200 Chapter 3 | The Tales Ogrel Grim Howl If the characters are interested in helping Ogrel lift his curse and find “strength in forgiveness,” the gnoll is grateful for their assistance. Clerics, warlocks, and characters proficient in Arcana or Religion recognize some elements common in forgiveness curses, and the best course of action is to repent by laying to rest the memento of the deceased. Ogrel has three key trophies on him, treasured reminders of moments of his own glory, but they actually represent his cruelty, spite, and cowardice. They must be put to rest. He offers the following information about each of the three trophies he carries. • The drow hand was taken when the Grim Howl Pack ambushed a drow patrol in a series of tunnels in the forest. The tunnels are part of what’s known as the Spider Caves, and the gnolls managed to kill all of the drow before they could even scream for help. Ogrel and his fellows left the dead because of the spiders in the area, but he can lead them back to its location easily enough (Dead Drow Tell No Tales). • The eagle talon was removed from a giant eagle that Ogrel managed to kill single-handedly. He and his fellow gnolls found an eagles nest full of eggs in the mountains and, when the mother returned, Ogrel defeated the beast. The nest was in Gray Neck Ridge (Where Eagles Dare). • The dwarven beard braid is Ogrel’s most recent trophy. It was taken from a dwarven berserker who managed to take down a few members of the Grim Howl Pack before Ogrel and the survivors defeated him. The gnolls fed the body to a pack of wolves before moving on. Ogrel does not know the identity of the dwarf (Beard for Sister Serra). Two of the three destinations are known to Ogrel (the Spider Caves and Gray Neck Ridge), but the dwarven braid is going to require a bit of investigation. Beard of Battlegut Ogrel didn’t even get a name for the dwarven berserker who attacked the Grim Howl Pack months ago, and they carved up the dwarf’s body for trophies, feeding the rest to wolves. To find out more about its owner, the characters are going to need to ask around the taproom. The best sources of information here are Flip and Arvad Quillforge, the dwarven poet. Both recognize the distinct braiding on the beard as belonging to Sarge Battlegut, a dwarf berserker bounty hunter. Sarge was cruel but competent, and well-known for taking on targets much larger than himself and getting away. He hasn’t been seen around the crossroads for a few months, perfectly lining up with Ogrel’s story in terms of timing, and he matches the description to the letter. The Gnoll’s Trophies Arvad and Flip both know Sarge has a sister, Serra Battlegut (she/her), who is much more even-tempered than her brother. Serra has a little cottage that she shares with an adventuring friend of hers, an elf illusionist named Raddle (they/them), just a short distance away from A Trip Away Inn. Arvad knows the location and, as long as the characters are not looking to bring trouble, he lets them know where to find Serra’s cabin. Development Once the characters have learned the details of the three trophies, they can set out from A Trip Away Inn with Ogrel to help him find “strength in forgiveness.” Based on their current location, the closest location is the Spider Caves, followed by Gray Neck Ridge, and then the cottage of Serra Battlegut, so the adventure is presented in that order. Dead Drow Tell No Tales About a year ago, the Grim Howl Pack picked up a tip about a hidden treasure cache in a series of caves in the darkest part of a nearby forest. Greedily, the gnolls went out in search of the treasure, fighting their way through many voracious spiders as they traveled. According to Ogrel, they eventually came upon a cavern, filled with skull-shaped mushrooms, occupied by a band of armed drow. The Grim Howl Pack attacked with surprise, killing all of the drow, and Ogrel slew the leader with a powerful backstab. In truth, these drow were tending the mushrooms to feed their families. The rare skull mushrooms grow near spider nests close to the surface, and are highly prized as potent resources for underground-dwelling creatures. They are edible, last for months without spoiling, and can be used as currency in some areas. The drow believed their mushroom cave a secret, until the gnolls fell upon them. Ogrel knows very little of this. He remembers there was no treasure, but the Grim Howl Pack took great pride in their achievement of killing the notorious drow, who are famed for their skill with weapons. If pressed, Ogrel recalls the skullshaped mushrooms in the caves but the gnolls left them alone. A character proficient with Nature recognizes the description as skulltop mushrooms, a rare and valuable breed of mushroom, known to grow around spider nests underground.
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202 Chapter 3 | The Tales Ogrel Grim Howl The journey to the heart of the forest where the caves are located takes about two days, and can be as eventful as the GM needs it to be. The forest itself is unnamed and unremarkable, save for the number of spiders crawling around its center. Finding the cave entrance with Ogrel’s assistance is straightforward, however. Spiders of all kinds crawl around the cavern opening, mostly small but some as large as dogs. Ogrel recalls the path well enough. The journey through the caves is slow going, consid0ering the number of web-choked passages blocking the path. Using fire is the quickest method to make progress, though burning webs attracts the attention of giant spiders during the Spiteful Dead encounter below. If they avoid fire, and instead hack at the webs with swords and other weapons, they arrive unmolested and giant spiders do not join the confrontation with the drow ghosts. Unquiet Dead The cave where Ogrel and his fellow gnolls killed the drow is a broad open area, marked by several stalagmites along the ground. The web-choked tunnel opens up into a larger cave, roughly 50 feet across with a low-hanging ceiling about 10 feet high. Several stalagmites rise up from rocky patches in the otherwise loose soil of the ground, with some stalagmites connecting up with the stone ceiling above. Around the base of each stalagmite cluster unusual pale mushrooms. Each mushroom is about the size of a hand and shaped like a grim, jawless skull, with eyes and nostrils appearing naturally on the cap. The sickly smell of death and rot hangs heavy in the air. As the characters look around the cave, they see no other exits leading out. A moment later, a low moan fills the room as the spectral forms of the murdered drow return to unlife, due to the unjust means of their death. These drow were just farmers, and even in their undead state they do not pose a direct threat to the characters. The interaction with the four drow ghosts is designed as a social encounter. Minstra (she/her) is the leader of the drow ghosts and language may be a barrier to overcome, so the first step for the characters is to try and understand what the ghosts are saying. If no characters speak Undercommon, or have the magical ability to understand, Minstra knows enough Common to convey their basic feelings. The drow were simple farmers who tended the mushrooms, and they were only looking out for their families. They kept to themselves, living simple lives, and did not bother anyone. Upon hearing this, Ogrel begins to make some connections. The drow were not clad in armor and carried only a handful of weapons between them, certainly not living up to their infamous reputation as merciless killers. Ogrel is stunned to hear the story of how the drow were simply mushroom farmers. If the characters used fire to burn the webs in the tunnel on their way to the mushroom cave, when the drow ghosts rise up, the characters are attacked from behind. A pack of six giant spiders move to attack the party who burned their webs and invaded their nests. Development Once the drow tell their story, Ogrel has a decision to make, but he is still hesitant to part with his trophy. There’s no ritual or spell necessary, but he must return the hand of the slain drow to its owner in order to earn forgiveness, and then bury the hand in the ground. He needs some convincing. The characters must succeed on a group DC 16 Charisma (Persuasion) check to convince Ogrel to give up the item willingly. Consider granting advantage on the check if the players roleplayed the scene with the drow well. Characters can make a DC 18 Intelligence (Religion) check to recall basic funerary rites for drow, and performing them puts the creatures at ease, regardless of Ogrel’s action. Spider Caves
Chapter 3 | The Tales Ogrel Grim Howl 203 Where Eagles Dare Giant eagles are majestic creatures living in remote wilderness areas. Many serve as guardians of their territory, watching out for wrongdoing and swiftly meting out punishment to creatures performing evil acts. Gray Neck Ridge is a popular nesting spot for giant eagles. They often nest in ancestral locations, laying their eggs, watching over them, and tending to the young before seeking further hunting grounds. Dahlia was just such an eagle. She came to to her family’s heritage nest in Gray Neck Ridge with her mate, and together they had a clutch of three eggs to watch over. However, her mate was killed when a band of raiders attacked the ridge, hoping to claim the valuable eggs for their own. The raiders were repelled but the eagles took heavy losses. The Grim Howl Pack heard of the attack and snuck in afterwards, to claim what spoils they could find. They managed to arrive at Dahlia’s nest while she was away, and the gnolls greedily took all three eggs. Dahlia returned and, in the ensuing battle, Ogrel managed to kill the giant eagle with a savage blow. They claimed the eggs and Ogrel cut off one of the eagle’s talons as a trophy. In the year since, Gray Neck Ridge has become home to a peaceful halfling druid named Pruni Greenhand (she/ her). She has watched over the giant eagle nests as a silent guardian, helping to keep marauders away from the valuable eggs, while doing her best to remain out of sight from the eagles themselves so as not to disturb them. In order for Ogrel to make amends for his giant eagle talon trophy, he must reach Dahlia’s ancestral nest in Gray Neck Ridge and lay the talon down, while sincerely asking for forgiveness. Along the way, they have a chance to stop a band of poachers from killing giant eagles, and in doing so they can earn the respect of Pruni Greenhand. Gray Neck Ridge Trail Ogrel remembers the location and events surrounding his eagle talon very vividly – it was a proud moment for him as a gnoll warrior, taking down a giant eagle in combat. He knows the area, Gray Neck Ridge, is popular with giant eagles and contains a large number of nests, and that he and his fellow raiders attacked the place only after another marauder band winnowed out the eagle ranks. The journey to Gray Neck Ridge is roughly two days journey from the spider caves and about three days total from A Trip Away Inn. The ridge is a low jagged line of mountains, with a rushing river cutting through its center. The rocky ridge juts out from the sparsely forested landscape, with a series of trails winding up and around the peaks above the river. Giant eagles fly overhead regularly.
204 Chapter 3 | The Tales Ogrel Grim Howl Ogrel recalls a secret path that skirts around the opposite end of the ridge, where the eagles do not patrol regularly. Unfortunately, it’s also a secret because it’s treacherous. Following Ogrel’s directions, the characters must each make two DC 15 ability checks. The ability checks can be anything of the following, but a character cannot roll the same ability check twice. • Dexterity (Acrobatics), Intelligence (Nature), Strength (Athletics), Wisdom (Perception) On a failure, the character suffers 10 (3d6) damage of your choice: falling rocks (bludgeoning damage), jagged rocks (slashing damage), or nasty thorn bushes (piercing damage). Each check is made over the course of two hours, so it takes a total of four hours for the party to approach their destination. There is precious little shelter to be found on Ogrel’s trail, and the party must proceed single file or risk falling off the edge. The Poachers and the Druid The characters are not the only ones climbing Gray Neck Ridge. Along their way, if the characters succeed on a DC 16 Wisdom (Survival) check to identify fresh, booted humanoid tracks. The tracks belong to a band of cruel wererat poachers intent on stealing giant eagle eggs. After traveling for four hours on the trail, the characters finally catch up to the poachers. Six wererats stand on a broad ledge ahead of the party, the body of a fallen giant eagle on the ground in front of them. Two of the wererat poachers are hunched over the dead eagle, preparing to quickly harvest the valuable parts, while three others watch the skies and the sixth watches the trail ahead. They are not paying attention to the trail behind them. The wererats are on high alert: they’ve just killed a giant eagle and are wary of its mate. The characters arrive on the scene at the same time as the giant eagle’s mate arrives. This happens to be the last living ancestor of Dahlia herself. She and her mate were coming to reclaim their ancestral nest for the season, for the first time since Dahlia was killed by Ogrel. The giant eagle attacks the poachers but it’s clear she’s outmatched and, when the party approaches, the wererats turn their attention towards them as the larger threat. The wererat poachers fight until reduced to 1/4 hit points, at which point they try to flee. When the first poacher tries to flee, Ogrel tries to stop them but the curse takes over, transforming him into a scrawny human teenager. During the battle, Pruni Greehand watches the characters from a hidden vantage point (DC 18 Wisdom (Perception) check to see her in combat). After the combat, she strides forward on top of an earth elemental. She is a female halfling with long mud-caked brown hair, wearing a simple fadedgreen tunic. Pruni wields no weapons, but it’s clear she directs the actions of the earth elemental she rides. Pruni calls out to the characters, asking them in short, clipped sentences what business brings them to Gray Neck Ridge. Her eyes are narrowed constantly on Ogrel, who averts his gaze and shuffles nervously under her scrutiny. If prompted by the characters, Ogrel announces he’s looking to return the eagle talon to its rightful home. In response, Pruni announces she knows what the gnoll is talking about (she refuses to call him anything other than “the gnoll” and rarely addresses him directly), and that the giant eagle Dahlia’s family has been devastated since the cowardly attack. In fact, the giant eagle being attacked by the wererats was Dahlia’s last living ancestor, come to reclaim the nesting ground. It’s obvious to the characters that Pruni does not trust the gnoll, and Ogrel has no real chance of getting past the earth elemental on his own. If the characters intervene on his behalf, Pruni listens to the story; she witnessed Ogrel’s curse firsthand during the battle with the poachers. The interaction with Pruni is designed to show how difficult Ogrel’s journey is going to be, but for his own part the gnoll doesn’t back down. The halfling druid needs to reconcile what she knows the gnoll did with his desire to make amends and, while she sees the curse, she also senses a deeper journey for Ogrel. Or at least she sees it with the characters’ help, as Ogrel is a poor conversationalist. Assuming the characters did not lie about Ogrel’s story and they stopped the wererat poachers, Pruni decides to help the gnoll. After they leave the talon in the nest, she consecrates it, putting them at rest. Development After the confrontation with Pruni, the party and Ogrel can continue to the giant eagle nest on Gray Neck Ridge where the gnoll claimed the talon after the kill. The nest is about 10 feet across and built with hundreds upon hundreds of sticks, twigs, logs, and other forest detritus, mostly very old. It hasn’t been used since Dahlia was killed, however. Ogrel gives up the talon by adding it to the nest. There isn’t much else to do in this situation, so he eagerly agrees to leave the area as quickly as possible, with his eyes on the sky for giant eagle attacks. An hour later, when Pruni consecrates the talon, Ogrel feels a sudden surge of confidence. He stands up straighter, feels more pride in himself, and the majestic cry of an eagle cuts through the air from some unseen source.
