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Published by super_clod, 2023-12-18 16:36:17

TotV Trouble at Mossbeard Mill

Trouble at Mossbeard Mill

TROUBLE AT MOSSBEARD MILL FOUR TO FIVE 2ND-LEVEL CHARACTERS


2 TROUBLE AT MOSSBEARD MILL Designer: Benjamin Eastman Editor: Scott Gable, Kenny Webb Proofreader: Kenny Webb Cover Artist: Florian Stitz Interior Artists: Ian Perks, Kiki Moch Rizki, Dean Spencer, Florian Stitz, Bryan Syme Cartographer: Tommi Salama Graphic Designers: Marc Radle, Kennedy Williams KOBOLD WARRENS Publisher: Wolfgang Baur Chief Operations Officer: T. Alexander Stangroom Director of Digital Growth: Blaine McNutt Art Director: Marc Radle Art Department: Marc Radle, Amber Seger, Kennedy Williams Editorial Director: Thomas M. Reid Editorial Department: Scott Gable, Meagan Maricle, Jeff Quick, Thomas M. Reid Senior Game Designer: Celeste Conowitch Marketing Director: Chelsea “Dot” Steverson Project Manager: Amber Seger Community Manager: Zachery Newbill Sales Manager: Kym Weiler Customer Service Associate: Chris Wright System Reference Document 5.1: This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode Tales of the Valiant, the Tales of the Valiant logo, and Kobold Press are trademarks of Open Design LLC. ©2023 Open Design LLC. All rights reserved. www.koboldpress.com PO Box 2811 | Kirkland, WA 98083 CREDITS TROUBLE AT MOSSBEARD MILL


TROUBLE AT MOSSBEARD MILL 3 ADVENTURE BACKGROUND Long ago, the fabled treant Mossbeard planted the vast forests of the north before traveling into the Labyrinth. The trees, his children, grew mighty, undisturbed until the Northcord Expedition mapped the northern reaches of the world, and 90 years ago, the town of Moonbright was founded at the confluence of the Northcord and Saber Rivers. Moonbright has become a hub of commerce at the edge of the civilized world, attracting the attention of merchants, traders, and scoundrels. ADVENTURESUMMARY This adventure consists of three distinct parts in which the party faces challenges and consequences that help to flesh out the region and build relationships with the locals. Part 1: Moldering Matters. Arriving in Moonbright, the PCs are tasked with eliminating the unexpected kobold presence in the forest. On investigation, they should learn that the kobolds are suffering from a plague called scalemolder and can help find a certain curative sap. But harvesting it will have unintended consequences. Trouble at Mossbeard Mill Trouble at Mossbeard Mill is an introductory adventure for the Tales of the Valiant roleplaying game. Rules for the game, including monster stats, can be found in Tales of the Valiant Alpha Release. (See Appendix for additional adventure-specific rules.) This adventure is suitable for a party of four to five 2nd-level characters, though it can be adjusted to accommodate more or fewer players. While many of the encounters in this module can be resolved through combat, they have not all been balanced to the capabilities of a party of the suggested level. Shrewd use of PCs’ social, exploratory, and investigative skills is required to successfully navigate the many challenges herein. At the end of the adventure, the players should reach 4th level.


4 TROUBLE AT MOSSBEARD MILL ASHER & VARINA NORTHCORD (HE/HIM & SHE/HER, SMALLFOLK/GNOME FARMERS) Part 2: Missing Pieces. Upon returning to the region, Mossbeard recoils from the rampant logging in his forest. The PCs have a chance to broker peace, and disaster strikes at the city docks. Part 3: Death Comes Creeping. With the death of the oaken sentinel, the undead once kept at bay are free to roam, and their leader launches an attack on the vulnerable town. USING THIS ADVENTURE This adventure is not designed to be read as a story but rather to help you build a story with your players. Every effort has been made to make this document easy to use in play—without hours of preparation beforehand and without getting in the way of your preferred style of delivery. Text that looks like this is meant to convey the PCs' initial impressions of an area or creature. Feel free to build on these descriptions. Text that looks like this is meant to be read aloud to the players. Also, monsters, like owlbears, are presented in bold as are NPCs, like druids. Full statistics for them are in Tales of the Valiant Alpha Release. Item values are called out as follows: (100 gp), where pp = platinum pieces, gp = gold pieces, sp = silver pieces, and cp = copper pieces. And ability scores are truncated to the first three letters: for example, Charisma = CHA. Example Ability Check. Purple-spotted mushrooms grow in clusters: DC 10 INT (Nature) to know they are bitter but edible. This indicates that a PC’s roll must meet or exceed • The local woodcutters recently opened a lodge across the river from town. • The tavern was recently purchased by a former adventurer who renamed it Dragon’s Thirst Tavern. • There are rumors of kobolds stalking the forests around Moonbright. This has spooked merchants and barge captains passing through. Mayor Yara Ranit is interested in hiring adventurers to put the issue to rest. • They apologize for the grimy state of their farmhouse. Smoke from the previous year’s wildfires still coats their home, and they haven’t been able to fix all the damage. Alternatively, if you don’t want Asher and Varina to trigger the call to action: • The PCs have come to Moonbright in search of work. Their contact is Yara Ranit, Moonbright’s new mayor. • The PCs served as guards on Captain Eder Bleven’s barge, heading east along the Saber River. The barge will be docked in Moonbright for three days before continuing north, providing the time for the PCs to get caught up in the town’s affairs. Rutabaga farmers outside of the river town of Moonbright. Asher is bald but has a bright red mustache. Varina wears her light brown curls in a bright-red kerchief. Both wear functional brown clothes that hide the dirt and grime. Found initially in their farmhouse near Moonbright (not on map). Personality Traits: Kind and caring. Varina is bubbly while Asher is droll. Bonds: Moonbright. Both love the town their forebears founded and could never envision leaving. Flaws: Need for coin. While wealthy in spirit, the family is not well-to-do, and the wedding further stretches their meager finances. Wants: To grow old and see many grandchildren. Talking to Asher and Varina: Asher and Varina freely relate the following: • As members of the town’s founding families, they are personally involved in the preparations for the upcoming festival, assisting Coridon, the priest at the temple. • Many friends, including the tavern’s former owners, have left Moonbright of late. RUNNING INVESTIGATIVE ADVENTURES In more investigative adventures, like this one, the PCs uncover clues and unravel mysteries. Because these clues are often vital, hiding them behind ability checks can impede the flow of the investigation since one bad roll might mean the players miss something critical, entirely derailing the adventure. How the players analyze the clues and use them to solve the mystery matters much more than discovering the clues in the first place. So consider freely offering at least the most basic clues when PCs are at the right locations and asking the appropriate questions.


TROUBLE AT MOSSBEARD MILL 5 10 on an Intelligence (Nature) check to know the noted information. If there is a consequence for failing an ability check, beyond not succeeding, the callout for the check will note what it is. Example Saving Throw. PCs that drink river water risk an upset stomach: DC 13 CON save or poisoned for an hour. This indicates that a PC’s save must meet or exceed 13 in order to prevent becoming poisoned for an hour. FACTIONS AND KEY PLAYERS Several factions are present in this adventure, each working toward their own agendas, and they are summarized here: • Ghouls. Formerly trapped belowground by an oaken sentinel, the newly freed undead have plans within plans that ultimately lead to an attack on Moonbright. • Kobold Tribe. Suffering from scalemolder, the kobolds search for a cure promised to be found near Moonbright. • Laevis. The green hag is especially protective of the woodlands along the Northcord River and will not tolerate perceived transgressions. • Moonbright’s Mayor. Yara Ranit is focused on protecting Moonbright’s status as trade hub for the region. She often hires adventurers to resolve whatever issues might crawl in from the wilds. • Mossbeard. The ancient treant has returned from his long travels to punish those who dare ravage his forest. • Twin Doppelgangers. The con artists and murderers profit wildly from stealing identities of Moonbright residents. The arrival of the ghouls changes the timing of their schemes. CALLTOACTION Asher and Varina Northcord invite the PCs to the wedding of their daughter, Favienne, which will occur after the upcoming Harvest Festival. PART 1: MOLDERING MATTERS The PCs come to Moonbright and meet its many colorful residents. In the neighboring woods, they likely encounter the kobolds who have been especially active lately. Instead of finding dangerous monsters though, the PCs discover the kobolds are suffering from a deadly malady, and they can help the kobolds by locating a sap with curative properties, allowing the kobolds to return to their home. MOONBRIGHT After hours of the quiet and solitude of travel along the forest‑bounded Saber River, a small settlement appears on the horizon. The town of Moonbright (see Areas 1–6) is located at the intersection of the Northcord and Saber Rivers: • Founded by dragonborn rangers and gnomish cartographers almost a century ago. • Large human population now, but still a diverse community where all are welcome. • Relatively small town with most citizens living in small cabins or in farmhouses outside of town. • Serves as a hub of trade in the harsh north. HARVEST FESTIVAL Each fall, Moonbright gathers for a day to give thanks for the season’s bounty and to praise the gods that ensure the town’s prosperity: • Food and drink are shared with all, regardless of station. • No single deity is worshipped. Townsfolk may give thanks to the god of nature, the god of trade, or the god of luck—sometimes all in the same psalm. • Will take place in two weeks, and anywhere the PCs look, the town is busy with preparation. Roll 1d8 and consult the Preparing for the Harvest Festival table for potential interactions to scatter throughout their visit, perhaps as scene starters to inspire roleplaying. PREPARING FOR THE HARVEST FESTIVAL d8 Festival Preparation 1 A gold-scaled dragonborn breathes fire into one of several metal pits that celebrants will use to keep warm during the chilly festival night. 2 A local ranger feeds the wild turkeys that will be cooked and served to celebrants. 3 Children don colorful garb for the festival’s costume contest. 4 Locals bake delicacies for the festival’s pie-throwing competition. 5 Locals hang garlands between their home and the warehouse across the street. 6 Teenagers carve religious iconography into large pumpkins. 7 Three halflings and a beastkin dig out the pit for the festival’s climactic tug-of-war competition. 8 While erecting a podium in the marketplace, a dwarf scurries away to get a footstool for shorter speakers.


