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### # Contents ###
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Ire Of The Wilds
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Credit And Thanks
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About The Author
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Introduction
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How To Use This Adventure
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Adventure Overview
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About Rothcairn
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Chapter 1 - Overview
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Chapter 2 - Overview
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Chapter 3 - Overview
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Adventure Hook
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Chapter 1 - A Rocky Reception
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Scene 1 - A Warm Welcome
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Scene 2 - Grief In Rothcairn
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Chapter 2 - Meeting The Locals
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Scene 1 - A Coin For Your Thoughts
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Scene 2 - Forgotten But Not Gone
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Scene 3 - Five Knuckle Shuffle
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Scene 4 - A Displaced Herd
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Scene 5 - Of Wood And Man
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Scene 6 - Thread And Thrum
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Scene 7 - The Accursed Sepulcher
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0. Dungeon Map
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1. Dungeon Entrance
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2. Storage Room
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3. Abbey Hall
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4. Supply Pantry
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5. Doctors Quarters
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6. Abandoned Larder
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7. Private Communion Room
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8. Cleansing Room
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9. Prayer Room
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10. The Chapel Reliquary
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Chapter 3 - Behind The Veil
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Scene 1 - Within The Copse It Lurks
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Scene 2 - The Tie That Binds
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Scene 3 - Shadow Over Rothcairn
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Scene 4 - Resolutions to Reparations
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Scene 5 - Conclusion
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Thanks For Playing!
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Appendix A: Magical Items
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Appendix B: Monsters
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Appendix C: NPC's
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\pagebreak # Ire Of The Wilds ## Credits And Thanks I want to say a big thanks to [Ashley Warren](https://twitter.com/ashleynhwarren) and [Lysa Penrose](https://twitter.com/mercyfuldm) for sharing RPG Writer Workshop to the world. I had no idea it existed until I saw it on Twitter, and I'm very grateful for that. Every step of the way there has been help and guides, tips and tricks that I have found invaluable when creating my adventure. Another thank you to everyone on the Discord and Twitter that I have spoken to and received feedback, I wish you all the best in your future endeavors. #### **Cover Art**: Dryad stock image from [DM's Guild](DMs-Guild-Creator-Resource--Plant-Art) #### **Cover Font**: ringbearer on [Dafont by Pete Klassen](https://www.dafont.com/ringbearer.font) #### **Cover Banner**: Banner by [b0red at Pixabay](https://pixabay.com/vectors/banner-ribbon-scroll-ribbon-banner-3284786/) #### **Map**: Made with [Deepnight](https://deepnight.net/tools/rpg-map/) ## About The Author **Christopher Harding** is a Games Design student at Staffordshire University (class of 2020). He has been involved with RPG's and tabletop games since 2004 when he was shown *The Elder Scrolls: Morrowind* by his father, and later becoming a fan of Warhammer 40,000 to this day. In 2015 he was invited to play Dungeons and Dragons in highschool, and has been in love with it ever since, running his own games and creating content for his players. He loves heavy metal, video games, the writings of H.P Lovecraft. #### If you would like to get into contact with him, you can find his portfolio [here](https://christopherharding010.journoportfolio.com/) and his Twitter [here](https://twitter.com/Xanethlyon) ## Introduction **Ire of the Wilds** is an adventure for a party of 3rd to 5th level characters, tailored for **Dungeons and Dragons 5th Edition**. However, any **GM's (Game Masters)** are welcome to adapt it to their games. The setting is based around **Rothcairn**, a medium sized town surrounded by forests known as the **Evermeet Woods**, allowing it to fit into the vast majority of settings. From the **Forgotten Realms** and **Greyhawk**, to **Eberron** and beyond, but be aware the **GM** may have to adjust the adventure slightly to fit in with their campaign. #### In this adventure, the party is tasked with solving the mystery of who or what is attacking **Rothcairn** and its industries. Can this force be reasoned with, or is it a threat to everything the people hold dear? The party will soon become accustomed to **Rothcairn** and wander through the dense, murky forest. They'll have the opportunity to delve deep into decrepit ruins, slaying ferocious beasts as they go. While the adventure may have some frightful creatures to face off against, there are many chances to exercise diplomacy over combat.
Part 2 | Credits, Thanks, and Introduction
\pagebreakNum ## How To Use This Adventure This adventure has been written to serve as a guide for the **GM**, and to help them navigate the town of **Rothcairn** and the mysteries that lurk within. This adventure assumes that you have access to the *Players Handbook*. If not, then the *Basic Rules* can be found [Here](https://dnd.wizards.com/articles/features/basicrules) and all stat-blocks for creatures and NPC's can be found at the back of this adventure. >If text is in a box like this, then it is to be read aloud to the players.
##### Description Box This box will be used when there is a description of rules, a location, or a character. This is optional to read aloud, so it is advised the **GM** reads these first and then makes a decision on how to interpret it.
In this adventure, creatures, locations, and DC checks will be printed in **Bold**. NPC's will be printed in *Italics*. Magical Items, or items of note will be printed in ***Bold and Italics***. #### At the back of this adventure, there is an Appendix featuring all of the *NPC's*, **Creatures**, and ***Magical Items*** that the party can encounter. There is also information on the NPC's regarding their personalities, bonds, and appearance. ## Adventure Overview This is the basic synopsis of the main story beats and encounters that the party will face while they try to uncover the evildoer that has plagued **Rothcairn**. In addition to the main plot point, there are multiple NPC's with side-quests and adventures to take part in, all of which will be noted at necessary times. ### About Rothcairn The town of **Rothcairn** lies a fair while away from any major city and houses near to 1500 citizens. It is well known in the region for its booming industries, particularly mining and logging. Their use of magic and machines to efficiently harvest raw materials has placed them into the spotlight as of late. The *Baron Embard Haathe*, has a love and childlike passion for tinkering and magics, putting his expertise into play to propel the town into the future. His expertise was used during the inception of these machinations, and one of the steps that led to becoming Baron. #### Surrounding the town is the lush **Evermeet Woods**, deep caves and the **Cobalt Caves** mines, with the **River Roth** passing on the eastern side. Within **Rothcairn** there isn't much in the way of local animosity or social division (aside from local competition). There are various traders and merchants of all creeds and cultures on the southern side of town, hoping to catch as many passersby and travelers as they can. #### The industrial quarter is situated on the eastern front due to the proximity of the woodlands and rivers; however the mines are situated to the west where the forest begins to thin. The **Cobalt Caves** mines are the main source of work and income for the town for those that don't have their own trade, and is positioned on the outskirts of the housing district. To the north of the town is where the nobility, guilds, and guard barracks of **Rothcairn** have been built, and where the rich tend to reside. ### Chapter 1 - Overview The adventurers begin their approach to the town of **Rothcairn** when the road beneath them begins to shake and rise. A face emerges from the ground and threatens the party. Once the threat has been dealt with, the party is led by a handful of guards into town to meet *Baron Embard Haathe*. #### Once meeting *Embard Haathe* the party is introduced to the Captain of the Guard *Flint Kestan*, who proceeds to give them a tour of the town. *Flint* shows the party the necessary establishments, such as the Regal Remorhaze Hostel, a local provisioner, and the market square. *Flint* also directs the party towards the nobles and business owners who have been affected by these attacks to see if they can be of any assistance. ### Chapter 2 - Overview The party now have a multitude of options pertaining to people to speak with and locales to explore, such as the **Evermeet Woods**. To begin their quest for knowledge on the attacks the party can seek out any of the nobles or business owners in any order. The characters are as follows: - *Margerite Tallow* - *Drogath Pansir* - *Brother Willem* - *Karlah Halflight* - *Shae Bartlen*. In addition to these folks, beggars and workers might know some additional information, but that is up to the **GM**'s discretion. Some of the information is just hearsay and rumors, little of which is useful, but eventually they find a thread to follow #### By speaking to these characters, the players will be made aware of various tasks or assistance needed around town that the NPC's may even trade information for upon their completion. After some sleuthing and information gathering, the party is led to believe that a *Veynath Yewtree* might be behind some or all of these malicious incidents. \pagebreakNum ### Chapter 3 - Overview The party ventures off into the **Evermeet Woods** and come across the crazed druid himself. The party can speak to *Veynath Yewtree* to try and calm him down and make him see reason or they have the option of fighting him in an attempt to end these attacks on the townsfolk. #### The tree branches bend and snap as though they have a mind of their own, buckling before the **Hag**'s might presence. She approaches and introduces herself as *Auntie Mildred Hollowgrove*, continuing on to warn the group for interfering. She goes on to say that the party knows nothing, can save nothing, and will be reduced to nothing. The air begins to thicken as she readies to strike. the players have a choice to make, they can either engage her and fight, or speak to her, attempting to understand what she means and reach some kind of deal or agreement. Once this encounter has been resolved, the party is rewarded by those that they've helped, earning treasures, esteem, and the respect of the townsfolk. They can consider **Rothcairn** a haven and a home now. ## Adventure Hook There are many ways in which the players can arrive at **Rothcairn** during their travels and adventures. Here are some suggestions: - A rival town that competes in the same industries has heard of sabotage, and wants to find out where the source is to save themselves. - The party is traveling down the main road, and finds themselves at **Rothcairn**. - The party is en route to another location, and are simply passing through, but hear word of troubles. - The party has previously received a letter from *Baron Embard Haathe* requesting assistance with an urgent matter. ## Chapter 1 - A Rocky Reception The player characters begin to get close in on the town, when they are immediately beset by a monstrous mud creature, forcing its face out of the earth. This primordial force rises to its full height, reaching 10ft. tall. Its imposing and unwavering presence shocking the party to their core. The face warns the party against going further saying that the town cannot be saved, its fate has been decided. #### Shortly after this disturbing encounter has ended, the town guard approach and begin asking questions. Who are they, what business do they have, are they in need of medical assistance? Once these initial questions have been answered, the party is taken to *Embard Haathe*, who apologizes to the party for this incident, and takes full responsibility, despite it having nothing to do with him. He goes on to ask for some assistance with these attacks on the businesses, and the disappearances of the local workers. \columnbreak ### Scene 1 - A Warm Welcome > The journey from your last destination has been a welcome reprieve from you previous exploits, finally allowing the party to have a brief respite. As the party treks down the **Midplain Road** towards **Rothcairn**, they feel the breeze upon their faces, and the warm summer sun beating down on their backs. While this journey has been exhausting, they've managed to make the most of the weather, taking time out to enjoy the peace and calm for once.
The smell of coal and freshly cut lumber mixes into the air as they grow ever closer, hinting towards the industries that the town is known for. The once peaceful chirping of birds and wind singing through the trees is slowly replaced with clunking and grinding, the murmur of voices beginning to come into focus. Suddenly, without warning, the earth below the party begins to shake and rumble, taking form.
The players must make a **DC 13 Dexterity** check. On a success, the characters are able to keep their footing and maneuver their way out of the obstacle, but on a fail they are knocked prone. The cracked earth molds into the shape of a smooth, rounded face, without any identifying features. Its jaw seems to unhinge and the bas relief-esque face booms: > "If you have business with **Rothcairn**, prepare for the wrath of the wild! This is your only warning!"
