Escape from Mt. Balefor

by ArcaneEye

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Escape from Mt. Balefor





Escape from Mt. Balefor is a self-contained 8-10 hour adventure for three to five 5th level characters. This premium module contains a full three-part story, battle maps, and custom NPC statblocks.


This adventure contains sensitive content that is used to create tension and conflict in the story. Most notably, the enslavement of Wood Elves by High Elves. The notion of slavery is not something the team at Arcane Eye takes lightly.

Contents

Credits

Written by Mike Bernier at Arcane Eye
Edited by Roland Drews at Arcane Eye
Playtested by Charles Hamilton, Alex Hamilton, Chris Morton, Russ Morton, Veronica Jennings, Amanda Molinaro, Kyle Marsh, Kathleen Slemon, and Andrei Dobrinski
Maps by Mike Bernier at Arcane Eye

Artwork by illustrate_vnz

Running this Adventure

Stealth Initiative

This module is meant to emulate the experience found in stealth-based games like Dishonored and Assassin's Creed. It relies heavily on a new mechanic called Stealth Initiative (Appendix 4.1). Characters that do not have a proficiency in Dexterity (Stealth) may find that they have trouble dealing with encounters meant to be approached in a stealthy manner.

See Appendix 4.2 for a Stealth Initiative cheat sheet that can be shared with players.

Player Characters

Escape from Mt. Balefor is meant for a party of three to five 5th level Wood Elf Rogues as there will be a heavy emphasis on stealth. Characters do not begin the adventure with any items, armor, or weapons.

We suggest using classes that have proficiency in Dexterity (Stealth) like a Bard, Monk, or Ranger. If a player creates a class that has spell slots (Bard, Druid, Cleric, Wizard, Ranger, Sorcerer, Warlock, Eldritch Knight, Arcane Trickster), they will start the adventure with a High Elven Collar (Appendix 2.1).

If players decide not to use the Wood Elf race, they can be described as a friend of the Wood Elves or were otherwise captured by the High Elf army.

Rivals

Growing up in the mines has given the prisoners plenty of time to make enemies. At the beginning of the adventure, create a rival for each player using the Rival Generator tables in Appendix 4.3.

Session Structure

This adventure takes 8 - 10 hours to play and is divided into three "chapters". The first chapter deals with the introduction and Guard Post sections. In the second chapter, players progress through either the Abandoned Mine Shaft or the Underground Fortress depending on which path they choose. The third chapter encompasses the Castle Ruins.

Structuring and timing your sessions will depend on how involved your players get with Eärwen and the assassination of Faelar Naeric. If your players are interested in these aspects, the sessions will run for longer as more of the side quest actions are completed, such as the attempting to assassinate Faelar, instead of simply escaping the Castle Ruins.

Player Introduction

History

Long ago, when the conflict between the Wood Elves and High Elves reached a boiling point, the Wood Elves revolted against the racism and subjection that was placed on them by the High Elven society. The High Elven army, at the command of Faelar Naeric, crushed the Wood Elf insurgence and began forcing them to work in the mines of Mt. Balefor. Mt. Balefor, located on a peninsula on the west side of the continent, is used to supply the High Elven army and is known for its ruthlessness to the Wood Elf prisoners working there.

The mines are in control of a Wood Elf noble named Vanir Glaerun. He was once an emissary for the Wood Elves, until he lured their leadership into an ambush in order to gain favor with the High Elven nobility.

Special collars were developed by High Elves that prevent magic users among the Wood Elf ranks from channeling their arcane abilities.

Your Mission

Your party of Wood Elves starts in the mines and will have to sneak and backstab their way to freedom. There are a number of chances to choose your path, whether you plan to avoid fighting or want to kill every last High Elf in the mines.

There will also be a number of ways to affect the world around you if you choose to continue the story after the party escapes from the mines.

The Mines

Your party is sitting in a cramped cell. There is no light source, but thanks to your elven eyes you can still make out everything clearly, if only in black and white.

With your party sits an elderly female elf. She is dressed in a tattered dress and has a shawl across her shoulders. She sits with her back to the wall, a poorly bandaged leg set out in front of her. This is Eärwen, one of the tribe leaders before the war was lost. After the Wood Elves were imprisoned in the mines, she took up a matronly position over the distraught Wood Elves and helped form some semblance of community back into your ranks. Eärwen has been instrumental in helping you collect the supplies necessary to attempt your escape. She is also the only elf in the mines who knows the exact location of your sister tribe on the eastern coast of the continent.

Eärwen says, “Our plan is to kill a guard patrol in the mines, then use their keys to gain access to the Guard Post. Once we are there, we can find the Guard Captain's key to open my collar. Next, we sneak past the Guard Post, through the rest of the Underground Fortress, and up to the main entrance."

She pauses and looks around at your party. "We haven't been past the Guard Post for some time, so we are not sure what to expect on our way up to the Castle Ruin. There is also the option of trying to get to the upper cavern, across from the Guard Post. I heard a rumor that there is a tunnel that leads into the Abandoned Mine Shaft which can also take us to the surface.”

Eärwen looks down at her leg. "As I cannot walk I will need one of you to carry me until we can get my collar off and I can heal myself."

The party members know the following:

  • Mt. Balefor is split into four sections: the Mines, the Underground Fortress, the Abandoned Mine Shaft, and the Castle Ruins.
  • The night guard is a skeleton crew. The Wood Elf prisoners are locked in their cells and are not currently working. There is a short, two-hour window in which the guard rotations will allow an attempt at freedom. Once the window passes it will be too dangerous to escape.
  • Each night there are guard patrols in the mines making rounds to ensure the prisoners do not make a disturbance in their cells. These guards carry keys to the locked gate at the top of the mines that lead into the Underground Fortress.
  • Without Eärwen, you will have no chance of reaching your sister tribe and will not be able to liberate your fellow Wood Elves from Mt. Balefor.