6 TROUBLE AT MOSSBEARD MILL MOSSBEARD’S INFLUENCE Legends say that Moonbright was founded near the home of Mossbeard, an ancient and mighty treant from days of yore. The fabled figure influences their customs to this day: • Merchants collect moss, weaving it into strong sacks to carry locally grown vegetables to faraway urban ports in the south. • Moonbright avoided lumber trade for decades until enterprising woodcutters started logging in secret. After a year without incident, the woodcutters revealed their secret and have continued the practice openly since. • Mossbeard had a pronounced mossy beard. A similar fuzzy moss grows—and is cultivated and valued for decoration and other creative purposes—on local oak and ash trees. • Several local landmarks bear the treant’s name—most famously, the mill outside of town owned by the Molliner family. RESOURCES AND TRADE Moonbright is surrounded by abundant natural resources, which drive local industry and trade: • Farmers sell cabbages, leeks, and root vegetables that thrive in this climate. • Merchants use the moss collected from the woods to fashion strong sacks to support trade. • Trade comes to Moonbright from barges that travel the Northcord and Saber Rivers. Additional trade arrives via ox and wagon through Moonbright’s three gates: two over bridges that lead to the opposite bank of the river and the third farther down the coast. • Woodcutters harvest raw lumber while woodcarvers fashion furniture, bowls, and utensils from timber. Most structures in town not marked on the map are the homes for Moonbright’s merchants. PCs may also interact with NPCs in the areas detailed below. Area 1: Docks Old wood warped with water and age. Dock workers singing shanties. Aged docks bob in the water as the boat approaches the shore. A half dozen strapping workers wait patiently as the barge is secured. Though the workers remain busy, loading and unloading cargo, there are fewer boats moored to the docks than might be expected. For many, Moonbright’s docks are their first sight of the town. Stevedores unload barges of the trade goods meant for the community before reloading the boats with the bounty of the north, which is then stored in the warehouses nearby. Most visitors to Moonbright enter through the docks. Area 2: Moonbright Marketplace Colorful painted booths. Shouts and haggling. Several stalls line an open promenade just a few steps from the docks, filled with all manner of trinkets. Merchants hawk their goods and haggle with potential customers. Families make purchases in preparation for an upcoming festival. Mere feet from the docks is Moonbright’s small marketplace, which has several stalls where vendors can peddle their wares. Barge captains, sailors, and other visitors spend coin on trinkets for loved ones back home: • Merchants and sailors are concerned about reports of kobolds outside town: DC 10 INT (Investigation) or WIS (Perception) check. Most are reluctant to make future trips to Moonbright and are hoping the mayor can do something about this threat. Purchase Goods. PCs can purchase any adventuring gear that costs 25 gp or less (see Tales of the Valiant Alpha Release). No one sells armor or weapons, though PCs can stock up on arrows and bolts. MOSSBEARD While most believe Mossbeard to be a local legend invented to frighten children, the treant is very real. Long ago, he planted oaken sentinels to guard his domain before venturing out into distant lands to cultivate new forestland. All but one of these protectors have since died, and Mossbeard will return with a vengeance in Part 2 of this adventure.


TROUBLE AT MOSSBEARD MILL 7 After perusing the market for 30 minutes, the PCs note something for sale that catches their eye. Roll 1d8 and consult the Marketplace Trinkets table. (These might be common magic items, at GM’s discretion.) MARKETPLACE TRINKETS d8 Trinket Cost 1 Box of purple chalk 5 gp 2 Egg of an unknown origin 5 gp 3 White napkin that is miraculously spotless each morning 5 gp 4 Ring that will always point north when asked 10 gp 5 Tiara from an ancient empire 10 gp 6 Yellow potion that glows bright at sunset 25 gp 7 Spellbook where the author inscribed half of each formula 50 gp 8 Baby wolf 100 gp Area 3: Dragon’s Thirst Tavern Run-down but heavily frequented. Hub of activity. Always a good time. A freshly painted sign hangs outside a weathered establishment. The sounds of laughter and merriment spill from the door each time it opens—as does the smell of a rich, hearty stew. The Dragon’s Thirst Tavern is the only establishment in Moonbright where someone can get a cold ale, a warm stew, and a clean bed. It was one of the first structures built in Moonbright and is long overdue for a facelift. Patrons are typically either sailors, waiting for their barges to be loaded, or longshoremen on their lunch breaks. Most play cards or other games of chance while they await their food and drink.


8 TROUBLE AT MOSSBEARD MILL Rumors. The following details can be learned while mingling with the patrons, DC 10 CHA (Persuasion) check, in order: • Most folks assumed the Perelbachers would leave the tavern to their daughter Ebrill when they retired, but they sold it to Potro Rayune, an adventurer passing through town with perhaps more coin than sense. • The Perelbachers retired to a city in the south. No one in Moonbright has seen or heard from them since. • After renaming the tavern, Potro began tending bar and developing new recipes based on what he learned during his adventuring days, in an effort to expand the menu. • Ebrill continues to work at the tavern, as few other opportunities exist for her. NPCs. See also NPCs in the Appendix for more information on Ebrill and Potro. Area 4: Ecumenical Temple Somber reverence. Whispered prayers. Community harmony. Three stained-glass windows distinguish Moonbright’s temple from the neighboring homes. Inside, its walls bear iconography from diverse faiths. Worshippers pray to their gods and leave small offerings on shrines covered with burning candles. Moonbright isn't large enough to support a house of worship for any one faith, so they dedicated one building to the worship of all gods: • The temple is run by Coridon Myrickleaf. • PCs easily find shrines to all the common faiths of the land (as well as the Dreaming God, whose holy symbol is a serpent with a third eye). NPCs. See also NPCs in the Appendix for more information on Coridon. Area 5: Woodcutters’ Retreat Smell of sweat, sawdust, and ale. Loud boasts and joking. Boisterous, good-natured fun. Across the river, log cabins sit behind a wooden fence, behind which erupts laughter as off-work lumberjacks cook, drink, and play games of skill with axes. On the eastern bank of the river, a woodcutters’ cooperative harvests lumber from the mighty oak forests. If the PCs enter or rap on the front gate, Bartos the foreman greets them and offers seats outside the quieter of the cabins where they can chat and learn the following: • The cooperative works in three shifts. Each spends two weeks laboring in the woods and one week relaxing in the retreat. • The woodcutters used to rent houses in Moonbright but recently built these cabins. NPCs. See also NPCs in the Appendix for more information on Bartos. Area 6: Mayor’s Home Humble but tidy log home. Immaculate landscaping. Well-appointed polished oak rooms. The town’s flag flutters in the breeze from banner poles on a relatively small log home. The well-manicured moonberry bushes around the house speak to a meticulous, patient owner. A heavy wooden door is propped open in a welcoming gesture. People freely come and go. When entering through the front door, the PCs are greeted by a well-dressed woman who is reviewing various ledgers behind a desk. She kindly but curtly introduces herself as Mayor Yara Ranit and asks the PCs to sit down and discuss their travel to Moonbright. NPCs. See also NPCs in the Appendix for more information on Yara. RETIRING FROM MOONBRIGHT At this point, attentive players might recognize retirement as a recurring motif. Life in Moonbright is difficult and rarely forgiving to its residents. All must bow to age, and it’s not uncommon for residents to retire south. In most cases, the last rounds of “retirements” have been instigated by the doppelgangers impersonating Emar and Lodar Molliner. After murdering the hapless residents, one of the doppelgangers spends time impersonating the victim, selling property quickly before booking passage south to retire. The doppelgangers’ scheme is further explained in Part 2 of the adventure.


