’re not the only ones to admire Lucy’s clever curiosity. Kyvan Mak’lysdir (he/they), a lonely fey child with a love for pranks, has developed a friendship with Lucy. When the looming threat of the village school threatens to ruin their fun, he decides to take matters into his own hands, and take the offending adults out of the equation. If Mr. and Mrs. Witherwood are locked away in the Fey Realm, they can’t make Lucy go to school, and she can go on adventures with him forever.


136 Chapter 3 | The Tales Lucianna Witherwood Luciana Witherwood The atmosphere in A Trip Away Tavern is as warm and welcoming as ever; just beginning to bustle with the evening rush. As you settle into your booth, you notice a small scuffle break out from the direction of the supply closet. A colorfully dressed gnome sternly leads a young girl back into the main taproom. Flip, the gnome, points emphatically at a stool at the bar. They observe the girl for a moment, then set a small bowl in front of her. It’s filled with Estabôn’s special ice cream. The girl stabs a spoon in it dejectedly, kicks her legs against the tall stool, and casts wide hazel eyes around the tavern. She immediately notices you watching. Abandoning the dessert, she marches over to your booth. “Are you adventurers?” At the group’s confirmation, the child introduces herself as Lucy Witherwood. She’s seven years old and barely taller than the gnome behind the bar, but her springy brown curls add a few inches to her diminutive stature. She’s wearing a well-made dress that’s clearly been lovingly mended. There are still some shadows of dirt and stains on her knees and sleeves, the marks of a bold and curious child. She’s been camped out at the tavern all day, trying to find an adventuring party to help her, but no one will listen. “Mama always said to be careful in the tavern, because there are warriors and thieves and dangerous people, but sometimes they tell stories and I can listen if I’m good, and quiet, and nice. And, in the stories, they’re brave and they find treasure and they save merchants and princesses and one time a lost rabbit. Do you find lost things?” Lucy goes on to tell the group that her parents have been missing for three days. She woke up one morning, and they were nowhere to be found. She went into the woods to play like she always does. After a few hours she’d usually hear her mother or father calling for her to come home, but that day the calls never came. And that is when she realized that she’d made a terrible mistake. The previous night, she and her parents had yet another fight about her beginning classes at the village school, and she had wished that they would disappear. And then, they did. She needs help to reverse whatever magic she cast accidentally and bring her parents back. Just because she is mad at them for talking about school all the time, doesn’t mean she wants them gone forever. Besides, the cookies have run out and she can’t find any more clean dresses. Lucy knows from her stories that adventurers usually need payment for any kind of quest. “Mama and Papa have lots of stuff at our house. Fancy stuff. They’ll probably give it to you when they get back. But not anything in my room, that’s my stuff. You wouldn’t like it.” She invites the adventurers back to her house to look for clues. If the adventurers agree, she begins to lead them toward the door. If they need more convincing, she takes them over to the bar to get Flip’s help to persuade them. Whether the party just decides to go with Lucy, or she brings in Flip, they need to convince Flip that they have Lucy’s best interests at heart. If they can persuade them by succeeding on a DC 13 Charisma (Persuasion) check of their genuine interest in helping Lucy, Flip offers them a favor in exchange for their help. With Flip’s blessing, Lucy leads the group out of the tavern toward her home. If the party asks any of the staff about Lucy, they can share any or all of the following: • Lucy is a wonderful girl, but headstrong, and a little difficult to manage if she doesn’t get her way. • She’s extremely reluctant to go to school. Rumor has it that she’s even made dark threats to anyone who would make her go (dark being a relative term; mostly they involve transformation into frogs or similarly slimy creatures). • Lately she’s been very keen on a new friend of hers. Most people think he is imaginary. She won’t tell anyone their name. • Flip and a few others have attempted to track down the Witherwoods, but they haven’t found anything. Maybe they missed something at the house, or Lucy isn’t telling the full story.