Eärwen


The equipment available to the party is as follows:

  • Four rusty knives
  • 50 feet of hempen rope
  • One grappling hook (see Appendix 2.2)
  • Ten iron nails that can be used as darts
  • Three days of rations
  • One crowbar
  • One pint of oil in a clay flask
  • One potion of healing
  • One tinderbox
  • One torch
  • One lock pick set

Once the party has finalized their plans and are ready to go, read:

You dislodge the damaged lock to your cell and begin the arduous journey through the mines. The tunnels are a twisting maze, with low ceilings and no torchlight to guide your way. As you creep through the tunnels, you pass cramped cells packed with Wood Elves. There are no blankets or sheets, only buckets for waste. You see Wood Elves pressed up against one another for warmth in the deep subterranean cold.

A couple elves stir and look at you as you pass, but most appear to be getting what respite they can from their trance-like slumber. You continue on quietly, crossing a makeshift wooden bridge over a rushing river, until you reach an area where the tunnel opens into a cavern. Eärwen stops your party with a whispered word. "This is the place. The guards should be coming through here soon. We should hide so we can get the jump on them."

This area of the mines opens into a small cavern before narrowing back into a tunnel on the opposite end. Stalactites and stalagmites litter the area, allowing for ample room to hide.

Ambush

See Appendix 3.1 for the battle map.

The party can now prepare for the guard patrol. If the party would like to hide in anticipation of the guards' arrival, they can use the rock formations for cover.

1. To the Mines

This passage is where the group enters the cavern.

2. Stalagmite

The stalagmites littered throughout the cavern offer half cover and +4 to Dexterity (Stealth) checks.

3. Debris

The rocks were knocked loose here, either by natural causes or through mining efforts. A successful DC 15 Strength (Athletics) check will dislodge a rock, causing a landslide. Each creature within 15 feet of the area will need to make a DC 12 Dexterity saving throw or suffer 4d8 bludgeoning damage.

4. To the Guard Post

This passage leads upwards towards the Guard Post.

After the party has made their preparations, read:

As your party anxiously waits hidden, you hear footsteps coming from the tunnel opposite the one you entered. The footsteps grow louder, and you see torchlight brightening the passage walls. The sound of raucous voices begin echoing through the tunnel.

The patrol turns the corner and three High Elf Guards come into view. You hear one guard saying to the others, “Can you believe he asked for an extra portion? I don't think he'll be very hungry after I gave him a taste of my fist.” The guards let out loud laughs as they enter the chamber.

A DC 15 Wisdom (Perception) check will reveal a keyring on the lead guard's belt. The keyring is automatically found if the body is searched after being incapacitated or killed. The keyring opens the gate to the Guard Post but does not have a key to open the High Elven Collars or the cells in the Mines.

Once the guards have been dealt with, Eärwen will urge the party to continue moving.

When the party decides to move on, read:

Leaving behind the bodies of the guards, you continue through the winding maze of tunnels, passing more cells full of dilapidated Wood Elves. After about ten minutes of steady incline, you round a corner and see flickering torchlight illuminating a wall at the end of the tunnel. You have reached the exit of the mines.

The party in now in Stealth Initiative with the High Elf Guard. She is in a trance and counts as Distracted (see the Awareness Table in Appendix 4.1).

At the end of the tunnel stands a thick iron gate, blocking your way. Through the bars you spot a High Elf standing with her back to you. She stands with a slouched disinterest, a telltale sign of the graveyard shift. A torch is lit on either side of the corridor on her end of the gate.

The corridor leading to the gate is 60 feet long and 10 feet wide.

If the guard is woken up she will be surprised for her first round of Initiative. After that she will attempt to notify the other guards in the Guard Post that there has been a prison break.

The Underground Fortress

Once the party passes the gate, read:

The cramped tunnel opens up into a large cavern, much larger than the one in which you ambushed the guard patrol. In front of you is a large rock, blocking the view of the rest of the cavern. Behind the rock you can see the light of a number of burning torches. You can also hear water running off to your left.

From what you remember, the Guard Post is set on a sheer cliff that drops hundreds of feet to a river below. You also recall a wooden bridge that runs over the crevice from the upper cavern down to the Guard Post. As you look up, you see stalactites hanging from the ceiling, vicious looking pieces of sharp rock delicately held in place.

The Guard Post

See Appendix 3.2 for the battle map.

The guards in this area are now in Stealth Initiative with the party.

Light - The cavern is only well lit near the campfire for 20 feet and is dimly lit for another 20 feet. Each guard also carries a torch that casts bright light for 20 feet and dim light for another 20 feet.

Guards - There are seven High Elf Guards and one High Elf Guard Captain in the cavern:

  • Two are guarding the entrance to the mines (1). One was likely killed by the party when entering. The other is walking back from break and is rounding the corner of the large rock.
  • Two are in the Guard Tower (4), along with the High Elf Guard Captain.
  • One is standing by the tunnel out of the mines (6).
  • Two are standing by the Abandoned Mine Shaft (9).

If they eavesdrop on the guards, roll a d20 and consult the table below:

Roll Phrase
1-5 “My crotch itches.” “You should really get that checked out Jim.”
6-10 “Did you hear about the goblins in the Abandoned Mine Shaft?” “Yeah those things are a pain to get rid of... they just keep coming back.”
11-15 “Did you hear those bastards tried to break through from the Abandoned Mine Shaft again?” "Yeah I heard they killed three guards before we were able to drive them off." "Those things really creep me out."
16-20 “Did you hear that Faelar Naeric is here right now, meeting in the top of the tower of the Castle Ruins?” “I did, apparently he is planning the next phase of the Wood Elf occupation. He’s going to start selling the Wood Elf slaves to the more...noble... class of humans.” “Serves those filthy animals right.”

1. To the Mines

This is where the group enters the cavern.

2. Large Rock

The large rock is 20 feet high and can be climbed with a DC 15 Strength (Athletics) check. Failure by more than 5 will result in a Stealth check with disadvantage and 2d6 falling damage.