TROUBLE AT MOSSBEARD MILL 9 Area 7: Mossbeard Mill Moss-covered trees. Babbling water. Creaking water wheel. A narrow wooden bridge crosses a stream, and on the opposite bank, a wooden millwheel churns out an even, grinding rhythm from the side of a sturdy stone mill. The heavy moss that blankets the old trees hushes the sound of industry. At the prompting of the mayor, the PCs may seek out Mossbeard Mill (see Area 7). The mill was built around the founding of the town, outside its walls off the Saber River where the millwheel would consistently turn: • Five generations of the Molliner family have run the mill, and to their chagrin, locals have always just called it Mossbeard Mill, seemingly for the moss that grows on the trees around it, thicker than elsewhere: DC 13 CHA (Persuasion) check in town. • Several ancient trees grow on the hilltop behind the mill. To notice that the largest tree’s branches look like four arms raised high and ready to strike: DC 15 WIS (Insight) check. Emar Molliner. A short, balding human man in a green shirt and brown pants walks out of the mill to take a drink of water as the PCs approach. He introduces himself as Emar Molliner, one of the brothers who runs the mill. The PCs can learn the following from Emar: • If asked about the kobolds, he intimates that he’s unconcerned with the threat they pose. “Kobolds don’t care much for bread,” he quips before excusing himself back inside. • To intuit that something seems off about the miller: DC 16 WIS (Insight) check. Emar and Lodar Molliner receive a fuller description in Part 2 where they have a bigger part to play in the unraveling of the mysteries of this adventure. OTHER AREA FARMS Logged clearings. Small fields on gently rolling hills. Stables filled with hay. In occasional clearings in the woods surrounding Moonbright, small farms dot the land. Farming is never an easy job, but lately, things have been harder than usual, and the folks here are happy to see visitors who might lend a helping hand. While traveling through the region around Moonbright, the PCs may periodically come across various farmsteads. If they choose to check on the farmers, roll 1d6 and consult the Farmsteads Near Moonbright table. OUT IN THE WOODS Traveling a few miles from Moonbright, the woods are alive with kobold activity. Seemingly, it’s not a question of where to find them, but where to begin. The kobolds in this area are all part of the same tribe suffering from the disease scalemolder (see Appendix), a plague that turns their scales green. FARMSTEADS NEAR MOONBRIGHT d6 Farmstead 1 Chana Petir is an old halfling farmer who grows cabbage and turnips. One of her fences was knocked over by heavy winds, and she can’t rebuild it on her own: DC 12 STR (Athletics) to rebuild fence in an hour. A grateful Chana offers to feed the PCs her dumplings in cabbage broth, which is rich and delicious. 2 Hasu Bratticevulk is a dwarven adventurer who is trying his hand at farming kale and radicchio. He fears no kobold, but the yields from his fields have significantly decreased over the latest season: DC 12 INT (Nature) determines that Hasu hasn’t been properly rotating his crops. 3 Payla Kukurt is a tiefling farmer who grows carrots and parsnips. She believes that kobolds have broken into her root cellar and stolen much of her harvested crop: DC 12 INT (Nature) determines that rats have infested Payla’s root cellar, and traps should resolve the issue in about a week. 4 Schulz Asterlae is a half-elf farmer who grows artichoke and endive. He fears that the kobolds have developed a taste for his crops: DC 12 INT (Nature) determines that gophers (or other mostly innocuous creature at GM’s discretion) have been eating his crops. 5 Standish Vacalo is a human farmer who grows cauliflower and kohlrabi. He also keeps a dairy cow, Bess, whose milk went sour because of repeated encounters with kobolds: DC 12 WIS (Animal Handling) calms the creature, and her milk returns to normal in a few days. 6 Walz Bocina is a dwarven farmer who grows collards and leeks. One of their sheep escaped through the front gate. Walz fixed the latch, but they don’t have time to track down the lost sheep: DC 12 WIS (Survival) check finds the lamb lounging at a nearby pond. If offered food, it returns with the PCs without struggle.


10 TROUBLE AT MOSSBEARD MILL Observations. The following details can be learned while interacting with the kobolds, DC 10 CHA (Persuasion) check, in order: • The disease is both painful and deadly, and approximately one quarter of the tribe has already perished from it. • The kobold chieftain, Shov’rakh, consulted with a hobgoblin oracle who divined that the cure could be found in the sap of an ancient “guardian tree” somewhere around Moonbright. • The kobolds have been unable to locate the tree, and the chieftain has sent out more and more patrols in an everexpanding net in hopes of locating the cure. KOBOLD PATROLS Dimly lit woods. Feeling of being watched. Hissed whispers and clinking weapons. Beneath the thick canopy of the forest’s old growth, the sun barely reaches the ground. Here and there, clear evidence of the passage of creatures can be found. Reptilian claw prints, odd sigils etched in tree trunks, shed green scales—all point to the presence of kobolds. As the plague spreads through the tribe, the chieftain Shov’rakh drafts any able-bodied kobolds into patrols to locate the guardian tree prophesied to be the source of a cure. These kobolds scour the dimly lit forest half the day until they are too tired to continue. As further evidence of their desperation, they’ve even begun exploring the brightly lit areas.


TROUBLE AT MOSSBEARD MILL 11 Tracking the Kobold Tribe.While traveling through the woods, the PCs come across signs of the kobold patrols: DC 18 WIS (Survival) check (three successes or GM’s discretion) to follow them and track down the tribe. If they fail one of these checks by 5 or more, roll 1d6 and consult the Random Kobold Encounter table as they meet kobolds. Encountering a Kobold Patrol. When the PCs stumble upon a kobold patrol, make it clear to the players that the kobolds appear sickly, their scales crusty and green. Additionally, despite none of the kobolds speaking Common, except the kobold sorcerer, it’s obvious that the kobolds don’t want a fight, and they will flee at the first opportunity. If the PCs don’t press a fight, the encounters should be very brief. After an Encounter. If an encounter ends with the kobolds fleeing, the PCs take a cumulative +1 to future WIS (Survival) checks to track down the tribe. If an encounter ends with the PCs slaying the kobolds, the DC to convince the kobold enforcer Cliff to speak with the chieftain increases by 2 (maximum DC 22). KOBOLD CAMP Deeper into the forest, the kobolds have gathered in a broad clearing that appears to have been logged long ago. Most of the kobolds look too ill to put up much of a fight. Approximately 300 kobolds currently mill about in a makeshift camp in a broad clearing. Many are in various stages of the scalemolder that afflicts the tribe. By this point, the PCs should recognize the following information: • The kobolds are not looking to trouble the town. • The kobolds are searching for something in the woods. • The kobolds are suffering from some sickness or plague that is killing them. The PCs might reasonably conclude that they could promise to help the kobolds find whatever it is they’re searching for in exchange for their departure from the region. The PCs might even be bold enough to approach the tribe with this solution. CONVINCING CLIFF Should the PCs explain their plan to Cliff, the kobold might bring it to the chief, but this is Cliff’s first chance to confront the hated “big folk.” Depending on the PCs’ approach, convincing Cliff might be an easy or hard task. If the PCs Killed Any Kobolds in the Woods. By making three DC 14 CHA (Deception) checks before three failures, the PCs convince Cliff of their good intentions. Increase the DC by 2 for each kobold encounter where they attacked any kobolds (maximum DC 22). If they fail, Cliff will escort the PCs to the chief, but they must surrender their weapons, shields, and spellcasting focuses. If the PCs Didn’t Kill Any Kobolds in the Woods. By making three DC 12 CHA (Persuasion) checks before three failures, the PCs convince Cliff of their good intentions. If they fail, Cliff will escort the PCs to the chief, but they must surrender their weapons, shields and spellcasting focuses. If the PCs Are Caring for the Kobold Hatchling They Found. Cliff automatically believes the PCs, and any hatred instantly washes away because they’ve safely returned their hatchling sister Luna. RANDOM KOBOLD ENCOUNTER d6 Encounter 1 Three kobolds round a corner, yipping in a rough Draconic. They throw down their daggers and flee in the opposite direction. 2 The PCs stumble into a hanging net trap (see Appendix). Whether or not the trap catches anyone, four kobolds watching from atop a mossy boulder nearby screech in Draconic before making a quick escape. 3 Four tired kobolds sleep in a clearing. A fifth kobold is dead, its corpse leaning against a tree. Its oxidized scales have cracked off its arms and legs. The PCs can inspect the body if they don’t awaken the sleeping kobolds. It’s immediately apparent the dead kobold was not killed violently: DC 15 WIS (Medicine) check reveals the coloration as a sign of scalemolder, a disease that affects kobolds (see Appendix). 4 Six kobolds sit in nearby trees, eating cured rat and berries from burlap pouches. If startled, they fall off their branches and flee immediately. 5 Five kobolds and one kobold sorcerer (use kobold with 21 HP, CHA +3, and can cast burning hands) have their backs to the PCs while they point at some trees in the woods. If the PCs don’t do anything, this patrol moves along without noticing them. 6 A kobold hatchling nuzzles their deceased parent whose green scales seem to have cracked off. Upon noticing the PCs, it toddles over to them for comfort: DC 15 WIS (Medicine) check reveals the coloration as a sign of scalemolder, a disease that affects kobolds (see Appendix). The hatchling is currently unaffected by the disease. (This is Luna, sister of Cliff from the kobold camp.)