Chapter 3 | The Tales Lucianna Witherwood 137


138 Chapter 3 | The Tales Lucianna Witherwood The room is small, but comfortably furnished with shelves full of books and toys, a little table adorned with a ceramic tea set, and a beautifully carved bed covered with a colorful quilt. Lucy is very resistant to anyone entering her bedroom, insisting that any clues are in her parents’ room, not hers. If the adventurers choose to go in anyway, she shadows them closely, very protective of her treasures. A successful DC 13 (Intelligence) Investigation check reveals that one of the stools at the table is broken. One of its legs has been cut through, so that if any weight is put on it, it would immediately break. A successful DC 18 Intelligence (Investigation) or (Arcana) check further reveals a small muddy footprint on the windowsill, too small to be Lucy’s. Any questions about the damage or the footprint only inspire apparent confusion from Lucy. If the party thinks that Lucy knows more about the clues (the salt/sugar swap, the footprint, the damaged stool, etc) than she is letting on, they can make a DC 15 (Wisdom) Insight check. A success confirms that she is hiding something. A successful DC 12 (Charisma) Persuasion or Intimidation check convinces Lucy to reveal the information she knows about Kyvan, as described in the “Elodie Tailor” section. The Parents’ Bedroom The Witherwoods’ bedroom is moderately sized and well kept, with a neatly made bed. There’s a chest at the end of the bed, a washbasin, and a wardrobe. One corner appears to be dedicated to paperwork or bookkeeping of some kind: there’s a desk stacked with books and writing utensils, and a pair of slightly bent eyeglasses hanging off an oil lamp. A search of the room reveals the ordinary possessions of ordinary people. Clothes, books, toiletries and the like. The desk has a few letters from family members from the next village over, a kind note from Elodie Tailor, the village schoolteacher, offering to help with Lucy, and a ledger chronicling the finances of the Witherwoods' home and merchant business. They sell pottery mostly; dishes and knick-knacks like the ones you saw in the main room. Nothing seems particularly suspicious or out of place. The Witherwood Home Lucy’s Bedroom The Witherwood home is a short walk through town. It’s one of the simple but well-tended cottages on the edge of the village, backing up into the surrounding forest. There appears to be only one other house near enough to be called a neighbor, with windows still illuminated by lamplight. The Witherwoods’ home looks fairly similar to the neighbors’, but the windows are dark. As you get closer, you can see the door is painted a cheery yellow, and brightly colored flowers bloom in window boxes. Lucy clumsily unlocks the door with a key that she pulls from her pocket. The inside is as charming as the outside, with vibrant paintings hung on the walls, and whimsically shaped pottery knick-knacks gathering dust on little shelves and side tables. There is a small kitchen, with a woodburning stove that clearly hasn’t been touched for a while. It very much looks like a space that a child has run rampant in for a few days. There are toys strewn about the cozy sitting area by the fire, the table has a little earthenware plate on it covered in cookie crumbs, and the salt cellar has tipped over. After giving them a moment to look around, Lucy points them in the direction of her parents’ room, just off the kitchen. If the party would like to stop and make a more intensive search of the main house before moving into the bedrooms, she waits impatiently. If the party attempts to circumvent Lucy and enter the house on their own, they find the door sealed with a magical lock. Any attempts to break in attract the attention of Elodie Tailor, the next-door neighbor, who rushes over and triggers the “Elodie Tailor” section of the adventure. The Kitchen A search of the kitchen shows a mostly empty pantry. A sack of flour and some root vegetables are untouched, but there is a ceramic cookie jar that has been reduced to crumbs, and a few apples in the fruit bowl, one of which has a few bites taken out of it. They have an enchanted icebox that is bare but for a bottle of milk. A successful DC 13 Intelligence (Investigation) check reveals that the contents of the salt cellar and sugar bowl have been switched and the milk has gone sour. A successful DC 18 Intelligence (Investigation) or Wisdom (Nature) check further reveals that there is something very strange about the fruit and, when the adventurers cut into one, they find the juicy segments of an orange inside, not the flesh of an apple. Lucy’s eyes widen at this discovery, but she staunchly denies that she has any idea about what is going on. 1 2 3


Chapter 3 | The Tales Lucianna Witherwood 139 The chest at the foot of the bed is locked, but it is a cheap, simple one. A successful DC 12 Dexterity check using thieves’ tools opens it easily. Inside the chest is a box with coins, neatly sorted by value (with a total value of 800 gp) and a velvet bag with a fine antique ruby necklace (worth 200 gp), which is a reasonable amount of valuables for a local merchant family. Lucy pokes her head around the doorframe. “Well? Did you find any stuff, you know, to pay you? To find them?” The party may choose to say yes and claim any of the items of value they found, or choose to wait to negotiate with the Witherwoods when they are found (or both). After the house has been sufficiently investigated, the party hears a knock at the door. Development After gathering as much information as they can from the house itself, the adventurers need to venture further out to