3. Mining Supplies

Hiding amongst the crates and barrels offers half cover and +4 to Dexterity (Stealth) checks. If the barrels are searched, refer to the table below for Intelligence (Investigation) check DCs:

Roll Item
1-10 Standard mining equipment. Rope, pickaxes, etc.
11-15 A powder horn of gunpowder
16-20 A keg of gunpowder (three powder horns)

4. Guard Tower

The tower is a squat wooden hut that stands 30 feet off the ground on stilts. There is a wooden ladder that leads up from the ground through the center of the hut. There are windows on each of the walls. The windows are unlocked. The following items can be found inside the tower:

  • The key for the High Elven Collars.
  • A signed letter from Vanir Glaerun. It is addressed to the guards telling them to be on their best behavior because he is meeting with Faelar Naeric in the tower of the Castle Ruins tonight.
  • Food, drink, playing cards, one potion of healing, and a note saying to restock the health potions from the Guard's Quarters' store room.

5. Large Rock

The large rock is 15 feet high and can be climbed with a DC 13 Strength (Athletics) check. Failure by more than 5 will result in a Dexterity (Stealth) check with disadvantage and 1d6 falling damage.

6. To the Underground Fortress

The doors leading out of the Guard Post are made of heavy wood with reinforced iron handles. They are locked and can be opened with the key on the High Elf Guard Captain's belt. The lock can be picked by succeeding on a DC 25 Dexterity (Sleight of Hand) check as long as a lock pick set is on hand.

This area leads to Entrance (1) of The Crane map (see Appendix 3.5).

7. River

The river runs through a crevice 200 feet below the cavern floor. The current is moderately fast. Swimming against the current will require a DC 15 Strength (Athletics) check. Any creature that fails this check is swept back to the mines, just before the Ambush map (Appendix 3.1).

8. Caved In Tunnel

It appears as though this tunnel was deliberately closed off. It cannot be entered without specialized equipment.

9. Tunnel to Abandoned Mine Shaft

The tunnel is boarded off. Breaking the boards requires a successful DC 15 Strength (Athletics) check and will result in a Dexterity (Stealth) check with disadvantage.

The Abandoned Mine Shaft

A swarm of bats flies out of the mine shaft when it is opened. They will not attack unless provoked.

The Track

A mine cart is sitting on the track with its brakes on. The track continues down an extremely steep slope, and appears to be in working condition as it trails off into the darkness. The initial part of the track is too steep to be walked down and can only be traversed by the mine cart.

The mine cart can hold all of the party members (within reason).

A successful DC 10 Wisdom (Perception) check will reveal the sound of an echoing high-pitched noise coming from somewhere in the mine shaft. A successful DC 20 Wisdom (Perception) check will reveal that it is a howl of some sort.

If the party gets in the mine cart and wishes to ride down the track, they will enter Initiative. Make encounter checks at Initiative 20 using the table below. Each round represents 100 feet traveled, and the encounter lasts for four rounds.

Roll (d20) Event
1-4 A stalactite hangs over the track from the ceiling. Creatures in the mine cart must succeed on a DC 14 Dexterity saving throw or take 2d8 bludgeoning damage and are knocked off balance. Creatures that are off balance make all attacks, ability checks, and saving throws with disadvantage until the end of the next encounter check. Any creature that is already off balance must succeed on a DC 14 Dexterity saving throw or be knocked out of the cart, taking 3d6 bludgeoning damage and must walk the remainder of the way.
5-7 A burst of steam escapes a vent in the cave wall. Creatures in the mine cart must succeed on a DC 14 Constitution saving throw or take 3d6 fire damage and become blinded for 1 minute
8-10 A carvid grabs on to the mine cart and tries to drag a party member off.
11-13 A swarm of bats attacks the party. They will continue to chase the party until defeated.
14-17 The mine cart whips around a tight corner. Creatures in the mine cart must succeed on a DC 14 Dexterity saving throw or are knocked off balance. Creatures that are off balance make all attacks, ability checks, and saving throws with disadvantage until the end of the next encounter check. Any creature that is already off balance must succeed on a DC 14 Dexterity saving throw or be knocked out of the cart, taking 3d6 bludgeoning damage and must walk the remainder of the way.
18-20 The mine cart shoots down a steep drop and picks up speed. This increases the DC of each check mentioned in this table by 2 and outruns any creatures that are harrying the mine cart.

At the end of the four rounds, the mine cart approaches the Crevice (1) in the Carvid Ambush map (see Appendix 3.3). Each creature in the cart must perform a DC 15 Dexterity saving throw. On a success, the creature manages to jump out of the mine cart and come to a stop before the crevice. On a failure, the creature is not able to get out of the mine cart in time and will fall into the pit, taking 3d6 falling damage.

Any characters that were knocked out of the cart will be able to catch up to the party in 1d4 minutes per round missed.

Carvid Ambush

See Appendix 3.3 for the battle map.

The silence of the tunnel rings in your ears after the sound of the whipping wind of your mine cart ride. You look around and see the shattered remnants of the mine cart track littered across the ground, and, among them, a body in a guard uniform lying face down in a pool of blood.

1. Crevice

The crevice has destroyed the end of the mine cart track. The pit is 30 feet deep and has jagged rocks at the bottom.

2. High Elf Guard's Body

Any creature that gets within five feet of the body will spring the trap the carvids have laid.

3. Carvid Nests

Three carvids have set the body out to entice other curious humanoid explorers, drow, duergar, or their favorite prey - goblins - to come within reach. They will attempt to surprise the party if they get within five feet of the body.

Once the carvids are dealt with, the party can continue down the path.

You continue down the mine shaft for another couple of minutes until the tunnel starts to head upwards again. After about 100 feet it opens into another wide cavern.

Similarly to the cavern with the Guard Post, there is a large crevice in the middle of the room, dividing it in half. The sound of rushing water from below can only mean one thing - a fast-moving river. There is an ancient rope bridge spanning the gap. Directly in front of you, before the crevice, are scattered crates and barrels of discarded mining supplies.

On the other side you can see a small campfire surrounded by stout figures. In the flickering firelight you spot a rope ladder just off to the side of the group. The ladder ascends up to the roof of the cavern, 500 feet above you.

A distinct smell of sewage permeates the air. The smell seems to be centered on the group sitting around the fire.

Goblin Hideout

See Appendix 3.4 for the battle map.

Note: The goblins found here are stronger than normal, see Appendix 1 for the statblock.