\pagebreakNum If party inquires as to why, tries to pass the face, or attacks it, then the face responds, angered and appearing insulted: > "So, you mortals have chosen death? Very well, your rotting bodies shall feed the land". The face retracts into the ground and sprouts fingers from the top of its head, beginning its quick transformation. A giant earthy hand erupts out of the ground and begins to swat at the players. If the characters succeed on a DC 12 Dexterity (Acrobatics) save, they evade the attack. Otherwise they rake 2d4 bludgeoning damage. The hand sinks halfway into the ground, re-emerging as a **Mud Golem** that attacks the players with a ferocious and primal rage. #### After 5 rounds of combat, the town guards rush over to assist and see what the commotion is about. Upon destroying the creature, the guards ask what business they have in **Rothcairn**. The party explains the situation, and are taken directly to the *Baron*. Alternatively the guards, upon hearing their names, politely request that they help with some problems that have been plaguing the town. They proceed to accompany the party while they make their way to the *Baron*. ### Scene 2 - Grief In Rothcairn ####
The party passes through the black iron gates, scraping along the floor as they creak open. The surrounding streets are lined with market stalls, traders, and prospective buyers, hollering over each other in an attempt to grab the attention. From fresh fish and cured meats, to artisan jewelry and fine cloth, all can be found here. The streets bustle with movement, making it troublesome to navigate, but with the guards leading the charge it becomes a trifling matter. The mixed smells of food and perfumes are intoxicating, the players start feeling nauseous because of it. The noise from the commotion is overwhelming at first, but is quickly escaped as they make their way to the end of the market. Now that the hubbub of the market has been passed, the party finds themselves a short walk away from the office of *Baron Embard Haathe*.
The door of the Baron's office is dressed with an ornate gold trim, and a name plate nailed into the center, reading "*Baron Embard Haathe*". The letters shimmer and shine in the lantern light, reflecting a pale blue sheen onto the oaken door. One of the guards knocks at the door and a warm voice commands him and those in tow to enter.
Sitting at the desk, feet up and engrossed in a book, is a lithe young looking tiefling, much too young to be the executive power of a whole town at least. His short, blond hair is groomed and nestled neatly between his stunted, curved horns. He looks up and notices the party, delighted to see some fresh faces.
#### *Embard* bolts upright out of his chair and briskly makes his way around his cluttered desk, catching his thigh on the corner. His expression changes, eyes lighting up and a grin spreading across his rosy complexion as a child-like playfulness overcomes him, much to the surprise of the party. #### As he approaches the group, it is clear to see that while his finery is most certainly indicative of his position , the state of them is not quite so. Crinkles and burn marks, grime and dirt smears litter the canvas of his clothes. From this perspective, the party can assume that despite *Baron Embard Haathe*'s bureaucratic station, he must dabble in the typically "common" trades, perhaps tinkering with machines. The party learns that the daily runnings of things have become little more than a chore, and any changes to the grind are greatly welcomed. The party is encouraged to interject and ask the Baron questions regarding the issues, at **GM**'s discretion. #### *Haathe* introduces himself to the party and begins immediately reeling off the difficulties they've been met with, in an excited, yet sincere tone, barely letting the party get a word in edgewise. > "Well, you see folks, we've been having some, shall we say, problems as of late. Some troublemaker, or even perhaps one of our rivals, has been sabotaging our logging equipment and mining gear. Now, we have the finances and the resources to repair and rebuild them. That's not the issue. It's little more than an annoyance, a constant, unrelenting annoyance. What myself and indeed the town have umbrage with, is the poor men and women that have disappeared or have been found brutalized in the wilds, left to rot for no good reason. So, I ask of you, adventurers, can you help us get to the bottom of this and once again let peace be upon our wonderful town? I'm sure there are many who are willing to help, and may even be prepared to part with coin, myself included". The party agrees to help, and shortly after they are taken on a quick tour of the town by the Captain of the Guard, *Flint Kestan*. The party rendezvous with the Captain outside of the guard barracks, only a short walk from the Baron's office.
Standing tall with perfect posture and a stoicism that is heard of only in legend, is the copper dragonborn captain. His ridged helmet, seemingly custom made to fit his face, is held tightly under his arm, awaiting the arrival of the group. His armor pristine and freshly polished, adorned with many seals and awards for his bravery and talent. As the players get closer to *Flint* , they notice that one of his eyes is horribly scarred, and in fact, most of his face has some kind of scarring or battle damage. Just from his appearance alone one would assume that this man is a hardened veteran, with little time for small talk.
\pagebreakNum Once the party have introduced themselves, Flint tells the party about the important people around town urging the party to speak to these individuals. | Name | Location | Quest | |---|:-----------:|:------------:| | Drogath Pansir | The Lumberyard | Protect The Workers | | Shae Bartlen | The Turquoise Taphouse | Hunt Down The Displacing Beast | | Karlah Haflight | The Cobalt Caves Mines | Ventuer Into The Ruins And Clear Out Threats | | Margerite Tallow | The Auction House | Beat Her In A Game Of Five Knuckle Shuffle | | Brother Willem | The Chapel | Cleanse The Chapel By Defeating The Restless Spirits | He makes special mention of *Shae Bartlen* and her hunting troupe, that they've been having some issues recently. If the party can help her, they'll be rewarded handsomely by *Flint*, maybe even by *Shae* too, if she's in the right mood. Once the party have assisted her, if they return to *Flint* he allows them to requisition from the armory 2 silvered weapons. ## Chapter 2 - Meeting The Locals Now that the players have been advised on potential characters to talk with, they are free to chase down the thread, catch the person behind this mayhem and bring them to justice. In additon, they can head off the beaten path, getting to know the townsfolk and even earn some extra goodies in the process. #### A basic rundown of the characters personalities, appearance, and possible quests are found in the **Appendix**. The following segment shall be detailing the quests that the players may come across, followed by their rewards and any information that have found out about the being that has been disrupting the operations around town. ### Scene 1 - A Coin For Your Thoughts Around town there are various folk that may have heard about these attacks and disruptions. it is up to the **GM**'s discretion as to how much information they know. A good example would be that beggars know very little other than hearsay and rumors, and might be confused with other issues going on. They will probably ask for money or shelter in return for their knowledge. Most townspeople have been affected by these issues indirectly, but some of course have felt the full force of it, having lost family members or working longer days to compensate. Some townsfolk won't be able to help at all, but may direct players towards those in a position of power, or others that may be of assistance. \columnbreak ### Scene 2 - Forgotten But Not Gone The players approach *Brother Willem* and grab his attention. The tall, rotund man pivots on the spot to face the players, greeting them with a joyous grin. He begins to preach great praise for **The God of Purity**, reciting scripture and wafting the noxious fumes from the censer in his hand. If the party asks about the attacks and damages, he mentions that he doesn't know anything about it. He has mostly been praying for the families and offering counseling to those affected. However, his usual activities have been slowed down recently. He reluctantly asks the party for some assistance: > "Oh dear children of **The Pure One**, I have a request to make of you, though it pains so. As of late churchgoers have been hearing noises in the crypts and the charnel house. We thought nothing of it, you know how imaginations can be. The real issue began when one of our flock headed down to pay their respects to an ancestor, when banners and offering bowls were hoisted into the air and thrown at them! We suspect there is some unrest in the souls of the departed and require an 'ending' if you will. The guards don't believe us and we are people of the cloth, not the sword. Would you be able to help with this? We can reward you if you're able to muster the courage". The party agrees and is led to the church and into the basement until they are outside the burial chambers. The sconces have been lit especially, and *Brother Willem* passes around a beaded necklace for everyone as protection. If the necklace is worn it doesn't offer any protection, but the party feel wrapped in a comforting warmth, improving their disposition mildly. ####
The air within the crypt is cold and dense and clings close to the party. A musty damp smell mixed with burning incense fills their nostrils. The room itself is roughly 40ft. by 30ft, lined with sarcophagi and an additional 4 caskets laid in the middle of the room at equal intervals. Beside each casket is an offering bowl containing various items, from fruits to jewelry, anything the deceased might value or be pleased to receive. In the back left corner of the room is wooden door with metal studs and bars. It's been left unlocked for the party, as it's usually out of bounds, due to it being the charnel room. Inside the air is even heavier, the weight of it feeling like an oppressive force bearing down on them. Piles of neatly stacked bones and skulls litter the floor, cover the walls, and are suspended from the ceiling in decorated baskets. The room is small, only 15ft. by 15ft. adding to the claustrophobic atmosphere making the party uneasy.
\pagebreakNum
On a **DC 13 Wisdom (Perception)** check, if successful, the party notices a sudden breeze and some movement in the corner of their eye, otherwise they are unaware and likely to be ambushed by the spirits. All of a sudden a rasping sigh emanates from one of the sarcophagi as an ethereal face pierces through, angered that their rest has been disturbed. The **Ghostly Form** is instantly hostile and attacks the nearest player. After 1D4 rounds, another **Ghostly Form** appears and also attacks the party. Once the apparitions have been taken care of, the party can return to *Brother Willem* for their reward. *Brother Willem* is extremely grateful for the help and proceeds to hand the players ***2 Potions of Healing***, and the players are all blessed. Their Spell Slots have been restored and receive 1d6 temporary hit points.
### Scene 3 - Five Knuckle Shuffle The players take a stroll down to the auction houses and trading center, where businesses exchange goods and attempt to curry favor with sponsors. Standing in the middle of the room surrounded by laughing ladies and guffawing gentlemen is *Margerite Tallow*, dressed in her finest clothes, showing off her incredible wealth. As the party closes the gap, it dawns on the players that she's standing on a table, just about the same height as everyone around here, her fair hair bobbing as she jumps around gleefully. She notices the party making their way through the crowd towards her direction and her mood changes slightly. She has a slight sneer on her face, whereas before she was embroiled in banter with her peers. > "Well, it looks like we have some newcomers here!" She raises her arm and gestures towards the party. " You've probably heard of me, but on the off chance you haven't, I'm *Margerite Tallow*. I basically keep an eye on all of the trade that comes in and out of **Rothcairn**. Fancy buying your way into the elite...or are we too rich for your blood? Haha." *Margerite* bids farewell to her peers and begins to approach the party. She asks what business they have in town, and whether they plan to invest at all. If the party asks about the goings on, she replies: > "Well, I may know a thing or two, but you'll have to play me for it." She directs a wry wink towards the party member that's closest to her. "How about a game of Five Knuckle Shuffle. I'll tell you the rules, and then you'll have to beat me. Best 2 out of 3 ay?"
##### Five Knuckle Shuffle Rules The aim of the game is to roll a maximum of 5d6 and get as close to 18 as possible. Each player rolls 2d6 and add the resulting numbers up. They can then roll another 1d6 and add that onto the total score. The player can roll an additional 2d6 if they wish, to try and reach as close to 18 as possible. If their total is over 18, they have lost. Whoever is closest to, or has a score of 18, wins.
\pagebreakNum If the party can beat *Margerite* in the game of Five Knuckle Shuffle, then she divulges that she thinks it's sabotage, and should speak to *Drogath Pansir* at the lumberyard. Some of his workers have been disappearing, or turning up dead. Maybe even *Karlah Halflight* can shed some light on the situation, as her operations have been halted many a times due to an unruly miner protesting. If the party cannot beat her after several attempts, she notices how desperate these people are for information and will part with it for 15gp. ### Scene 4 - A Displaced Herd After some time, the players manage to find their way to **The Turquoise Taphouse**, wherein they find *Shae Bartlen* sitting alone at a table enjoying a hearty tankard of ale and a golden crusted pie of some kind.
Her hood is down, revealing a single golden braid that comes halfway down her back. She seems worn out and tired, but no more than one could guess from the rigors of her profession. Her face is peppered with gashes and scrapes, with light green bruises on the verge of being healed. Her armor appears to be mostly leather with some metal studs and strips for reinforcement. Laying on the table just to the side of the plate is her bow, masterfully crafted, with gilded vines coiling around the each end. The has some chips and dings to it, but is still relatively well kept. Strapped to her side are her other hunting utensils, a short sword and a crossbow, both erring on the practical side with no noticeable markings on either.