fill in the rest of the mystery of the Witherwoods’ disappearance. Perhaps the visitor at the door can help. The Search The person at the door is Elodie Tailor, the Witherwoods’ next-door neighbor. She saw the lights in the windows and rushed over, thinking that they had finally returned. Elodie is a kindly-looking female half-elf of middle age, with saltand-pepper hair and round glasses. After the party explains their presence, she introduces herself and invites them to chat further in her home. Elodie Tailor Elodie’s home is as comfortable as the Witherwoods’. She goes straight for the cookie jar and brings treats to everyone, especially Lucy. Lucy, for her part, is uncharacteristically sullen and suspicious. If the party found the letter from Elodie in the Witherwoods’ desk, they know that she runs the village school, which would explain Lucy’s ire. If the party tried to enter the Witherwoods’ home without Lucy, they now find Lucy here with Elodie who picked the girl up from the tavern before nightfall. Noticing the tension caused by the child, Elodie apologizes: “So sorry, friends. I’m afraid Lucy isn’t entirely pleased with me lately. She thinks it’s my fault that her parents want to send her to school. I haven’t quite been able to convince her otherwise. I don’t know why they would have left her alone, it’s very unlike them. They’re good, loving, devoted parents, truly. I can’t think of a reason for them to have disappeared like this.” After a moment, Elodie summons a very fat orange cat named Chester from the back bedroom and asks Lucy to give him some exercise. With the child occupied by the very uncooperative feline by the fire, Elodie draws the party aside. “Have you spoken to Lucy about her walks in the forest? Sometimes she comes back... a little odd. She’ll be giddy and strange, with new toys and trinkets that her parents have never seen before. If anyone asks about them, she’ll say she got them from a friend.” If the players ask Lucy about this friend, she immediately becomes uncomfortable and evasive. She is not supposed to tell grown-ups about Kyvan; he said to keep it secret or she can’t play with him anymore. However, Kyvan is the one who told her that sometimes wishes come true, if you really mean them. Maybe he knows where people go when they get wished away. She offers to go find him, but it needs to be in the morning, as she has never seen him after dark. If the party is unable to convince Lucy to tell them about Kyvan, they notice her sneaking out early the next morning to go and meet with Kyvan, to tell them about her new friends. The party is easily able to follow Lucy through the woods with the same optional checks as described in “The Woods”. In either case, Elodie offers up her cozy sitting room as a place to spend the evening. She even helps Lucy build a blanket fort and snuggle up with Chester the cat. She also warns the party to be careful if their search leads them into the woods; some people think there might be an entrance to the Fey Realm in there somewhere.


140 Chapter 3 | The Tales Lucianna Witherwood After some time navigating the landscape, following the strange and frustrating trail left for them by Kyvan, the party finds themselves in a small clearing. At the center of the clearing is a perfect circle of red and white mushrooms and, in the center of that, three trees: an oak, an ash, and a hawthorn. Sitting in the oak tree is what appears to be a seven-year-old boy. Kyvan The boy (Kyvan Mak’lysdir, he/they) drops from the tree onto the ground with unsettling lightness, smiling in welcome. His bright red hair pops against his olive skin and rough barkcloth clothing. He is barefoot, and it is difficult to tell the color of his eyes, as though they change a little every time anyone takes a closer look. He seems cheerful, but erratic, as though his moods could change at any moment. Lucy runs over to embrace her friend enthusiastically. They hug her back, then step away. “You’ve been gone forever! Did you like the present I got for you? I heard your wish! Now you can come play with me every day and you don’t have to go to school! But who are these people? You promised, no grown-ups!” He turns his attention to the party. If any of them were affected by the fey traps in the woods (the berries, pool, or rowan boughs, especially), he teases them about it. “Did you like those games? Do you want to play more? Grown-ups don’t usually like the games, but Lucy likes to play games with me. Do you want to play?” If the party chooses to go along with them and agree to play a game, they grin and grab Lucy’s hand from within the faerie circle. “Hooray! Hide and Seek! You’re it!” And with a snap of his fingers, a pool of water appears in the center of the fairy ring, and he and Lucy sink into it without a trace. If the party refuses to play, or tries to question him about the Witherwoods, Kyvan becomes angry. After a night’s rest, Lucy is ready to take the party out into the woods to look for Kyvan (or they can follow her). If the players would like to help Lucy search, they’re welcome to make DC 12 Wisdom (Perception), Intelligence (Investigation) or Wisdom (Survival) checks to see if they can spot Kyvan themselves. Each successful check reveals one of the following, all leading in a meandering path towards the thickest part of the woods: • Berry bushes adorned with lightly glowing blue berries. These are delicious, but turn the consumer’s skin blue until the next long rest. • Delicate fuchsia flowers that, when touched, jingle together like bells. • Patches of four-leaf clovers that, upon further inspection, are the exact size and shape of small footprints. A successful DC 15 