Light - The cavern is only well lit around the goblin's cooking fire for 20 feet and is dimly lit for another 20 feet.
Goblins - There are five goblins sitting around the fire, eating body parts of a High Elf. They are all equipped with longbows and shortswords. They will fight until the battle appears to be lost, at which point they will grovel for their lives. They know nothing of the mines or the Castle Ruins above as they came from further down the mountain due to the abundance of prey.
Smell - There is a distinct smell of sewage in this cavern. The party may think it is because of the goblins, but it is because the ladder leads to the latrine used by the occupants of the Castle Ruins.

The party is now in Stealth Initiative with the goblins in this cavern.

1. Entrance

This is where the party enters the cavern.

2. Mining Supplies

Hiding amongst the crates and barrels offers half cover and +4 to Dexterity (Stealth) checks. If the barrels are searched, refer to the table below for Intelligence (Investigation) check DCs:

Roll Item
1-10 Rust covered standard mining equipment. Rope, pickaxes, etc.
11-20 A powder horn of gunpowder

3. Rope Bridge

A rope bridge spans the crevice. It can only hold the weight of one Medium creature at a time.

4. River

A river runs through a crevice 200 feet below the cavern floor. The current is moderately fast. Swimming against the current will require a DC 15 Strength (Athletics) check. Any creature that fails this check is swept back to the River (7) on the Guard Post map (see Appendix 3.2).

5. Goblin Camp

This area contains a small campfire and bedrolls taken from the Guard Post.

6. Ladder

A rope ladder rises 500 feet from the ground to the cavern ceiling. The ladder leads to the Latrine (6) on the Castle Ruins map (Appendix 3.8).

The Underground Fortress Continued

The Crane

See Appendix 3.5 for the battle map.

You enter a tall, narrow cavern. Dozens of wooden crates are stacked along the walls. Looking up, you see a second level to the cavern, 100 feet atop a sheer rock wall. A large wooden platform extends out from the ledge, with a wooden boom sticking out from this platform. A ten foot by ten foot wooden platform hangs from a rope attached to the boom, level with the upper section of the cavern.


Light - The cavern is unlit. The only source of light comes from a torch on the ledge near the Exit (6).
Guards - There is one High Elf Guard patrolling the Exit (6) corridor on the other side of the metal door.

1. Entrance

This is where the party enters the cavern.

2. Crates

Hiding amongst the crates and barrels offers half cover and +4 to Dexterity (Stealth) checks. If the crates are searched, players find that they are full of ore mined by the prisoners.

A 200 foot hempen rope sits neatly coiled on top of one of the crates.

3. Rock Wall

The wall up to the ledge is 100 feet high. The wall is sheer but can be climbed with two successful DC 12 Dexterity (Athletics) checks. After each failed check, players must roll a Dexterity (Stealth) check against the High Elf Guard's passive Perception.

If the check is failed by 5 or more, the player climbing the wall will fall and must make a Dexterity (Stealth) check with disadvantage. If Eärwen is no longer wearing a High Elven Collar, she will cast Feather Fall on anyone who falls.

When the top section is reached, read:

You get to the top of the wall and clamber onto a rocky ledge. About 30 feet away from the wooden boom is a barred iron door. There is a single lit torch on the wall by the door. The rest of the ledge and boom are covered in darkness.

Have anyone who reaches the top of the wall roll a DC 10 Wisdom (Perception) check. A success reveals a High Elf Guard on the other side of the door. If the check is failed but the door is investigated, the guard is seen automatically. If the guard is not dealt with before activating the crane, he will open the door and, upon seeing the escapees, run to alert the other guards.

4. Crane

There is a ten foot by ten foot platform hanging off of the boom of the crane. It can be raised and lowered by operating the winch and gear system near the base of the crane (4) or on the lower level of the cavern (5).

A DC 10 Wisdom (Insight) check reveals that operating the crane would be quite loud. Use of the crane can be heard by any creature within the cavern.

5. Winch and Gear System

The crane can be operated by a winch and gear system at the bottom of the wall. A DC 10 Wisdom (Insight) check reveals that operating the crane would be quite loud. Use of the crane can be heard by any creature within the cavern.

6. Exit

The metal door is locked and has a lever on the other side. If the lever is activated the door will rise. Otherwise a DC 15 Strength (Athletics) check can raise the door. If the door is lifted in this way it will let out a groaning sound that can be heard by any creature within 50 feet.

Main Stairway

See Appendix 3.6 for the battle map.

Your party skulks through the door and down a long corridor. Torches line the walls, carefully spaced ten feet apart. The rough, rocky ground has deep grooves worn into it from years of carting ore up and down the passage.

Eventually, the corridor opens up into an extremely tall rectangular chamber.

A large wooden staircase rises above you, circling the walls. The glow of torchlight emanates from each level of the staircase.

To your left you see a heavy wooden door with faint light spilling out from underneath. From what you remember, this is the Guard’s Quarters, where off duty guards sleep and weapons and equipment are stored.


Guards - There are three High Elf Guards positioned in the room. One on the 3rd, 6th and 9th floors.
Light - Each guard is carrying a torch. The area around each guard is well lit for 20 feet and dimly lit for another 20 feet.

Once the party decides to head up the stairs, roll Stealth Initiative. Guards that are more than one floor away from the party have disadvantage on Wisdom (Perception) checks.

Once the guards on each level are dealt with, feel free to immediately move the party to the next level.

1. Entrance

This is where the party enters the cavern.

2. Guard's Quarters Entrance

The door is not locked. If the party would like to enter, skip to The Guard's Quarters (Appendix 3.7).

3. Crane

There is a hook hanging off of the boom of the crane. It can be raised and lowered by operating the winch and gear system near the base of the crane (7).

A DC 10 Wisdom (Insight) check reveals that operating the crane would be quite loud. The crane being operated can be heard by any creature within the cavern.

4. Exit

This door is not locked and leads to The Castle Ruins (Appendix 3.8).

The Guard's Quarters

See Appendix 3.7 for the battle map.