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206 Chapter 3 | The Tales Ogrel Grim Howl because of a simple illusion, but their magic was not strong enough to keep Serra safe. The elf begs the characters to rescue Serra before the ogres devour her! Ogrel knows about Clan Meat. They are a brutal family of savage ogres living in the nearby hills with a reputation for reckless, senseless violence. The gnolls always gave them a wide berth, and no one really knows just how many of them live up in the caves. They have a reputation for inhuman appetites, and they are known to eat captives alive. Savage Ogres of Clan Meat The ogres leave clear tracks leading away from Serra’s cottage, and following them brings the party directly to a small camp on the edge of the forest. Sheltered by a large rock in the foothills sit seven ogres, each covered in scars. Even for ogres these are ugly brutes. They are all members of Clan Meat, and they are currently arguing over who gets to eat the dwarf first. The dwarf, Serra Battlegut, is barely conscious and tied to a spit roasting over a fire. She is bound to the pole with metal chains, which grow hotter as the flames lick around her. Desperation, anger, and sorrow are etched on her face. As soon as any of the ogres notice the adventurers they will attack. During the ensuing melee, Ogrel finds a chance to prove himself in battle. He knows the reputation of Clan Meat, and seeing the party face up to these brutal, cruel ogres stirs something heroic in him. He picks up a discarded club from the ground, transforming into a scrawny teenager (commoner), but manages to rush forward and attack an ogre. This could provide a moment’s distraction if the party is having a tough time with the combat, or it could simply give advantage to the party member in most need of it. Serra Battlegut witnesses the heroic act, and it forms the culminating moment of Ogrel’s journey to find “strength in forgiveness.” Development Once the ogres are defeated, Serra can be rescued with ease. She coughs, catching her breath and thanking the characters, and is quite curious about the gnoll who transformed into a human. If presented with Ogrel’s story honestly, and if Sarge Battlegut’s beard braid is given over with a sincere apology by Ogrel, Serra accepts it with a nod. She sighs and then offers her forgiveness to the gnoll. Beard for Sister Serra Ogrel’s beard braid trophy came from a dwarven berserker who attacked the Grim Howl Pack a few months ago, while the gnolls were hunting in the wilderness. The dwarf had a mane of wild white hair and wore no armor, instead relying on his incredibly thick skin and battle prowess. Ogrel recalls the dwarf had tattoos on his chest and back, though he doesn’t remember their exact pattern. The dwarf attacked swiftly, and killed several members of the Grim Howl Pack before finally falling to the blades of the rest. Ogrel didn’t land the killing blow, but since he partook in the battle which saw several gnolls die, he was allowed by gnoll custom to claim a trophy. He cut off a braid of the dwarf’s beard. The dwarf was named Sarge Battlegut. He was a bounty hunter known for bringing in humanoid prey, and he always worked alone. Some merchant prince put a bounty on the Grim Howl Pack in the past and Sarge was looking to claim it. He underestimated the gnolls, however, and paid the ultimate price. The only way for Ogrel to ask for forgiveness for this act is to verbally ask it of the dwarf’s only living kin: his sister, Serra Battlegut. Serra Battlegut and her brother were both known around A Trip Away Inn as adventuring wanderers, though Sarge was always a bit more hotheaded than Serra. Unfortunately, Serra was just recently captured by a group of savage ogres, and Ogrel and the party must move quickly to rescue her from the ogre brutes of Clan Meat. Shattered Cottage The journey to the small cottage from Gray Neck Ridge is short, less than a day, but regardless of how long it takes them the party arrives too late to stop Clan Meat from raiding the place and taking Serra to their camp. This simple single-storey wooden building, with a stone chimney and large windows, has been reduced to little more than a pile of shattered timber. Large boulders lie strewn about, and much of the cottage’s destruction seems to have come from large humanoid hands – ogre hands. As the party searches the rubble, they can make a Wisdom (Perception) check. Whoever rolls highest hears a faint cough coming from beneath a pile of broken planks. Lifting it reveals Raddle (they/them), a bald, thin-faced elf, covered in bruises and cuts. Raddle coughs up blood and cowers for a moment, fearing the party are the ogres returned to pick up them up, but when the truth becomes clear they break down crying. In between sobs, Raddle explains a band of brutal ogres called Clan Meat came just a few hours ago, demolished the cottage, and took Serra. Raddle was spared
Chapter 3 | The Tales Ogrel Grim Howl 207 Appendix A: Stat Blocks Conclusion In order to lift the curse and gain “strength in forgiveness,” Ogrel must complete the three tasks and atone for his cowardly past acts. It’s a tough road, and certainly not one he could make without the help of the characters. Is he successful? Has he proven himself, not only in the eyes of the curse but in the eyes of the characters? If he managed to complete the three atonement tasks, the curse is lifted. He remains a gnoll but he is changed for the better, and he’s seen where cowardly cruelty gets him. What’s next for Ogrel Grim Howl? Perhaps he takes up adventuring with Serra Battlegut and Raddle. Certainly, Clan Meat is still out there, so that may prove an effective challenge for the newly minted trio. They can always call upon the characters to help as well. Rewards The best reward for the adventure is the friendship of a gnoll raider who has decided to turn his life around. Ogrel roamed the land for several years, and he knows many hidden places and secret nooks in the surrounding region. The more practical reward comes from the spoils of Ogrel’s previous raids. He never felt he could accept it on his own after the curse befell him, and if the curse is lifted he now feels he has a new road to travel. The Grim Howl Pack treasure is buried in a chest in the forest beneath a gnarled, broken oak tree. Inside, the chest contains the following: 14 shards of onyx each worth 50 gp; 2,000 gp in loose coins; a chime of opening; a cloak of the manta ray; and a necklace of fireballs (5 beads). Author Bio Dave Coulson is a freelance game designer with credited submissions in Paizo’s Dungeon magazine, Knights of the Dinner Table Magazine, Wizards of the Coast’s Adventurers League organized play campaign, and Kobold Press’ Tome of Beasts. He has written extensively about the planes of the multiverse, along with adventures in an old-school style, under his own design studio, Cut to the Chase Games. He currently resides in Minnesota, confined to a home office, forced to look out onto the world through panes of glass or computer monitors - like so many others in the midst of a global pandemic! 207 Ogrel grim Howl Medium humanoid (gnoll), neutral Challenge 5 (1,800 xp) | Initiative: +3 | Prof. Bonus: +3 armor class hit points speed 15 (+2 shield) (hide armor) 46 (7d8 + 14) 30 ft. str dex con int wis cha 16 (+3) 16 (+3) 14 (+2) 8 (-1) 10 (0) 10 (0) Saving Throws Dex +6, Con +5 Skills Acrobatics +6, Athletics +6, Intimidation +3, Survival +3 Senses Darkvision 60 ft., passive Perception 10 Languages Common, Gnoll Curse. If Ogrel is still under the effects of the curse, anytime he attempts to attack he is transformed into a human teenager. He must then use the Commoner stat block. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Bonus Actions Rampage. When Ogrel reduces a creature to 0 hit points with a melee attack on his turn, he can take a bonus action to move up to half his speed and make a bite attack.
208 Chapter 3 | The Tales Muninn
Chapter 3 | The Tales Muninn 209 Muninn / Vincent rews (He/Him) Written by: William Richardson Adventure Level: 7-8 | Players: 3-5 Content Warnings: Birds, Gore, Murder, Nudity, Psychological Trauma The crow that lives in the rafters of the inn goes unnoticed by most patrons. However, after some investigation, the bird seems to be more than it appears. The bird is a polymorphed man by the name of Vincent Rews, who was sent out in desperation when his town was besieged by a supernatural threat from its own past. Background The crow that lives in the rafters of the inn is actually a man by the name of Vincent Rews, from the town of King’s Hold. Vincent was turned into a crow as punishment for stealing food and important magical scrolls from the town, as well as attempting to escape. As a crow, the townspeople used him to attempt to send a message, asking for help from anyone who received it. The town is currently besieged by a wendigo (see Appendix B: Stat Blocks) and the townspeople are on their last legs. Anyone who attempts to leave the town, escaping through the dense forest to the main road, is hunted down and killed. The wendigo has the magical ability to control the weather and trap its prey in a extra dimensional space, from which there is no escape. Worse still, the wendigo can turn its prey into thralls, to assist in hunting down others, as well as to act as a food source, for the wendigo hungers for human flesh. The wendigo is an old sorcerer by the name of Sycorax. Legend holds that he was a powerful magic user, who lived in King’s Hold when the town was founded. He was a beloved figure in the town, and used his magic to help people or defend the community. One day, he decided he had to leave, and bestowed powerful gifts on the elders of the town. Muninn Vincent Rews Bird • Crow Human • Baker Friendly and inquisitive. Cowardly, yet determined. Large black crow. Thin, tall, brown hair, large beard. Sycorax retreated deep into the woods with other like-minded sorcerers, to study and master the ability to create and control extra dimensional spaces. His experiments went well for a while, but eventually Sycorax made a mistake, trapping himself and his apprentices in a barren extra dimensional space. Unable to free themselves, the group survived in civility for many years, but eventually devolved into madness and murder. Corrupted by cannibalism and dark magic, Sycorax survived but slowly and painfully transformed, over the course of his lengthy imprisonment, into the form of a wendigo. Finally, after 180 years, Sycorax was able to break the spell which imprisoned him, and was returned to the forest near King’s Hold. In his corrupted state, Sycorax now terrorizes the town he once loved. Only one person in King’s Hold is alive from when Sycorax disappeared: Madra the Elder holds the secrets to what is happening to the town, and may know a way to save it. Tavern Behavior Most adventures might miss the large crow that lives in the rafters of the inn. Occasionally it will caw, but that is drowned out by the noise of the guests during busy hours. Once a day, Flip will feed worms to the bird at the bar, usually after closing time. Hook If the players are inside the inn during a quiet hour, they may hear the crow caw from the rafters. They may also witness Flip feed him after hours. Whichever way they discover the bird, investigation will yield interesting results.