Intelligence/Wisdom (Investigation/Perception/Survival) check also reveals: Two rowan boughs intertwined overhead. If an adventurer noticed the boughs, they can warn their fellow party members to steer clear. If not, as soon as two adventurers pass below it, they find themselves slamming into each other, their hair hopelessly tangled together. It requires a successful DC 15 Dexterity (Sleight of Hand) check to free them, otherwise, the two party members need to be cut apart. These woods are a liminal space and littered with inconveniences left behind by Kyvan. The GM should feel free to add even more pranks if they'd like the party to get an idea of the kind of creature that they’re dealing with. Anything goes; from tripping over loose shoelaces and holes appearing in pockets, to stumbling into spiderwebs or beehives. Whatever GMs think that a puckish creature like him would find entertaining. The Woods 140


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142 Chapter 3 | The Tales Lucianna Witherwood Kyvan’s House The Fountain Room You’re pulled through the pool, and there’s a moment of darkness. Then you break through the surface, but find yourselves in a very different place than you were before. The sky above you is now a cloudy glass ceiling, the pool of a marble fountain, overgrown with moss. It is still filled with water, but much shallower now; you can stand up fully and it only reaches to your ankles or so. Even though you’ve just been dragged through water, you feel completely dry. The pool has taken the adventurers into the Fey Realm. Specifically, it deposits them directly into Kyvan’s home. He has built the portal into a large stone fountain on the first floor. The fountain is surrounded by winding stone paths, blooming flowers, and potted trees. The ceiling is impossibly high, mostly glass, displaying a cloudless, sunny sky above. It extends down to create a wall of windows to the east, allowing the daylight to spill into the space. The room itself is humid and warm, and it feels like a greenhouse or a conservatory. There are three doorways set into the northern, western, and southeastern walls. The doors to the north and west walls are closed, and the doorway to the southeast is an open archway that leads to a sweeping staircase. As the adventurers step out of the fountain, they need to succeed on a DC 13 Dexterity saving throw. On a failure, they step directly into a large pair of boots with squeaky wheels attached to the soles. The boots cannot be removed by normal means, but something like dispel magic or the universal solvent frees the character from them. While wearing the boots, the adventurer has disadvantage on all Dexterity checks and saving throws. If anyone in the party chooses to examine the space before stepping out of the fountain, a successful DC 13 Intelligence (Investigation) or Wisdom (Perception) check alerts them to the presence of the trapped boots, and they can avoid them. Once the party has stepped out of the fountain, they are free to investigate the rest of the room. “I knew it. I knew grown-ups aren’t good at games. Lucy never should have told you about me. You’re just going to make her go away and go to school. Well, she’s my friend and I say she doesn’t have to go to school if she doesn’t want to! We’re going somewhere that doesn’t have any school and we can just play all day and you’re not invited.” And with a snap of his fingers, the mushroom circle fills with water, and he and Lucy disappear into it with a splash. The clearing goes quiet; all that remains is the still pool set in the center of the mushroom circle. The Pool Anyone who looks into the pool sees that their reflection is moving independently from them, with a distinctly mischievous expression. With a successful DC 12 Wisdom (Perception) check, a party member can notice that the reflections in the pool seem identical at first, but there are subtle differences: clothes worn backwards, buttons misbuttoned, a missing tooth, a shaved eyebrow, a silly moustache, a colored streak of hair, etc. (or anything that might make the characters look a little more ridiculous; the possibilities are endless and can be tailored to the party). Once the party has discovered these differences, they must match themselves to their reflections. After they have made the adjustments to become identical, the reflections reach toward them, palms open in invitation. One of them holds a small, smooth stone (see Appendix A: Magic Items) with a perfectly round hole through it. As soon as one of the adventurers takes the stone, or takes their reflection’s hand, they are pulled into the pool and through a portal into the Fey Realm, following Kyvan and Lucy. After the adventurers are through to the other side, the identify spell or peering through the hole in the stone, allows them to understand the stone’s powers. Otherwise, the party is welcome to experiment with the stone, and the GM can reveal the stone’s powers as they see fit. If no one chooses to take the stone, the most perceptive party member finds it in their pocket as soon as they cross into the Fey Realm. Development After a day of searching, the party has finally found the reason for the Witherwoods’ disappearance. Unfortunately, the reason is a powerful fey prankster, and now they’ve taken Lucy too. The party needs to exercise caution as they follow him onto his home turf. There’s no guessing what surprises Kyvan has left for them. 4