#### As the party begins to get close, they notice *Shae*'s hand reaching for her sword in anticipation. It seems her hunting instincts are just as strong when she's off duty. If the party continues towards her without calling out she says: > "Come no closer if you don't want to make a fine new addition to my wall. Didn't your mother ever tell you it's rude to sneak up on people, let alone while their eating. Have some damn respect!" Once the party has apologized and allowed **Shaa** to finish her meal, she introduces herself finally and asks what is so important that they've sought her out and disturbed her during a meal. \columnbreak > "Ah yes, well it's good that I was given a heads up then wasn't it!" She said sarcastically. "In case you didn't know, me and my mates are hunters. We hunt dangerous creatures that threaten the town's safety, we hunt trophies for select clientele, and general game for supplies. We mostly just try to keep everything in harmony, only taking what we need when we need it. Most of our extra jobs don't happen all that often. Now, here is where the problem is. I've lost good people these weeks past and I don't aim to lose more. Not only that, but since this thing has moved in, the whole ecosystem of the **Evermeet Woods** have been thrown into arrears. We've been tracking this beast for a week now, and we think we've found its resting ground. We have to hunt it at night where we can at least get some kind of a drop on it". If the party is interested in helping *Shae* defeat this creature, then they are told to meet her at **The Turquoise Taphouse** just after dusk, and to spend the rest of the day preparing for the fight.
\pagebreakNum At dusk the players find *Shae* waiting at the tavern, geared up with a full rucksack, pegs, netting, and all manner of hunting equipment strapped to her. She mentions that she's glad for her dwarven strength, and may her father who gave her this strength rest in peace. The party and the Huntmaster head out of town under the cover of darkness, into the **Evermeet Woods** and begin to prepare for a long night. #### The wind picks up and starts to shriek through the trees, the chilling breeze biting at exposed skin. A whistle more akin to a high pitched whooping noise can be heard while heavy footsteps thud upon the earth, crushing branches in its wake. The players make a **DC 14 Wisdom (Perception)** check, with disadvantage if the character doesn't have darkvision. On a success they can see a midnight blue silhouette of what appears to be a massive panther, but something is off. To the right and further behind they can see another one of these creatures, with red, purple, and blue iridescent lights that circle it in a hypnotic fashion. #### If the players decide to go near the creature or attack it, then they initiate combat with the **Displacing Beast**. At this point in time it has already dispatched one of its illusions, but the players cannot determine which one is the true version from this distance. #### Once battle has concluded, if *Shae* survived, she takes a moment to catch her breath and thank the party for the assistance, she most definitely couldn't have done it without them. She allows the players to take first pickings of materials from the **Displacing Beast**, and then takes her turn. On the way back to town she reminisces of when her Pa was still alive. They used to go on great hunts after ferocious monsters together, and this encounter has reminded her of that. She misses it and maybe, if she finds the right group of people, she might continue that tradition in his memory. As rewards for helping with the task, she gives each party member 10gp towards any resources they spent on the hunt, and hands them a ***Potion of Invisibility***. > "Maybe this'll come in handy the next time you're out in the wild. Oh and by the way, from what I've heard, you'd best go and see *Drogath Pansir*, me and him work together sometimes. He's usually at the lumberyard, even more so now that he's a few workers down. He or his peers might know something about it". The parties go their separate ways after indulging in a drink in the tavern. Now the party is on to the next thread, hoping that they can find a lead. ### Scene 5 - Of Wood and Man The party makes their way through the streets and out of the gates, heading towards the lumberyard, with the sound of sawmills and shouting increasing as they close the distance. They make their approach but despite all the noise there aren't many loggers about - numbering maybe 20 at a glance. As they head into the center of the yard, a man comes dashing over yelling at them. \columnbreak > "Stop what you're doing, this is private property, I'll have to call the guards for your trespassing! Why are you here anyway? You can't be here on business otherwise you'd be wearing safety equipment". The party tells the man that they are here about the attacks and sabotage. They are looking for some information from either them or their boss, *Drogath Pansir*. After being made aware of the situation, the man has calmed down and proceeds to hand everyone a metal helmet. Once they are all strapped in with the required equipment, he escorts them through the lumberyard and straight to the office.
Inside the office sits *Drogath Pansir*, a lean half-orc a little shorter than most, slumped in the chair, his hands clasped over his face. He appears at first glance worried and distressed about something, loudly sighing for relief. The players can chalk the stress up to the mountain of extra work and logistics to be completed since the loss of the workers. He's deep in thought at the moment, the sudden noise and interruption from the party brings him back to reality a little dazed and confused. His eyes widen and the party can tell that being around strangers is additionally taxing. His lip starts to tremble as he speaks, his voice shaky and stammering.
He asks what the group wants and whether he can be of any assistance. Once the party has told him, he brightens up as though a great weight has been lifted from his shoulders. > "Oh I see, you're here about the incidents. Well, I'm glad you showed up, we could really do with some help. Our workers have reported back that these shrubbery like things have been attacking them, and while they try to run away something grabs them making it even harder to escape their clutches. Now, I don't know whether you would be up for it - I hate to be a burden, but we are about to send some loggers out, would you be able to help protect them just in case something happens?"
\pagebreakNum The party agrees to help, and head almost immediately to the sleeping quarters where they meet 3 loggers, *Ralph, Qasim, and Derek*. The party gets acquainted then begin their travel into the forest where the loggers have been disappearing. All seems fine, the birds are singing, the smell of fresh pines, and the warmth of the sun. Almost picturesque, the Scenery becoming even more luscious and filled with life the deeper they go. They find the area they've been working recently and it has set the workers on edge, knowing of the dangers that lurk. Roll 1d6, on a 1-3 they are attacked by **3 Woodland Hounds**, flanking them. In this case, on a **DC 13 Wisdom (Perception)** check, the party has noticed the hounds before they are surprised. Otherwise they are undisturbed for 15 minutes.
After 15 minutes of work, they can all hear a snapping and breaking of twigs and dry leaves, but none of them are moving. Something is here. **2 Pin Blights** and **3 Branch Blights** come charging through the treeline at the party, enraged and ready to fight. After 3 rounds, an additional **4 Branch Blights** and **2 Pin Blights** bring up the rear as reinforcements. A further 3 rounds after that, **1 Creeper Blight** and **2 Branch Blights** rush at the party, hoping to overwhelm them with numbers. Once these shambling monstrosities have all been defeated, the encounter is over. The loggers head back to the lumberyard with the party following close behind, ready to collect their reward. #### *Drogath* is pleased to see that they are doing well and for now at least, the site and his peers are safe. He doesn't have much to offer, merely 15gp, but he does have something of sentimental value. He quickly heads home and returns with a gray and black speckled cat, with a little pendant with the company's insignia on hanging from its collar. The pendant has a silver lynx outline on one side, and a removable glass panel on the other, presumable to keep a name tag. He apologizes for not having much of worth, but he's hand reared this kitten from the street and thinks that it would make a great companion and offer some comfort on their travels. #### Just as the party is leaving, he mentions that one of the workers down the mine was protesting and disrupting the daily running, all because of the supposed damage they are doing to the environment. *Drogath* understood where he was coming from, but felt his reasoning was overblown, and the extremism was unnecessary. *Drogath* recommends seeing *Margerite Tallow* up at the **Cobalt Caves Mining Company**, as she may be able to shed some light on the situation. \columnbreak #### ### Scene 6 - Thread And Thrum Following and uphill trek, the party finds the entrance of the mine seemingly operating at full speed. Carts of ores and rocks coming and going at high speed. Coal, cobalt, iron and platinum can be seen in the carts, which would explain the booming business - cobalt has some unique traits that the magically inclined use, and platinum is fantastic for weapons and armor. #### The hustle and bustle of all these people make it a little tricky to get around without being in the way. Make a **DC 15 Dexterity** check, on a success the party can dodge and weave their way through, on a fail, they are knocked into by a cart and take 1d4 bludgeoning damage. The party inquires as to where they can find *Karlah Halflight*, they have been sent to see her regarding a worker that went rogue, and if she has any more information about it. A miner on their lunch break jogs over to them, and takes them to the overseer's office where pacing around the room and reading from a logbook is
Karlah Halflight
.
A short stocky lady with a large personality,
Karlah
is the kind of person that can handle herself and is happy to help others. Her hazel plaits drape over her shoulders onto her navy dungarees spattered with dust and grime. She looks up from her book, wipes her spectacles clean and gently adjusts them.
####
Karlah
tells of one such worker, *Veynath Yewtree* that became increasingly aggravating, organizing protests and sabotaging equipment. *Karlah* for the most part wasn't worried, as workers can be given more hours, and equipment can be repaired, but to ruin the legacy of her company to tear down the company that has been in her family for generations? That would not stand. After these protests she subsequently fired *Veynath*, and as far as people knew he was deeply steeped in nature, even living in the forest and off the land. The last time he was seen was a week after he was fired, coming in to warn *Karlah* that he would get his revenge. > "You lot seem like you know what you're doing, is there any chance you could spare some time? One of our new shafts has broken through into an abandoned structure. We were going to have a look but some miners came running out, shouting about spirits and whatnot. Needless to say it's cordoned off and advised everyone to steer clear of the ruins. If you could deal with this, we would be extremely grateful. Whadya say?" Upon agreeing to this, the party are escorted to the entrance of the structure, the air growing thicker and more acrid the closer they get. This place seems steeped in evil as if something long abandoned is awakening from its slumber. \pagebreakNum
### Scene 7 - The Accursed Sepulcher This section of the adventure is the most expansive and time consuming. The players should be told to prepare before going into this dungeon, as many dangers lurk within. From **Spectral Humanoid**'s and **Restless Bones**' to **Jelly BLock**'s and **Shadowy Visage**'s, as well as many more threats. The players embark on this dungeon crawl through up to 10 rooms, with a minimum of 6 to reach what could be considered the end, where the treacherous **Pharnax the Drained** resides, bound to this shrine for eternity. ### 0. Dungeon Map \pagebreakNum #### 1. Dungeon Entrance As the players push into the forgotten ruins, a strong musty smell mixed with something they can't place hits them. The atmosphere feels agitated and angry, like death is hanging in the air, biding its time for the next victim to fall.
The floor and walls are made of chiseled stone, lichen and moss sprouting from the cracks. Rusted sconces and moth eaten banners adorn the walls, while crooked chandeliers hang from the ceiling, dripping with stale water. Scattered rocks and debris litter the floor. It's unknown whether this is a new addition from the mining, or just structural damage of years below the surface.
If the players have **Stone Cunning**, or succeed on a **DC 15 Intelligence (History or Religion)** check, then they know that these banners and stonework or of old Elvish make, and are of a long dead sect that worshipped *Ghaunadaur*, god of all things sub-terranean. However, they are unaware of the purpose of this building. Approximately 60ft in the players feel a chill in the air and a tingling up their spine. On a **DC 16 Wisdom (Perception)** check - with advantage if the player has darkvision - They can just about make out a shadowy humanoid form drifting in and out of the walls and floor, seemingly without purpose. On a fail, they are unaware of its presence. On a **DC 12 Wisdom (Perception)** check, the creature has noticed the players, and begins to make its way stealthily towards them, hiding behind the walls to hide its position. If the players or the **Shadowy Visage** wish to fight, then combat is initiated.
After the encounter is resolved, just ahead of the dungeon entrance is a T-shaped junction, allowing the players to continue on, or turn right. \columnbreak #### 2. Storage Room ####
If the players decide to go right at the T-junction they find themselves walking down a long hallway decorated much in the same way they've seen before, except this one is different. It's almost impeccably clean, aside from some fallen rocks and at first glance appears as though its been freshly built. The corridor is approximately 70ft. in length and leads directly to the
Storage Room
.