12 TROUBLE AT MOSSBEARD MILL Any attempt at communication with the kobolds will have them directed toward Cliff, the tribe’s enforcer, one of the few of the tribe that knows Common. Cliff will decide when and if to consult with the chief. NPCs. See also NPCs in the Appendix for more information on Cliff the Enforcer and Chief Shov’rakh. FINDING THE SAP Asking around town or a bit of deduction leads to the trail of the restorative sap, the only hope to cure the kobolds. The PCs can return to Moonbright to ask about a “four-armed tree,” or the PCs may have already seen it for themselves on the hill behind Mossbeard Mill: • A merchant at the tavern recalls that there’s a tree that matches this description on the hill behind Mossbeard Mill: DC 15 INT (Investigation) check. On a failure, the merchant’s memory can be jogged with 5 gp. • The PCs can also ask any farmers they might have helped from the Farmsteads Near Moonbright table, who can provide the location of this local landmark, sending the PCs off with a basket of fresh produce and a baked good. Harvesting Process. Upon reaching the mill, the PCs find that the Molliner brothers aren’t home. They can freely climb the hill behind the mill and approach the four-armed tree, known locally as the oaken sentinel: • To harvest five gallons of the sap: DC 15 INT (Nature) check. On a failure, they instead are only able to harvest three gallons. Healing the Tribe. Upon returning to the tribe, the kobold healers begin to distill the sap into a medicine and distribute it to the 300 surviving kobolds: • Each gallon of sap collected cures 60 kobolds. Chief Shov’rakh may need to decide who lives and who dies and will sacrifice himself so another may live. • No matter whether Shov’rakh lives or dies, the kobolds honor the chieftain’s agreement. The PCs receive 100 gp in assorted gems and the “wizard’s ring,” which is a ring of deceiver’s warning (see Appendix). Approximately one week after the tribe departs, Mayor Ranit honors her promise to pay the PCs for ridding the town of the kobolds. Knowing that the PCs brokered a deal with the tribe, she warns them that they’re responsible if the kobolds subsequently return to the area. PART 2: MISSING PIECES After obtaining the curative sap from the oaken sentinel, and likely resting in Moonbright, the PCs soon learn of three new dilemmas facing the town: • Missing Woodcutters. Farther from town, the woodcutters’ camp has been ransacked by a hulking plant creature, which carried away most of the woodcutters. The PCs have the opportunity to negotiate the safe release of the prisoners. • Runaway Barge. An abandoned, scorched barge slams into Moonbright’s docks, launching stevedores and merchants into the river. The mayor hires the PCs to investigate, during which they cross paths with a green hag. • Secret Impostors. Favienne Northcord visits the PCs because her parents have gone missing. The PCs have the opportunity to solve a longstanding town mystery before the ghouls make their play. The PCs can complete the first two quests in any order, but the third encounter should occur after the first two since it leads directly into Part 3 of the adventure. MEASURE TWICE, CUT ONCE The oaken sentinel behind the mill was the last of the protectors planted by Mossbeard before he left to travel distant lands, and by harvesting its sap, the PCs have killed it. Sensing the death of this last sentinel, Mossbeard returns and attacks the woodcutters’ camp, leveling the buildings and carrying away many of the woodcutters. A few woodcutters escaped, including Barzyli, and their fate will be revealed in Part 3. OAKEN SENTINEL This ancient tree was planted by Mossbeard long before he left the region. The tree was planted near an entrance to the Underworld and was instructed to protect the surface from any undead that might emerge to threaten the nascent woodlands. It ignores all living creatures in its reach. (Should any undead creature approach within 100 feet of the tree while it still lives, the tree animates as a treant, see Appendix, and attacks the undead.) Once its sap is harvested, the oaken sentinel dies. Without the protector, undead creep to the surface. This kickstarts the events in Part 2 of this adventure. MILESTONE After providing the kobolds with the cure would be a good place to level up to 3rd level if using milestone leveling.


TROUBLE AT MOSSBEARD MILL 13 PRESENTING THE QUEST Having returned to Moonbright, the PCs may learn of the ransacking of the woodcutters’ camp from either of two sources: • Dragon’s Thirst Tavern. Ebrill is worried sick about her boyfriend, Barzyli. He didn’t return when he promised, and now none of the woodcutters will talk to her. She has seen Bartos, the woodcutter foreman, in town and believes he knows what happened to Barzyli. • Mayor’s Office. While settling their debts, Yara asks the PCs if they’re interested in more work. She explains that she saw Bartos in town, uncharacteristically shaky. But he refused to tell her what had happened, saying he would only talk to “those adventurers who just floated into town.” FROM HERE . . . Woodcutters’ retreat (see Area 5), across the river to meet with Bartos. WOODCUTTERS’ RETREAT Glum. Quiet. The fun and life of this place has evaporated. Laughter once erupted from the cabins across the river. Now the scene is silent as dejected woodcutters gather their things. The woodcutters’ retreat is now a somber and melancholic place. As the PCs approach, Bartos is shouting at another woodcutter who is leaving with his meager belongings tied in a bindle over his shoulder. Other woodcutters look on as they pack their tools and effects. Talking to Bartos. Bartos freely relates the following: • Bartos discovered the camp flattened. No bodies were found, and Bartos assumes the worst. • He reluctantly ordered the remaining woodcutters back to Moonbright. • Offers 100 gp for investigating or 300 gp if the PCs can find and save any survivors. Provides directions to the ruined woodcutters’ camp. FROM HERE . . . Ruined woodcutters’ camp (not on map), off in the woods east of the retreat. RUINED WOODCUTTERS’ CAMP Obliterated cabin. Splintered wood. Upturned soil. The structures that once marked the woodcutters’ camp are utterly destroyed. Flinders of the buildings and fences are scattered, smashed into the wet, upturned earth. Not even the birds are chirping. Three hours east of Moonbright, the woodcutters’ camp is just as Bartos described it—absolutely razed: • Blood stains the scattered debris. The blood seems to be less than might be expected: DC 14 WIS (Medicine) check. A positive sign that maybe everyone hasn’t been slaughtered. • Ground littered with cracked and shattered lumber. Only skeletal corners and crossbeams are left standing. Something massive attacked the woodcutters’ camp: DC 12 INT (Nature) check. • Violently tilled earth. Something has been uprooted from the earth: DC 14 INT (Nature) check. FROM HERE . . . Mossbeard’s clearing (not on map), following droplets of blood or faint barefoot prints in the upturned soil, leading north away from the camp. MOSSBEARD’S CLEARING Logging site. Stacked wood. Anger of the forest. The trail from the woodcutters’ camp leads across muddy soil and burnt undergrowth to a clearing with a massive, gnarled tree, surrounded by dozens of stumps. Unconscious loggers are slumped against the tree’s roots. Mossbeard (use treant stats as needed), currently rooted and immobile and appearing as nothing more than a HARBINGER OF FUTURE EVENTS Six woodcutters, including Barzyli, fled Mossbeard’s rampage. Reaching the Northcord, they encountered ghouls, who slew all but Barzyli, who was in turn seriously wounded and knocked unconscious during the encounter. The ghouls’ leader, Honus, animated the dead as zombies. Already significantly wounded, Barzyli managed to feign his own unlife, blending in with his deceased comrades. The PCs are unable to locate the woodcutters in this part of the adventure. Barzyli and the five zombies re-enter Moonbright in Part 3.


14 TROUBLE AT MOSSBEARD MILL massive tree in the center of the clearing, recovers his expended energy before determining the woodcutters’ punishment for logging his woods: • 10 invisible sprites protect the slumbering Mossbeard and the captured loggers. Half of the sprites have the following attack: Elemental Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage and 4 (1d8) fire, cold, acid or thunder damage (sprite’s choice). • Recently logged. Stacks of freshly cut timber in the northeastern corner of the clearing: DC 10 INT (Nature) or WIS (Perception) check. • The tree in the center of the clearing is no mere tree: DC 14 INT (Nature) check. The sprites swarm around Mossbeard, using the treant’s mighty trunk as cover. They will attack the PCs before turning invisible the following round. This cycle continues until either the start of a turn with five or fewer surviving sprites or when the PCs have all fallen unconscious. At this point, a furious Mossbeard awakens, along with the 10 woodcutter captives, and demands attention: • Barzyli is not among the prisoners: DC 12 INT (Investigation) or WIS (Perception) check. • Mossbeard is emotional but would rather talk than fight (which is good because he would destroy the PCs). He will defend himself though, and if pushed to his breaking point, he might even lash out (GM’s discretion), at which point the PCs’ only option is to flee—perhaps awaiting cooler heads after enough time. EMPTY BARGE One afternoon, an unmanned barge slams into Moonbright’s docks, launching stevedores into the river. CRASH AND BURN Sweltering hot autumn day in Moonbright. Hustle and bustle. Dock workers drip with sweat as they hoist crates from ships. Business at the marketplace booms, despite the heat. Townsfolk swap news with visitors and carry out their day-to-day tasks. The PCs attend to their own business in town (see Areas 1–6), unaware that disaster is about to strike. Ask what the PCs are up to on this boiling-hot day in a town where they’ve become increasingly popular, taking a special note of any PCs that are at the docks or the marketplace and of any NPCs they are interacting with. PCs closer to the docks will be able to respond to the unfolding disaster more quickly, and NPCs nearby are at risk: • To notice an unmanned barge cruising toward the docks, too fast to stop: DC 13 WIS (Perception) check. To then alert folks nearby: DC 15 CHA (Persuasion) check. If the PCs alerted people around the docks, only three fall into the water and begin to drown when the barge crashes. Otherwise, six fall in and begin to drown. The encounter ends if the PCs rescue all those drowning or after 12 rounds have passed from the start of the encounter: • Any drowning victims not saved at the end of 12 rounds die. • Getting from the marketplace to the docks takes 2 rounds. Getting from anywhere else in Moonbright to the docks takes 5 rounds. • PCs must dive into the river to save those drowning: DC 15 Strength (Athletics) check, taking 2 rounds, saves one victim. Rope grants advantage on check but requires 5 rounds to prepare. In the aftermath, the PCs can investigate the barge, solidly wedged into the docks: • Below deck, three metal cages lie open. They are large enough for a Medium creature, and the locks appear to have melted away, which may also explain the charring everywhere below deck. • There are claw marks on the deck, which look to be recent: DC 12 INT (Investigation) or WIS (Perception). To identify the claw marks as consistent with a large canid: DC 14 INT (Nature) check. • There are no creatures, alive or dead, on the ship. • Most of the crews’ belongings are still on the barge. Notably, the PCs find a map of the Western Wilds, and there is a large red X on it, marked “Nargoth.” Presenting the Quest. Mayor Yara Ranit waits for the PCs to conclude their inspection of the barge before inviting them back to her office. She politely asks for their findings, MOSSBEARD If at all needed for Mossbeard, use the stats for a treant (see Appendix). However, he is a unique force of nature and cannot be killed. If the party starts attacking Mossbeard, consider implying that their efforts have no impact and that perhaps a different course of action is required.