Chapter 3 | The Tales Lucianna Witherwood 143 A look through the seeing stone confirms that there is much more to the doll than meets the eye, perhaps this is what Kyvan meant by “hide and seek”. Any further investigation of the doll (either with identify, detect magic, or a successful DC 15 Arcana check) reveals a quiet, steady heartbeat and the presence of powerful transmutation magic, possibly a modified polymorph spell or a curse. Any attempts to dispel or remove the magic on the doll are unsuccessful, suggesting that the effects are anchored somewhere else in the house, either in an object or Kyvan himself. After the dryads and shrieker have been defeated, the adventurers can investigate the doll further. Upon closer inspection, it does look remarkably like an older version of Lucy. The woman is fair skinned and freckled, with masses of curly brown hair. She is wearing a clay-stained apron to protect her simple dress, and her eyes seem to be moving. There appear to be no other objects of interest than the shrieker, the dryads, and the doll in this room. The party can choose to try one of the doors or go up the staircase. If the adventurers attempt to enter through the door in the Conservatory, they need to pick the lock with a successful DC 15 (Dexterity) check using thieves’ tools. Once the lock is picked, the door opens to reveal a stairway leading downward. The Kitchen Inside, they find the kitchen, or rather a child’s fever dream ideal of what a kitchen should be. Pots and wooden spoons move about on their own, mixing together a huge variety of sweet treats. Trays of cookies, cakes, and pies pull themselves endlessly from the oven and deposit themselves on a table already groaning under the weight of countless pastries. A dumbwaiter is set into the western wall by the stove, the door slightly ajar. In addition to the baked goods piled on the table, there is also a small bottle of a clear liquid, smelling strongly of alcohol. An identify spell, either cast by a player or through the seeing stone, reveals this liquid to be universal solvent. The door on the western wall is sturdy, wooden, and locked. Any player with a passive Perception of 10 or higher notices a faint warm scent of baking cookies. Should anyone choose to investigate the door further, party members who succeed on a DC 15 Intelligence (Investigation) check notice that the door is trapped. A successful DC 12 Dexterity check using thieves' tools is enough to disarm and unlock the door. If anyone attempts to unlock the door without disarming the trap, the door opens easily, but a burst of fire erupts through the doorway, dealing 3d6 fire damage to anyone within a 5 foot radius. The Conservatory The conservatory is filled with strange plants of all shapes, sizes, and colors. As the adventurers explore the space, they notice something strange. There is a huge red and white spotted toadstool, surrounded by a small cluster of six delicate looking trees. It is almost as tall as a human and noticeably drab amidst the bold plants and flowers surrounding it. Resting on top is what looks to be a paper doll. If an adventurer uses the power of the seeing stone to examine the doll or the toadstool, they see that both are magical. The power and role of the doll is unclear, but the toadstool is clearly a shrieker hidden by illusion magic. Using the stone also reveals the dryads hidden around the toadstool. The doll looks to be an adult human woman with curly brown hair just like Lucy’s. If anyone picks up the doll, the shrieker begins emitting unearthly screams and howls. Alerted by the chaos, the six trees surrounding the shrieker begin to stir and awaken into dryads, who immediately attack the party. 5 6


144 Chapter 3 | The Tales Lucianna Witherwood The basement is cool, quiet, and not very large. It is an approximately 30 foot-square room. The space is dominated by a wall of tanks, cages, and enclosures, all of varying size. Each one has a different kind of creature inside: fish, small rodents, reptiles, even insects. The room is filled with dim light, which comes from these tanks. Each one is equipped with a small crystal globe,, emitting both light and heat. The only other objects in the room are an armchair draped with a blanket, and a small bookshelf. There is a stairway directly across from the dumbwaiter, leading upwards. The basement has several entrances: through the door off the conservatory (5) and down the basement stairs, down the dumbwaiter chute in the kitchen (6), or down through the missing step on the main stairway (8). If the adventurers fell in through the main stairway (8), they end up at the back of the room, through a hole in the ceiling that immediately closes. The stairs to the basement are thin and rickety. They’re also spread with a thin layer of sovereign glue. A successful DC 18 Intelligence (Investigation) check reveals the trap. The adventurers need to either find a way down the stairs without touching them or use the universal solvent from the kitchen (2) to clear a path. If they haven’t yet obtained the universal solvent, they can search the house for it. If the party is already in the basement (either by dumbwaiter or the missing stair) they can attempt to climb back up the dumbwaiter chute into the kitchen (3), which requires a successful DC 20 (Strength) Athletics or (Dexterity) Acrobatics check. If the party becomes completely stuck and does not possess the universal solvent, having them lose shoes or socks can be an effective consequence of sticking to the stairs. Any character who investigates the tanks finds them full of ordinary creatures, but the bookshelf, oddly enough, is filled with blank volumes, and the blanket on the armchair is a cloaker in disguise. If anyone would like to take a closer look at the food, they are able to tell fairly quickly that the treats, while they smell delicious, contain magical properties. An identify spell, a successful DC 13 Intelligence (Arcana) check, or, if someone is feeling bold, taking a bite reveals the effect of the treat. Roll on the Dessert Effects table to determine the magical enhancement added to the dessert. For undesirable dessert effects, a successful DC 15 Constitution save allows the adventurer to resist the effect. All dessert effects (except for the potion of healing) last for 1 hour, unless ended by lesser restoration or something similar. d8 Effects 1 The adventurer is poisoned. 