210 Chapter 3 | The Tales Muninn The Crow in the Rafters A Trip Away Inn sees plenty of guests. Most cycle in and out, only staying for a drink or for the night. A few call the inn home, but one of them is a bit more secretive than others. A crow spends most of its time perched in the rafters, unnoticed, heard only when the inn is quiet. It gets fed by Flip every night, after the bar winds down. No one claims ownership of it, and even Flip doesn’t know where it came from. Meeting Muninn Unlike other NPCs in A Trip Away Inn Muninn the crow hides from sight for most of the day. On a successful DC 16 Wisdom (Perception) check, a player will notice a shadow moving high in the rafters of the inn. Alternatively, they can witness Flip feeding the bird towards the end of their shift at around four in the morning. Either way, characters can ask anyone about the bird and all will direct them to Flip. If the party asks Flip about the bird they will become embarrassed and say the following: “Ahh, you’ve seen him haven’t you? He really is a beautiful bird. I named him Muninn since he’s so keen on people, and seems to be a bit smarter than your average crow. Not really sure how he got in here but, the first time I was able to see him up close, I noticed he had a broken wing. Patched him up nice, but once he healed he refused to leave. We thought for a while he was a guest’s pet, or some wizard-folk’s familiar, but he’s been around so long. Either way, someone's gotta feed him. So, I always find some nice worms on my way to work and serve him some up every night, before I leave. He seems to like them and has taken a liking to me. Stays quiet up there and seems comfy. Nobody seems to mind. If you wanna meet him I can call him down for ya?” Whether the bird is called down by Flip or coaxed down by other means, Muninn will descend from the rafters and land near the characters. At first glance, Muninn seems to be a normal crow. He is strangely comfortable around people, and allows himself to be touched and fed. During this close contact, characters will notice a small piece of red string around his right leg. A successful DC 12 Intelligence (Investigation) check reveals the string is most commonly used on messenger birds, though Muninn’s message appears to be missing. A successful DC 14 Intelligence (Nature) check will discover that Muninn’s eyes are a bright shade of jade green, as opposed to the dark brown or blue of a normal crow. Finally, if anyone attempts to use speak with animals, Muninn will answer no questions but simply repeat the word “HELP”, endlessly. If the characters are unable to come up with a theory on what is going on with Muninn, Flip offers some advice. A local druid by the name of Gromnar, happens to be drinking in the tavern at the moment, and could help. Meeting Gromnar Sitting at the bar alone is an aging, surly half-orc, drinking a muted yellow cocktail. Occasionally, a server approaches but is quickly dismissed with a grunt. Gromnar (he/him), is a large, elderly, and disgruntled half-orc druid with a bit of an attitude, especially when interrupted while drinking. A successful DC 13 Charisma (Persuasion or Intimidation) check gains his cooperation. Characters may also offer to buy him his favorite drink, a Gromnar’s Garden, which is an herbal tea infused with forest mushrooms and spiked with aged elderflower liqueur. If Gromnar approaches the party to offer aid, he will ask for the drink as a form of payment. However, Gromnar agrees to help, he asks to see the bird in question. Once he gets his hand on Muninn he will study him for a while, speaking to him softly throughout. Suddenly, the crow locks eyes with Gromnar. Gromnar says, “Stand back, give me some space.” He grabs the bird gently by it’s head and begins whispering in it’s ear in orcish. Muninn begins to caw loudly, violently flapping his wings as the caws slowly shift into a human voice exclaiming, “Help!” In an explosion of feathers, the bird vanishes and a naked human male appears in it’s place. He crumples to the floor in fetal position repeating “Help.” over and over again. Meeting Vincent The crow is actually Vincent Rews (he/him), a human commoner. A successful DC 12 Wisdom (Medicine) check reveals that Vincent is injured and weak. He needs to regain 10 points of healing, or a long rest, in order to become coherent and alert. Until then he is drowsy, hard to understand, and unable to walk. Flip offers a room for him to rest in and some clothes to cover up. Gromnar will mention that it is likely that Vincent’s memory is fragmented. This effect is made worse by being polymorphed for an extended period of time. Because he doesn’t know the duration of Vincent’s change, he cannot guess how long his memory will be affected for.
Chapter 3 | The Tales Muninn 211 Development Once Vincent is either rested or healed he asks to speak to the party. “Mmmmy...my name is Vincent. Vincent Rews. I...I...I’m from a town called King’s Hold. In the woods. It’s a logging town. I was there. Then I remember flying, and the treetops and feeling the sun. It was incredible. Then I was falling, I saw the ground rushing towards me, and pain. Then I was above that room down there. I remember hearing voices, noises, and music. I remember the worms. Those tasty worms...do you have any worms? Sorry, it’s just I haven’t eaten real food since… wait… How long have I been here?” Either Flip or the party can tell Vincent he has spent two months in the tavern as a crow. With this information Vincent will begin to look panicked, and continue speaking: “I remember now. My town! King’s Hold is under siege by some...thing. You have to help! It was killing anyone who left the village and it attacked mostly at night. It was… taking people and doing horrible things to them. The people sent me as a crow to send a message. It was the only way to get past that thing. I must have been intercepted somehow, lost the message, and ended up here. If it really is the date you say then I’ve been gone for three months! I don’t even know if anyone is still alive but you have to help! Please!” Vincent can tell the party the following information: • There is a horned creature that resembles a man in the woods outside of his town that kidnaps townsfolk. • Sometimes the townsfolk come back to the walls of the town but they are changed. • When the creature is nearby, it starts to snow, regardless of the temperature. • The creature has a distinctive call: a deep, guttural howl that seems to cool the air and send chills through anyone that hears it. Vincent will press the party until they agree to help. He offers a meager 100 gp as payment, but says there are treasures in King’s Hold worth more than gold. He speaks of the spell scrolls left behind by Sycorax. If the party is successful, Vincent is sure the town will offer them as payment. Once the party agrees, Vincent demands to leave at once. The trip will take one day by horse or three days on foot. Vincent will not pester them if they take the time to gather supplies for the trip; any other actions and he will insist that they remain on task. The Sea of Trees The Journey to King’s Hold The journey to King’s Hold takes three days on foot. GM’s note: This chapter is designed to scare the party and test Vincent’s nerve. You can choose to encounter; snow circle, and stone cairns in any order on the journey to king’s hold. The party should encounter the last leg just before moving on to dusty scrolls and old stones. Each evening of the journey the party will trigger the night encounters in order. The First Night Whether traveling or camping, any character awake should make a DC 12 Wisdom (Perception) check. On a success, the character hears an unusual howl far in the distance, coming from the direction they intend to travel in. Vincent will hear this howl, know it as the wendigo, and remain awake for the remainder of the night, unless pacified. Roleplaying Vincent: Vincent Rews was a baker in the town of King’s Hold. At the height of the wendigo’s siege of the town Vincent was caught stealing food and, worse, powerful magical scrolls used to defend the town from the wendigo. As punishment, Vincent was transformed into a crow using one of the scrolls, and set free, with a message asking for help to relieve the town. Vincent will remember very little of this early on but, as the players spend more time with him, he will begin to remember more and more. Vincent will remain quiet about his unusual sentence and tell a lie, saying he volunteered to be transformed. He will only confess if pressed by the party after a successful DC 12 Wisdom (Insight) or DC 16 Charisma (Persuasion or Intimidation check). Because of his transformation, Vincent is skittish, cowardly, and quiet. His only goal is to convince the party to save his village so he may atone for his crimes.
212 Chapter 3 | The Tales Muninn Whether camping or traveling on the second night, a group of 5 wendigo thralls (see Appendix B: Stat Blocks) will attempt to surround the party and watch them from a distance. A character on watch who makes a successful DC 15 Wisdom (Perception) check, or has Passive Perception of 15 or higher, notices the thralls. The thralls keep their distance if a character is left on watch but, if the party shows any sign of noticing them, or tries to interact, they immediately attack. The King’s Forest Before entering the King’s Forest, Vincent warns the party that this is their last chance to turn back. The path through the King’s Forest is narrow and dark, flanked closely by dense trees on both sides. As you travel down the road Vincent grows more and more nervous, clutching his club ever tighter. Any character with a passive Perception of 15 or higher will notice that the party is being followed. About ten feet into the treeline, two figures resembling elves with pale blue skin and tattered clothes, keep their icy blue eyes locked on the party. The figures are covered in infected wounds and bite marks. They keep pace but make no attempt to get any closer. These creatures are wenidgo thralls (see Appendix B: Stat Blocks). They follow the party until they make camp, at which point they disappear into the woods. The 2 wendigo thralls only attack if approached. If the characters examine the thrall bodies, a successful DC 14 Intelligence (Nature or Medicine) check, will notice the thralls wound’s are from some kind of animal bite. Vincent also recognizes the bodies as townsfolk from King’s Hold. Snow Circle As you continue to travel down the road through the woods you’re met with a section of the forest that looks as though it has been hit by a blizzard for several hours. The snow covering the road is nearly a foot deep and wraps around to either side of the road in what appears to be a circle. The snow stops abruptly at the edges of the circle leaving anything outside of it untouched by snowfall. This 150 foot radius circle of snow is left over from the wendigo’s dimension of frost ability (see Appendix B: Stat Blocks). A successful DC 12 Intelligence (Investigation) check will reveal that the snow is in a perfect circle, with a sharply defined edge. The snow covers the path, making it difficult terrain, so the party will have to either trek through it or trudge through the forest. Characters exploring the snowy area find no tracks or signs of life. On a successful DC 12 Intelligence (Nature) or DC 14 Wisdom (Perception) check, characters will notice the air is deathly quiet and unnatural, and no animals are nearby. Vincent has seen such circles in the forest and knows the wendigo creates them, but doesn’t know why or how. Vincent is nervous while inside the circle, and insists the party continues onward. Stone Cairns The party encounters a carefully stacked cairn of large worn and weathered stones. Carved on the base of the cairn are five names: Sycorax, Lithen, Jon, Tella, and Helena. If asked, Vincent recounts what he knows of Sycorax the sorcerer, who almost 200 years ago was a protector of the village. He and his apprentices disappeared, and this is a memorial to them. The Wendigo Approaches After a second encounter with the wendigo thralls, Vincent’s nerves are totally shot. He panics and runs into the woods towards king’s hold. If the party does not pursue him, or they fail to catch him, the wendigo captures him turning him into a wendigo thrall. The howls of the wendigo can be heard after Vincent runs into the woods as if it is pursuing him. The Last Leg As you approach King’s Hold you encounter a macabre sight. Dismembered, frostbitten corpses lay scattered on the ground and in the trees overhead as if torn asunder by a wild animal. Nearly melted patches of snow litter the area. A successful DC 14 Intelligence (Investigation or Medicine) check reveals the victims were attacked by a creature of large size, torn apart by claws and teeth, and then eaten. Because of their condition Vincent cannot identify them, but he assumes they are from King’s Hold. The Second Night
Chapter 3 | The Tales Muninn 213 Dusty Scrolls and Old Stones King’s Hold A wide clearing opens up before you; a verdant meadow that looks almost alien in the light of the setting sun, after the seemingly eternal forest you just passed through. The path before you leads your eyes to a large wooden fort, some 100 yards away. A 15 foot tall wooden wall surrounds the fort, providing the appearance of safety. A large hall, elevated on a hill, dominates thatched roofs of homes tucked within the walls. A primitive gatehouse, in the wall faces you across the meadow and, as you focus your eyes through the snow beginning to fall, you see a man standing upon it. He gestures at you aggressively, and you hear him yelling. A successful DC 12 Wisdom (Perception) check determines the man is gesturing for them to come closer and is yelling “come quickly!” Vincent will run towards the gates, urging the party on. As the party draws near they see other heads pop up on the battlements, and the gate begins to open. Once the party reaches the gate, the guards will close it promptly behind them. King’s Hold is a town in disarray. Garbage is strewn across the street and the stink of sewage hangs heavy in the air. Townsfolk brandishing an array of shabby weaponry begin to trudge out of thatched huts looking malnourished and sleep-deprived. If the party tries to speak with any of the townsfolk, they all tell the same story. The city has been under seige for weeks by what they assume are undead minions of a horned creature that can summon the snow. If pressed further, they direct the adventurers to the longhouse and the village elder, Madra. If Vincent is still with the party, anyone with a passive Perception of 12 or higher, notices Vincent is being uncharacteristically quiet, and the townsfolk who pass by stare at him with a mixture of disbelief and anger. Madra the Elder The weathered doors and supports of the thatched-roof longhouse mark it as one of the oldest structures in the town. As you enter, wounded townsfolk encircle the low embers of the central fire pit, moaning quietly or sitting in silence. As you get closer, you notice the wounds appear to be bite marks from some sort of animal. An old woman leaning heavily on a gnarled wooden branch with a large clump of moss on the end, beckons you away from the townsfolk, towards a small alcove in a secluded corner. The longhouse has stood for almost 400 years. The wounded townsfolk are people who have survived wendigo attacks. At just over 200 years, Madra the Elder (she/her), is a female half-elf druid. She is old, even for a half elf. Her five-foot-one-inch frame leans heavily on her walking stick. She is adorned in typical druid vestments, and smells like old pine. Madra spent her life in King’s Hold selling herbs and remedies, never adventuring or getting in any danger. She knows little of the world outside King’s Hold and the surrounding wood, but is incredibly knowledgeable about nature and the workings of the forest. Madra is wise, patient, and tough. She remains calm, even when discussing the wendigo, and will offer all the information she has. Once the party is engaged with Madra she offers tea, and pleads with the party for help. She can tell the party the following information: • Madra believes the wendigo is the long-lost sorcerer, Sycorax. She will relate the history of Sycrorax if asked; see the Adventure Background for details. She has kept her theory to herself because Sycorax is seen as a hero by the town, and she feels no one will believe her. • Madra knows the fort Sycorax retreated to, long ago, has somehow returned to its spot deep in the forest, after disappearing 180 years ago. She saw it while searching for medicinal plants, just before the wendigo started attacking villagers four months ago. • She believes the answer to stopping the wendigo lies somewhere in that fort, and would like the party to investigate. • Madra suggests that if the party is going to the Old Fort, they should travel during the day because the wendigo hunts at night. If Vincent is still with the party after they speak with Madra, Vincent will speak up. If the party didn’t previously learn the full story of his crimes, he will confess to it now, asking Madra for forgiveness, insisting that he is a changed man. If the party leaves Vincent to speak for himself, Madra will simply reply, “We will see when this is all over.” Development If the party stays the night in King’s Hold. The next morning, a light snowfall has covered the town; remnants of the wendigo’s ability to control weather. The townsfolk will offer what food they have to the party before they leave, wishing them good luck.