If the players listen closely, they can hear a faint squelching noise slowly getting louder and more into focus. If a player has **passive Perception 12**, they can see a translucent blue ichor coating the walls and floors. Underfoot is tacky to the touch, gripping on ever so slightly to the soles of their shoes. When if focus, the party is up against a **Jelly Block**, scouring the halls for sustenance. #### The party can attempt to hide in a side room to avoid detection and thus avoid the combat encounter. Regardless, whether the **Jelly Block** was defeated or bypassed, as they reach the **Storage Room** they once again feel a cold chill up their spine, signaling that a **Shadowy Visage** is nearby. What the party is unaware of, is a **Spectral Humanoid** lurking in the walls, waiting to ambush. #### Inside the **Storage Room** some crates and barrels are scattered over the floor, but most are stacked up around the edges. Within them the players find ruined cloth, spoiled food, and assorted silverware. There are some small valuables like golden rings and trinkets, if the players take the entire haul, it comes to a value of 30gp. #### 3. Abbey Hall #### If the players decide to continue forwards, they are met with the **Abbey Hall**. It is decorated in the same way that the previous hallway was, and the players assume that this decoration will be a continuing theme throughout. In the center of the hall are two rows of pews facing an intricately detailed altar. As the players get closer to the room, they can hear a clattering of metal, and hollow knocking, almost like footsteps. If the players have enough visible light to see the room, **3 Calcified Bipeds** hear the party's movement, as their heads creak and swivel to face them. The **Calcified Bipeds** begin to stumble towards the party, before picking up the pace and sprinting at them. #### Upon the altar, a bronze bowl decorated with wreaths and the face of what one would assume is *Ghaunadaur* and is filled with a shimmering gray liquid, ripples forming on the surface much like a lake. On touch it does nothing, and it has no odor. If ingested, shortly after the player becomes dizzy and begins to vomit. They are now **poisoned** and take **1d4 poison damage** for 3 rounds. From the abbey hall, the players can take either a right towards the **Supply Pantry**, or left into a hallway of connected corridors, leading to the **Doctors Quarters**, an **Abandoned Larder**, and finally the **Private Communion Room**. \pagebreakNum #### 4. Supply Pantry #### Adjacent to the **Abbey Hall** the players can find the entrance to the **Supply Pantry**. Unlike the **Storage Room**, this pantry is almost completely bare of furnishings and supplies save from a locked cupboard and some pews in disrepair. Slumped over and motionless sits a singular **Calcified Biped** on the pew, a silver key on a chain draped around its neck, that opens the aforementioned cupboard. The players will have to take this key by force. When the **Calcified Biped** is disturbed it clutches the key in its bony grasp, the last remaining piece of their identity that ties them to this plane. #### Once the key is retrieved and the cupboard opened, the players can see a pair of shackles, some Elven finery, and a golden brooch with a green gemstone in the middle. The shackles seem to shimmer and cause a visual distortion around them. The shackles are in fact ***Dimensional Shackles*** that the party learn later on were used to bind *Pharnax the Drained* in his final days of madness.
\columnbreak #### 5. Doctors Quarters ####
Facing the altar in the
Abbey Hall
, the party can take the left hallway out of the room, and then another immediate left to find themselves just outside of the
Doctors Quarters
. Within the room are hastily put together beds, alongside some well crafted ones alluding to a possible outbreak or siege on this structure. Beside each bed are dried and crusty rags, soaked in blood and other bodily fluids piled up in a bowl. On the opposite sides of the bed are makeshift tables, only 1ft. x 1ft., presumably used to store a particular patients medicine or valuables while surgery or care take place.
At the back of the room a floating ethereal corpse with long white hair hunches over a table, sobbing at the bodies that lay there, stricken with grief. If the players are sneaking and the
GM
hasn't decided they are making too much noise, the
Spectral Humanoid
remains unaware, lost in a sorrowful haze. To the right of the room is a
Calcified Biped
, wandering in circles aimlessly and clad in some kind of chain mail. From the armaments, it appears that this one in particular may have been a guard. From the entrance of the room the players can hear the metal clinking and shunting with every step. If the players search thoroughly, they may find
1 Potion of Healing
. #### 6. Abandoned Larder #### After exiting the **Doctors Quarters**, if the party takes a left, they can see a corridor leading to the **Private Communion Room**. However, if they immediately turn left, they will be met with a stationary **Calcified Biped**, acting like a sentinel.
In front of the party is a door, rotting and worse for wear from the ages. Fist sized holes have been gouged out causing it to become structurally frail. As the party enters the room they can feel air is colder than everywhere else, but also somewhat fresher, comparable to a crisp winter morning breeze.
The back wall is piled 20ft. deep with crates, boxes and barrels, presumably full of perished goods. At the front of these boxes sits a medium sized steel lockbox. The players make a **DC 15 Intelligence (Investigation)**, or **DC 15 Wisdom (Perception)** check the players notice something odd about this box. It seems too rounded and with a keen eye, they can just barely make out some slight movement, as if the lockbox is breathing. Upon an attempt to open the box, or getting too close the latch springs open and reveals a gaping maw lined with razor sharp teeth. \pagebreakNum The party have just awoken a sleeping **False Chest** and it looks hungry, voracious even, snapping at the players and swinging its psuedopods around in a desperate attempt to ensnare one of them. #### When the **False Chest** is defeated, the players can find within broken sword tips 10gp worth of items and a strange mauve globule. This globule, if left inside a players backpack, will slowly begin to eat the lowest value items, working its way up as it becomes hungrier. The strange blob is a juvenile form of a **False Chest**. As it is nowhere near properly formed, it has no stats yet, however it does have **10 AC, 5 hit points**, and if aggravated, can perform a *melee bite attack*: **-2 to hit, 1d4 - 1 bludgeoning damage**.
#### 7. Private Communion Room ####
The
Private Communion Room
is one of the larger portions of this structure, but seemingly one of the emptiest. At the end of the room where the walls begin to curve are two confession chambers, worn and beaten by the ages, with cracks and splinters forming a small pile at the base. There are broken chairs and pews strewn across the floor as if they were being used to prevent something from getting through. Closer towards the end of a room there appears to be a dug outcrop, possibly a planned expansion that never was finished, or a cave in that has been cleared, that knowledge has been lost to time. Down the corridor at the far end, there stands a door, untouched for years in in pretty good nick. The lock still works and can be picked on a
DC 15 Dexterity (Sleight of Hand)
check.
The players are struck by a familiar chill when they enter the room. **2 Shadowy Visages** lunge at the players, drifting in and out of the immediate surroundings like a leaf on the wind. The belligerent beings lash out, attempting to suffocate the players and drain their life essence. As the players have come across these enemies before, their movements are hauntingly familiar yet still set their senses on edge. \columnbreak #### 8. Cleansing Room #### The sturdy door creaks and grinds open, dust billowing out of the long abandoned room. From the doorway the players can see a pool of water embedded into the floor towards the back, acting like some kind of bathing pool. The stagnant water has long lost any healing properties it may have once had, and currently holds an oily film upon the surface. A multitude of boxes and cleaning utensils, from towels and brushes, to rusted straight razors and combs, are lyimg about the floor as though they were dropped in a singular hurried instance. #### Disturbed by the opening of the door, a further **2 Shadowy Visages** charge towards the players with hateful vigor, groping and slashing at them fervently. While the players are occupied with these insidious beings, a **Spectral Humanoid** rears its ugly head, looking to take vengeance on any unfortunate soul. #### 9. Prayer Room #### Following directly on from the **Cleansing Room**, the players stumble across a much smaller room, barren of furnishings, aside from the consistent decorations throughout the structure. There are however many books written in an ancient Elvish dialect, in addition to prayer beads broken and thrown around the room like children playing marbles. In the corner is a singular chair, upon which a **Spectral Humanoid** ominously lingers, not hostile to the party unless approached. It floats on the chair at a level where it would have sat in a previous life, whispering incoherently in a dead language.
\pagebreakNum #### 10. The Chapel Reliquary ####
The player move into
The Chapel Reliquary
, the most highly decorated and lavish room in the entire structure. Golden plates and colorful banners hang from the walls, a gigantic silver candelabra sways eerily from the ceiling, and a 15ft. tall statue of
Ghaunadaur
stands towards the back-middle of the room, staring imposingly down at what would have been his followers. Discontinued currencies, gems, armor, weapons, and a whole host of treasure can be found in piles around the room, with stacks of books neatly piled. It is clear that something dwells here, something that should not be.
If any player tries to take any of the treasures, they must make a
DC 13 Constitution
saving throw, lest they feel drained and weakened, suffering
1 Point of Exhaustion
. At this point, a ghostly howl roars throughout the room, reverberating and echoing into a diabolical crescendo. From the statue ahead a spectral being erupts, angry and full of hate, shouting blasphemies and curses upon those who dare to steal from the great
Pharnax the Drained
. ####
The being, now in clearer view is entirely ethereal, but holds a faint visage of their past like. It's appearance of a man whose flesh has long since rotted away, leaving him with nought but the ragged robes upon his skeletal back, and the conical hat on its head. Wrapped around his wrists are ropes and chains used to bind him before death, that clank and scrape across the floor in contrast with its ghostly properties. the party can see the rage in the wraith's movements, using over exaggerated gestures to make up for the lack of facial features to contort.
#### >"How dare you pitiful creatures disturb my domain and steal from the great
Pharnax the Drained
. Who are you to think that you may enter our shire, our place of worship without permission? The **Sepulcher of Ghaunadaur** will not be sullied by the faithless. Your foul presence soils it with every step. Enlighten me as to why I shouldn't rend the flesh off your bones, and I may not just do that. After all it has been many years since I've had the pleasure of supple company!" #### If the players can speak to
Pharnax
and keep him moderately calm through talking and conversation, he begins to relax, his Elvish features faintly restoring. He has learned Common from whisperings and conversation in the mine shafts that surround the sepulcher, though he is bound to this place. When the **Spectral Humanoids**, **Shadowy Visages,** and **Calcified Biped** were freshly dead but before their sense of self had been eroded by time, they made conversation in their native tongue. Since they've decayed, conversing has become difficult. Luckily, *Pharnax* managed to come up with a rudimentary sign language that uses **Common**, old **Elvish**, and parts of modern **Elvish** gleaned from the odd loudmouth in the mines. If the players know **Common**, **Elvish**, or **(C/E)SL - Common/Elven Sign Language**, then they are able to communicate well enough with
Pharnax
to get ideas across and respond appropriately. #### In return for not slaughtering the party like the lost little lambs they are,
Pharnax
has some requests to be fulfilled. He wishes the party to bring books and knowledge on the outside world. He's been bound in the sepulcher for 500 years and a lot must have changed. As he is too stubborn to die, he would very much like it if he could be occupied for a least a little bit of eternity. If the party agrees to this and retrieves an assortment of books on local and world history, from any subject, then the party is allowed to take some of his hoard, up to 250gp worth of gems and coins, in addition to a ***+1 weapon*** and ***+1 armor*** of the **GM**'s choosing. \pagebreakNum ## Chapter 3 - Peeking Behind The Veil The party now have a solid lead to who is the master of mischief, the one perpetrating these horrendous attacks. They proceed into the forest where they are assailed from all sides by the vicious inhabitants, sent to stop them in their tracks. They reach a glad and find the weakened and sickly *Veynath Yewtree*, chanting at a tree. He begs, pleads, and apologises for all that he's done. It was never meant to go this far, sometimes he wakes up in strange places with no recollection. It's all her doing. The **Hag** known as *Auntie Mildred Hollowgrove*. She approaches ready to fight, but both her and *Veynath* can be spoken with, calmed down, and subsequently reasoned with. They are put in the spotlight of the town if they have not been killed, and a bargain is struck. With a parley now in effect and the town at peace, the party have finished what they came here to do. There may well be side quests left unfinished, but the main thread has followed to its termination point. **Rothcairn** can rest easy for a while at least, and a street party is thrown in honor of the group's deeds. ### Scene 1 - Within The Copse It Lurks If the party follows the thread given to them by *Karlah Halflight*, and delve into the forest in search of *Veynath*, they come across scattered bodies of workers yet to be found or reported, mutilated almost beyond recognition, peppered with splinters the size of daggers. The deeper into the woods they go the more they can feel an unknown force pushing down on them, the forest air becoming heavy and oppressive. The forest feels sick, as though some greater corrupting influence has been inflicted upon the land. If this goes on any longer, the whole forest could turn into a fetid bog, the malignant power spreading like a disease. While adventuring in search of the exiled worker, a multitude of encounters may happen. If the players choose to investigate or search for tracks, on a **DC 12 Wisdom (Survival)** check, they can find discarded egg sacks, paw prints, and notice webbing overhead in the canopy Choose 2 or roll twice on the encounter table to determine any threats they face before discovering *Veynath*.