2 The adventurer is transformed into a goat under the effects of the polymorph spell. 3 The adventurer is under the effects of the slow spell. 4 The adventurer is reduced by one size. 5 The adventurer is enlarged by one size. 6 The adventurer is under the effects of the haste spell. 7 The adventurer is under the effects of the invisibility spell. 8 The adventure receives the effects of a potion of healing. Down the dumbwaiter chute: If anyone inspects the dumbwaiter, they find that the door opens easily, and the inside is big enough to fit a medium sized creature. The floor, however, is a powerful illusion (programmed illusion). Any creature that attempts to enter the dumbwaiter immediately falls 10 feet into the basement. A successful DC 15 Intelligence (Investigation) check or the seeing stone reveals the trap. The dumbwaiter shaft is technically an available pathway to the 2nd floor (9) as well. If the party would like to try to climb (or fly) up or down, they absolutely can, but climbing requires a successful DC 20 Athletics or Acrobatics check. Dessert Effects The Basement 7


Chapter 3 | The Tales Lucianna Witherwood 145 Any character who can speak with animals can attempt to communicate with the creatures in the room, who then warn the party of the hidden threat. Otherwise, it requires the seeing stone or a successful DC 12 Wisdom (Perception) check to spot it. If the party wants to head directly for the stairs, they need to pass the armchair in the center of the room. If they are aware of the cloaker they can attempt to stealth past it, otherwise, as soon as they get within 5 feet, the cloaker attacks. After the cloaker is defeated or avoided, the adventurers can head up the stairs. If they entered the basement through the dumbwaiter or the main stairway (8), they still need to succeed on the, DC 15 (Intelligence) Investigation check, to notice the sovereign glue trap. They can then disarm it with the universal solvent from the kitchen (6), try to climb back up the dumbwaiter chute, or fly or levitate over the stairs, up to the door to the conservatory (5). If they have not yet encountered the door, it is barred from the inside. They can easily throw back the bolt and open the door. The Main Stairway The spiral marble stairs are wide and sweeping: the perfect backdrop for making a dramatic entrance. They’re also heavily trapped. A successful DC 12 Wisdom (Perception) or Intelligence (Investigation) check alerts the adventurers to the following dangers. They can also use the seeing stone to reveal the traps more easily, if they think of it. (8A) The Tripwire. A fine tripwire over the first step releases a rope from the ceiling, the heavy iron bucket on the other end slams into the first character to trip the wire, dealing 2d6 bludgeoning damage and covering them in glittering pink paint. A successful DC 10 Dexterity saving throw reduces the damage by half. If the party notices the trap, a successful DC 15 Dexterity (Sleight of Hand) check disarms it. On a failure, the trap is triggered. (8B) The Disappearing Step. Just before the top step is an illusory step. Anyone who steps on the stair finds themselves falling down into a portal, depositing them in the basement (7). The stair is easily avoided: a successful DC 8 Dexterity (Acrobatics) check allows the characters to jump over it, if they know it is there. Kyvan’s Room On the second floor, is a door with an elaborate brass handle, stamped with a letter K. The door swings open easily, and through it is a plush child’s bedroom, filled with strange mechanical toys that whir quietly, fantastically illustrated books, and richly embroidered linens. A canopied four poster bed dominates most of the space, and a beautifully carved wardrobe stands in the far corner. The window looks out onto the sunny grounds outside, but it is magically sealed and unable to be opened. The wardrobe is locked, but instead of a keyhole, there appears to be a small slot. A successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check reveals the following: • Closer investigation reveals that the slot in the wardrobe is actually a coin slot. • There is a small, empty pouch beneath the pillow on the bed. • There is a large, plain box tucked under the bed. It is closed, but not locked. The wardrobe and the pouch are connected. The party needs to place a tooth in the pouch and cover it with a pillow. This could be one of their teeth or one from their inventory. The species doesn’t matter. After lifting the pillow, they find that the tooth has been replaced by a silver coin, which fits perfectly in the slot in the wardrobe and unlocks the door. If the adventurers have trouble establishing the connection, they can find a book on the bedside table chronicling the adventures of a fey called the Tooth Fairy, who visits children’s homes at night, to take away their lost baby teeth in exchange for a silver coin. 8 9


146 Chapter 3 | The Tales Lucianna Witherwood