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Chapter 3 | The Tales Muninn 215 The Old Fort The party will not be attacked during the trip to the fort, and they will arrive after a half day’s walk. The ancient fort has almost completely succumb to the unrelenting passage of time. Most of its wooden structures have collapsed. A crumbling stone wall rings the fort and in its center, a large stone keep stands defiantly among the ruins. The stone keep appears to be the only habitable building. A successful DC 14 Intelligence (Investigation) check reveals the following: • The exterior wall appears both worn by time and also recently damaged by some force. • Old materials, cloth, and clothing can be found scattered all over the courtyard, although much of it seems very old. • The residual static of a very powerful magic lingers here and can be felt by any magic users in the party. Inside the keep detritus is scattered everywhere. Moss grows over everything, and grass pokes out between gaps in the stones. In a pile at the far end of the main hall is a heap of bones, covered in scraps of blood stained clothing. A skeleton’s skull lies fractured among the carnage. A successful DC 14 Intelligence (Medicine) check reveals these bones have been feasted on, though they appear to be a century old. Near the outstretched hand of one of the skeletons is a large tome locked with a simple lock. A successful DC 12 Dexterity check using thieves’ tools will pop the lock and reveal Helena’s Journal (see Appendix C: Handouts). Once the party finishes reading the journal, Helena’s Brand (See Appendix A: Magic Items) is found easily under a stone on the northwest wall of the keep. A successful DC 15 Intelligence (Arcana) check reveal sigils on the side that act as a command word. Development Once the party has Helena’s Brand and has read the journal, the sky darkens rapidly and snow begins to fall. If the party leaves the fort, they see the sky has turned a dark crimson and night has fallen. Snow falls, building to a blizzard. A successful DC 16 Wisdom (Perception) check reveals the wendigo sitting on the highest point of the broken wall and 12 wendigo thralls scattered around the keep surrounding the party. The Wendigo Whether or not the party notices the wendigo and its 12 thralls. The wendigo lets out its psychic roar, turns invisible, and the thralls attack the party. Tactics: The party is now in the wendigo’s extra dimensional space, which manifests as an intense blizzard at night. See Appendix B: Stat Blocks for the wendigo’ abilities and Lair Actions. The thralls attack the party immediately, while the wendigo maneuvers to attack the most isolated character from stealth. If the wendigo is seen, it attempts to retreat and hide, waiting to strike when it sees an opening. If half the thralls are killed, the wendigo reveals itself and lets out another psychic roar. Once the wendigo is out of the extra dimensional space, it can no longer take Lair Actions and becomes incredibly aggressive. Once the wendigo is defeated, it lets out one final roar. Any thralls still living will collapse, no longer under the spell of the wendigo, returning to their normal selves. Because of their extensive wounds, these released thralls will need healing or a long rest before they can be brought back to King’s Hold. If at any time during the fight if the wendigo is stamped with Helena’s Brand, the extra dimensional space collapses, releasing a massive magical explosion. Everyone in the extra dimensional space must make a DC 13 Dexterity saving throw. Those failing the save will take 20 points of force damage, while a success halves this damage. Sycorax’s wendigo form still has some of his possessions on him. On his fingers are 100 gp worth of gold rings, and around his neck is Sycorax’s opal necklace (see Appendix A: Magic Items). The necklace allows the wearer to create a extra dimensional space of their own, once a day.
216 Chapter 3 | The Tales Muninn Conclusion When the party returns, they are greeted by townsfolk. If they managed to save some of the thralls, the townsfolk will gratefully lead them to the longhouse for care. Madra also approaches the party and offers her thanks. She asks about Sycorax, and if he was indeed the wendigo. The party may offer the opal necklace or the tome as proof. She will insist that the party keep his necklace and rings. She will also offer the 100 gp initially offered by Vincent, as well as the rest of the spell scrolls left by Sycorax: a scroll of fireball, a scroll of globe of invulnerability, and a scroll of mass suggestion, all at level 6. If the party managed to convince Madra that Vincent had changed, he will stay in King’s Hold and attempt to help them rebuild. If your party was unsuccessful, then he will request to leave with the party, saying he feels more comfortable at A Trip Away. Rewards • scroll of fireball • scroll of globe of invulnerability • scroll of mass suggestion • Helena’s Brand • Sycorax’s Opal Necklace • 100 gp and 100 gp worth of gold rings 216 Appendix A: Magic Items Sycorax’s Opal Necklace Wonderous Item, rare, (requires attunement) This stunning necklace features a pristine opal hung from a master-crafted gold chain. The opal sits suspended in a glass sphere. When attuned to the necklace, the wearer can create an extra dimensional space once per day. This ability requires concentration, a failed concentration check ends the effect. The dimension is a mirror image of the area that it was created in, and can be no larger than a 150 foot radius sphere. The weather and time of day inside the extra dimensional space is of the caster’s choosing. The landscape loops infinitely inside the sphere. Any creature(s) inside the sphere when the spell is cast will be transported to the extra dimensional space. The extra dimensional space lasts up to 24 hours and can be dispelled at will by the caster. Helena’s Brand Weapon (spear), artifact This three foot long metal spear is covered in sigils written in Elvish. The weapon has 2 charges and regains all expended charges at dawn. The command word, 'Flame', is written on the side. When spoken, the spear expends a single charge, heating up to a glowing red temperature, and will remain hot for 4 rounds. As an action, a creature may attack with it. On a successful hit, the target must succeed on a DC 16 Constitution saving throw. On a failed save the target loses concentration on all spells and is magically silenced for 1d4 rounds and is stamped with Helena’s Brand.
Chapter 3 | The Tales Muninn 217 Appendix B: Stat Blocks Muninn the Crow Tiny Beast, unaligned Challenge 0 (10 XP) | Initiative: +3 | Prof. Bonus: +2 armor class hit points speed 13 3 (1d4 - 1) 10 ft. fly 60 ft. str dex con int wis cha 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2) Skills Perception +4 Senses Darkvision 60ft., passive Perception 14 Keen Sight. Muninn has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. *If Muninn is reduced to 0 hp he will revert to his human form, Vincent Rews. Vincent Rews Medium humanoid (human), neutral good Challenge 0 (10 XP) | Initiative: +3 | Prof. Bonus: +2 armor class hit points speed 10 22 (4d8 + 1) 30 ft. str dex con int wis cha 10 (+0) 12 (+1) 12 (+1) 9 (-1) 10 (+0) 14 (+2) Saving Throws Dex +3 Skills Acrobatics +3, Survival +2 Senses passive Perception 10 Languages Common Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Wendigo Thrall Medium humanoid (human), chaotic evil Challenge 3 (700 XP) | Initiative: +1 | Prof. Bonus: +2 armor class hit points speed 11 (natural) 22 (4d8 + 4) 30 ft. str dex con int wis cha 13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 10 (0) Senses Darkvision 120ft., passive Perception 17 Languages Common Actions Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and 4 (1d8) cold damage. 217
218 Chapter 3 | The Tales Muninn Wendigo Medium monstrosity, chaotic evil Dimension of Frost. (1/day) The wendigo can use an action to create a 150 foot radius dome centered on the wendigo. This dome is an extra dimensional space used to trap its prey. Any creature reaching the edge of the dome and walking through will reappear on the opposite side, creating a loop within the affected area. This dimension counts as the wendigo’s lair and allows the wendigo to take Lair Actions. Reactions Enthralling Stare (Recharge 6). When the wendigo is attacked, but before the attack is rolled, the wendigo can attempt to corrupt the target’s mind. The creature must succeed on a DC 16 Constitution saving throw. On a failed saved, the target becomes charmed. Any creature charmed in this way can re-attempt the save at the end of their turn or if they are attacked. Once a creature has passed the check, they are immune to the effects of Enthralling Stare for 24 hours. The Dimension of Frost Within the dimension of frost, the sky becomes dark and alien. The terrain quickly begins to accumulate a thick blanket of snow, as a punishing blizzard pounds down endlessly. Only a successful attack from Helena’s Brand while the magical effect is active, or the death of the wendigo, can end this effect. Lair Actions On initiative 20 (losing ties) the wendigo may take 1 of the following Lair Actions. The wendigo cannot take the same Lair Action two rounds in a row. Ice Storm. range 40 ft., the wendigo brings down a torrent of icicles in a 10 ft. square. All creatures in the area of effect must succeed on a DC 14 Dexterity saving throw. On a failed save, the creature takes 10 (3d6) piercing damage and 3 (1d6) cold damage. The damage is halved on a successful save. Vanish into the Storm. Appearing to almost vanish into thin air, the wendigo may disengage from combat, move up to 20 ft. away, and attempt to hide. Feast of Flesh. The Wendigo can attempt to feast on the flesh of a single creature within 20ft., leaping towards the target and attempting to pounce on it. Make an opposing Strength check (ties go to the defender). If the wendigo succeeds on this check, the target is knocked prone. The wendigo may then immediately make a bite attack and gain hit points equal to the damage of that attack. Challenge: 13 (10,000xp) | Initiative: +5 | Prof. Bonus: +5 armor class hit points speed 15 (natural) 112 (15d8 + 45) 60 ft. str dex con int wis cha 18 (+4) 20 (+5) 16 (+3) 12 (+1) 12 (+1) 10 (0) Saving Throws Dex +10, Wis +6 Skills Athletics +9, Intimidation +5, Perception +6 Damage Immunities Cold Condition Immunities Charmed, Frightened Damage Resistances bludgeoning, piercing, slashing damage from non-magical sources Senses Darkvision 120 ft., passive Perception 16 Languages Common, Elvish Innate Spellcasting. (1/day each): invisibility, spider climb Natural Hunter. The wendigo has advantage on Dexterity (Stealth) checks when hiding in snow or dense foliage. When inside its extra dimensional space, the wendigo can hide as a Bonus Action. Supernatural Senses. The wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The wendigo makes three attacks, once with its bite and twice with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage, 3 (1d6) cold damage. Claw Slash. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage, 2 (1d4) cold damage. Psychic Roar (Recharge 6). The wendigo lets out a bellowing roar. All creatures that are not enthralled by the wendigo within a 50 ft. radius must succeed on a DC 16 Constitution saving throw. On a failed save, they become deafened for 1 round and gain the frightened condition.