TROUBLE AT MOSSBEARD MILL 15 MOSSBEARD (HE/HIM, LEGENDARY TREANT AND LABYRINTH WALKER) Concluding Negotiations. What happens next depends on how convincing the PCs were: • If Mossbeard is convinced, he deputizes the “younger lineages” of the region with protecting the forest and releases the woodcutters to the PCs. • If Mossbeard is not quite convinced, he reluctantly releases the woodcutters to the PCs. However, Mossbeard promises that he will visit this “Moonbright” and speak with their “leader” about restitution for his friends—just as soon as he’s done resting his eyes. Resolution. The PCs return to Moonbright with the surviving woodcutters. Bartos is elated that most of his comrades have returned and makes good on his promise to pay the PCs. However, Ebrill is distraught that Barzyli is still missing, even if she puts on a brave face. Massive and gnarled. Slow, monotonous voice. Unstoppable force of nature. Found initially in Mossbeard’s clearing (not on map). Personality Traits: Direct, deliberate, unforgiving. Bonds: The forest. An epoch ago, Mossbeard planted every progenitor tree in this region, and he still guards it like a grandfather. Flaws: Refuses to acknowledge just how long he’s been away from the area. Wants: To stop the creatures from logging and destroying his offspring. Talking to Mossbeard: Mossbeard freely relates the following: • He captured the woodcutters and carried them back here to the scene of their crimes. • He was not napping. Rather, he was resting his eyes while contemplating the appropriate punishment for the woodcutters. • He would much rather crush each PC for attacking his sprite allies, but he recognizes that more humanoids are bound to investigate, and he has grown weary of squashing bugs. • He’s returned because the last of his arboreal guardians has perished. He no longer remembers what the guardians were protecting against. • Upon returning, this clearing of fallen trees was the first thing he encountered. He tracked the woodcutters down and razed their home in revenge. Negotiating with Mossbeard. The PCs must negotiate with Mossbeard for the woodcutters’ freedom. Keep the following in mind during any negotiations: • Intimidation does not work on Mossbeard, and he does not take kindly to idle threats from folks who don’t even reach his knothole. • Mossbeard wants to know what is happening in his woods. Useful information will go a long way in persuading him to show mercy. • Mossbeard will patiently listen to any proposals to engage in sustainable logging practices aimed at reducing thick foliage instead of clear cutting. • The woodcutters will promise anything to ensure their freedom, but if they promise to give up their trade, it’s a lie.


16 TROUBLE AT MOSSBEARD MILL so she can formulate a plan of action. After hearing their report, Yara freely explains the following: • She wants the PCs to investigate the fate of the captain and crew. She offers to pay the PCs 750 gp for the task, which is the estimated value of the barge she’s impounded, minus the cost to repair the docks. • The incident is not good for Moonbright’s commerce. She is concerned that the barge was attacked. The barge, which was expected (captained by an elf named Blanquard Urhanroot), came from the south on the Northcord River. • The mayor can arrange for the loan of mules to make travel easier. Area 8: Sandy Bank Sandy shore. Animal prints. Entrance to enchanted woods. A deep gouge in the sandy beach is slowly being washed away by the lapping river. A natural archway in the woods beyond seems to beckon any who look upon it. The imprint of a barge that ran aground scars the eastern bank of the Northcord River (see Area 8): • Animal prints surround the imprint of the barge: DC 10 WIS (Survival) check. To identify the prints as unnaturally large wolf or bear prints: DC 14 INT (Nature) check. RAISING THE STAKES: WHO FELL IN? Most likely, the stevedores fell into the water since they are regularly in this area. To make this encounter more meaningful, include one or more of the NPCs that the PCs were speaking with at the start of the scene.


TROUBLE AT MOSSBEARD MILL 17 FROM HERE . . . Enter the faerie trail (see Areas 9–11) through the natural archway. Area 9–11: Faerie Trail Scattered stone circles. Luminous moths. Virulent life. These woods are unlike anything else around Moonbright. The leaves explode with hues of lavender, pink, and turquoise. Occasionally, the dense woods open onto clearings marked by loose stone circles. As the PCs proceed through Areas 9–11, they encounter animal allies of the green hag. Roll 1d6 for each of the three areas and consult the Animal Encounters table (or determine alternative Beast adversaries). These creatures are not under Laevis’s direct control but are allied and have common goals. LAEVIS (THEY/THEM, GREEN HAG) Auburn hair. Teakwood nails. Dress knit from leaves and flower blossoms. Found typically in the fey circle (see Area 12). Personality Traits: Aloof, cunning, magical. Bonds: Creatures of the forest. Laevis has claimed this region of woodlands to be under their protection. Flaws: They can be overzealous in protecting the region, which can lead to rash decisions. Wants: To protect the woodlands around the fey circle. Talking to Laevis: Laevis freely relates the following: • Laevis couldn’t have the barge polluting their view of the river, so their animal friends pushed it back into the river once it was cleared. • Laevis views the fey circle as their home on both the Material Plane and in the Summer Lands. • They plotted with their woodland friends to stop the barge from smuggling hell hounds north through their territory. But the fiends escaped while Laevis’s allies overwhelmed the crew, pulling them from the boat. • Laevis is stuck between a rock and a hard place since they may need to barter the “criminals” (sailors and barge captain) in order to get support in eliminating the hell hounds. • Once they recognize the PCs’ strength and principles, Laevis makes an offer: if the PCs can kill the hell hounds, then Laevis will release the sailors and the captain. They demand some trophy or other proof of success from the PCs before releasing the crew. ANIMAL ENCOUNTERS d6 Animal Allies 1 A swarm of rats attacks each PC, who must succeed on a DC 12 DEX save or have all that PC’s rations eaten. 2 Five giant rats assail the PCs’ ankles. 3 Six scorpions sting the PCs as they hurry down the path. The scorpions flee as soon as they’re attacked. 4 Three golden mastiffs chase the PCs. The mastiffs try to wrestle the PCs to the ground for Laevis. 5 Two dozen ravens caw at the PCs from nearby trees. Each PC that can hear the ravens must succeed on a DC 11 WIS save or take 4 (1d8) psychic damage. 6 Two wolves block the path leading farther into the woods while two more wolves block the path behind. If the PCs reach for their weapons, the wolves attack. FROM HERE . . . Follow the path to the fey circle (see Area 12).


18 TROUBLE AT MOSSBEARD MILL Area 12: Fey Circle Swirling winds. Untamed wilds. Old, nameless magic. Trees and standing stones line an oblong clearing. A crumpled figure lies tied to the base of each stone. In the fey circle, the 11 missing sailors and the barge captain have been bound to trees and standing stones with purple-leaved vines. At the center, the green hag Laevis (see Appendix) is visibly distraught and wringing their hands. They are pacing around the circle, discussing aloud their plans to solve some problem of their own making. Tactics. Laevis would rather talk than fight with the PCs, but they will defend their home. There might be additional animal allies, or stragglers from previous encounters, that assist Laevis should hostilities flare (GM’s discretion). LET SLIP THE HOUNDS OF HELL Stink of sulfur. Drifting ash. Burnt timber. The smell of smoke mixes with the acrid stench of sulfur as the woods give way to a smoldering clearing. The PCs track two of the three missing hell hounds to a broad clearing created by wildfires: • To get the jump on the hell hounds: DC 20 WIS (Survival) check. On a failure, the PCs arrive at the clearing, but the hell hounds catch the PCs by surprise. • After dispatching the first two hell hounds, the PCs can’t locate the third and must return to the fey circle only partially successful. Resolution. Because the PCs are unable to return the third hell hound, Laevis is not bound to honor their end of the agreement. However, while the PCs were hunting hell hounds, the fey spoke with the sailors, who were deathly afraid of their cargo, so Laevis is willing to release the crew, provided the greedy captain faces justice for trafficking in dangerous fiends. Returning to Moonbright, Mayor Ranit pays the PCs for this work using assorted gems. While not excited at the prospect of punishing a barge captain, the mayor acknowledges it’s both bad luck and in poor taste to flout the fey. She arranges for transport to the south, so the elf captain can face punishment. MISSING FARMERS Favienne Northcord visits the PCs at the Dragon’s Thirst Tavern. She is concerned because her parents have been missing for the past few days and have missed several appointments for wedding preparations. She hopes that the PCs can help find them. While the PCs have been busy, the preparations for the harvest festival are approaching a fever pitch. At the same time, local vendors have been preparing for the wedding of the Northcord and Pumpernickel children. The PCs are likely to be surprised when Favienne Northcord asks to meet them at the tavern. NPCs. See also NPCs in the Appendix for more information on Favienne. FALSE MILLERS The PCs have no difficulty reaching Mossbeard Mill (see Area 7) since they likely visited earlier in the adventure. This time, they find both Molliner brothers on the property and can question them. Doppelgangers. The brothers are actually doppelgangers (see Appendix), and their schemes have involved getting to know farmers and merchants to the point that they can imperceptibly impersonate them. Once comfortable with their marks, they kill them and dispose of the bodies. The doppelgangers then impersonate their victims, selling off possessions and land before “retiring” to warmer locales. Emar and Lodar have grown quite wealthy with this scheme—most recently having sold the Dragon’s Thirst Tavern to Potro Rayune for quite the fee. Following the death of the oaken sentinel in Part 1, Honus and his minions first surfaced and targeted Mossbeard Mill. As both sides were posturing to fight, the doppelgangers realized that the ghouls could help dispose of bodies and promised to provide the ghouls with meat in exchange for protection—and the ghast agreed. The ghouls expected their first payment today, which has shrunk the window for the doppelgangers to learn their victims’ ticks. HARBINGER OF FUTURE EVENTS The barge captain Blanquard Urhanroot was promised a small fortune if he could deliver three hell hounds. The recipient of the fiends are cultists who believe they located the Lost Tomb of Nargoth. Despite Laevis’s best efforts, all three hell hounds escaped the barge. Two swam to the eastern shore of the Northcord River while the third swam to the western shore. The third hell hound was captured and infected by the ghouls, who have imprisoned it closer to Moonbright. The PCs are unable to locate the third hell hound in this part of the adventure. However, the infected fiend makes its way to Moonbright in Part 3.


