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Mystery of the Larvaenapper
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# Mystery of the Larvaenapper
##### A One-Shot adventure for 4-6 5th level players.
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# PART I ##### Summary of Content
# Mystery of the Larvaenapper Ascended from the Nine Hells, a ruby eyes called Rarkaz has settled in an abandoned mine at Deadman’s Marsh and enslaved the local muscans. Now, he sets out in the midst of the night with his followers to attack the nearby insectoid settlement of Anthill, kidnapping larvae from their cradles to prepare a ritual to open a portal to the Nine Hells. Three larvae have been acquired, only two are left… Players start out arriving in the town of Anthill, and must investigate the disappearances of the larvae. Having the small town, the nearby locations and their own contacts to uncover clues leading deep into Deadman’s Marsh, past the muscan village of Buzz Town and into the mine where Rarkaz prepares. ### Adventure Overview While this campaign can be run with just about any 5e source, it is strongly recommended to be used alongside the Insectopia Compendium. Where the races shown here can be found, alongside new subclasses that help encase the many aspects of Bug World. The adventure leads a party of 5th level players to the town of Anthill, where infant larvae, babies, are being kidnapped by an unknown creature, never to be seen again. Investigating the town unearths signs of corruption, and unexpected foes and allies. Soon leading them to the swamps, where Rarkaz and his muscan followers prepare their vile ritual. ### Why do they care? But how does these events tie in with your players? Discuss with your players their ideas regarding their characters. You may even realize a clear reason to bring them during this talk. Nothing makes a player more driven than having an in-character reason to invest. A couple suggestions include: > ##### Character Hooks > - You are one of the local Fu mantis. Recently, your people have felt a deep disturbance in the swamp. Having heard of a tragedy in town, you head to bring back peace to the area. > - You are a devout follower of The Cocoon, a divine power many within the land worship. Recently, you have received ill omens of a dark power. You feel it centered near Anthill, but you're not sure where. > - You are a former soldier who fought against the muscan hordes, losing your family in the process. You cannot ignore the plight of these families in good will. > - You are a renown monster hunter, recently you have caught word of the missing larvae. Something in your gut tells you there is more than just some mad muscans buzzing about. > - A long time ago, you were rescued by Lindaraz, a kind luni who lives on a small island. While traveling, you decided to surprise her with a visit. > - You are an agent of the Black Leaf, Insectopia's greatest crime syndicate. You have received a top secret mission to investigate these kidnappings.
*Harmattan, a paladin of the Cocoon* \pagebreak # Chapter 1: A Wail in the Dark
##### The Charred Carapace *“You have spent great part of the day working, traveling or taking another of your… usual activities.* *Finally, as the sun seeks its rest upon the distant west, so do you find yours in the Charred Carapace. A modest tavern run by Borg Quickhands, a harlequin beetle who makes full use of his four arms to polish mugs looks up, a brief moment of surprise crosses his face before he returns to a more welcoming look.* *“Welcome to the Charred Carapace folks, feel free to join me at the counter, we haven’t got much activity lately…””*
The Charred Carapace is a two story building, with the first floor forming the tavern and kitchen and the second being the home of the Quickhands family who runs it. A few years back a tavern brawl led to half the building burning down, and the difference between the old and new wood is still somewhat clear. Quickhands is a warm host and a great listener but seems troubled, inquiries are quickly dismissed and the topic is shifted, even questions about the lack of people in the tavern are turned into a joke about busy nights. His daughter is quite interested in travelers and their stories, and if it’s clear a character is well traveled, they mind find themselves bombarded with requests to share their adventures with the girl, who hopes to become an adventurer herself someday. If there is sign of trouble, Quickhands takes a longsword from beneath the counter and Vivian runs upstairs. While Vivian uses a *Commoner* stat block, Borg is a *Veteran*, his weapons concealed under the counter. Characters find themselves gathering at the Charred Carapace, the only tavern in Anthill after a long day of work/travel. Upon arriving, they have about 5 minutes or so (tweak as needed to allow them to roleplay) lounging in the main room until a shriek pierces the night. A DC10 Perception check allows a character to determine where the sound came from: upstairs. If no character goes up immediately, Borg’s wife descends weeping about their baby, which she claims was taken. \columnbreak > ##### NPCs > Due to the recent larvaenappings, and the tough work during the day, Borg's usual customers aren't around (unless there is a player with such backstory). > > **Borg Quickhands** acts welcoming and open to visitors, however even as he works on the tavern, he’s also a retired member of the Black Lead and can provide members with information regarding most of the city, provided they know to ask. > >**Vivian Quickhands** an eager harlequin beetlefolk, Vivian aspires to become an adventurer herself. Naïve and hopelessly clumsy, she is always trying to get stories out of the travelers visiting her father’s tavern. ### Going Outside > ##### A Glimpse in Shadows > *“Looking up at the dimly lit town, you make out a set of metallic yellow, gold, crawling up to the ceiling. For a brief moment, it shifts and a set of red gems set on the creature reflect the nearby torchlights, which strikes your eyes and dazzles your view. When you recover it, the creature is gone.”* Further investigation, (DC 12 Investigation or Perception check) reveal a set of window hinges fallen on the ground, as was a baby’s pacifier. If shown to anyone in the family, they’ll confirm the pacifier belongs to the baby.