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220 Chapter 3 | The Tales Muninn Helena’s Journal continued... Day 115 – We are doing our best to work on the issue. Sycorax is confident he can undo what he has done but Jon and Tella doubt him. Lithen hasn’t stopped in days and is beginning to show signs of mental strain. Everyone is approaching their wits end. *pages damaged or destroyed* Day 365 – Normally this would be a red-letter day but given the circumstances there is no cause to celebrate. 1 year I’ve been at this fort. 10 months we’ve been stuck. Lithen talks to no one and mumbles to himself in the corner. Jon and Tella sleep outside now and Sycorax has completely taken over all attempts to free us. We are almost out of food. What will we do? What will we do? *pages damaged or destroyed* Day 429 or 430 *who cares* - He’s done it. I thought he would. Jon challenged him and He did it. Tella is still screaming. She won’t stop. She won’t stop. I miss Lithen’s jokes. I miss food. *pages damaged or destroyed* I’ve lost track of days - I refuse to give up. I know he’s done what we agreed to never do. Jon’s body disappeared from the main hall. And I cannot find Tella. His eyes are darker than they were the other day. He sulks around like a shadow and says nothing. I know what he has done. I know. He is not a human anymore. I won’t be next. I refuse to be next. The Final Entry – I did it. I made a weapon to end this. I hid it so he would not find it. In my secret spot in the northwest corner of the main hall. It’s what Lithen was working towards. I found it in his notes. I know He ended Lithen because he figured out what he had to do to get out of here and He wasn’t willing to do it but I am. I will do it tonight. If I can find him. I haven’t seen him in days but I can feel him near. Like he watches me and I can’t see him. I will succeed. I will succeed. For Lithen. For Tella, For Jon. Appendix C: Handouts Helena’s Journal Day 1 – We have arrived at the ruined fort deep in the King’s Forest. Sycorax, Jon, Lithen, and Tella have made the main hall into a small dormitory and have made it feel more like home. We are excited to get to work and master the arts that Sycorax has dreamed of for so long. *pages damaged or destroyed* Day 20 – Jon has made the most wonderful stew out of the supplies the townsfolk of King’s Hold have brought us. I am delighted to have their support while we work out here in solitude. Sycorax believes we can try to cast the first spell tomorrow. I am eager to see if we can pull it off. Day 21 – Success! We managed to duplicate our main hall into an alternate dimension! Jon remained outside and said we completely vanished from reality! We only remained for a minute or two, but the effect was unbelievable! We are thrilled and are working to try to make the effect easier to control and more permanent. *pages damaged or destroyed* Day 53 – A strange but amazing breakthrough. Sycorax made the spell more substantial and managed to capture the entire fort and the surrounding area. We are ahead of schedule and are making great strides. He did however attempt this in the middle of the night while we slept so no one was outside the effect as a safety measure (much to Jon’s anger). But nonetheless we are doing well. Day 67 – Something happened. Sycorax cast the spell and we transported like normal but we cannot undo it. We’ve tried many spells to correct it but we appear to be stuck. Not to worry though. We can undo what we have done and luckily the shipment of food and supplies from King’s Hold arrived just yesterday. Day 90 – We remain trapped. We have tried everything. The forest just continues to loop. I went for a walk today to clear my head. I walked the loop 100 times. I counted. Author’s Notes/Acknowledgments To Bailey, for listening to my synopsis of this module 400 times, and to Ruby who scratched my arm and meowed while I typed this. Author Bio William Richardson is a nerd from Chicago, IL. When he isn’t working in the television industry, he can be found playing RPGs and videogames, or listening to Metal. 220
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222 Chapter 3 | The Tales Izak Lot
Chapter 3 | The Tales Izak Lot 223 I zak Lot (He/Him) Goblin • Warlock • Scam Artist • Smuggler Tends to ramble in a raspy voice. If confused, will consult his crystal doorknob for answers, posing as a seer. Often unintentionally rude. He has dark green skin and large eyes, one red and one covered in a cataract. Piercing-covered ears stick out from beneath an enormous hat. Izak wears threadbare traveling clothes and a broken pair of goggles around his neck. While digging in the gold mine, Rutherford and Alfor discovered the ribbon spirits that lived deep underground and created “source.” Source is a byproduct of ribbon spirits coming in contact with raw metals. The spirits absorb the impurities in the ore and replace them with a mineral form of magical energy. Alfor and Rutherford used this infused ore to forge powerful weapons and smuggled them to local kingdoms, under the guise of the gold trade. After a worker was swarmed and killed by spirits, Rutherford and Alfor started using reanimated bodies of those workers who died in the gold mine to obtain source. Alfor designed a containment field to keep the undead within range of the Orb of Ith, a powerful artifact he used to control the creatures. Alfor got greedy and tried to expand the mining operation, but the resulting gas leak disabled the containment field and killed everyone inside the mine, including Rutherford. Ever since, Alfor has been remotely operating the Orb of Ith, which allows him to resurrect and control all undead in a 10-mile radius to operate the factory. Unfortunately, the orb has gone dormant and needs to be manually recharged, but Alfor cannot get inside the mine. A small cave-in has ruined his teleportation circle and he must now re-enter through the front, but the undead will not recognize him without the orb on his person. Recharging the orb requires a ritual sacrifice of living people; a clear choice would be to find a group of people looking to loot the mine. Izak Lot, a lawful evil warlock, has traveled from the distant city of Viventum on behalf of his patron, Grikthor the Grim, to test a device that Grikthor developed. The device is meant to transfer attunement of a magic item and, subsequently, Grikthor sent it with Izak to hijack control of the Orb of Ith. As he would rather not go inside the mines himself, Izak went back to his favorite spot, A Trip Away Inn, and is waiting to hire a group of adventurers to do it for him. Izak tells the party that his device can disrupt a necromancy spell being sustained by an artifact called the Orb of Ith, kept in the Grand Workshop. He knows the device does not actually do that and plans to act as if it misfired. He wants adventurers to plant and activate the device, loot the mine, and return to him at the inn for a payment. Written by: Joshua Knapp Adventure Level: 9-10 | Players: 4-5 Content Warnings: Asphyxiation, Claustrophobia, Gore, Manipulation, Murder Seventy-five years ago, a methane gas leak killed all the inhabitants of a famously wealthy gnomish mining settlement. It is said that the mines were afterwards haunted by a powerful evil that brought all the dead back to life. In truth, a wizard named Alfor has been controlling the mines using an undead workforce. By using a powerful artifact called the Orb of Ith, Alfor has controlled the activity in the mine remotely for seventy-five years using undead workers. However, he has now accidentally lost control of his way into the mines, and must find another way in. Izak Lot has been sent by his patron to deliver a device to the depths of the mines, to wrest control of the orb from Alfor. Izak seeks adventurers willing to aid him in this task, falsely advertising that this weapon will destroy the undead within the mines. Background The Pebblegold mines were known in their day as the premier gold supplier of the northern hemisphere. Royalty, nobles, and other potential investors would come to tour their underground estate and see the famous “Gilded Gates of Rutherford.” The former owner of the mine, Rutherford Pebblegold, built the doors to conveniently display the Pebblegolds’ prosperity while keeping out the uninvited. Unknown to all but a handful of black-market investors, the true wealth of the Pebblegold estate was not their gold. They owned and operated a magic item factory in the deepest depths of the mine. The factory was maintained by a wizard in the employ of the Pebblegolds, known as Alfor Everyfor.
224 Chapter 3 | The Tales Izak Lot Izak sits in a corner booth by himself, hunched over a table. The few other patrons around seem to be giving him a wide berth. Raspy whispers can be faintly heard coming from his direction. He appears to be talking to a crystal ball in his hands, but further inspection reveals he is speaking to a doorknob. Izak seeks to invite the strongest but most naive people in the room to come sit with him for a drink. Hook Izak invites capable-looking adventurers to join him, and offers to pay them to go test his weapon and loot the gold mine. Izak was given a large stipend at the beginning of his journey, and can pay them handsomely in return for this favor. If the party ignores Izak’s invitation, he drops his hand on the table and curses quietly in Goblin. He looks annoyed but orders another drink, sits back, and waits for more adventurers to walk into A Trip Away Inn or for the party to engage with him. Should no more potential adventurers enter the Inn, Izak may gesture for the party to come join him, offering food and drink for the group. Rumors about Izak If the adventurers ask around A Trip Away Inn for information about Izak, they may hear some of the following rumors, in addition to those on the rumor table, from Flip or other patrons around the inn: • He once defeated some hostile cultists in the area by throwing a large dining room table at them, during a ritual feast. • Common folk say that, if you stare at his cataract eye too long, it’ll steal your sight and heal his eye. • They say each earring he wears is filled with a different poison he used to kill someone. • He allegedly tried to sell a bag of cursed horse teeth to a priest. • It is said that he’s actually a fence for a thieves’ guild and has many useful goods if you give him a password, but nobody has been able to figure out the password. • He has been known to send adventurer-types on dangerous odd jobs, using money from his “investor.” • He once saved a bunch of puppies from a pack of gnolls. Izak’s Selling Inventory • A large and varied collection of grubs, organized by slipperiness - 50 gp each • A bag of cursed horse teeth (he doesn’t mention they are cursed. See Appendix A: Magic Items) - 30 cp • A ring of protection +1 - 1,000 gp • A grappling hook - 5 gp Tavern Behavior A Drink with Izak The inn always seems to be slow when Izak shows up. Only a few patrons mill about the bar as Flip absent-mindedly dries a tankard. There are only a few muffled conversations happening but Izak sticks out, as he appears to be talking to himself. Izak Lot Seated in a corner booth is a stout and road-worn goblin. His enormous pointed wizard hat covers his entire head, save for the extensively pierced ears sticking out from under the brim. He scans the room skeptically, as he whispers into a crystal ball. His cataract-covered eye stands in stark contrast to his other of deep crimson. If a character meets his gaze, he flashes a toothy grin, taps the orb on his table to summon the waitress, and motions for them to join him. Underneath the layers of dirt accumulated from travel, the leather armor Izak wears is actually well made. The hole-riddled cloak and broken goggles around his neck add to his dressed-down appearance, but the large traveling pack next to him and the faint hum coming from his walking stick make it clear that he is well equipped. His outfit is cobbled together, but he carries himself like a seasoned traveler. A successful DC 12 Wisdom (Perception) check identifies the crystal ball as a doorknob. On a success, Izak also notices the characters looking and attempts to hide the doorknob in the sleeve of his cloak.
Chapter 3 | The Tales Izak Lot 225 Izak’s Contract and Offer Izak’s Contract “I, of sound mind and body, do hereby accept and agree upon the following terms of employment: Hired parties will enter the Pebblegold mines with a supplied device, apply and activate said device on the specified artifact (Orb of Ith) to the best of their abilities or unto their demise, and return for payment. No parties shall steal, maim, alter, or otherwise disturb the device given to fulfill this contract. Each party member may take anything they find inside the area of operation, and in addition will receive payment of 500 pp on successful execution of, and return from, this contract. Whichever party holds the device consents to the scrying effect of the device, to ensure its safety for observation and research of its potency in the interests of the employer. Any activity deemed to be a breach of contract is grounds for revoked payment and/or immediate termination. We, the undersigned, do acknowledge and agree to these terms,” Izak is willing to negotiate the terms of the contract but will not hand over the device until all the party members have signed. The device he hands them looks like a circlet, meant for a small head, with a button on the front. He also offers to let adventurers borrow his workhorse, wagon, and the aforementioned map to get to the entrance of the mine, located thirty miles away. Once the party has engaged with Izak, he impatiently bounces in his seat while orders are made, and goes into a mobster-style monologue once the server leaves: “Yes, yes! Bring company! Too cold, too wet to be drinking alone. You call me Izak, I have dinner and a job for some strong adventurers. I heard, nearby, a small army of skeletons live in some tunnels in the mountain. A gold mine would be more correct of me to say, overrun with undead. The catch is, at the bottom of the mine is this powerful artifact, the Orb of Ith. It keeps skeletons alive for a real long time. I have a device I wanna test that may be able to disrupt the orb, but I have other matters to attend to. So what I propose is you go in, take whatever you want, plant and activate my device, then get back here so I can pay you." Izak can provide the following information and objects to the party: • He has a hand-drawn map that he provides, which can be used to reach the Pebblegolds' Cavern, but does not outline the rest of the mine • The people inside the mine died seventy-five years ago, due to a gas leak of unknown origin • The mine was a really big deal to local royalty in its day • The family who owned the mine was the Pebblegolds, and they were allegedly very wealthy Before he hands over his device, he pulls out a piece of paper and writes out the details of the job.