TROUBLE AT MOSSBEARD MILL 19 The Deception Unravels. If a PC is wearing the ring of deceiver’s warning (see Appendix), the stone turns red when the doppelgangers are nearby. PCs with passive Perception scores of 12 or higher notice this change as it happens. Upon realizing that the jig is up, one of the doppelgangers quips, “Well, it was good while it lasted.” They pull out their daggers and revert to their true forms, looking to silence the PCs permanently: • After dispatching the doppelgangers, the PCs are free to search the mill, where they find a chest filled with 2,000 gp: DC 12 INT (Investigation) or WIS (Perception) check. Many Moonbright residents, like Ebrill and Potro, have a legitimate claim to this wealth. • Long ago, the doppelgangers agreed that they would not let themselves be captured by the authorities—so they will fight to the death. A LIGHT DESSERT Having located the doppelgangers’ wealth, the PCs still need to find the doppelgangers’ latest victims. With a successful DC 12 INT (Investigation) check, the PCs locate the unconscious bodies of Asher and Varina in the thickets along the river in Area 7. PCs who make successful DC 17 WIS (Perception) checks also notice two ghouls wading toward the shore. FROM HERE . . . The PCs should return to Moonbright with all due haste. Start Part 3 immediately. EMAR MOLLINER AND LODAR MOLLINER (BOTH HE/HIM, DOPPELGANGER CON ARTISTS) The individuals who present themselves as Emar and Lodar Molliner are not the beloved sons of the Molliner family. Instead, they are doppelgangers who stumbled across Mossbeard Mill. The doppelgangers spent a season disguised as workers before killing Emar and Lodar along with their father Rikar. They have spent the last three years impersonating the brothers in Moonbright. Found typically at Mossbeard Mill (see Area 7), either one or both of them. Personality Traits: Confident, trustable, deceitful. Bonds: Each other. The doppelgangers always have each other’s backs. Flaws: Overconfident. After three years, the doppelgangers don’t fear the consequences of their actions. Wants: To bilk Moonbright for every copper it’s worth. Talking to Emar and Lodar: Emar and Lodar tell the following lies: • Emar and Lodar claim to be very busy with preparations for the harvest festival—hanging garlands, sewing costumes, preparing firepits. To recall that the brothers haven’t been seen in town for days: DC 13 WIS (Insight) check. • If asked about Asher and Varina, Lodar claims the gnomes haven’t been around in a while. To notice Emar is wearing Varina’s distinctive handkerchief: DC 13 WIS (Perception) check. If asked about the handkerchief, Emar claims that she might be inside. He goes out back, and “Varina” returns about a minute later wearing her jacket. To notice that Varina’s voice is too high, she is too tall, and she is wearing Emar’s boots: DC 13 WIS (Perception) check. (If instead pushed to impersonate Asher, Lodar has similar issues: his voice is too low, he looks more like a halfling, and he’s wearing Lodar’s boots.)


20 TROUBLE AT MOSSBEARD MILL PART 3: DEATH COMES CREEPING Returning to Moonbright, the PCs find the town under assault by zombies, rats, ghouls, and a hell hound. Honus captures the mayor and takes her back to the mill. ASSAULT ON MOONBRIGHT In the approach to Moonbright, the gates are visibly ajar. Frightened cries erupt from the docks, the marketplace—even the temple. Honus, the necrophage ghast, had centuries to plot and scheme while imprisoned under the hill behind Mossbeard Mill. Finally freed, the ghouls gorged on local fish, animals, and anyone foolish enough to cross their path. But now it’s time to feast on Moonbright (see Areas 1–6). The first three encounters can occur in any order, but the Cloaked Ghouls encounter should happen last. WOODCUTTER ZOMBIES Six figures stagger through town over the bridge spanning the Saber River: five are zombies (the animated missing woodcutters from Part 2), and the sixth is Barzyli, friend to Bartos Rey and partner to the waitress Ebrill Perelbacher. All stagger into Moonbright: • Barzyli, the woodcutter, is wounded and only has 1 hit point. He has survived by impersonating a zombie for the last several days. To realize Barzyli is still alive: DC 13 INT (Religion), WIS (Medicine), or DC 15 WIS (Perception) check. INFECTED HELL HOUND Honus expended no small effort in capturing the third hell hound that escaped the empty barge, and it is currently infected by ghoul hunger (see ghoul stats). The hell hound is currently attacking merchants in the marketplace. SWARMING RATS A disguised ghoul tossed canvas sacks full of rats into the temple before heading off to the tavern. There are currently four swarms of rats infesting the temple: • Coridon is ineffectually trying to deal with the situation. A swarm flees if it starts its turn with 10 hit points or fewer. CLOAKED GHOULS After infiltrating Moonbright, four ghouls met at the Dragon’s Thirst Tavern, where they were greeted by the frantic barking of Potro’s dog Spiedie. No one heeded the dog’s warning though, and Potro eventually locked Spiedie upstairs. While the zombies, rats, and hell hound terrorize the rest of the town, the ghouls are biding their time for what seems the right moment, and then they throw off their capes and dine on the patrons: • If the PCs are not faring well in a fight here, Potro (veteran) enters the fray with his trusty longsword. • Searching the ghouls’ bodies, the PCs find a folded-up sheet of paper in one of their pockets that instructs them to attack Moonbright and bring bodies back to the mill—presumably Mossbeard Mill. FROM HERE . . . Follow the ghouls’ trail back to Mossbeard Mill (see Showdown at Mossbeard Mill). SHOWDOWN AT MOSSBEARD MILL Upon exiting the tavern, Bartos Rey approaches the PCs, axe in hand. He confirms the threats around Moonbright are largely quieted. However, a woodcutter saw someone on horseback with the tied-up mayor, riding over the bridge toward Mossbeard Mill (see Area 7).


TROUBLE AT MOSSBEARD MILL 21 BOSS FIGHT Crawling with undead. Rotten flesh. Churning river. As boots clop over the small footbridge, a husky voice calls out: “Adventurers! You will not deny me what I am owed!” Hungering eyes turn in unison. The necrophage ghast (see Appendix, can also cast the animate dead ritual once per day), Honus, has summoned his remaining forces back to Mossbeard Mill. With his plan to overrun Moonbright failed, he is regrouping with the intention of infecting the mayor. Honus has two ghouls and six zombies at his disposal. These restless undead hunger, and Mayor Ranit is to be the meal. She is imprisoned inside the millhouse. CONCLUDING THE ADVENTURE Despite recent events, the harvest festival goes off as planned—and the PCs are now guests of honor. Because of their recent brush with death, Moonbright’s residents celebrate more joyously than they have in decades. Mossbeard in the Bark. If the PCs failed to completely persuade Mossbeard in Part 2, the treant visits Moonbright during the harvest festival. After the shock and subsequent novelty wear off, he drinks an entire barrel of brown ale to calm everyone’s nerves. Later, Mossbeard is seen talking with the mayor about how Moonbright might replace his arboreal protectors. Marriage Is What Brings Us Together. Three days after the harvest festival, Favienne and Chevel are married in the marketplace in the presence of all their parents, friends, and protectors. The food and dancing are excellent. After the woodcutter recovers, Ebrill and Barzyli decide to tie the knot a few weeks later. The intimate ceremony is held in the temple, and the PCs are among the select few invited. Tavern Troubles. Upon learning of the doppelgangers’ scheme and the true fate of the Perelbachers, Potro is filled with remorse, and after the wedding, Potro promises Ebrill half the tavern in a business partnership. Ebrill agrees on the condition that they rename it. Where to Next? The PCs might now follow the map towards the X to discover what “Nargoth” has to offer. Otherwise, they might commission a barge south toward more civilized lands or blaze north into the wilds. MAKING IT PERSONAL: CAPTIVES The ghoul has captured the mayor and absconded to the mill to provide Honus with some additional leverage over Moonbright’s defenders. If the players never connected with the mayor, feel free to substitute another NPC that would have a greater impact. HONUS (HE/HIM, NECROPHAGE GHAST) Half-elf in life. Emaciated. Centuries-old decaying flesh barely clinging to bones. Shriveled eyes devoid of mercy. Found typically at Mossbeard Mill (see Area 7). Personality Traits: Cruel, insatiable, vengeful. Bonds: None. A thousand years of imprisonment have broken all bonds. Flaws: Famished. Honus spent an epoch trapped under an oaken sentinel where he couldn’t eat. He is making up for lost time, often snacking on corpses before animating their flesh. Wants: To kill his enemies, eat their flesh, and raise their corpses. Talking to Honus: Honus doesn’t talk with the PCs—this is not the time for small talk. However, he will taunt the PCs occasionally, reminding them that he has their mayor.