\columnbreak | d6 | Encounter | |:---:|:-----------:| | 1 | 2 Overgrown Spiders and 1 Enraged Shrub | | 2 | 4 Woodland Hounds | | 3 | 4 Branch Blights and 1 Creeper Blight | | 4 | 2 Woodland Hounds and 1 Overgrown Spider | | 5 | 3 Pin Blights and 2 Creeper Blights| | 6 | 2 Enraged Shrubs, 4 Branch Blights and 2 Pin Blights | ### Scene 2 - The Tie That Binds The brave adventurers wander ever deeper into the shaded thicket, saplings and shrubbery growing increasingly dense and twisted with each step, the gnarled roots of trees protruding out of the ground. Some time passes and they come to a glade. Ahead they spy a figure kneeling on the ground in prostration to great oak with blackened bark. The ground transitions from a lush green to a muted green, the earth soiled and sodden, a thin vapor clinging to each blade of grass slightly obscuring the ground. #### During their approach, the adventurers are now able to clearly see that this is in fact the druid, *Veynath Yewtree*. As the players approach, the druid stands up and pivots to face the party. He looks fatigued and malnourished, frail and brittle. The older gentleman has seen better days, but his illness seems unnatural, as though something has a grip on his health. It appears that *Veynath* is enwreathed with vines, leaves and feathers, covering his entire body with what can only be described as ritual garb. He starts towards the party, limping ever so slightly and using his staff to support his weight. He doesn't appear to be instinctively hostile, but is very much prepared to fight and kill if needs be, the anger and fear in his trembling voice a telling sign that his actions aren't entirely his. #### The players can speak to *Veynath* and ask what he has to say for himself, why all of the destruction and pain? He can give the players limited information about why but implies that a being has his life in their clutches and can squeeze the life out of him in a moments notice. Something horrifying and powerful controlling him. #### His demeanor swiftly changes, as if there's another spirit speaking through him. A warped rasping voice bellows from the mouth of this weakened old man, engulfing the surrounding area with sonic barrage. A cacophony of threats spew forth at the players, sneering at them to retreat lest they face a most deliciously sadistic end. The possession finally ends and *Veynath* becomes limp and slumps to the floor, worn out by the being that took over. The party is unsure whether he is alive still. If the party attempts to investigate, the begin to hear movement, the crunching of twigs under foot as something makes its way towards them, drawing ever closer. The light starts to fade as the shadows draw long across the floor. Whatever this thing is, its influence is overwhelming and palpable. \pagebreakNum ### Scene 3 - Shadow Over Rothcairn From the darkness a grotesque hunched figure hobbles out of the dark thicket, cackling as it goes. Her skin a pallid green and peppered with umber splotches. The **Hag** The air drops to near freezing, hanging thick like a damp cloth. A certain eeriness fills the region, the atmosphere shifting sending shivers up the spines of all present, their hairs standing up on the back of their necks. The smell of rotten vegetation and meat emanate from the **Hag**, the pungent aroma verging on sickening. Her garments are nothing more than merely rags, hanging loose with tears and gashes in them, offering near to no protection and leaving almost nothing to the imagination. The **Hag** bows and coyly gestures towards the party, before starting to speak: > "Good day, mortals. I am *Auntie Mildred Hollowgrove*, a pleasure to eat you hehehe. So, you think you and your pitiful allies have any right to come here, into MY forest?. You and your vile kind have stripped and brutalized our homes! You steal our resources and trees to fuel your wars that fight over land you have no claim to. This will not stand! The wrath of the forest shall put you ungrateful beings back in your place - beneath the ground! I will very much enjoy flaying you alive and supping upon your delectable flesh. The players now have some options open to them. They can attempt to persuade *Auntie Mildred Hollowgrove* not to brutally murder them, instead try to pay reparations for the damage caused and open up a parley with the town. The players must come up with a convincing argument between them, with at least half of the party succeeding on a **DC 15 Charisma (Persuation)** check. On a success, *Mildred* lets her guard down and is willing to make a bargain, intrigued by what the party and indeed the townspeople can offer in exchange. Otherwise combat ensues with the **Hag**, now enraged at the gall of the party. ### Scene 4 - Resolutions to Reparations If the players killed the hag, the attacks stop and everything continues on as usual, the industries are booming still and the forests continue to shrink. Provided *Veynath* survived, they can take him back to **Rothcairn** to be healed and then questioned by *Flint Kestan*. On *Mildred*'s corpse the players find a ***Necklace of Prayer Beads***. The beads on attached are as follows: *2x Planar Ally, 1x Cure Wounds, 1x Bless, and 2x Branding Smite*. The caveat to these beads however, is that the *Planar Ally* beads summon a being allied to *Auntie Mildred Hollowgrove*. Upon summoning a *Planar Ally*, it is immediately hostile to the summoner. \columnbreak If the players talked *Auntie Mildred Hollowgrove* out of her menacing actions then they are allowed to return to **Rothcairn** and speak to the authorities regarding a compromise. The glade will be used as neutral ground for negotiations and *Veynath* will stay with *Mildred* as a bargaining chip. He's not pleased about the situation in the slightest, but to make amends he will be an arbitrator on the condition that both parties respect him and ensure his safety. In return for saving his life, he awards the party with a key to a lockbox hidden at the base of the oak containing 100gp worth of gold and treasures looted from the corpses of the fallen. #### If the party assists with negotiations then *Mildred* gives them safe passage throughout the forest for as far has her influence extends. She also gifts them a ***Necklace of Prayer Beads***. The beads on attached are as follows: *2x Planar Ally, 1x Cure Wounds, 1x Bless, and 2x Branding Smite*. The caveat to these beads however, is that the *Planar Ally* beads summon a being allied to *Auntie Mildred Hollowgrove*. Upon summoning a *Planar Ally*, it is immediately hostile to the summoner. #### Once the party return to town and speak to *Baron Embard Haathe* and let him know the results of their investigation they are handsomely rewarded. If *Auntie Mildred Hollowgrove* is dead, they are awarded with 200gp and one magic item from his personal collection of the party's choosing. In addition to this each member receives a badge with **Rothcairn**'s insignia on it. This emblem allows the players to have reduced rates on all services in town at the **GM**'s discretion.
\pagebreakNum If the adventurers let *Embard Haathe* know that negotiations are open, upon the resolution of these talks the players are awarded 200gp and two magic items from his personal collection, of the party's choosing. In addition to this each member receives a badge with **Rothcairn**'s insignia on it. This emblem allows the players to have reduced rates on all services in town at the **GM**'s discretion.
| Magical Item From Haathe's Stash | |:---:| | Ring of Mind Shielding | | Robe of Useful Items | | Oil of Etherealness | | Cube of Force | ### Scene 5 - Conclusion #### The party has finally succeeded in bringing an almost immeasurable amount of peace and help to the town of **Rothcairn**, and their rewards reaped. With any luck the party have been sympathetic and understanding of some of the antagonists and have managed to resolve these disputes and disruption with minimal bloodshed. The party are thanked graciously by everyone, even having a street party in their name for all of the assistance they have lent They are welcome to come and go as they please in **Rothcairn** - they are considered almost family and should the town as their home. Should they need any help with future tasks, or a safe haven, *Baron Embard Haathe* and the assorted nobles that have been helped are willing to step in and offer what they can. ## Thanks For Playing! Thank you for downloading and taking part in this adventure, I hope you enjoyed your stay! For any queries or discussions regarding the adventure, you can find the author [here](https://twitter.com/Xanethlyon) on his Twitter, he is always open to chatting about Dungeons and Dragons. #### An additional thanks must be made to the wonderful folks at
, specifically [Ashley Warren](https://twitter.com/ashleynhwarren) for all of the assistance throughout the month and the fantastic materials created for it. I've not had the confidence to write my own adventure before, but because of this workshop and the amazing people in the Discord server and on Twitter I definitely have. One final thanks to [Justin M. Cole](https://twitter.com/Razzed251) and [TysonNW](https://twitter.com/Tyson_NW) for looking through my adventure and giving pointers for editing. I couldn't have completed this adventure to the standard it is without you!