226 Chapter 3 | The Tales Izak Lot The Entryway The tree canopy ends with the road, at the base of a mountain in a sun-kissed clearing. The day is made brighter by the light reflecting off the two massive golden doors embedded in the sheer cliff face. The likeness of Rutherford Pebblegold is carved into the door, along with a speech bubble containing a riddle written in Common. Standing in front of the gates, a group of four gnomes eye you with curiosity. Rutherford's Riddle “I own the hour of dawn’s first hue I lead the dusk when day is through I bloom of rose, bright yellow, and white I grow in veins deep out of sight I am through which the lightning flows I pay to kill one’s mortal foes I’m loved and sought by young and old My name in short is simply ____ ” A poem was carved into the gates for Rutherford to display his ridiculous wealth to those he invited in. The final word of the poem (gold) must be spoken to open the gates. Once spoken, a soft victory tune plays as the doors open. The gnomes in front of the golden doors are actually Alfor Everyfor and his three undead minions. They detected the parties approach as they were returning from an outing, and quickly disguised themselves as gnomish adventurers. The minions are under the control of a create undead spell. An adventurer can see through the illusion with a successful DC 16 Intelligence (Investigation) check. Seeing an opportunity to feed the Orb of Ith, Alfor introduces himself as Salem Pebblegold, but if at any point a character sees through the illusion, or Alfor’s identity is given up, he uses a scroll of dimension door to escape. Consult the Alfor's Escape Tactics table in Appendix B: Stat Blocks. The Pebblegold Mines Alfor is cordial with the party, and claims he is looking for a hammer at the bottom of the mine that belonged to his uncle, Rutherford. He offers to travel with the party through the estate to the cavern entrance, suggesting this may decrease the danger posed by the undead infestation. He is clear that he doesn’t care what they take, as long as he can have the hammer. If he travels with the party, he provides subtle hints to lead them towards important items, such as keys, that he needs to get through the security measures in the mines. If the party refuses his aid, he will proceed into the mine regardless, and use his scrolls of dimension door to get ahead of the party. Lift Room A lift, wrought from gold with time-stained cushioned seats,, stands on a small dais. The lever for operation sits in the center. Pulling the lever causes the lift to descend to the Reception Room (3). Reception Room The receiving area of the lift gate was meant to welcome wealthy investors. Desks, long covered in dust, sit ready to receive guests. A sign above the exit door reads, “Welcome to the Pebblegold Estate.” Five skeletons sit in this room in their receptionist uniforms, slumped over at their desks, waiting to attack. 2 3 1
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Chapter 3 | The Tales Izak Lot 229 This cavern has 80 foot ceilings and contains buildings which were the former business and living spaces of the Pebblegold family. A gated fence, made from gold (9), stands shut at the far end of the cavern, leading deeper into the mountain. The Pebblegolds’ Cavern This area used to have a farm for bioluminescent fungus, used to light the walkways. The farm has now wildly overgrown, and covered the buildings and cavern walls with glowing fungus that provides the area with dim light. The cavern space outside of the buildings smells heavily of mildew and fungus. Clouds of spores fill the cavern, which make the area lightly obscured, offering half cover to anyone within the spores. On a successful DC 10 Wisdom (Survival) or Intelligence (Nature) check, it is clear that these spores are harmless. On a failure, it is unclear. 7 Fungal Growth Skeleton Mobs lie hidden in the fungus, waiting to attack. The Pebblegold Mansion The gold that formerly covered the pillars of this enormous and lavishly decorated mansion can still be seen in spots, between the thick layers of fungi covering their surface. Gnomish in stonework and sensibilities, the high-society lifestyle of this former economic powerhouse is still apparent. The large gold doors to the mansion stand ajar. Main Living Space A wide-open floor plan displays the dust-covered former splendor of the Pebblegold family. Ornate dishware and cutlery are set on a marble table, alongside gold candlesticks, as if for a meal. The furniture and upholstery have been ravaged by time and humid cave conditions. There is a grandfather clock along the southern side of the room, made entirely of gold. The Pebblegold Estate (5A) The ornate dishware, candelsticks, and cutlery are worth 50 gp for the set. (5B) A successful DC 17 Intelligence (Investigation) check of the clock reveals a compartment behind the clock face with a key to Rutherford’s Study (6). (5C) The door to Rutherford’s Study (6) is magically trapped with an alarm spell. If the door is touched without using the key, it emits an audible bell sound. The effect, though harmless, is meant to alert nearby inhabitants or skeletons. Rutherford’s Study This room was once a jaw-dropping display of wealth, but is now covered in spores and grayed with dust. The remains of Rutherford Pebblegold sit slumped over his desk, a signet ring on its finger with a crest in the shape of a gate, and a scrap of paper crumpled in its hand which reads: (6A) “Keep Alfor from the Orb of Ith.” A drawer in Rutherford’s desk contains a ledger of all the names and dates of mine workers who have died, along with a second entry which reads: (6B) “Repurposed.” The ledger also has two notes which read “KingRutherford” (password to door panel in room 11), and “Sourcemustflow” (password to console inside room 24). (6C) The signet ring on Rutherford’s finger is one of two keys to room (14); the other signet ring key is located in room (17). (6D) A ring of keys lies next to the skeletal remains of Rutherford. The ring contains: a platinum key (master key to the mansion), a silver key (operates the lift down to the mines, see area 11), and a golden key (unlocks the golden fence, 9). 4 5 6
230 Chapter 3 | The Tales Izak Lot (8B) There is a brass key sitting on an end table. The brass key opens a lockbox stored under the bed. (8C) A successful DC 15 Intelligence (Investigation) check is required to find the lockbox under the bed, containing the journal of Alfor Everyfor. In it, an artifact called the Orb of Ith is described as being able to create a field, over ten miles in radius, that can resurrect and control the dead. It details how a containment barrier was made, so that the field could operate in a smaller radius, in the deep mines. The journal also contains entries of Alfor’s day-to-day activities running the source mine, as well as his growing dissatisfaction with the owner’s business choices. The Golden Fence This fence has a locked gate. The key to open the gate is on the keyring in Rutherford's Study (6). An individual or group DC 18 Strength (Athletics) check is required to break the gate down. Mine Lift In the middle of this room is an industrial lift with gold accents. Inside the elevator is a panel requiring a key. The key required to operate the lift is found in room (6). Once activated, the lift descends to (11) in the gold mines. Skeletal remains prop open the office doorway. Inside, skeletons lie slumped over desks littered with notebooks and office supplies, decorated with gold filigree. A large desk sits empty on the dais. 10 Swarm Skeletons including the one in the doorway, wait in place to attack. On the largest desk, with the nameplate “Head Accountant Tosscobble,” is a book containing the most recent transactions of the gold mine, including one for a 10,000 gp diamond sold to Izak Lot. Inside a locked drawer in the same desk are files containing sales for something called "source." The price points of these purchases are far higher than those of the gold mine. Tosscobble was the head accountant, and is now one of the swarm skeletons in this room. A successful DC 16 Intelligence (Investigation) check locates a signet ring with a crest shaped like a gate in his boot (one of two keys for area 4, the other located in room 6). Alfor’s Room Through a simple wooden door, you see a plain but wellfurnished room. The room once belonged to the wizard of House Pebblegold. (8A) One scroll of knock and one scroll of dimension door can be found lying on a desk. 7 8 9 10 Accounting Office
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232 Chapter 3 | The Tales Izak Lot In Veins of Gold The Gold Mines The tunnels of the gold mine are in complete darkness, are wet, and have pockets of methane to suffocate the unsuspecting, or worse, explode. In (11-13), if any character creates fire or a spark, roll a d10. On a 5 or lower, the spark or flame causes an explosion from the methane gas, which has the effect of a fireball spell cast at 3rd level (DC 16). Lift Room The lift lands in a large room, 40 feet by 50 feet. The lift doors open, and strewn about the floor are thousands of bones in humanoid-like piles. On the eastern wall is a mundane, iron pair of elevator-style double doors. A glass control panel next to the door displays a gnomish script. The screen reads, in Gnomish, “Input Password” (the password can be found in the desk in room 6). If the party does not have the password, the door can be pried open with a successful DC 18 Strength (Athletics) check. Prying open the door triggers the dart trap. There are two puppetmaster spiders hiding on the ceiling and enough bones on the ground to assemble twenty skeletons. Tactics: The puppetmaster spiders will wait until the players enter the room, and then use their Create Skeletal Puppet ability to assemble as many skeletons as they can, before attacking the party. A successful DC 15 Wisdom (Perception) check lets any character spot a small compartment hidden above the door. This compartment contains a dart trap that will activate if tampered with. If the wrong password is entered on the door panel, or the door is forced open, characters within a 20 foot cone emanating from the door must succeed on a DC 16 Dexterity saving throw or be paralyzed for (1d4 + 1) minutes, as a spray of darts fly from the hidden compartment above the door. At the end of each round, the target can attempt the saving throw again. Through the iron door is a larger room with pickaxes, helmets, chisels, and hammers hanging on the walls. On the northern side of the room is a wide tunnel entrance, with cart rails leading far into the distance. Six empty mine carts sit on a rotating track, waiting to be deployed. (12A) The rotating track is operated by a lever which makes it rotate either clockwise or anti-clockwise. Pulling the trigger on the lever causes it to launch a cart at a movement speed of 60 feet down the track. Mine Tunnels The main mine tunnel holding the track is 1000 feet long, 6 feet tall, and 10 feet wide. There are levers along the eastern side of the track at each tunnel junction. The walls are made of rough-hewn stone, with faint veins that give off a soft glow of source. Mining tunnels branch off the main tunnel every 10 feet, and are each 500 feet long, 4 feet tall, and 3 feet wide, lined with the same faint glowing veins. The only sounds from the deep are rattling bones, as well as the noise of heavy picks hitting wet stone in steady rhythm. Skeletons labor in the under-earth blackness, dimly lit by a soft glow from the veins running along the tunnel walls as you move past. The heaviness of wet decay hangs in the stale air, as the sheer gravity of earth looms above. This area is where most skeletons present are at work in the mine. There is a skeleton every 15 feet in the branching tunnels, but they are pre-occupied with their work and will not attack if they are left alone. (13A) Pulling one of these levers activates a brake that causes the cart to stop 5 feet south of the lever pulled. If the lever is pulled after the cart has passed, the brake has no effect. 11 Minecart Depot 12 13
Chapter 3 | The Tales Izak Lot 233 This 20 foot by 15 foot half of the room is empty except for the vents. These vents in the floor are activated by a red button and yellow button on the control panel in (15). Security Landing Zone This 20 foot by 15 foot room has one door leading to (16). There is a panel mounted on the center wall, with two buttons and two levers: • Green lever – opens and closes an airtight door in the wall gap, keeping (15) safe from knockout gas. • Blue lever – raises and lowers the laser grid. • Red button – fills (14) with knockout gas, which acts as if a sleep spell (DC 16) had been cast in the center of the room. • Yellow button – activates fans to vent knockout gas from (14). Deep Mine Lift This room is barren except for a lift operated by a signet ring. When activated, the lift descends to the Deep Mines. (13B) At the end of the cart track is a pit, which the characters can see coming. If they do not find a way to avoid the pit, they must succeed on a DC 16 Dexterity (Acrobatics) check or take 3d6 bludgeoning damage, as they plummet into the 10 by 10 foot wide and 15 foot deep pit, the cart following behind them. The walls of the pit are a smooth-cut stone; too smooth to climb without assistance. (13C) An illusion covers the door to room (14). Characters can determine its nature by touching it or by succeeding on a DC 16 Intelligence (Investigation) check. This door is a solid stone barrier with two impressions in the shape of gates in the center. It is unlocked by using a signet ring in each impression, one belonging to Rutherford and one from Tosscobble. (See rooms 6 and 7) Security Entry Zone This room, unlike the estate, is spotless. There also appears to be a notable increase in technological prowess, judging by the security measures. Running the width and height of the room is a wall. The top half is magically fortified tempered glass (AC 19, 120 HP) and the bottom is polished titanium. There is a single 5 foot gap in the wall, protected by a visible laser grid. The laser grid takes up the entire 5 foot square of the wall gap. Each laser acts as the spell disintegrate, cast at 6th level, except that any creature that touches the grid gets no save. 14 15 16 233
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Chapter 3 | The Tales Izak Lot 235 Reaching the Source The Deep Mines The Deep Mines are Alfor’s main complex for research on source and the ribbon spirits. This area is brightly lit and the air is less stale. The surfaces of the rooms have a metallic appearance. At this depth underground, there are naturally occurring ribbon spirits. They are 1 foot long, glowing, light blue ribbon-like strands, that float through air and stone. These spirits swarm to unenchanted metal, minerals, and organic matter. Every wall, floor, door, and ceiling is covered by a thick textile material that prevents ribbon spirits from freely traveling through high-traffic areas. In several rooms in the deep mines the party can find a finely ground blue powder, known as source, that is mined and refined for use in the creation of magic items. Common Room This plainly decorated room features an observation window into what appears to be an airlock (18). The door to (18) is magnetically sealed and requires a key to open (The key is found in room 25). Decontamination Chamber This area is split into three parts, meant to prevent ribbon spirits from entering “no suit” areas. Entry Side This sterile room is empty, except for the strange suits of differing sizes hanging off the walls. (18A) This simple control panel has one lever. Pulling the lever opens the northern door to (19) for 10 seconds. After 10 seconds, the door automatically closes, and the room fills with mist for 30 seconds. After this the mist is sucked from the room in an instant and the southern door in (19) opens for 10 seconds. (18B) The suits hanging on the walls are containment suits. These containment suits are made of a similar textile to the one that covers the walls and doors. It comes with a helmet and air tank. These suits repel the ribbon spirits if they try to pass through someone wearing it. If an adventurer’s suit is compromised, and they enter a room with ribbon spirits, the spirits flock to the exposed area. Scrub Room As the doors close behind you, a strange mist begins pouring out from the vents in the floor. The mist continues pouring in until it limits your visibility. The spirit scrub mist that fills the room prevents ribbon spirits from passing through, but is otherwise harmless. After 30 seconds, the southern doors automatically open and remain open until one of the levers in (18) or (20) is pulled again. Containment Side This simple control panel has one lever. Pulling the lever opens the southern door to (19) for 10 seconds. After 10 seconds, the door automatically closes, and the room fills with mist for 30 seconds. After this, the mist is sucked from the room in an instant, and the northern door in room (19) opens for 10 seconds. Spirit Containment Wispy, ribbon-like specters waft lazily in the air of this circular chamber. Long countertops line the walls with every kind of ore, metal, or mineral available at this depth. A notebook lies on the table next to the minerals. This room is used to study the ribbon spirits. 17 19 20 21 18
236 Chapter 3 | The Tales Izak Lot The source skeletons will continue doing their work unless someone interferes, in which case they will attack. There is both complete and incomplete jewelry in this room. If anyone touches any of the jewelry, the skeletons attack. There are 10 plain gold rings (20 gp each), 10 ruby rings (75 gp each), and 10 sapphire necklaces (100 gp each). Research Lab Countertops and tables fill the room, covered in strangely shaped glassware and small torches for heating them. Hanging on a hook by the console is a key to room (25). There are ten source skeletons in this room. They are set on their tasks but attack any creature interfering in their work. Tunnel Airlock Ten containment suits, of various sizes, hang on the wall of this sterile prep room. The southern sealed door to (26) is opened by a button on the wall next to it. The door automatically closes after five seconds. Spirit Scrub This empty room is filled with a constant whirling mist, lightly obscuring the room. The southern sealed door to the source mines (27) is opened by a button on the wall next to it, and after five seconds it automatically closes. The door will only open if the other door is closed. The notebook on the table details the ribbon spirits effect on ore, metal, and minerals. Any mineral or metal object coming in contact with ribbon spirits is imbued with arcane energy. Any contact with organic matter causes the matter to become overloaded with arcane energy until it explodes. Source Scrub Checkpoint Lockers line the northern wall of this room, while an empty desk sits in the southeastern corner. Next to the eastern and southern doors are pecuilar black boxes with card-sized slots in each of them. This used to be a locker room, for the living employees of the Pebblegold mines to store their personal effects. (22A) Closed by combination locks, the lockers can be picked with a successful DC 13 Dexterity check using thieves' tools. The lockers contain lab coats, safety gloves and goggles, and researcher or jeweler ID badges. A jeweler’s badge opens the door to room (23) if inserted in the black box to the side of door. A researcher’s badge opens the door to (24) if inserted in the black box to the side of the door. (22B) The door to (23) is opened by slotting the jeweler’s badge into the black box next to the door. (22C) The door to (24) is opened by slotting the researcher's badge into the black box next to the door. Jeweler’s Workshop This room has an assembly line of countertops, covered in specialized equipment for crafting jewelry and combining it with source. There are six source skeletons here, each carrying out an assigned task in endless repetition, assembling jewelry. 22 23 24 25 26