Ceiling - The height of the Guard's Quarters ceiling is 15 feet.
Lighting - The Guard's Quarters is dark, except for within 15 feet of the hearth.
Guards - There is one patrolling High Elf Guard walking up and down the hallway that runs perpendicular to the Main Entrance (1) and one Guard Dog sleeping by the hearth.

Have the party roll Stealth Initiative.

1. Main Entrance

You open the door to see a dark stone room. Six columns border a carpeted path. The path leads to a large hearth, giving way to hallways leading off to the left and right. The walls are covered in tapestries and paintings depicting scenes from the war against the Wood Elves. A large dog is lying in front of the hearth, fast asleep. As the door you are peeking through creaks on its hinges, the dog lets out a huff but remains asleep.

2. Guard Dog

The Guard Dog is asleep. It is currently Distracted (see the Awareness Table in Appendix 4.1).

3. Armory Hallway

This door is locked but can be picked with a successful DC 20 Dexterity (Sleight of Hand) check as long as a lock pick set is on hand, or it can be opened using the key from the patrolling guard's belt.

Once through the door, you enter a 30 foot long corridor with a metal door on the other end. The walls are embedded with about twenty red gems on either side. Each gem produces a bright red laser, connecting to a gem on the opposite wall. The lasers flicker and hum with an ominous energy.

If a laser is touched it will inflict 2d6 fire damage. If a creature is knocked unconscious by this damage they will lose the body part that came in contact with the laser. The lasers deflect harmlessesly off of reflective materials.

A DC 15 Wisdom (Perception) check reveals a glowing red gem set into a metal contraption on the far wall. If the gem or metal contraption is destroyed or removed from the wall, the laser field is disabled.

There is an indented symbol on the right wall just inside the door. A DC 12 Intelligence (Investigation) check reveals that something has been inserted into the indent very frequently. The High Elf Mage in the Dining Quarters (6) has the emblem that fits the indent. When the emblem is inserted, the laser field is disabled.

The area can be navigated through safely without disabling the field with a successful DC 18 Dexterity (Acrobatics) check. On a failed check, the creature takes 2d6 fire damage and has to make another DC 18 Dexterity (Acrobatics) check to continue or a DC 10 Dexterity (Acrobatics) check to retreat.

The door on the other side of the corridor can be unlocked with the same key as the previous door. It can be picked with a successful DC 20 Dexterity (Sleight of Hand) check if the lock pick set is on hand.

4. Armory

The room contains the following items:

  • Ten shortswords
  • Ten suits of full guard armor (chain mail)
  • Five suits of leather armor
  • Two longbows and quivers containing 20 arrows each
  • One Treasure Hoard: Challenge 0-4
  • Four potions of healing

5. Kitchen

This room is full of all manner of food and drink. If five minutes are spent here gathering rations, enough rations for ten days can be found. The room is otherwise empty.

6. Dining Quarters

There is light under the door and quiet talking can be heard with a successful DC 10 Wisdom (Perception) check.

Guards - There two High Elf Guards and a High Elf Mage playing cards. They will be roused if another guard alerts them of the party's presence. The High Elf Mage carries the emblem that disables the laser field in the Armory Hallway (3).
Lighting - The room is brightly lit.

7. Latrine

This room is dark and devoid of anything useful. It smells terrible.

8. Storage Closet

This room contains general maintenance items such as brooms and buckets.

9. Sleeping Quarters

A DC 10 Wisdom (Perception) check will reveal snoring on the other side of the door.

Guards - There are 1d4+1 High Elf Guards in their trance-like slumber inside. They are considered Distracted for Stealth Initiative. They will be roused if another guard alerts them of the party's presence.
Lighting - The room is dark.

10. Sleeping Quarters

A DC 10 Wisdom (Perception) check will reveal snoring on the other side of the door.

Guards - There are 1d4+1 High Elf Guards in their trance-like slumber. They are considered Distracted for Stealth Initiative. They will be roused if another guard alerts them of the party's presence.
Lighting - The room is dark.

The Castle Ruins

See Appendix 3.8 for the battle map.

The castle, built at the foot of Mt. Balefor, fell into ruin long before the High Elves and Wood Elves began their war. In its current state, it is only ever used as a guard post, to store supplies, and sometimes to entertain noble guests in the upper floor of the tower.

Potentially deadly encounter
If the guards are alerted to the party's presence this can prove to be an extremely deadly encounter. If the situation takes a turn for the worse, Eärwen will exhaust herself to allow the party to have a fighting chance (see her statblock in Appendix 1 for more information).

When the party enters the Castle Ruins, roll Stealth Initiative, including the guards in the courtyard.

You open a large set of double wooden doors and step out into the ancient Castle Ruins.

The roof where you stand is partially intact, but the rest of the roof in the ruins has long since eroded away. You can finally see the night sky above, stretching out endlessly before you. As you breathe in the crisp night air for the first time in your lives (or perhaps in hundreds of years), you can smell the dirt and stone of the castle at the base of the mountain.

You can also smell something else, something far sweeter - the smell of trees and plant life. The smell is intoxicating and provides an overwhelming longing for a home you never had (or had forgotten). Eärwen tilts her face up to the stars, closes her eyes, and tears begin sliding silently down her face.

This blissful moment is cut short when you hear the sound of rowdy laughter coming from around the corner. You poke your heads out and see a group of tents around a campfire in the middle of the castle courtyard. All are High Elves. Some wear the uniform of the Mt. Balefor guards, while others are garbed in golden chain mail and red cloaks matching the description of Faelar Naeric's soldiers. A dog lies at the edge of their campfire, asleep.

A number of horses are stabled next to a large wooden door, the main gates of the Castle Ruins.

Eärwen whispers nervously to your party. "Those soliders are Naeric's personal guard, he must be here. This is the best shot any Wood Elf has ever had to cut the head off the snake. Naeric is the driving force behind the High Elf invasion, killing him here could be enough to swing the war in our favor."

1. Underground Fortress Exit

The party enters here if they have taken the Main Stairway. This 30 foot long, 25 foot wide area is covered with a collapsing slate shingle roof. There are gaps in the roof where shingles have fallen to the ground.

2. Courtyard

The Courtyard is the main area of the Castle Ruins.