22 TROUBLE AT MOSSBEARD MILL Appendix Game rules required for running this adventure and not found in Tales of the Valiant Alpha Release can be found here. DISEASES & HAZARDS The world past those comforting doors is not always on your side. There will be obstacles on your journey, and you must be prepared. Scalemolder Disease An infectious disease transmitted via touch that only affects adult kobolds. Those infected develop a green coating on their scales and an intolerable itchiness. As the disease progresses, the coating covers the entirety of their body and causes the victim to scratch themselves raw. In its final stages, the kobold’s scales fall off and slowly turn to dust, revealing the raw flesh below. Trigger: A fully grown kobold comes in contact with another creature that is infected with or carries scalemolder. Effects: When an infected target starts a long rest, it must succeed on a DC 15 CON save or gain one level of exhaustion. With a CON save of 9 or less, the creature instead gains two levels of exhaustion. Resolution: Scalemolder can only be cured by salves prepared from the sap of oaken sentinels. MAGIC ITEMS Many are the treasures you’ll find along your journeys. Snatch them up and guard them close, for they might someday save your life. Ring of Deceiver’s Warning Ring, Common This copper ring is set with a round stone of blue quartz. While you wear the ring, the stone's color changes to red if a creature with the Shapechanger tag comes within 30 feet of you. MONSTERS The world is filled with an amazing assortment of creatures, both magical and mundane. So confrontation is inevitable, whether through hostility or misunderstanding. Know your world and you will know yourself. Doppelganger CR 3 Medium Monstrosity (Shapechanger) Armor Class 14 Hit Points 80 Speed 30 ft. Perception 13 Stealth 16 Immune charmed Senses darkvision 60 ft. Languages Common, telepathy 60 ft. STR DEX CON INT WIS CHA +0 +4 +2 +0 +3 +4 Convincing Mimicry (Humanoid Form Only). The doppelganger can mimic any Humanoid’s body and voice it has seen and heard nearly perfectly. A creature very familiar with the individual Humanoid the doppelganger is pretending to be can tell the doppelganger is an imitation with a successful DC 20 WIS (Insight) check. Revealed Intentions. While reading a creature’s mind, the doppelganger has advantage on CHA checks against the creature, knows the creature’s current mood, and knows if the creature speaks a lie. In addition, the doppelganger has advantage on attack rolls against the creature. ACTIONS Multiattack. The doppelganger makes two Slam or Psychic Bolt attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Psychic Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 13 (2d10 + 2) psychic damage.


TROUBLE AT MOSSBEARD MILL 23 BONUS ACTIONS Change Shape. The doppelganger transforms into a Small or Medium Humanoid it has seen or back into its true form, which is Monstrosity. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Read Thoughts. The doppelganger magically reads the surface thoughts—what is foremost in the mind at the moment—of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading the target’s thoughts until its concentration is broken (as if concentrating on a spell) or it uses Read Thoughts on a different target. Green Hag CR 3 Medium Fey Armor Class 16 (natural armor) Hit Points 76 Speed 30 ft. Perception 14 Stealth 13 Resistant Fey Resilience Senses darkvision 60 ft. Languages Common, Sylvan STR DEX CON INT WIS CHA +4 +1 +3 +1 +2 +6 Amphibious. The hag can breathe air and water. Fey Resilience. The hag is resistant to the charmed and unconscious conditions. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 WIS (Insight) check. Speak with Beasts. The hag can communicate with Beasts as if they shared a language. ACTIONS Multiattack. The hag makes two Claw or Torment attacks. If two attacks hit one creature, the target must succeed on a DC 14 WIS save or be overwhelmed with pain and have disadvantage on attack rolls until the end of its next turn. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Torment. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) psychic damage. MODIFYING MONSTERS The monsters here are presented in advance of the release of Monster Vault—and though they may still change, they are presented as currently intended for that release. Two of them, the green hag and the treant, are intended to be non-combat encounters in this adventure, Trouble at Mossbeard Mill, but it’s of course not always possible to avoid combat, hence their inclusion. However, both have the ability to summon other creatures that are beyond the scope of this adventure (and simply haven’t been finalized for publication yet). So should combat erupt unexpectedly for these creatures, feel free to substitute with Beasts from Tales of the Valiant Alpha Release: • For the green hag’s Poisonous Allies, replace the listed creatures with 2 wolves or 2d4 mastiffs or giant rats. • For the treant’s Animate Trees, replace the listed creatures with 2d4 wolves or 2d6 ravens.


24 TROUBLE AT MOSSBEARD MILL Poisonous Allies (1/Day). The hag magically calls 1 giant spider, 2 giant poisonous snakes, or 2d4 poisonous snakes. The creatures arrive in 1d4 rounds, acting as allies of the hag and obeying its spoken commands. The creatures remain for 1 hour, until the hag dies, or until the hag dismisses them as a bonus action. Invisible Passage. The hag magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage and can be tracked only by magic. Any equipment it wears or carries is also invisible. Spellcasting. The hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14). At will: dancing lights, minor illusion 1/day: bestow curse BONUS ACTIONS Illusory Appearance. The hag covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised. Necrophage Ghast CR 4 Medium Undead Armor Class 16 (Arcane Infusion) Hit Points 75 Speed 30 ft., climb 30 ft. Perception 10 Stealth 13 Resistant necrotic Immune charmed | Undead Resilience Senses darkvision 60 ft. Languages Common STR DEX CON INT WIS CHA +0 +2 +2 +6 +0 −1 Arcane Infusion. While the ghast is conscious and wearing no armor and wielding no shield, it adds its INT modifier to its AC (included above). Hungry Dead Nature. The ghast doesn’t require air or sleep. In addition, it must consume at least 2 pounds of raw meat every 24 hours, or it loses its immunity to exhaustion and risks starvation until it does so. While it has any levels of exhaustion from starvation, the ghast can’t remove levels of exhaustion until it consumes at least 4 pounds of raw meat. Necrophage Stench. A creature that starts its turn within 30 feet of the ghast must succeed on a DC 14 CON save or have disadvantage on all saves against spells cast by the ghast for 1 minute. If a creature’s save is successful or the effect ends for it, the creature is immune to the ghast’s Necrophage Stench for the next 24 hours. Spider Climb. The ghast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saves against effects that turn undead. Undead Resilience. The ghast is immune to poison damage, to exhaustion, and to the poisoned condition. ACTIONS Multiattack. The ghast makes one Bite attack and two Claw attacks, or it makes three Arcane Blast attacks. It can replace one Bite attack or two Arcane Blast attacks with a use of Spellcasting. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) force damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature that isn’t a Construct or Undead, it must succeed on a DC 14 CON save or be paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. Arcane Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) force damage. Spellcasting. The ghast casts one of the following spells, requiring no material components and using INT as the spellcasting ability (spell save DC 14). Cantrips (at will): guidance, mage hand, prestidigitation 3/day each: command, charm person, hold person, ray of enfeeblement 1/day each: fear, invisibility (self only) Treant CR 9 Huge Plant Armor Class 16 (natural armor) Hit Points 185 Speed 30 ft. Perception 17 Stealth 9 Vulnerable fire Resistant bludgeoning, piercing | Plant Resilience Senses tremorsense 30 ft. Languages Common, Druidic, Elvish, Sylvan STR DEX CON INT WIS CHA +6 −1 +9 +1 +7 +1 False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree. Plant Resilience. The treant is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions. Siege Monster. The treant deals double damage to objects and structures. Speak with Plants. The treant can communicate with Plants and nonmagical plants as if they shared a language.