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238 Chapter 3 | The Tales Izak Lot The Source Mines These tunnels are similar to those found in the gold mines. There is one cart labeled for personnel transport and one for minerals. The main mine tunnel holding the tracks continues on into the darkness. Side tunnels branch off from the main tunnel, intermittently. Hundreds of source skeletons work in the mines. There is a skeleton every 15 feet in the branching tunnels. If a creature approaches, attacks, or makes themselves known, the skeletons within 30 feet attack (passive Perception 9). This area is also populated by hundreds of ribbon spirits. The Grand Workshop Entrance A large doorway leads to the grand workshop. A large marble arch emits a cloud of mist at the end of the tracks. The mist is a spirit scrub, and allows carts entry to and exit from the workshop without being followed by the ribbon spirits. The cart landing attaches to a staircase leading down to (29). The Storage Platform Down the steps, you see that a massive platform is suspended over a pond of viscous blue liquid. A hazy smoke lightly obscures your vision and irritates your eyes. On each corner of the platform, large vats are being filled with blue liquid by chutes stemming from the walls. Each vat is rigged, allowing it to tip forward and empty into a large grate in front of it. In the center of the platform, up a small set of stairs, sits a dark green orb connected to a pedestal. Three staircases branch off east, south, and west to different chambers, each guarded by an armored skeleton standing at its base. The liquid under the platform and in the vats is source. (29A) Ritual Circle. This circle is connected to the Orb of Ith and takes up the entire perimeter of (29). Characters can spot the subtle glow of runes with a successful DC 16 Wisdom (Perception) check. Creatures other than Alfor that are inside the circle, when it is activated, must succeed on a DC 16 Constitution saving throw or take 1 point of exhaustion, as the Orb of Ith saps their life-force. Orb of Ith. The green orb sits plugged into a pedestal. Other than a faint glow, it looks like a large emerald marble. (29B) Vats. Vats are being filled with source to be stored. When a vat fills, it dumps its contents into the grate in front of it. Any creature caught in the spill (any square touching the grate) must succeed on a DC 16 Dexterity saving throw or roll on the Source Effect Table. Each vat can only dump once during the encounter on initiative count 1. When each vat dumps is determined by the GM, but only one vat can be dumped per round. If the party chooses to place Izak’s device, the circlet fits perfectly around the center of the Orb of Ith. If the button on the circlet is pressed, the orb turns a deep shade of purple. Control has been transferred. Nothing else happens. If Alfor is still alive, he flees, having lost control of the undead. All undead remaining in the room stop their attack on the party. A successful DC 25 Intelligence (Arcana) check will allow a player to recognize that control of the Orb has been transferred. Alfor looks towards the party, “Your timing really couldn’t have been better; I appreciate the help. Now I’ll need you to help me out one more time by sitting still.” 27 28 29
Chapter 3 | The Tales Izak Lot 239 If Alfor stayed with the party the whole time, he runs to the pedestal and activates the Orb of Ith. If he came here earlier, he waits until all members of the party step into the circle to activate it. If they do not enter, he attacks them until they do, attempting to keep his distance as much as possible. If Alfor still has his original three undead minions, he directs them to attack the party and attempt to draw them into the ritual circle. If he no longer has his three minions, or when they die, he commands the three armored source skeletons at the base of the stairs to come up and attack the party. Armored source skeletons use the source skeleton stat block in Appendix B: Stat Blocks but have AC 18. The Refinery This is where all ore, and gold is refined, mixed with source, or smelted into usable bars. There are 5 platinum ingots (2500 gp, 5lbs each), 20 gold ingots (250 gp, 5lbs each), and 20 silver ingots used for making jewelry (25 gp, 5lbs each). The Forge A huge open forge is equipped for all manner of smithing, from horseshoes to battleaxes. Skeletons stand at each anvil and bellows, awaiting orders. There are twenty skeletons total, waiting to attack anyone who tries to take any of the items inside the forge. Two racks of +1 weapons of the GM’s choice are set around the forge, as well as two sets of full plate armor, three sets of half-plate armor and five sets of chainmail. The Manufacturing Plant Three countertops with different products line this space. skeletons work in assembly lines applying source to enchant mundane items like bags, brooms, robes, and tokens. Thirty skeletons stand at the countertops, ten per counter. Each skeleton focuses on their task assembling different magical items. They will only attack if someone attempts to interfere with their work. (32A) One counter holds three completed bags of holding. (32B) The second counter holds one cloak of displacement and one robe of useful items. (32C) The third counter holds two feather tokens (anchor). (32D) The desk in the southwestern corner has two scrolls of teleportation circle. One scroll describes a cave location about a mile from the entrance of the mine, along with the sigil sequence needed to transport there. (32E) Underneath a pile of rubble, there is a damaged teleportation circle. Repairing the teleportation circle here will require a successful DC 16 Intelligence (Arcana) check to find the break in the runes and re-draw them. 30 31 32
240 Chapter 3 | The Tales Izak Lot Izak is waiting at the inn. When the party returns, he gives them the amount agreed upon in their contract. If characters figured out his scheme, he will apologize for the deceit, but otherwise will be dismissive about the severity of the situation. If questioned about the effectiveness of his device, he plays coy and acts as though it misfired, saying that he will have to try again. Izak then finishes his drink and heads out the door to report to Grikthor. Appendix: A Magic Items Source Powder Wondrous Item, rare Source is highly unstable on its own, if it is jostled or dropped roll on the “Source Effect” table. 1d100 Source Effect Table 1-10 You are at the center of a darkness spell for 1 minute. 11-20 Plants grow around you and you are restrained for 1 minute. 21-30 All of your hair permanently falls out. Only a spell such as remove curse can end this effect. 31-40 For the next minute, any creature you touch takes 2d6 lightning damage. 41-50 A fireball explodes with you at the center. You and each creature within 20 feet of you must succeed on a DC 16 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. 51-60 A puddle of grease appears where you are standing, with a 10 foot radius. You and anyone within 10 feet of you must succeed on a DC 16 Dexterity check or fall prone. 61-70 You transform into a stone statue of yourself for 1 minute, during which time you are considered petrified. 71-80 Make a DC 16 Wisdom saving throw. If you fail, you are transformed into a giant rabbit for 1 minute, as if by the polymorph spell. 81-90 You are invisible for 1 minute. 91-99 You immediately take 2d6 psychic damage. 100 Roll again twice on this table, ignoring further 100s. Conclusion Orb of Ith Wonderous Item, legendary, (requires attunement), Attuned to Alfor Everyfor Actions Charging Circle. As an action, activate the Orb to send out a 50x50ft sphere centered on the Orb. Drain. As an action, the attuned user can activate the Orb which pulls at a living creature’s life force. Creatures in the radius of the Orb’s Charging Circle must succeed on a DC 16 Constitution saving throw or take 1 point of exhaustion. Animate Dead. As an action, the user may cast the Animate Dead spell on any qualifying corpse within 10 miles. This effect lasts until the Orb loses charge. Abilities Control the Animated. When holding this item, the user can actively control all undead raised with its Animate Dead ability. Charging Ritual. Once every 50 years, the Orb of Ith must be charged with living souls. A person must die within the Orb’s Charging Circle for it to gather the soul. It takes 5 souls to fully charge. Cursed Horse Teeth Wondrous Item, uncommon, (requires attunement) When you first attune to the cursed horse teeth, you must succeed on a DC 18 Wisdom saving throw or become charmed by Grikthor the Grim as if by the geas spell cast at 5th level and not requiring the creature to be within sight of Grikthor.
Chapter 3 | The Tales Izak Lot 241 Alfor Everyfor Small gnome wizard, lawful evil Challenge 10 (5,900 XP) | Initiative: +1 | Prof. Bonus: +4 armor class hit points speed 15 91 (14d6 + 42) 25 ft. str dex con int wis cha 11 (+4) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3) Saving Throws Int +8, Wis +7 Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5 Condition Immunites Orb of Ith Drain Senses Darkvision 60ft., passive Perception 17 Languages Common, Gnomish, Elvish, Draconic, Dwarven Spellcasting | Save DC: 16 | Attack Bonus: +8 Alfor is a 12th-level Intelligence based spellcaster. Action Spells Cantrips (at will): minor illusion, mage hand, prestidigitation, acid splash, shocking grasp 1st level (1/day each): detect magic, disguise self, magic missle 2nd level (1/day each): mirror image, invisibility 3rd level (1/day each): fireball, animate dead 4th level (1/day each): black tentacles, confusion 5th level (1/day each): wall of force, animate objects 6th level (1/day each): disintegrate, create undead Reaction Spells 1st level (2/day): shield 3rd level (2/day): counterspell Actions Activate the Orb. (3/day) Activate the Orb of Ith’s Drain ability. Shock Baton. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d4 + 4) bludgeoning damage and 8 (1d8 + 4) lightning damage. Lair Actions When fighting inside the Deep Mines, Alfor can use Lair actions. On initiative count 20 (losing initiative ties), Alfor can take one lair action to cause one of the following effects; Alfor can’t use the same lair action two rounds in a row. The Jig is Up. Alfor activates a small explosive device inside one of his 3 undead minions to suddenly and violently kill them. An explosion centered on that creature has a 15ft. radius. Each character in that area must succeed on a DC 15 Dexterity saving throw or take 22 (4d8 + 4) piercing damage, or half on a successful save. If characters do not save, their suit is pierced by the exploding body and they no longer gain the benefits of the suit’s protection. Equipment Alfor has 2 scrolls of dimension door and 2 potions of greater healing. Appendix: B Stat Blocks Alfor’s Escape Tactics If Alfor’s true identity is discovered he will use his scroll of dimension door to escape to another room in the dungeon. Discovered in room: Escapes to room: 1 - 13 15 14 - 16 25 17 - 28 29
242 Chapter 3 | The Tales Izak Lot Ribbon Spirit Tiny Spirit, neutral Challenge 1/2 (100 XP) | Initiative: +3 | Prof. Bonus: +2 armor class hit points speed 15 11 (2d12 - 2) 0 ft. fly 50 ft. str dex con int wis cha 1 (-5) 16 (+3) 8 (-1) 2 (-4) 5 (-3) 1 (-5) Saving Throws Dex +5 Damage Vulnerabilities Silver Damage Immunities All non-magic, non-silver sources Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses Blindsight 120 ft. (blind beyond this radius), passive Perception 7 Arcane Imbuement. If Ribbon Spirits come into contact with an object made of unenchanted metal it becomes a +1 magic item, if they contact organic matter, the organic matter becomes overloaded with arcane energy and explodes as the moisture in the impacted area rapidly evaporates. Effected creatures must succeed on a DC 16 Constitution saving throw or take 54 (12d8) force damage, half as much damage on a successful save. Source Skeleton Medium Undead, Lawful Evil Challenge 1 (200 XP) | Initiative: +2 | Prof. Bonus: +2 armor class hit points speed 13 (armor scraps) 13 (2d8 + 4) 30 ft. str dex con int wis cha 10 (0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Skills Stealth +4, Perception +1 Damage Vulnerabilities Bludgeoning Damage Immunities Poison, Non-magic sources of damage Condition Immunities Exhausted, Poisoned Senses Darkvision 60 ft., passive Perception 9 Languages Understands all languages it spoke in life, but cannot speak. Imbued by Spirits. The Source Skeleton is imbued with arcane energy by the Ribbon Spirits and therefore immune to all non-magical sources of damage. All damage dealt by source skeletons is considered magical. Actions Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) magical piercing damage. 242
Chapter 3 | The Tales Izak Lot 243 Undead Minion Small Zombie, Lawful Evil Challenge 5 (1,800 XP) | Initiative: +2 | Prof. Bonus: +3 armor class hit points speed 16 85 (10d10 + 30) 30 ft. str dex con int wis cha 16 (+3) 14 (+2) 16 (+3) 10 (0) 16 (+3) 10 (0) Saving Throws Dex +5 Skills Acrobatics +5, Perception +6 Damage Vulnerabilities Fire Damage Immunities Cold, Poison Condition Immunities Poisoned Damage Resistances Piercing Senses Darkvision 60 ft., passive Perception 16 Languages Common, Gnomish Actions Multiattack. The minion makes two attacks with their axe. Axe. Melee Weapon Attack: +5 to hit, one target. Hit: 6 (1d6 + 3) slashing damage and 3 (1d6) poison damage. Target must succeed on a DC 13 Constitution saving throw or be poisoned. The target can re-roll the save at the end of their turn to end the condition. Any creature passive the save is immune to this effect for 24 hours. Reactions Get Down Alfor!. (1/day) If the minion is within 30 ft. of Alfor and he is being attacked with a spell or melee attack, the undead minion can move up to 30ft. without provoking an opportunity attack. If the minion ends its movement adjacent to Alfor, it receives the damage from that attack instead of Alfor. Fungal Growth Skeleton Swarm Medium Undead, Lawful Evil Challenge 1 (200 XP) | Initiative: +2 | Prof. Bonus: +2 armor class hit points speed 13 65 (10d8 + 20) 30 ft. str dex con int wis cha 10 (0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Skills Stealth +4, Perception +4 Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhausted, Poisoned Senses Darkvision 60 ft., passive Perception 11 Languages Understands all languages it spoke in life, but cannot speak. Large Swarm. This swarm occupies a 10x10 square and consists of 5 skeletons. It can’t regain hitpoints or gain temporary hitpoints. One With Spores. The Skeletons are covered in fungus that gives off poisonous spores. Any creature that starts its turn within 5ft. of the Fungal Growth Skeleton Swarm or enters that area for the first time must succeed on a DC 14 Constitution saving throw or take 6 (1d12) poison damage. Once you have passed the save you are immune to the effects for 24 hours. Actions Multiattack. The Fungal Growth Skeleton Swarm makes three Pickaxe attacks. Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage. 243
244 Chapter 3 | The Tales Izak Lot Puppet Master Spider Large Beast, Lawful Evil Challenge 8 (3,900 XP) | Initiative: +3 | Prof. Bonus: +3 armor class hit points speed 14 84 (13d10 + 13) 30 ft. str dex con int wis cha 18 (+4) 16 (+3) 12 (+1) 7 (-2) 16 (+3) 5 (-3) Skills Stealth +6, Perception +6 Senses Blindsight 10ft., Darkvision 60ft., passive Perception 16 Puppeteer. The Puppetmaster Spider can have up to four web covered skeletons at a time. Each skeleton can be attacked (AC 15; 10 hit points; immunity to poison and psychic damage). Destroying a skeleton deals no damage to the Puppetmaster Spider. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The Puppetmaster Spider can make two attacks with any of its actions. Reel. The Puppetmaster Spider pulls a creature grappled by a web skeleton up to 25 ft. straight toward it. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 22 (4d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 20 (6d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. If the spider bites a grappled creature it destroys the webbing holding the skeleton and the skeleton itself. Create Skeletal Puppet (Recharge 3-6). The spider fires its webbing at a pile of bones creating a single web skeleton. Web Skeletons. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. On a hit the creature is grappled. A grappled creature can escape at the start of its turn with successful DC 15 Strength check. Until the grapple ends, the target is under the effects of the Restrained condition, and the Puppetmaster Spider can't use the same Skeleton on another target. Swarm Skeleton Medium Undead, Lawful Evil Challenge 2 (450 XP) | Initiative: +3 | Prof. Bonus: +2 armor class hit points speed 12 32 (5d8 + 10) 20 ft. climb 20 ft. str dex con int wis cha 10 (0) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Resistances Bludgeoning, Piercing, Slashing Condition Immunities Exhausted, Poisoned, Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Blindsight 10ft., Passive Perception 9 Bone Swarm. When this creature re-animates, the body bursts apart forming a skeleton made of swarming insects. The swarm can occupy another creature’s space and vice versa. The swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Actions Slam. Melee Weapon Attack: +2 to hit, one target. Hit: 3 (1d6) bludgeoning damage and 6 (2d6) piercing damage.