Chapter 3 | The Tales Lucianna Witherwood 147 The box, when opened, reveals another paper doll. This one is an adult human man, wearing glasses. His eyes are the exact shape and color of Lucy’s: this must be her father. However, as soon as an adventurer tries to take the doll, the box transforms into The Monster Under the Bed (see Appendix B: Stat Blocks). Similar to a mimic, it hides in its innocuous box form until someone gets within biting distance. If the party thinks to examine the box with the seeing stone before getting too close, it warns them of the danger. They still need to defeat the monster to save the doll. To increase the difficulty of the encounter, the GM can have shadows appear from beneath the bed as well and join the fight. Once the monster is defeated, the party can retrieve the doll and open the wardrobe. If the party attempts to open the wardrobe first, as they open the door, a large, plain box (The Monster Under the Bed) slides out from under the bed and pops open, revealing the paper doll. When someone moves to retrieve the doll, the monster attacks. As the coin slides into place, there is an audible click, and the doors release outward. Inside the wardrobe hang various kinds of children’s clothing in bright colors and patterns, but there is something strange about them. After a moment, the clothing rustles, as though stirred by a breeze-coming from inside. You think you hear faint laughter, and singing from deep within. Clearly this wardrobe is more than it seems. The party can use the seeing stone or a successful DC 10 Intelligence (Investigation) or Wisdom (Perception) check to spot the hidden pathway through the wardrobe to the secret room, or they can simply venture inside to find themselves walking through it. The further they move into the wardrobe, the darker it gets inside, but after a few moments, they see candlelight shining through the cracks of one last door. The door to the secret room is unlocked and not trapped. Kyvan is expecting them. The Secret Room The final door opens into a small warm room, well-lit by dozens of candles. Kyvan is sitting cross-legged on the rug, playing with an elaborate dollhouse. It looks identical to the house the adventurers have been in this whole time. “You’ve found me! You’re not very good at Hide and Seek are you? It’s been forever... right Lucy?” There is one final paper doll in Kyvan’s hand. This one is very familiar. It is a seven-year-old girl with curly brown hair. Any attempts to take the Lucy doll back by force result in Kyvan becoming aggressive. He won’t part with his friend easily. The party can attempt to negotiate with him instead, and he makes the following demands: • He and Lucy get to play games all day and she doesn’t have to go to school. • Lucy comes to live at his house instead of her house. • The adventurers have to stay here too, so that they have new dolls to play with. If the party refuses any of these conditions, Kyvan’s expression sours. “You aren’t being funny anymore, I think you need to leave us alone” Kyvan waves a hand at one of the lanterns hanging from the ceiling, and a glowing orb pops out of it and moves towards the adventurers. He then snaps his fingers and vanishes. The will-o’-wisp immediately passes through the closest party member, using its Incorporeal Movement to deal 1d10 force damage. It then continues to defend Kyvan until destroyed. If Kyvan Mak’lysdir (see Appendix B: Stat Blocks) is directly attacked, they shapeshift into their Giant Spider Form and attack the party themself. When Kyvan is reduced below 20 hp, they attempt to bargain with the party again. After the encounter has ended Kyvan puts on their best sad face, and apologizes profusely for taking the game too far. As a sign of good faith, he returns the Witherwoods to their human forms and asks Lucy very nicely if she will still come play with him again some time. He even offers her the dollhouse to play with as a peace offering. A successful DC 13 (Wisdom) Insight check reveals that Kyvan is being mostly honest, but there is a slight catch to the dollhouse. Like its life-size counterpart, it is a portal to the Fey Realm, and gives him access to the Material Plane whenever he likes. If anyone calls him out on that hidden quality, he’ll grin sheepishly, and wave a hand over it. A quick look through the seeing stone or a successful DC 10 Intelligence (Arcana) check will confirm that the portal is closed. 10


Conclusion Appendix A: Magic Items Seeing Stone Magical stone, unique A small smooth stone with a hole through the center. While looking through it, a creature obtains Truesight. It allows them to see in normal and magical darkness, reveal invisible or illusory items or creatures, and offers a glimpse into the Ethereal Plane, all up to 120 feet. The seeing stone also has 4 charges which can be used to cast the identify spell. It regains 1d4 charges at dawn. Author’s Notes/Acknowledgments Many thanks to the Tavern Tales Team for having me on, and to the Curse and the Coven for all the moral support and sounding board group chats, y’all rock. Author Bio Kailey Bray is a Juilliard-trained actor, writer, and producer. She is the creator and DM for Damsels, Dice, and Everything Nice, the Princess RPG parody. In addition to Damsels, she’s the Executive Producer of Tabletop Content at Pixel Circus, a producer at Hyper RPG, and the Community Manager for AMC’s official Walking Dead Twitch Channel. You can find her weekly as a player on the comedy D&D show Failed Save, and she’s also been featured on Amazon Prime’s Sneaky Pete, Buzzfeed, Hyper RPG, Jasper’s Game Day, and the Dungeons and Dragons Twitch Channel. As a producer, she’s one of the minds behind DnD In a Jet and Travels with Hyper. You can also hear her voice as The Seventh Sister in Jedi Challenges and Tussa Pawsnettle in The Lost Scout: A Tale of Redwall. Her original adventure, A Vital Vintage, is