TROUBLE AT MOSSBEARD MILL 25 ACTIONS Multiattack. The treant makes three Slam attacks, or it makes two Throw Rock attacks. If two Slam attacks hit one creature, the target must succeed on a DC 17 STR save or be knocked prone. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 6) bludgeoning damage. Throw Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage. Animate Trees (1/Day). The treant magically animates 2 trees or 2d6 shrubs it can see within 60 feet of it. The trees use the statistics of an awakened tree, and the shrubs use the statistics of an awakened shrub. The animated plants act CHIEF SHOV’RAKH (THEY/THEM, KOBOLD CHIEF) Short. Classy clothing and a regal headdress crafted by an elven tailor once rescued by the tribe. Extremely itchy and tired, in the final throes of scalemolder. Found exclusively in the kobold camp (not on map). Personality Traits: Pragmatic, protective, resourceful. Bonds: Faith in the Great Grand-Dragon, the tribe’s patron deity. Flaws: Distrusts the big people who aren’t elves. Wants: A cure for the tribe. Talking to the Chief: Shov’rakh freely relates the following: • About a month ago, the first tribe member contracted scalemolder (see Appendix). This spread throughout the tribe quickly, and nearly a quarter of the tribe has already perished from it. CLIFF (THEY/THEM, KOBOLD ENFORCER) Young leader. Stands half a head taller than most other kobolds. Wields a woodcutter's hand axe. Suffering from the early symptoms of scalemolder. Found typically in the kobold camp (not on map). Personality Traits: Firm, powerful, doting. Bonds: Their hatchling sister, Luna. Their mother took Luna into the woods when she became too ill, and Cliff is worried sick about her fate. (Luna is the hatchling in the Random Kobold Encounter table.) • Two weeks ago, Shov’rakh visited a hobgoblin oracle who divined from rat entrails that the cure could be found in the sap of an ancient guardian tree near Moonbright with “four arms attacking.” Despite their best efforts, the kobolds have been unable to find the tree. Shov’rakh can offer the tribe’s remaining wealth (100 gp in assorted gems and a “wizard’s ring”) if the PCs find the sap. Furthermore, Shov’rakh promises that if the PCs bring them the sap, the tribe will leave the Moonbright region as soon as they’re healthy enough to travel. as allies of the treant, obeying its spoken commands. The plants remain for 1 hour, until the treant dies, or until the treant dismisses them as a bonus action. BONUS ACTIONS Halt Intruders. The treant calls to the roots beneath up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 STR save or be restrained by roots until the end of its next turn. The treant can target only creatures in contact with the ground and can’t target creatures in contact with a manufactured floor, such as the wooden floor of a building. Flaws: Slow to admit they’re wrong. Wants: To hear the big people admit that they caused the plague. Talking to Cliff: As Chief Shov’rakh’s nephew, they learned to speak Common from a young age. Along with five other kobolds, Cliff confronts the PCs. They demand the PCs explain their intentions. They are visibly armed but haven’t drawn their weapons. NPCS Oh, the characters you’ll meet along the way. Whatever happens, they will certainly make your life more interesting.


26 TROUBLE AT MOSSBEARD MILL EBRILL PERELBACHER (SHE/HER, HUMAN WAITRESS) Two bright-red pigtails. Green jumper with a white blouse. Sleeves rolled up. Darts between tables while balancing trays of soup, brimming flagons, and slices of apple pie. Found typically serving patrons at the Dragon’s Thirst Tavern (see Area 3). Personality Traits: Chipper, clever, earnest. Bonds: Her clientele. Ebrill spent her whole life in the tavern and relishes bringing joy to this outpost town. Flaws: Bitter that her parents sold the tavern without telling her. BARTOS REY (HE/HIM, WOODCUTTER FOREMAN) Young, yet leathery. Double-breasted red shirt with brown suspenders and matching pants. Sips a sweet-smelling liqueur from a copper flask. Found typically at the woodcutters’ retreat (see Area 5). Personality Traits: Resourceful, methodical, overconfident. Bonds: The woodcutter cooperative. Bartos has worked as a woodcutter for other operations but never one that shared the profits among the workers. This breeds loyalty among the workers. Flaws: Bartos downplays the threats in the forests, instead believing in the axes of the woodcutters. CORIDON MYRICKLEAF (THEY/THEM, ELF ACOLYTE) Brown ecclesiastical garb. Acolyte of the Dreaming God, a neutral god of plants, growth, and life. Intent listener, waiting for the speaker to finish before offering sage advice about the perceived problem. Found typically dealing with something at the local temple (see Area 4). Personality Traits: Independent, objective, principled. Bonds: Their spouse in the faraway elven lands, who has supported Coridon’s mission in Moonbright from afar for the last decade. Wants: To earn enough coin to buy a share of the tavern. Talking to Ebrill: Ebrill freely relates the following: • Her boyfriend, Barzyli, is a woodcutter who lives across the river. He’s currently working inland but returns next week for some rest and relaxation. • Her parents sold the tavern shortly after visiting the old Mossbeard Mill. • The stew is an old family recipe dating back to the founding of the town. But it’s increasingly difficult to source the venison. Wants: To recruit another shift of woodcutters. Talking to Bartos: Bartos freely relates the following: • Bartos offers any PCs who look strong enough the chance to work on the new shift he’s recruiting. • He dismisses concerns about the kobolds: “The scalyfolk aren’t foolish enough to cross the woodcutters.” • He’s excited for the harvest festival since all the woodcutters will return to Moonbright. His cousin Barzyli will have time to spend with the sweetheart he’s tried to keep secret from them. Flaws: They are often frustrated with Moonbright’s provincial attitude. Wants: The harvest festival to go off without a hitch. Talking to Coridon: Coridon freely relates the following: • They are aware of the perceived kobold threat around town, but they preach tolerance and caution against rash judgements. • They ask—nay, beg—the PCs to volunteer with harvest festival preparations. • They support the temple by selling their homebrewed healing potions. They are also knowledgeable in the arcane arts and can help in identifying items or learning spells.


TROUBLE AT MOSSBEARD MILL 27 FAVIENNE NORTHCORD (SHE/HER, SMALLFOLK/GNOME BRIDE-TO-BE) Yellow dress and brown boots. Braided blonde hair. Engaged to Chevel Pumpernickel, the baker's son. Found initially in their farmhouse near Moonbright (not on map). Personality Traits: Bubbly, sensitive, orderly. Bonds: Chevel. The gnomes were childhood sweethearts and are finally getting married after he finished his baker’s apprenticeship. Flaws: High-strung. Favienne has planned most of the wedding, and she’s on her last nerve. Wants: For her wedding to go off without a hitch. Talking to Favienne: Favienne freely relates the following: • Favienne is the Northcords’ only child, and they are looking forward to her wedding. • Favienne’s parents aren’t anywhere on their rutabaga farm, and they were last seen going to Mossbeard Mill three days ago. No one has seen them since, and she’s worried. She wants the PCs to find her parents, wherever they may be. • She doesn’t have anything to pay the PCs since so much of the family’s funds are tied up in the wedding. If Asher and Varina were the PCs’ call to action, she appeals to their relationship with her parents. If the PCs used another call to action, she offers an invitation to her wedding reception. • Unlike her in-laws-to-be, Asher and Varina are actually involved with the wedding preparations. However, they missed the last three meetings this week. POTRO RAYUNE (HE/HIM, HUMAN BARTENDER/EX-ADVENTURER) Yellow flannel shirt with blue striping. Thinning black hair and a tight goatee. Greets everyone with a smile and a drink. If asked nicely enough, he'll show his battle scars. Found typically behind the bar of the Dragon’s Thirst Tavern (see Area 3). Personality Traits: Jovial, humble, haunted. Bonds: Spiedie, his short, squat mutt, who seemingly inherited all the worst traits of his forebears, often begging for scraps from patrons. Flaws: His temper flares easily. Wants: To make an honest living, free of the constant threat of death. Talking to Potro: Potro freely relates the following: • He was once an adventurer in service to the crown. Though he plays it down, he fought skeletons, goblins, otyughs—even a red dragon. He bears more scars than he can show, and he retired after watching too many friends die. • In the past few weeks, fewer barge captains have been stopping in Moonbright: DC 13 CHA (Persuasion) check reveals that this has significantly impacted business. • The mayor is looking for adventurers to deal with kobolds who moved in—but adventuring is for the young. • The woodcutters don’t carouse much in town now that they have their retreat across the river: DC 13 CHA (Persuasion) check reveals that this hasn’t impacted business much.


28 TROUBLE AT MOSSBEARD MILL TRAPS The way is treacherous, and foes will try to bar your passage. You would do well to understand what traps might await you. Hanging Net Trap (Mechanical) This trap uses a trip wire to hoist a 10-foot-by-10-foot net and any creatures standing atop it into the air. Trigger: A creature moves through the trap’s space, tripping the wire. Effects: When triggered, creatures standing in the trap’s affected area must make a DC 15 DEX save or become prone and restrained as the net hoists them, dangling 10 feet in the air. Once triggered, a creature can use their action to free themselves or a trapped creature: DC 20 STR (Athletics) check to pull the net apart, DC 20 DEX (Acrobatics) to slip out, or 5 slashing or fire damage dealt to the net (AC 10, 20 HP) to destroy it. Resolution: The trap can be avoided if spotted before it is triggered: DC 10 WIS (Perception) check. The trap can be disarmed before it is triggered: DC 15 DEX check, disadvantage if made without thieves’ tools. YARA RANIT (SHE/HER, HUMAN MAYOR) Far more fashionable than most in town. Brightly colored dress and tasteful makeup. Found typically administering to her mayoral duties (see Area 6). Personality Traits: Lyrical, patient, pragmatic. Bonds: Ebrill Perelbacher. Yara sees much of herself in the waitress, and she has paid special attention to the girl since her parents’ surprise retirement. Flaws: Around out-of-towners, Yara is prone to lament Moonbright’s backwater tendencies. Wants: To increase and safeguard Moonbright’s prosperity—as this ensures her ongoing service. Talking to Yara: Yara freely relates the following: • Creeping kobolds concern her. Assuming the PCs present themselves as adventurers, she suggests they eliminate the threat. She offers 25 gp per PC to resolve the problem. On pointing out the threat to trade, a DC 13 CHA (Persuasion) check, she increases the offer to 50 gp per PC. • Given the recent kobold activity, she’s also willing to cover three nights’ expenses at the Dragon’s Thirst Tavern if the PCs check in on Mossbeard Mill and the Molliner family. Rikar Molliner, the family’s patriarch, retired to the south after 40 years running the mill, and Yara isn’t convinced that his sons Emar and Lodar know what they’re doing. • She feigns excitement about the upcoming harvest festival, which she feels is a waste of resources: DC 15 WIS (Insight) check. She is truly excited for Favienne’s wedding, which she will officiate. • She once lived to the south but was enticed north to be the town’s mayor.


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