Chapter 3 | The Tales Izak Lot 245 Izak Lot Small humanoid (goblin), lawful evil Challenge 13 (10,000 XP) | Initiative: +3 | Prof. Bonus: +5 armor class hit points speed 16 (Armor of Shadows) 82 (15d8 + 15) 30 ft. str dex con int wis cha 10 (0) 16 (+3) 12 (+1) 10 (0) 16 (+3) 20 (+5) Saving Throws Wis +8, Cha +10 Skills Deception +10, Perception +8, Persuasion +10, Investigation +5, Sleight of Hand +8 Condition Immunites Charmed, Frightened Damage Resistances Psychic Senses Darkvision 60ft., passive Perception 18 Languages Common, Goblinoid, Deep Speech Spellcasting | Save DC: 18 | Attack Bonus: +10 Izak is a 15th-level Charisma based spellcaster. Action Spells Cantrips (at will): eldritch blast, mage hand, minor illusion, prestidigitation Warlock Invocations (at will): detect magic, alter self, arcane eye, jump 1st level (1/day each): charm person, mage armor 2nd level (1/day each): invisibility, hold person, shatter 3rd level (1/day each): fly, remove curse 4th level (1/day each): banishment, dimension door 5th level (1/day each): scrying, enervation Bonus Action Spells 1st level (1/day): expeditious retreat 2nd level (1/day): misty step Reaction Spells 3rd level (2/day): counterspell Mind Servant. Izak can telepathically speak to his master as long as they are on the same plane of existence. This mental link also makes him immune to effects that would charm, frighten, or allow a creature to read his mind. Chosen One of Grikthor. Once per long rest, after taking lethal damage Izak’s master resurrects him (as the spell cast at 7th level) once the threat that killed him is no longer present. Actions Elritch Blast (3 beams). Ranged Spell Attack: +10 to hit, range 120 ft., Hit: 10 (1d10 + 5) force damage. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: 6 (1d6+3) piercing damage Reactions Nothing Personal Kid. (1/day) When a creature makes an attack against Izak, he can teleport up to 10 ft. to an unoccupied space behind the attacker. The attack automatically misses. Legendary Actions Izak can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Izak regains spent legendary actions at the start of his turn. Search. Izak makes a Wisdom (Perception) check. Caltrops. Izak throws caltrops on the ground to aid an escape. Feint. Izak feints an attack and can move up to 30ft. without provoking an opportunity attack. Author’s Notes/Acknowledgments I don’t have much to say. I hope you have fun playing this module with a good group of people. That’s my greatest wish for it. Author Bio Josh Knapp lives and works freelance out of Chicago. He has been playing D&D for ten years and GMing for nine. When he’s not living at work, he enjoys running numerous games with his friends, as well as drawing maps and juggling in his free time. 245
246 Chapter 3 | The Tales Strychnine
Chapter 3 | The Tales Strychnine 247 Tiefling • Potion & Poison Maker Cold and calculating, with a shrewd eye for business. Doesn’t trust easily. Middle-aged, with splotchy green skin and horns like a musk ox. Wears simple robes laden with colorful alchemical reagents. Now, Strychnine lives as a nomad, stopping by A Trip Away Inn whenever she needs to craft more wares. In an attempt to distance herself from the lingering grief and guilt she feels about her husband’s passing and her subsequent failure, she spins tales about a “dark witch” that lived in a now-abandoned arcane laboratory in the mountain caves— never revealing that she herself is that witch. Too afraid to confront her mistake, she sends interested business partners into the abandoned laboratory to retrieve some of the things she left behind. Successfully completing Strychnine’s quest grants adventurers an ally who can craft various powerful alchemical substances, which can serve as a strong incentive for higher-tier adventuring parties looking for magic items to buff their capabilities. Should interested parties attempt to flirt with Strychnine, the tiefling is pansexual—but also still deeply grieving the loss of her husband. Tavern Behavior Strychnine visits A Trip Away Inn about once a month for a whole week, though it’s rare for her to ever actually set foot inside the tavern proper. Instead, the tiefling potion maker can usually be found camped in the outhouse during her visits; alchemical flasks perched on the edge of the toilet bowl and crucibles simmering over portable flames in the corner. It's not the most dignified set-up, but with the convenient bag of devouring by the door to dispose of the more volatile waste products, the outhouse serves as a temporary laboratory for her well enough. The faint sounds of muffled explosions, as well as streams of multicolored smoke seeping under the door, usually accompany Strychnine’s occupation of the outhouse. Hook Any character with a Passive Perception of 13 or higher will immediately pick up on the explosions and vibrant smoke rising from the outhouse that signal Strychnine’s presence. Alternatively, other patrons in the tavern can direct adventurers to Strychnine when someone mentions an interest in magical consumables, like poisons or potions of healing. Strychnine’s laboratory (She/Her) Written by: Makenzie De Armas Adventure Level: 11-12 | Players: 4-6 Content Warnings: Grief, Spousal Death Strychnine is well-known for her ability to brew deadly poisons and potent magical potions—a talent she herself does not take lightly. When the party of adventurers wish to do business with her, she requests that they complete a simple favor in order to prove their worthiness of her products: retrieve a locket from a treasure hoard hidden in the caverns of the northwest mountain ranges. However, as the party pushes deeper into these caves, they begin to uncover the ruins of an arcane laboratory and slowly piece together the story of a grave tragedy from Strychnine’s past. Background Strychnine once lived in a private laboratory, squirreled away in the northwestern mountain ranges with her husband, a gnome tinkerer and arcanist named Foxglove (he/they). While Strychnine tested various new alchemical concoctions, Foxglove would venture to the far reaches of the world, uncovering rare magical artifacts and new arcane reagents for his wife’s experiments. Together, the pair made a name for themselves as powerful mages, with requests from every corner of the realm pouring in for their work. Such a workload proved taxing for Strychnine’s laboratory, though, and in an attempt to help his wife, Foxglove set out to retrieve the legendary staff of the magi, which he believed would amplify her power enough to keep up with the demand for her work. However, this expedition proved too treacherous for the gnome arcanist, and Foxglove died from the injuries sustained during the quest. Desperate to keep her husband with her, Strychnine attempted to bind his soul to one of Foxglove’s experimental golems. The attempt corrupted both the golem and Foxglove’s soul beyond recognition, forcing Strychnine to evacuate her previous home in those caves and seal away the golem using various antimagic field enchantments.
248 Chapter 3 | The Tales Strychnine As Strychnine bustles about the outhouse of A Trip Away Inn, the characters meet the tiefling potion maker for the first time. Intrigued by the party’s capabilities and cautiously hopeful to find new clients, Strychnine offers the characters a deal that, if accepted, would grant the characters access to Strychnine’s stock, in exchange for completing a simple retrieval quest. Meeting Strychnine Strychnine’s presence at A Trip Away Inn is hallmarked by the faint explosions and multicolored smoke plumes emanating from the outhouse. A successful DC 15 Intelligence (Arcana) check deduces that this smoke is not an inherently dangerous substance, but rather a common byproduct of alchemical creation. As they approach the outhouse, characters may also hear Strychnine quietly muttering recipes to herself. The door to the outhouse is currently locked, but Strychnine will answer if prompted: “Give me a minute!” calls a voice from within the outhouse. There is a faint shuffling sound before the door swings open, revealing an imposing green tiefling. Thick horns like a musk ox frame her face, and faint age lines crinkle at the corners of her misty black eyes behind half-moon glasses. Long strands of glass bottles, filled with various colored substances, hang off her lean frame as she peers at you impatiently. “I’m in the middle of brewing my next batch,” she says, “so if you need something, make it quick.” Strychnine fields any questions the adventurers may have in an aloof but not unkind manner. When someone asks about her wares, however, her attitude immediately becomes much colder. She curtly explains that, due to the powerful nature of her creations, she deals strictly in favors rather than money: Her eyes narrow. “The things I brew are more than just cordials you can buy for petty coin,” she says. “They are powerful. Dangerous. Deadly. And I cannot risk such creations falling into foolish hands.” With a sigh, the tiefling straightens to her full height and adjusts her glasses. “If you wish to do business with me, I will need a favor in turn. Prove to me that you are worth my time.” A successful DC 15 Wisdom (Insight) check reveals that Strychnine’s guarded demeanor is based in honest experience; she has personally seen the consequences wrought by inexperienced adventurers attempting to handle magic items beyond their capabilities, and she does not wish to make that same mistake again. Just Doing Business Should the characters express further interest in pursuing business relations with Strychnine, the tiefling produces a crumpled map of the surrounding area from a pocket, and directs the party towards the northwestern mountain ranges to retrieve a special locket: “See that?” she asks, pointing to the crudely drawn mountains just northwest of your location on her map. “Rumor has it that a dark witch once took up residence in those caves. She hoarded a wealth of magic items there, but I’m particularly interested in recovering a certain locket of hers. At first, it merely looks like a simple heart-shaped trinket, with a cheap opal set in its front. But inside, the locket contains a powerful arcane substance that I require for my next potion recipe. Bring me this locket intact, and I will gladly provide you whatever concoctions of mine you desire.” If characters wish to examine the motives behind Strychnine’s request, they can make a DC 15 Wisdom (Insight) check. On a success, the characters detect no malicious intent in Strychine’s words, but nonetheless sense that the tiefling potion maker may be manipulating the truth behind this locket’s importance. Any confrontation about this, though, results in Strychnine threatening to rescind her business offer. Development If the characters accept her quest, Strychnine gives the party the map marking the location of the caves, and agrees to wait at A Trip Away Inn until they return. Characters keen to negotiate more can make a DC 15 Charisma (Persuasion) check. On a success, Strychnine also gives each character a potion of greater healing as a display of her trust. A Small Favor
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