Guards - Four High Elf Guards are sitting with four Naeric Soliders and one High Elf Mage around a campfire. There is a Guard Dog sleeping on the outskirts of the circle.
Environment - The walls are 30 feet high and climbable with a successful DC 12 Dexterity (Athletics) check. They provide +5 to Dexterity (Stealth) checks against creatures on the ground while on top of the wall. If the climb check is failed by 5 or more, it will result in 2d6 falling damage and a Dexterity (Stealth) check with disadvantage.

A DC 10 Insight (Wisdom) check reveals that these are Faelar Naeric's personal guard so he must be nearby.

The Courtyard is all that remains of the main body of the castle once the roof and floors above collapsed long ago. The rubble appears to have been pushed up against the walls or was cleared out, leaving a dirty stone floor surrounded by 30 foot high walls that open into the night sky.

3. Main Entrance

The main entrance to the ruin is blocked by a large wooden bar that will require a successful DC 15 Strength (Athletics) check to lift. There are ten Riding Horses stabled here.

4. Mess Hall

Guards - Three High Elf Guards are talking about Faelar Naeric's deal with a human noble looking to buy Wood Elf slaves in return for unmolested access to the last Wood Elf stronghold.
Light - The fireplace provides bright light for 20 feet and dim light for another 20 feet.

The room has two long tables surrounded by wooden chairs. A hearth burns at the far side of the room. Three guards sit at a table by the fire, playing cards and talking in low voices.

5. Supply Room

This room contains food for the guards stationed at Mt. Balefor (fresh bread, wine, cheese, dried meats, etc).

The door is locked but can be unlocked using the High Elf Guard Captain's key or a DC 12 Dexterity (Sleight of Hand) check as long as the lock pick set is on hand.

6. Latrine

If the party enters through the Abandoned Mine Shaft, they come up through the hole being used as a toilet.

Guards - A High Elf Guard is taking a poop in here.
Light - The room is dark.

7. Broken Wall

Any attempt to climb through the rubble will result in Dexterity (Stealth) checks being made at disadvantage.

8. Broken Wall

Any attempt to climb through the rubble will result in Dexterity (Stealth) checks being made at disadvantage.

9. Tower Lower Floor

Naeric Soliders - Two Naeric Soliders stand at attention at the bottom of the circular staircase. They have been ordered not to let anybody through until the meeting in the tower is finished.

The door at the top of the circular stairs is locked but can be opened with a key found on one of the Naeric Soldiers or a DC 18 Dexterity (Sleight of Hand) check with the lock pick set.


Environment - The tower is 100 feet high, with windows to the Tower Upper Floor (10) 70 feet off the ground. The tower can be scaled from the outside by making two DC 12 Dexterity (Athletics) checks. Any attempt that fails by more than 5 will result in falling off the tower and rolling a Dexterity (Stealth) check with disadvantage.

The Tower Upper Floor (10) is enclosed with a conical roof. The windows are closed and made of glass.

Faelar Naeric (High Elf Noble) and Vanir Glaerun (High Elf Noble) are having a meeting here with a Faelar’s advisor, Eldia and the human noble Yanric Folke (Noble).

10. Tower upper Floor

Faelar Naeric

Reminder

Faelar Naeric is the leader of the High Elven war efforts. Killing him here could swing the tide of battle for the Wood Elves.

Vanir Glaerun sold out the Wood Elves to be accepted into High Elven society. Vanir Glaerun currently runs the day to day operations at the mines of Mt. Balefor and is known to be a vile, cruel person.

Windows - The window are unlocked but are trapped with an alarm. An alarm bell is triggered if the window is opened and can be heard by the guards in the Courtyard (2).

The alarm can be spotted with a successful DC 15 Wisdom (Perception) check and will automatically be seen by characters with a passive Perception score of 15 or higher.

The alarm can be disabled with a DC 15 Dexterity (Sleight of Hand) check. If the check is failed by 5 or more, the alarm is triggered.

 

Reinforcements - If the alarm is raised for any reason, the guards in the Courtyard (2) will arrive at the top floor of the tower at the beginning of the third round of Initiative, at which point they roll Initiative.

The room inside the tower is luxuriously decorated with hanging tapestries and fine wooden furniture.

Four figures sit around a round table in the center of the room. Several candles on the table provide light for stacks of papers and maps.

Seated around the table is a High Elf nobleman, a High Elf dressed in mage's robes, a Wood Elf nobleman you know to be Vanir Glaerun, and a Human nobleman.

Escaping the Castle Ruins

If no alarms are raised, the party can sneak out of the Castle Ruins and the mission is complete.

If the party is seen and the alarm is raised, they will need to create a distraction or diversion in order to escape without being pursued.

Appendix

Appendix 1 - NPC Statblocks

The NPC statblocks are listed in the order the creatures appear in the module:


Eärwen

Medium humanoid, lawful good


  • Armor Class 10
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 10 (0) 16 (+3) 16 (+3) 11 (0)

Senses darkvision 60 ft., passive Perception 13
Saving Throws INT +5, WIS +4
Skills Arcana +5, Perception +4, Insight +4
Languages Common, Elvish
Challenge 3 (700 XP)


Fey Ancestry. Eärwen has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Innate Spellcasting. Eärwen is a 5th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +6 to hit). She can innately cast the following spells, requiring no material components: At will: Blade Ward, Fire Bolt

1st level (4 slots): Cure Wounds, Protection from Evil and Good, Feather Fall

2nd level (3 slots): Arcane Lock, Scorching Ray

Eärwen can cast one of the following spells but will gain 5 points of Exhaustion by doing so: Fireball, Revivify


Actions

Staff. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit 4 (1d8) bludgeoning damage.

Playing Eärwen

Eärwen is a kind, capable, and supportive leader that will not hesitate to sacrifice herself for the greater good.

She will attempt to remain hidden during combat, as she is not a warrior, and will only move when and where the players tell her to.