\pagebreakNum # Appendix A: Magic Items #### ## [A set of +1 Armor](https://www.dndbeyond.com/magic-items/armor-1) #### ## [A +1 Weapon](https://www.dndbeyond.com/magic-items/weapon-1) #### ## [Potion of Healing](https://www.dndbeyond.com/magic-items/potion-of-healing) #### ## [Potion of Invisibility](https://www.dndbeyond.com/magic-items/potion-of-invisibility) #### ## [Dimensional Shackles](https://roll20.net/compendium/dnd5e/Dimensional%20Shackles#content) #### ## [Necklace of Prayer Beads](https://roll20.net/compendium/dnd5e/Necklace%20of%20Prayer%20Beads#content) #### ## [Robe of Useful Items](https://www.dndbeyond.com/magic-items/robe-of-useful-items) #### ## [Ring of Mind Shielding](https://roll20.net/compendium/dnd5e/Ring%20of%20Mind%20Shielding#content) #### ## [Cube of Force](https://roll20.net/compendium/dnd5e/Items:Cube%20of%20Force#content) #### ## [Oil of Etherealness](https://roll20.net/compendium/dnd5e/Items:Oil%20of%20Etherealness#content) #### \pagebreakNum # Appendix B: Monsters ___ > ## Pin Blight >*Medium plant, neutral evil* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 11(2d8 + 2) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|13 (+1)|4 (-3)|8 (-1)|3 (-4)| >___ > - **Condition Immunities** blinded, deafened > - **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 9 > - **Languages** understands Common but can't speak > - **Challenge** 1/4 (50 XP) > ___ > ### Actions > ***Claws.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft ., one target. *Hit*: 6 (2d4 + 1) piercing damage. > > ***Pins.*** *Ranged Weapon Attack*: +3 to hit, range 30/60 ft., one target. *Hit*: 8 (2d6 + 1) piercing damage. ___ > ## Branch Blight >*Small plant, neutral evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 4(1d6 + 1) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|13 (+1)|12 (+1)|4 (-3)|8 (-1)|3 (-4)| >___ > - **Skills** Stealth +3 > - **Damage Vulnerabilities** fire > - **Condition Immunities** blinded, deafened > - **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 9 > - **Languages** understands Common but can't speak > - **Challenge** 1/8 (25 XP) > ___ > - ***False Appearance.*** While the blight remains motionless it is indistinguishable from a dead shrub. > > ### Actions > ***Claws.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft ., one target. *Hit*: 3 (1d4 + 1) piercing damage. ___ > ## Creeper Blight >*Medium plant, neutral evil* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 26(4d8 + 8) > - **Speed** 10ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|8 (-1)|14 (+2)|5 (-3)|10 (+0)|3 (-4)| >___ > - **Skills** Stealth +1 > - **Condition Immunities** blinded, deafened > - **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 9 > - **Languages** Common > - **Challenge** 1/2 (100 XP) > ___ > - ***False Appearance.*** While the blight remains motionless it is indistinguishable from a dead shrub. > > ### Actions > ***Constrict.*** *Melee Weapon Attack*: +4 to hit, reach 10ft., one target. *Hit*: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target. > > ***Entangling Plants (Recharge 5-6).*** Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained . A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success. \pagebreakNum ___ > ## Mud Golem >*Large construct, unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 35(3d10 + 20) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|9 (-1)|14 (+2)|3 (-4)|8 (-1)|1 (-5)| >___ > - **Damage Resistances** bludgeoning, piercing, slashing > - **Damage Immunities** acid, poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 60ft., passive Perception 9 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 2 (700 XP) > ___ > ***Acid Absorption.*** Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. > > ***Berserk.*** Whenever the golem starts its turn with 20 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > >***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The golem's weapon attacks are magical. > ### Actions > ***Multiattack.*** The golem makes two slam attacks > > ***Slam.*** *Melee Weapon Attack*: +8 to hit, reach 5 ft., one target. *Hit*: 9 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. > > ***Haste (Recharge 5-6).*** Until the end of its next turn, the golem magically gains a +1 bonus to its AC and can use its slam attack as a bonus action. ___ > ## Displacing Beast >*Large monstrosity, lawful evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 85(10d10 + 30) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|6 (-2)|12 (+1)|8 (-1)| >___ > - **Senses** darkvision 60ft., passive Perception 13 > - **Languages** - > - **Challenge** 3 (700 XP) > ___ > ***Avoidance.*** If the displacing beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . > > ***Displacement.*** The displacing beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacing beast is incapacitated or has a speed of 0. > ### Actions > ***Multiattack.*** The displacing beast makes two attacks with its tentacles. > > ***Tentacle.*** *Melee Weapon Attack*: +6 to hit, reach 10ft., one target. *Hit*: 7 (ld6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. \pagebreakNum ___ > ## Enraged Shrub >*Small plant, unaligned* > ___ > - **Armor Class** 9 > - **Hit Points** 10(3d6) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|8 (-1)|11 (+0)|10 (+0)|10 (+0)|6 (-2)| >___ > - **Damage Vulnerabilities** fire > - **Damage Resistances** piercing > - **Senses** passive Perception 10 > - **Languages** Sylvan > - **Challenge** 0 (10 XP) >___ > ***False Appearance.*** While the shrub remains motionless, it is indistinguishable from a normal shrub. >___ > ### Actions > ***Rake.*** *Melee Weapon Attack:* +1 to hit, reach 5ft., one target. *Hit*: 1 (1d4 -1) slashing damage. > ___ > ## Jelly Block >*Large ooze, unaligned* > ___ > - **Armor Class** 6 > - **Hit Points** 65(6d10 + 30) > - **Speed** 15ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|3 (-4)|20 (+5)|1 (-5)|6 (-2)|1 (-5)| >___ > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone > - **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 8 > - **Languages** - > - **Challenge** 2 (450 XP) > ___ > ***Ooze Block.*** The jelly block takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the jelly block's Engulf and has disadvantage on the saving throw. Creatures inside the jelly block can be seen but have total cover. A creature within 5 feet of the jelly block can take an action to pull a creature or object out of the jelly block. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The jelly block can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. > > ***Transparent.*** Even when the jelly block is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a jelly block that has neither moved nor attacked. A creature that tries to enter the jelly block's space while unaware of the jelly block is surprised by the jelly block. > > ### Actions > ***Psuedopod.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one creature. *Hit*: 10 (3d6) acid damage. > > ***Engulf.*** The jelly block moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the jelly block enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the jelly block. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the jelly block enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the jelly block's turns. When the jelly block moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice. \pagebreakNum ___ ___ > ## Ghostly Form >*Medium undead, chaotic neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 32 (7d8) > - **Speed** 0ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|13 (+1)|10 (+0)|10 (+0)|12 (+1)|17 (+3)| >___ > - **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** cold, necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60ft., passive Perception 11 > - **Languages** Common, Elvish > - **Challenge** 3 (900 XP) > ___ > ***Ethereal Sight.*** The ghostly form can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. > > ***Incorporeal Movement.*** The ghostly form can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > ### Actions > > ***Withering Touch.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 11 (2d6 + 2) necrotic damage. > >***Etherealness.*** The ghostly form enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. > > ***Horrifying Visage.*** Each non-undead creature within 60 feet of the ghostly form that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghostly form's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. > > ***Possession.*** One humanoid that the ghostly form can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghostly form; the ghostly form then disappears, and the target is incapacitated and loses control of its body. The ghostly form now controls the body but doesn't deprive the target of awareness. The ghostly form can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened . It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghostly form ends it as a bonus action, or the ghostly form is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghostly form reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. ___ ___ > ## Overgrown Spider >*Large beast, unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 26 (4d10+4) > - **Speed** 30ft., climb 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ > - **Skills** stealth +7 > - **Senses** blindsight 10ft., darkvision 60ft., passive Perception 10 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > ***Spider Climb.*** The spider can climb difficult surfaces, including upside down an 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 > > ***Bite***. *Melee Weapon Attack*: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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 > > ***Web (Recharge 5-6).*** *Ranged Weapon Attack*: +5 to hit, range 60ft., one creature. *Hit*: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \pagebreakNum ___ > ## False Chest >*Medium monstrosity (shapechanger), neutral* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 45(8d8 + 13) > - **Speed** 15ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|15 (+2)|5 (-3)|13 (+1)|8 (-1)| >___ > - **Skills** Stealth +5 > - **Damage Immunities** acid > - **Condition Immunities** prone > - **Senses** darkvision 60ft., passive Perception 11 > - **Languages** - > - **Challenge** 2 (450 XP) > ___ > ***Shapechanger.*** The false chest can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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. > > ***Adhesive (Object Form Only).*** The false chest adheres to anything that touches it. A Huge or smaller creature adhered to the false chest is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. > > ***False Appearance (Object Form Only).*** While the false chest remains motionless, it is indistinguishable from an ordinary object. > > ***Grappler.*** The false chest has advantage on attack rolls against any creature grappled by it. > ### Actions > ***Psuedopod.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the false chest is in object form, the target is subjected to its Adhesive trait. > > ***Bite.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. ___ > ## Shadowy Visage >*Medium undead, chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 16(3d8 + 3) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|13 (+1)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Skills** Stealth +4 (+6 in dim light or darkness) > - **Damage Vulnerabilities** radiant > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60ft., passive Perception 10 > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > ***Amorphous.*** The shadowy visage can move through a space as narrow as 1 inch wide without squeezing. > > ***Shadow Stealth.*** While in dim light or darkness, the shadowy visage can take the Hide action as a bonus action. > > ***Sunlight Weakness.*** While in sunlight, the shadowy visage has disadvantage on attack rolls, ability checks, and saving throws. > ### Actions > ***Strength Drain.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one creature. *Hit*: 8 (3d4 + 2) necrotic damage, and the target's Strength score is reduced by 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadowy visage rises from the corpse 1d4 hours later. \pagebreakNum ___ > ## Calcified Biped >*Medium undead, lawful evil* > ___ > - **Armor Class** 13 (armor scraps) > - **Hit Points** 13(2d8 + 4) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|15 (+2)|16 (-2)|8 (-1)|5 (-3)| >___ > - **Damage Vulnerabilities** bludgeoning > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60ft., passive Perception 9 > - **Languages** Common, Elvish. Understands all languages it knew in life but can't speak > - **Challenge** 1/4 (50 XP) > ___ > ### Actions > ***Shortsword.*** *Melee Weapon Attack*: +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage. > > ***Shortbow.*** *Ranged Weapon Attack*: +4 to hit, range 80f320 ft ., one target. *Hit*: 5 (1d6 + 2) piercing damage. ___ > ## Spectral Humanoid >*Medium undead, chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 22(5d8) > - **Speed** 0ft., fly 50ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (-2)|11 (+0)|10 (+0)|10 (+0)|11 (+0)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60ft., passive Perception 10 > - **Languages** Common, Elvish. Understands all languages it knew in life but can't speak > - **Challenge** 1 (200 XP) > ___ > ***Incorporeal Movement.*** The spectral humanoid can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Sunlight Sensitivity.*** While in sunlight, the spectral humanoid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > ### Actions > ***Life Drain.*** *Melee Spell Attack*: +4 to hit, reach 5 ft. , one creature. *Hit*: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \pagebreakNum ___ > ## Woodland Hound >*Medium Beast, unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 11 (2d8 + 2) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|15 (+2)|12 (+1)|3 (-4)|12 (+1)|6 (-2)| >___ > - **Skills** Perception +3, Stealth +4 > - **Senses** passive Perception 13 > - **Languages** - > - **Challenge** 1/4 (50 XP) > ___ > ***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The woodland hound has advantage on attack rolls against a creature if at least one of the woodland hound's allies is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit*: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. \pagebreakNum # Appendix C: NPC's ___ ___ > ## Auntie Mildred Hollowgrove >*Medium fey, neutral evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 70(10d8 + 30) > - **Speed** 14ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|16 (+3)|13 (+1)|14 (+2)|16 (+3)| >___ > - **Skills** Arcana +3, Deception +4, Perception +4, Stealth +3 > - **Senses** darkvision 60ft., passive Perception 14 > - **Languages** Common, Draconic, Sylvan > - **Challenge** 3 (700 XP) > ___ > ***Amphibious.