available now on DMsGuild. (Twitter: @hapabarbarian, @thepixelcircus) Lucy, barely shaken by her ordeal, looks to her parents for a moment, then back to Kyvan with an impish grin. “You’ve been bad, Kyvan. And you know what bad kids have to do? They have to learn how to be better...at school.” Kyvan looks appropriately scandalized, but, with a quick look at the crowd around him, agrees to accompany Lucy to the village school. And even to behave themself...mostly. The Witherwoods, for their part, seem to take the idea of a fey student in stride. They embrace Lucy tightly, incredibly relieved to be safe and together once again. If the party renders Kyvan unconscious, he shrinks down into a paper doll version of himself. Anyone holding the paper doll gains a +1 to AC and the Lucky Feat, but there will always be the chance that Kyvan figures out how to free himself and exact his revenge. As soon as he is unconscious, the spell on the dolls is broken, and Lucy and her parents return to their physical forms. Development Once Kyvan has been defeated or bargained with, a stairway appears in the center of the room, leading down to the fountain room (4). The party and the Witherwoods simply need to descend the staircase and step into the fountain, and they return to the Material Plane. The portal returns the party to the fairy circle in the woods. The Witherwoods, overjoyed to be home, invite everyone out to A Trip Away Inn to celebrate their homecoming. Depending on what the party decided about compensation earlier in the adventure, they are welcome to broach the subject of payment on the way to the tavern. If asked, the Witherwoods immediately offer their entire savings of 800 gp as a reward for their rescue. They also offer Mrs. Witherwood’s ruby necklace. It has been in her family for generations, and her grandmother always said it had some kind of magical power, but if it does, they haven’t figured it out yet. The GM can decide the magic in this necklace that is appropriate for the party, or use it as a hook for a future adventure. As the tavern comes into view, Elodie Tailor rushes over from the square, relieved to see the Witherwoods safe and sound. Tia, lounging just outside the entrance, smiles and beckons the party inside, where they can recount their latest adventure over rounds of free drinks and Estabôn’s famous desserts. 148


Chapter 3 | The Tales Lucianna Witherwood 149 Rewards Any trip to the Fey Realm is rife with opportunity for treasure. In addition to the Witherwoods’ 800 gp and a favor from Flip, the adventurers also have an opportunity to claim the following magic items: • The Seeing Stone • fey desserts • universal solvent • ruby necklace (200 gp, potentially magical) Kyvan Mak’lysdir Small fey, chaotic neutral Challenge 6 (2,300 XP) | Initiative: +2 | Prof. Bonus: +3 armor class hit points speed 15 (+2 leather armor) 108 (17d6 + 34) 25 ft. str dex con int wis cha 11 (0) 15 (+2) 15 (+2) 13 (+1) 17 (+3) 14 (+2) Saving Throws Dex +6, Wis +6 Skills Acrobatics +5, Perception +6, Persuasion +5, Stealth +5 Senses darkvision 60ft., passive Perception 15 Languages Common, Sylvan Fey Ancestry. Kyvan has advantage on saving throws against being charmed, and magic can’t put them to sleep. Spellcasting | Save DC: 15 | Attack Bonus: +6 Kyvan is a 10th-level Wisdom based spellcaster. Action Spells Cantrip (at will): guidance, mending, produce flame 1st Level (1/day each): charm person, faerie fire, thunderwave 2nd Level (1/day each): spike growth, moonbeam, hold person 3rd Level (1/day each): dispel magic, sleet storm 4th level (1/day each): polymorph, stoneskin 5th Level (1/day each): antilife shell, insect plague Bonus Action Spells Cantrip (at will): shillelagh Actions Multiattack. Kyvan can make three attacks per round. Blowdart (modified). Ranged Weapon Attack: +5 to hit, Range 25/100ft., one target. Hit: 5 (1d6 + 2) piercing damage. On a successful hit, the target must succeed on a DC 18 Constitution save or take 7 (2d6) poison damage on a failed save or half as much on a successful one. Giant Spider Form. (1/day) Kyvan can polymorph into a Giant Spider. While in spider form, he retains his Wisdom, Intelligence, and Constitution, but his AC, movement modes, Strength, and Dexterity are replaced by those of a giant spider, and he gains its special senses, proficiencies, traits, actions, and reactions. The Monster Under the Bed Medium monstrosity (shapeshifter), neutral Challenge 7 (2,900 XP) | Initiative: 0 | Prof. Bonus: +3 armor class hit points speed 17 (natural armor) 78 (12d8 + 24) 15 ft. str dex con int wis cha 13 (+1) 10 (0) 15 (+2) 14 (+2) 17 (+3) 16 (+3) Saving Throws Cha +6 Skills Deception +6, Perception +6, Stealth +3, Insight +6 Damage Vulnerabilities Radiant Damage Resistances Resistant to any nonmagical attacks Senses darkvision 60ft., passive Perception 13 Actions Multiattack. The Monster can make three attacks per round. Two Pseudopod attacks and one Bite attack. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (2d10 +8) bludgeoning damage. On a successful hit, target must succeed on a DC 13 Strength saving throw or be grappled. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (1d10 +8) piercing damage plus 3 (1d6) psychic damage. Nightmare Pulse. (Recharge on 5-6): The Monster lets out a blast of psychic energy in a 30 ft. cube. Each creature in that area must succeed on a DC 15 Wisdom saving throw. Each creature takes 28 (4d10 + 8) psychic damage on a failed save, or half as much on a successful one. Additionally, any creature that fails the save is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Appendix B: Stat Blocks


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