High Elf Guard

Medium humanoid, lawful evil


  • Armor Class 14 (Studded leather)
  • Hit Points 25 (4d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (0) 10 (+0) 10 (+0) 14 (+2) 9 (-1)

Senses darkvision 60 ft., passive Perception 12
Saving Throws STR +3
Skills Athletics +3, Perception +3
Languages Common, Elvish
Challenge 1 (200 XP)


Fey Ancestry. The High Elf Guard has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Actions

Multiattack. The High Elf Guard makes two attacks with its shortsword or shortbow.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d6 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 4 (1d6 + 4) piercing damage.

Playing High Elf Guards

The High Elf Guards have become accustomed to the good things in life: good wine to drink, good food to eat, and a feather bed to sleep in.

Their distaste towards the Wood Elves will cause them to attack aggressively if prisoners are seen escaping. If the battle is obviously not going their way, they will attempt to retreat and alert their fellow guards for reinforcements if possible.

High Elf Guard Loot

Each High Elf Guard carries a shortsword, a shortbow, and arrows. If a player would like to take their armor, roll on the table below.

Roll Items
1-10 Armor is too damaged to wear
11-15 Damaged Guard Uniform (studded leather -2 AC)
16-20 Good condition Guard Uniform (studded leather)

High Elf Guard Captain

Medium humanoid, lawful evil


  • Armor Class 16 (Chain mail)
  • Hit Points 42 (10d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 14 (+2)

Senses darkvision 60 ft., passive Perception 10 Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4, Perception +3
Languages Common, Elvish
Challenge 2 (450 XP)


Fey Ancestry. The High Elf Guard Captain has advantage on saving throws against being charmed, and magic can’t put it to sleep.


Actions

Multiattack. The High Elf Guard Captain makes three melee attacks: two with its shortsword and one with its dagger, or it makes two ranged attacks with its shortbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 5 (1d6 + 4) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage

Shortbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 5 (1d6 + 2) piercing damage.

Reactions

Parry. The High Elf Guard Captain adds 2 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.

Carvid

Carvids are small, gray-skinned, muscular creatures with razor sharp teeth and claws, large bat-like ears, and pitch black eyes. They tend to form small packs of three to five and hunt in subterranean environments.

Carvids like to kill their prey and set them out to entice curious humanoid explorers, drow, duergar, or the carvid's favorite prey - goblins- to come within reach.


Carvid

Small aberration, chaotic evil


  • Armor Class 17
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 7 (-2)

Senses darkvision 60 ft., passive Perception 10
Skills Stealth +6
Languages Deep Speech
Challenge 1 (200 XP)


Spider Climb. The carvid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Actions

Multiattack. The carvid makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing damage. The attacked creature is grappled (escape DC 15). Until this grapple ends, the carvid makes all attacks against the grappled creature with advantage and will only attack the grappled creature.


Goblin

medium humanoid (goblinoid), neutral evil


  • Armor Class 15
  • Hit Points 23 (4d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 8 (-1)

Senses darkvision 120 ft., passive Perception 10
Skills Stealth +6
Languages Common, Goblin
Challenge 1 (200 XP)


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Sneak Attack. Once per turn, the goblin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll.


Actions

Multiattack. The goblin makes two shortsword attacks or one longbow attack.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d8 + 3) piercing damage.


Guard Dog

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 10 (3d6 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Senses passive Perception 16
Skills Perception +5
Languages --
Challenge 1/4 (50 XP)


Keen Hearing and Smell. The guard dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


High Elf Mage

Medium humanoid, lawful evil


  • Armor Class 12
  • Hit Points 26 (4d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 10 (+0)

Senses darkvision 60 ft., passive Perception 11
Saving Throws INT +5, WIS +3
Skills Arcana +5, History +5
Languages Common, Elvish
Challenge 1 (200 XP)


Fey Ancestry. The High Elf Mage has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Spellcasting. The High Elf Mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). It knows the following spells from the Wizard’s spell list:

Cantrips (at will): Light, Mage Hand, Shocking Grasp

1st Level (4 slots): Charm Person, Magic Missile

2nd Level (3 slots): Hold Person, Misty Step


Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 – 1) bludgeoning damage.


Naeric Solider

Medium humanoid, lawful evil


  • Armor Class 17 (splint)
  • Hit Points 40 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 10 (+0) 13 (+1) 12 (+1)

Senses darkvision 60 ft., passive Perception 11
Skills Athletics +5, Persuasion +3
Languages Common, Elvish
Challenge 2 (450 XP)


Fey Ancestry. The Naeric Soldier has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Innate Spellcasting. The Naeric Soldier's spellcasting ability is Intelligence (spell save DC 12, +4 to hit). It can innately cast the following spells, requiring no material components:

At will: Either Shocking Grasp, Ray of Frost, or Fire Bolt


Actions

Multiattack. The Naeric Soldier makes two attacks with its greatsword.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) slashing damage.


Eldia

Medium humanoid, lawful evil


  • Armor Class 13
  • Hit Points 34 (8d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 18 (+4) 14 (+2) 12 (+1)

Senses darkvision 60 ft., passive Perception 12
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Languages Common, Elvish
Challenge 2 (450 XP)


Fey Ancestry. Eldia has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Spellcasting. Eldia is a 5th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Eldia knows the following spells from the wizard’s spell list:

Cantrips (at will): Light, Mage Hand, Shocking Grasp, Minor Illusion

1st Level (3 slots): Alarm, Magic Missile, Mage Armor

2nd Level (3 slots): Invisibility, Scorching Ray

3rd Level (2 slots): Slow, Haste


Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 – 1) bludgeoning damage.


High Elf Noble

Medium humanoid, lawful evil


  • Armor Class 15
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish
Challenge 1/4 (50 XP)


Fey Ancestry. The High Elf Noble has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Innate Spellcasting. The High Elf Noble's spellcasting ability is Intelligence (spell save DC 10, +1 to hit). It can innately cast the following spells, requiring no material components:

At will: Message


Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


Reactions

Parry. Melee Weapon Attack: The High Elf Noble adds 2 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.

Rally Troops. Melee Weapon Attack: Whenever a friendly creature within 30 feet of the High Elf Noble that can hear it misses with an attack, it can yell perilous threats to allow that creature to reroll the attack roll.