*** The hag can breathe air and water. > > ***Innate Spellcasting.*** The hag's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: > > At will: *dancing lights, minor illusion, vicious mockery* > > ***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 Wisdom (Insight) check. > > ### Actions > ***Claws.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. *Hit*: 13 (2d8 + 4) slashing damage. > > ***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she 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 her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. > > ***Invisible Passage.*** The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. #### Auntie Mildred Hollowgrove Notes: #### ***Appearance***: Pale green with dark brown speckles. Lots of warts and a pungent odour of rotting vegetation and stagnant water. She is hunched over and wears rags that don’t leave much to the imagination. #### ***Characteristics***: Her body has been twisted by her vile magics over the ears, growing more grotesque with each ritual she performs. She enjoys flirting with everyone and sees herself as the most beautiful creature. #### ***Flaw/Bond***: Her love for the forest and thirst for power over it has driven her to be more ambitious and outgoing that her sisters. She makes deals that are very attractive to people but come at a high cost if broken. #### ***Tone***: Full of anger, vicious towards those that have trespassed or offended her. She speaks softly when not angry but channels her magic to enhance her voice to scare off aggressors. #### ***Quest***: She wants the logging and the mining to slow down or stop, and to stop encroaching on her land. She only wants to be left in peace (to perform and plot her nefarious deeds). #### ***Offer***: If the players can help her, she will let them travel through her land without being killed. She gifts the players a trinket of hers, filled with powerful magic. This item is both a blessing and a curse to the players. #### ***Two Sentences***: A decrepit, vile being that preys on those lost in the woods. Is more outgoing than her kin, but still stays close to home. #### ***Relatable***: Her house is her most pried possession and will do anything to protect it. Those that threaten her peace are likely to suffer a most gruesome demise. #### ***Antagonistic***: Mildred lures and ensnares lost wanderers for her to eat and use in unnatural rituals. She has struck a bargain with Veynath and uses him as a puppet, and will no doubt do this again if she doesn’t get her way. #### ***Threatening***: She actively curses townsfolk that get too close, and her corrupting influence thickens the closer to the lair you get. Minions and beasts are called forth to attack anyone that threatens her way of life. #### ***Special***: Despite her powers and willingness to commit acts of violence, if she can strike up a deal that benefits her, and lets her continue practicing her dark magics, that is what she will do. Murder is a last resort, but something she is very capable of performing. \pagebreakNum ___ > ## Baron Embard Haathe >*Medium humanoid (tiefling), lawful good* > ___ > - **Armor Class** 15 > - **Hit Points** 22(4d8 + 4) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|15 (+2)|11 (+0)|16 (+3)|14 (+2)|14 (+2)| >___ > - **Damage Resistances** fire > - **Skills** Deception +5, Insight +4, Persuasion +5, Arcana +3 > - **Senses** passive Perception 10 > - **Languages** Infernal, Common > - **Challenge** 1 (200 XP) > ___ > ***Infernal Legacy.*** Knows the *thaumaturgy* cantrip. > > ### Actions > ***Rapier.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit*: 6 (1d6 + 4) > ### Reactions > ***Parry.*** Add 2 to AC against one melee attack that would hit. To do so, Embard must see the attacker and be wielding a melee weapon. #### Baron Embard Haathe Notes: #### ***Appearance***: Slim but toned with light red skin, short curved horns. Short blond hair and deep brown eyes. His robes are slightly dirty as he enjoys tinkering on projects when he has a spare moment. #### ***Characteristics***: Enthusiastic about technology and industry. His tail moves erratically when he is over-excited. He is well liked by his peers and people, but rival towns and industries loathe him for his success. #### ***Flaw/Bond***: Sometimes forgets his position and comes off as intimidating due to his enthusiasm. Mingles with the townsfolk a lot. #### ***Tone***: Enthusiastic, charismatic, excitable. #### ***Quest***: Overall quest for the party. Find out what has been causing these issues and resolve them. (Once he has been told about the hag that has been killed), he asks the players to find her lair and destroy it. It’s been known that they sometimes have offspring, and it mustn’t be allowed to live. A hag’s corrupting influence can live on long after death. #### ***Offer***: If the party can get to the bottom of these awful events, he will pay the party 200gp and gift them a magic item from his stash. The party will also have safe passage throughout the town and the neighboring lands. The party members each receive a badge with the town’s crest on it (a pair of horns with an anvil in their grasp). Once the hag’s lair has been destroyed, as thanks, the party gets a 15% reduction on goods within the town, if the crest is presented. If resolved peacefully, he gives them 250gp, and a slightly better magic item or two weaker items, the choice is up to the party. The party will also receive a 5% discount on goods in the town if they present the crest. ___ > ## Priest of The Pure One, Brother Willem >*Medium humanoid (half-elf), lawful good* > ___ > - **Armor Class** 13 > - **Hit Points** 27(5d8 + 5) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|12 (+1)|13 (+1)|16 (+3)|13 (+1)| >___ > - **Skills** Medicine +7, Persuasion +3, Religion +4 > - **Senses** darkvision 60ft., passive Perception 13 > - **Languages** Elvish, Common > - **Challenge** 2 (450 XP) > ___ > ***Fey Ancestry.*** Has advantage on saving throws against being charmed, and magic can't put him to sleep. > > ***Divine Eminence.*** As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit . This benefit lasts until the end of the turn . If the priest expends a spell slot of 2nd level or higher, the extra damage increases by ld6 for each level above 1st. > > ***Spellcasting.*** Brother Willem is a 5th-level spellcaster. His spellcasting ability is Wisdom, (spell save DC13, +5 to hit with spell attacks). Brother Willem has the following spells prepared: > > **Cantrips (at will)**: *light, sacred flame, thaumaturgy* > > **1st level (4 slots)**: *cure wounds, guiding bold, sanctuary* > > **2nd level (3 slots)**: *lesser restoration, spiritual weapon* > > **3rd level (2 slots)**: *dispel magic, spirit guardians* > ### Actions > ***Mace.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 4) \pagebreakNum #### Priest of The Pure One, Brother Willem Notes: #### ***Appearance***: Tall, slightly overweight as shown by his rounded face and bloated belly. His hair is raven black and comes down to his elbows. He appears content as default, with his eyes beaming in light blue. His robes are pristine and white, with yellow trims and the symbol of The Pure One on the front and back, however the bottom of his robes is slightly dirtied from dust and general use. #### ***Characteristics***: He is always praising The Pure One and looking to convert the unfaithful/ He can be a bit pushy and doesn’t always get taken seriously. He walks slowly but with purpose, and heavy footing due to his weight. His skin is surprisingly clear, considering how unhealthy he must be and attributes it to “The Pure One’s blessing”. #### ***Flaw/Bond***: He has an unhealthy relationship with food, often gorging himself until he can eat no more. He loves sweet treats and cakes. A rather gluttonous person all round. #### ***Tone***: Speaks from a position of authority. Preaches at every opportunity and can be condescending or patronizing to those outside of his flock. #### ***Quest***: The crypts have been awfully noisy lately, and he fears that there may be unruly spirits down there that need to be put to rest. He doesn’t have the experience with apparitions and is looking to outsource. #### ***Offer***: If the party can help Brother Willem, he will bless them and give them some healing wares. ___ > ## Chief Logger, Drogath Pansir >*Medium humanoid (half-orc), neutral good* > ___ > - **Armor Class** 14 > - **Hit Points** 19(4d6 + 5) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|10 (+0)|14 (+2)|10 (+0)| >___ > - **Senses** darkvision, 60ft., passive Perception 12 > - **Languages** Common, Orc > - **Challenge** 2 (2814 XP) > ___ > > ***Relentless Endurance.*** When they are reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest. > > ***Savage Attacks.*** When Drogath scores a critical hit with a melee weapon attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. > > ***Pack Tactics.*** Drogath has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions > ***Lumber Axe.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (1d8 + 6) > > ***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, 80/320ft., one target. *Hit* 7 (1d6 + 4) #### Chief Logger, Drogath Pansir Notes: #### ***Appearance***: Deep green skin, yellow eyes. His hair is usually tied up in a bun, but sometimes has it let down when not working. He has short tusks on his bottom jaw. He is a bit shorter and leaner than his kin but makes up for it with his keen scouting abilities. He wears muted beige and brown clothes, nothing fancy. He tries to be as practical as he can in his line of work. #### ***Characteristics***: Despite running the lumberyard, he is anxious about under-performing. However, when he is out in the field, or assisting the hunters, he is at his peak. He has a fondness of cats, which makes sense as the logo for the lumberyard is a cat’s paw. The lumberyard is called Lynx Lumber and Logging Ltd. #### ***Flaw/Bond***: His anxieties means that he sometimes struggles in social situations, but on his own or with close friends he thrives. He loves his cats and takes in any strays that might be around town. \pagebreakNum ***Tone***: Anxious, quiet for the most part. He’s softly spoken, which usually throws people off due to his appearance. He tends to look down when answering questions in case he gets any wrong. #### ***Quest***: Some of his loggers have been going missing or found dead in the forest with horrible wounds. He wants you to act as bodyguards and see what is causing this. #### ***Offer***: If the party can help him and bring back all of the loggers alive, on their way out of town Drogath gives the party a lucky charm and one of the newly trained cats as a token of thanks. He apologizes for not having something more substantial, he picked something that means a lot to him. #### Captain of the Guard, Flint Kestan Notes: #### ***Appearance***: Tall, broad shouldered. His scales are a muted brown colour. He has a ridge of horns on either side of his head, and fin like appendages on his neck. His eyes are a bright yellow. He is battle-scarred and worse for wear. His armour is in a better condition than he is. He carries a kite shield and a longsword, slightly decorated and in better nick than the average guard. #### ***Characteristics***: Stalwart and stoic. He doesn’t say much but puts in the effort to come across as friendly. He walks with an ever so slight hobble from a previous injury. His voice is gruff from years of smoking. #### ***Flaw/Bond***: He lost his daughter some years ago and carries around her first teeth on a necklace. He never takes it off and struggles to this day to talk about it. #### ***Tone***: Down to earth, speaks from a position of authority. Getting old and looking forward to retirement but enjoys his job nonetheless. #### ***Quest***: Hunters have been having issues with their usual hunts. Some creature has wandered nearby and is scaring off the wildlife. Speak to the hunters down at the lodge and assist them. #### ***Offer***: If the party can help the hunters, return to Flint. He will give them a requisition order to have a 2 silvered weapons made. ___ > ## Captain of the Guard, Flint Kestan >*Medium humanoid (dragonborn), lawful good* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 52(8d8 + 16) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (-+3)|12 (+1)|17 (+3)|11 (+0)|14 (+2)|14 (+2)| >___ > - **Damage Resistances** lightning > - **Saving Throws** Con+5, Wis +2 > - **Senses** passive Perception 14 > - **Languages** Draconic, Common > - **Challenge** 3 (700 XP) > ___ > ***Brave.*** Flint has advantage on saving throws against being frightened. > > ***Breath Weapon*** Flint can use an action to exhale destructive energy (lightning, 5 by 30ft. line (Dex Save)). Each enemy caught in the attack must succeed DC14. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. After the weapon is used, it can't be used until flint has taken a Short or Long Rest. > > ### Actions > ***Multiattack.*** Flint makes two melee attacks. > > ***Longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit*: 9 (1d8 + 5) > > ***Heavy Crossbow*** *Ranged Weapon Attack*: +3 to hit, range 100/400ft., one target. *Hit*: 7 (1d10 + 2) > > ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the Flint can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creatu.re can add a d4 to its roll provided it can hear and understand Flint. A creature can benefit from only one Leadership die at a time. This effect ends if Flint is incapacitated. > > ### Reactions > ***Parry*** Add 2 to AC against one melee attack that would hit. To do so, Flint must see the attacker and be wielding a melee weapon. \pagebreakNum ___ > ## Overseer of Cobalt Caves Mining Company, Karlah Halflight >*Medium humanoid (human), chaotic good* > ___ > - **Armor Class** 14 > - **Hit Points** 25(6d6 + 5) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|13 (+1)|14 (+2)|14 (+2)|11 (+0)| >___ > - **Skills** Insight +3, Athletics +4, History +3 > - **Senses** passive Perception 12 > - **Languages** Common, Dwarvish, Infernal > - **Challenge** 9 (1360 XP) > ___ > ***Overseer's Command.*** Any miners within 20 feet of Karlah become inspired to fight, and are immune to being frightened for 1 minute. > > ### Actions > ***Light Hammer.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit*: 6 (1d4 + 6) > > ***Warhammer.