Noble

Medium humanoid, lawful evil


  • Armor Class 15
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Senses passive Perception 12
Languages Common, Elvish
Challenge 1/8 (25 XP)


Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


Reactions

Parry. Melee Weapon Attack: The Noble adds 2 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.

Appendix 2 - Items

2.1 High Elven Collar

Wondrous Item, uncommon

While wearing this collar, creatures cannot cast any spells (including cantrips). Other racial and class abilities are unaffected.

2.2 Grappling Hook

As an action, creatures can make a ranged attack against the distance DC in the table below. If successful and when used with a rope of appropriate length, the grappling hook reduces the DC of any climb check by 5.

Distance DC
25ft 8
50ft 12
75ft 16
100ft 20

Appendix 3 - Maps

3.1 Mine Cavern

3.2 Guard Post

3.3 Carvid Ambush

3.4 Goblin Hideout

3.5 The Crane

3.6 The Stairs

3.7 Guard's Quarters

3.8 Castle Ruins

Appendix 4 - Mechanics

4.1 Stealth Initiative

What is Stealth Initiative?

Stealth Initiative is a way to allow for a more forgiving and interesting stealth experience. Instead of relying on one Stealth check to determine if the party fails, the party will enter Stealth Initiative with any creatures nearby. Depending on how successful the characters are on their Stealth checks, creatures will move up and down the Awareness Track.

If combat begins, the same Initiative values can be used.

Awareness Track

Track State Effect
-2 Unconscious An unconscious creature is unaware of its surroundings.
-1 Distracted Perception checks are made with disadvantage. Passive Perception takes a -5 modifier.
0 Unaware Normal. Apply passive Perception.
1 Cautious The creature spends an action each round to make a Wisdom (Perception) check, but does not actively search.
2 Alert Actively searches. Will alert others if available.
3 Aware Aware of your exact location. Will alert others if available.

If a Stealth check is failed, the creature moves +1 on the Awareness Track.

Players can move creatures down the Awareness Track by succeeding in Distract checks.

Line of Sight

Creatures not in direct line of sight of the creature they are trying to see make Perception (Wisdom) checks with disadvantage and take a -5 modifier to passive Perception.

Waking Someone

A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake the creature awake. A sudden loud noise — such as yelling, thunder, or a ringing bell — also awakens a creature that is sleeping naturally.

Whispers don’t disturb sleep, unless a sleeper’s passive Wisdom (Perception) score is 20 or higher and the whispers are within ten feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, street sounds, etc.) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.

Turns

Players receive their typical three actions (Bonus Action, Movement and Standard Action). They will also have to make a Stealth check as a Free Action after their movement each turn.

The following are available as Standard Actions in Stealth Initiative:

Hide

Using the Hide Action as a Standard Action gives +2 to a Stealth check.

Distract

Using the Distract Action as a Standard Action allows players to roll a Charisma (Deception) check against a creature's Wisdom (Insight). The target must not be aware of the player's current location. On a success, the player can cause the target to immediately move -1 down the Awareness Track to a minimum of -1. The player can also cause the target to immediately move up to ten feet in any direction (the target avoids any obviously dangerous areas). The target then gains the Distracted condition (see the Distracted state in the Awareness track) until the end of its next turn.

If the Charisma (Deception) check fails, the player will get -2 on their next Dexterity (Stealth) check.

Dash

Any player that takes the Dash Action will roll their next Stealth check with disadvantage.

Running Stealth Initiative

Running Stealth Initiative requires a different mindset than combat encounters. For a Stealth Initiative encounter to be effective, the following things are important to keep in mind.

Letting Your Players Know

Informing your players that stealth is of the utmost importance will allow them to get into the proper mindset. It can also give the Paladin or Fighter a chance to leave their heavy armor at home.

Playing NPCs

Making your NPCs dynamic is a key component to Stealth Initiative. Each opponent will act differently based on their Awareness, but this is a good guide to follow:

Unaware – NPC moves their speed (no dash) in a random direction (1d4 for North, East, South, West) OR follows a predetermined patrol route.

Cautious – NPC moves their speed (no dash) towards the sound they heard.

Alert – NPC moves their speed (dash) towards the sound they heard OR calls for help.

Aware – NPC attacks OR moves their speed (dash) towards reinforcements.

Environment

Making sure that your environment has plenty of places to hide and things to interact with is particularly important in Stealth Initiative. If using Stealth Initiative, it is recommended to use a battle map for in-person sessions and Roll20 for online sessions.

Avenues of Movement

Giving your players options when it comes to routes, distractions, and lethality is critical in making Stealth Initiative feel dynamic.

4.2 Stealth Initiative Helper

4.3 Rival Generator

Roll one die on each of the following tables and note down the location, name, distinguising feature, and deed. If a player kills their rival they receive Inspiration.

When the players enter a location that contains a rival, randomly choose one of the High Elf Guards to be that rival.

Rival Location

Roll Location
1 Ambush (3.1)
2 The Guard Post (3.2)
3 The Crane (3.5)
4 The Stairs (3.6)
5 Guard's Quarters (3.7)
6 Castle Ruins (3.8)

Rival Name

Roll Name
1 Jhaan                        
2 Larrel
3 Onas
4 Sontar
5 Arlen
6 Droth
7 Erlan
8 Gaelin

Rival Distinguishing Feature

Roll Name
1 Bald head and green eyes
2 Tall and athletic build
3 Very attractive face with long blond hair
4 Shoulder length straight black hair and black eyes
5 Face tattoos
6 Short and overweight
7 Piercing blue eyes
8 Scar running from forehead to chin

Rival Deed

Roll Name
1 Tortured a friend for not working hard enough
2 Didn't feed the prisoners in your wing for a week
3 Gave you a swirly in the waste bucket of your cell
4 Stole your only remaining trinket from home
5 Spit in your food
6 Killed your parents

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  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-­‐‑free, non-­‐‑ exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.** Notice of License Copyright**: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  6. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-­‐‑adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  7. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  8. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  9. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  10. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
  11. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13.** Termination**: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  12. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  13. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

    © 2020 Arcane Eye. All rights reserved.

END OF LICENSE

 

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