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit*: 5 (1d8 + 6) #### Overseer of Cobalt Caves Mining Company, Karlah Halflight Notes: #### ***Appearance***: Short and stocky with dark brown hair and brown eyes. She has freckles and wears spectacles. Her hair is usually in plaits to keep the dirt out. She wears blue dungarees and long johns for the most part as she works in the mine for half her days and fills out paperwork the rest. Karlah almost always has some kind of grime on her, but still tries to remain fairly presentable for when clients arrive. #### ***Characteristics***: Proud, strong both physically and mentally. Respects where she comes from and what she has been given. Always tries her best to live up to expectations. #### ***Flaw/Bond***: The mines have been passed down for generations, and she feels indebted to her family to keep it running well. The pressures and stresses are sometimes too much, so she turns to alcohol in the late evenings. #### ***Tone***: Humble woman of the people. Down to business, can handle herself. Confident. #### ***Quest***: They’ve been excavating and mining deeper than they have before and have come across some chiseled stonework buried in the rocks. They’ve smashed through an archway that leads into a chamber. The miners refuse to return, something has them spooked. One of them has been bedridden and shaking, murmuring something about spirits and ancestors taking their revenge. #### ***Offer***: The party can take whatever they find in the chambers, but only if they get to the bottom of the mystery and leave the stonework undamaged. Any ores they find must be returned. Their reward for clearing this out is 65gp, whatever they find in the ruins, and regular updates on any other structures they find while mining. ___ > ## Head of the Mercantile Guild, Margerite Tallow >*Small humanoid (halfling), chaotic good* > ___ > - **Armor Class** 14 > - **Hit Points** 25(7d6 + 3) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|11 (+0)|16 (+3)|12 (+1)|16 (+3)| >___ > - **Skills** Deception +5, Insight +4, Persuasion +5 > - **Senses** passive Perception 11 > - **Languages** Common, Halfling > - **Challenge** 2 (300 XP) > ___ > ***Lucky.*** When a 1 is rolled on an attack roll, ability check, or saving throw, Margerite can reroll the die and must take the new roll. > > ***Brave.*** Has advantage on saving throws against being frightened. > > ***Halfling Nimbleness.*** Can move through the space of any creature that is of a size larger than yours. > > ***Naturally Stealthy.*** Can attempt to hide even when obscured only by a creature that is at least one size larger. > ### Actions > ***Scimitar.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit*: 6 (1d6 + 3) > ### Reactions > ***Parry.*** Margerite adds 2 to its AC against one melee attack that would hit it. To do so, the Margerite must see the attacker and be wielding a melee weapon. \pagebreakNum #### Head of the Mercantile Guild, Margerite Tallow Notes: #### ***Appearance***: Average height for a halfling, fair haired and green eyed. She is in shape and well groomed. Her attire is a little more extravagant, with ribbons, pins and a cloak, with as many colours as she can find. #### ***Characteristics***: Very talkative, a little snooty sometimes but only when dealing with unruly patrons. She has a cleft palette, but this doesn’t seem to affect her. She doesn’t take any badmouthing of her peers and is willing to lose some trade to remain true to herself. #### ***Flaw/Bond***: She talks a lot and doesn’t always think before she speaks. Her willingness to look after friends and family before business tends to get into trouble. #### ***Tone***: Snooty, talkative. Isn’t particularly humble and has a flair for the theatrical. #### ***Quest***: No quest but has some information that might be of use to the party if they can beat her in a game of Four Knuckle Shuffle (Blackjack-esque).The person rolls 2 D6 or “Knuckles” in a bid to reach 20. After the initial roll, they can roll another D6 to try and get closer, and another D6 to get closer again. If they cumulatively roll over 20, they lose. Whoever is closest to 20 will win. In the event of a draw, another round is played and so forth until a winner is crowned. #### Pharnax the Drained Notes: #### ***Appearance***: His flesh has long since rotten away, leaving him with a skeletal like visage, and subsequently cursed with undeath for all the hate he harboured in life. His wrists have broken shackles wrapped around them, chains scraping across the floor. Upon his head lies a conical hat, with inscriptions and insignia that allude to his profession, in this case, a priest or member of a long dead religious sect. #### ***Characteristics***: He is as angry in death as he was in life, if not more for he is bound to the place of his undoing. His face has very few features left to contort when speaking, so he instead uses exaggerated movements to get his point across. #### ***Flaw/Bond***: All of his enemies are long gone, and the only things that keep him going are the treasure he continues to uncover, and the goings on he has heard through the walls that bind him. As in life, he has a love of drama and gossip, particularly involving despair and upset. #### ***Tone***: Enraged, exasperated. He is tired of undeath but refuses to be reunited with those that once spurned him. True death isn’t an option for him. #### ***Quest***: If the players manage to keep Pharnax calm and engage in conversation, Pharnax offers a proposition. Bring him some treasures, or books and information on the outside world. If he is to be bound eternally to this crypt he might as well keep himself occupied. #### ***Offer***: If the party can retrieve books and tomes of knowledge about the outside world and the goings on of the last 500 years or so, he will let the party take some of his hoard that he has grown bored with. ___ > ## Pharnax the Drained >*Medium undead, neutral evil* > ___ > - **Armor Class** 13 > - **Hit Points** 50(7d8 + 22) > - **Speed** 0ft., fly 60ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|16 (+3)|12 (+1)|14 (+2)|15 (+2)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60ft., passive Perception 12 > - **Languages** Elvish, Abyssal > - **Challenge** 4 (1,100 XP) > ___ > ***Incorporeal Movement.*** The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Sunlight Sensitivity.*** While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > ### Actions > ***Life Drain.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one creature. *Hit*: 15 (3d6 + 5) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Create spectral humanoid.*** The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a spectral humanoid in the space of its corpse or in the nearest unoccupied space. The spectral humanoid is under the wraith's control. The wraith can have no more than seven spectral humanoids under its control at one time. \pagebreakNum ___ > ## Huntmaster, Shae Bartlen >*Small humanoid (dwarf), lawful neutral* > __ > - **Armor Class** 13 (leather armor) > - **Hit Points** 28(5d8 + 5) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+o)|16 (+3)|12 (+1)|11 (+0)|14 (+2)|8 (-1)| >___ > - **Skills** Animal Handling +4, Nature +4, Perception +5, Stealth +6 Survival +5 > - **Senses** darkvision 60ft., passive Perception 15 > - **Languages** Common, Dwarvish > - **Challenge** 2 (300 XP) > ___ > ***Keen Hearing and Sight.*** Shae has advantage on Wisdom (Perception) checks that rely on hearing or sight. > > ***Dwarven Resilience.*** Has advantage on saving throws against poison, and resistance against poison damage. > > ***Stonecunning.*** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. > ### Actions > ***Multiattack.*** Shae makes two melee attacks or two ranged attacks. > > ***Handaxe.*** *Melee Weapon Attack*: +4 to hit, reach 5ft (range 30/120ft.), one target. *Hit*: 5 (1d4 + 4) > > ***Shortsword.*** *Melee Weapon Attack*: +4 to hit, reach 5ft., one target. *Hit*: 8 (1d6 + 4) > > ***Longbow.*** *Ranged Weapon Attack*: +4 to hit, ranged 150/600ft., one target. *Hit*: 9 (1d8 +4) #### Huntmaster, Shae Bartlen Notes: #### ***Appearance***: One thick, golden braid hangs halfway down her back. She is of average stature, albeit slimmer than one might first think of a dwarf. Her cheeks are rosy from the rigors of the hunt, peppered with scars and healing bruises from a particularly rough week. She seems worn out most the time, with sullen eyes, tired from years of hard work. Her armour is mostly padded leather, with some metal studs and strips for extra protection. She carries on her back a bow and quiver, with a short sword on one hip, and a hand crossbow on another. #### ***Characteristics***: She struggles with small talk, as after years of hunts where silence is required, she doesn’t get much practice when she returns. Despite this, she puts in the effort when she can, but can come off as a bit blunt. She has a brisk walk, but each step is deliberate and marked like a true hunter. She’s happy to help those in need, and takes requests on hunts, for a nominal fee. #### ***Flaw/Bond***: She loves her hunting companion, Sven and is willing to do whatever it takes to keep him safe on hunts. #### ***Tone***: Down to earth, speaks from a position of authority. Getting old and looking forward to retirement but enjoys his job. #### ***Quest***: Some strange creature has been wreaking havoc in the nearby woods, disrupting the natural patterns. Animals flee and make it very difficult for the hunters to perform their tasks and find food for the town. Join Shae and some other hunters to track down this creature and either drive it away or destroy it. #### ***Offer***: If the party can help the hunters, they get first pick of trophies, materials from the animal, and any cuts of meat they would like. They also get rewarded with 35gp to pay towards any resources they may have expended on the hunt. \pagebreakNum ___ > ## Veynath Yewtree >*Medium humanoid, chaotic neutral* > ___ > - **Armor Class** 11 (16 with *barkskin*) > - **Hit Points** 40(5d10 + 15) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|13 (+1)|12 (+1)|16 (+3)|11 (+0)| >___ > - **Skills** Medicine +2, Nature +4, Perception +4 > - **Senses** passive Perception 14 > - **Languages** Druidic, Common, Sylvan > - **Challenge** 3 (700 XP) > ___ > ***Spellcasting.*** The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +4 to hit with spell attacks). It has the following druid spells prepared: > >**Cantrips (at will)**: *druidcraft, produce flame, shillelagh* > >**1st level (4 slots)**: *entangle, cure wounds, speak with animals, thunderwave* > >**2nd level (3 slots)**: *spike growth, barkskin* > > ### Actions > ***Quaterstaff.*** *Melee Weapon Attack*: +2 to hit (+4 to hit with shillelagh), reach 5 ft ., one target. *Hit*: 7 (1d6 + 6) bludgeoning damage, or 9 (1d8 + 8) bludgeoning damage with shillelagh or if wielded with two hands. > > ***Summon Blight Horde (Recharge 4-5).*** Roots and vines sprout from the earth in a 10 foot radius, centered on Veynath. 1d4 Pin Blights clamber their way out of the ground, and are hostile to anyone except their summoner. #### Veynath Yewtree Notes: #### Appearance: He is on the frail side, but his mind is still strong and active. When encountered, he is encased in leaves, vines, and feathers. He looks sickly ill, but not just diseased, like his soul has an affliction. #### Characteristics: His body is twisted from the corruption and makes him say and do things he wouldn’t normally. He has a limp and a twitch, and impulsively cracks his bones. #### Flaw/Bond: His love for the forest and seeing it be taken advantage of is too much. He could understand to begin with, but now it’s going to be hurting those around him. The hags exploited this and twisted him. #### Tone: Angry, fearful. He doesn’t want to do what the hags say; he doesn’t want to be a puppet, but he wants to live. #### Quest: He wants to be helped; the hag has its corrupting grasp on him. If the players don’t try to talk to him and kill him, they still have to fight the hag, or attempt to negotiate. Listen to him and save him from the hag. #### Offer: If killed, can loot his body and take what he had on him. If saved, he gives them a key to a lockbox where he stored his valuables, as well as his allegiance and trust. #### Two Sentences: An old and frail man with a love of his home. He wants the best for the town, but they’re destroying his beloved woods. #### Relatable: Wants his town to thrive and his friends and family to be successful and happy. The destruction of the wilds has driven him to less than reasonable means. #### Antagonistic: He sends creatures and spirits of the forest to hurt workers, disrupt operations, and destroy stockpiles. The town is barely managing to hold on, as they don’t have the resources to repel this unknown threat. #### Threatening: Veynath is imbued with some of the Hag’s magic, making him unpredictable and crazed. He’s little more than a puppet, surrounded by his minions for protection. #### Special: He’s enwreathed in vines and thorns, powered by natural magic. He primarily casts spells using a mix of his, and his masers unnatural energies. He’s reluctant to really hurt anyone, but now he can’t get out of this situation. He’s become sick with corruption and fears for his life if he doesn’t do what the Hag says. \pagebreakNum
Nature Will Reclaim All
Use this adventure to add a little something extra to your campaigns, or to help teach people a little about climate change and deforestation. This adventure aims to to mix roleplaying and diplomacy, with some moderately difficult combat encounters. Expect to be rewarded well for your troubles and use **Rothcairn** as an oasis on your travels. Some of my inspirations stem from my wonderful partner, Chloe, who is an avid plant lover, with green-fingers and ambition to save the planet in an eco-freindly way. She's inspired my to be a better person and become more cautious of the way we use up the resources around us as they aren't infinite. I hope to pass some of this on in a fun and engaging manner with this short adventure, touching mostly on the bigger problems of industry and climate change.
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##### More Credits #### **Introducing me to RPG Writer Workshop**: [Lysa Penrose](https://twitter.com/mercyfuldm) and [Ashley Warren](https://twitter.com/ashleynhwarren) #### **Cover Art**: Dryad stock image from [DM's Guild](DMs-Guild-Creator-Resource--Plant-Art) #### **Internal Art**: Various free resources from [DM's Guild](https://www.dmsguild.com/) #### **Cover Font**: Ringbearer on [Dafont by Pete Klassen](https://www.dafont.com/ringbearer.font) #### **Banner**: [b0red at Pixabay](https://pixabay.com/vectors/banner-ribbon-scroll-ribbon-banner-3284786/) #### **Dungeon Map**: Made with [Deepnight](https://deepnight.net/tools/rpg-map/) #### **Thematic Inspiration**: My partner, *Chloe*, who pushes me to be better every day and be much more aware of my impact on the planet. #### **Other Inspirations**: I found that listening to [Heilung](https://heilung.bandcamp.com/album/lifa) helped inspire me towards a more druidic path, something that I want to explore move going forward.