*Borg Quickhands, tavern owner* \pagebreak ### Going Upstairs While Vivian rushes up to check her little brother, Borg tries to calm his wife Maud, though he’s clearly stricken as well. If characters go upstairs, they find Vivian in her parents’ bedroom weeping next to an empty cradle. Read the following: > ##### An Empty Craddle > *“Upon reaching the second story, it’s clear the area was modeled with coziness in mind. However, there is nothing cozy about Vivian’s sobs, coming from a room opposite to the stairs. As you approach, you see a couple’s bedroom with a cradle next to the large bed. As a chill from the night’s breeze creeps up your neck, you realize that while the cradle is still gently rocking, it is empty.”* Unknown to the players or even to the family, Rarkaz has scooped up Lil Bronsky and has taken him back to his lair. Players who try going over the bedroom to find clues may roll an Investigation or Perception check, unearthing certain clues depending on how high they roll: - **DC 9**: The window is wide open, yet the bed spread before it seems untouched. Some traces of webbing hang over the window. - **DC 12**: There are strange burn marks on the carpet where the cradle was settled. - **DC 14**: In the coffee mug next to the bed there is a strange drop of a green liquid, DC11 Nature check can help a player determine it is a type of poison. Which kind is unknown. - **DC 17**: The player looks up, while there are no marks on the floor, the ceiling has several tiny pin-prick markings, difficult to make out due to the darkness. Inquiring about the damage to the carpet and the liquid in the mug leaves the Quickhands, who join their daughter, more confused. If a player drops the liquid on the carpet, it sizzles and burns, leaving a mark just like the previous ones. \columnbreak ### A New Quest > ##### Saviors of Anthill? > Seeing the characters’ interest, the couple begins to talk. > > *“They can help us, they can help the town”*-Maud > >*“Dear… you’re right, you lot seem well traveled. Lately here in Anthill, larvae have started to disappear. Every couple nights… well you’ve witnessed it... Please, we are cannot offer the price of our child, but we can pay you for saving him, as can the other parents. Please, save our Lil Bronsky…”* -Borg, who kneels as he finishes his request. If the players refuse to help, Borg weakly asks that they leave the tavern, saying his family have to grieve, and the players can stay at the Broken Leg Inn, though they charge a considerable charge (1 gp per person). If the players agree to help, Borg offers them all free rooms until they can find Lil Bronsky, as well as spreading word of their efforts to reach out to the other members of the community to call in favors. While Borg goes to tell the Constable about the tragedy, Maud begins to close up downstairs. Vivian is left with grim determination, and shares with the players what information she has depending on what they inquire. She can provide the following facts: - Every couple nights, a larvae disappears, the window of the room they were in left wide open. There are no other signs one could tell (if the players investigate the houses, they can find clues similar to the ones provided above). - The constable is as lost as anyone else, but in his determination to maintain authority, refuses to request outside aid in locating the children. According to Vivian, he’s a “Greedy Centipede” who cares more about getting his pay than actually solving the town’s problems. - There have three cases of missing larvae so far, Lil Bronsky. The Bridgittes’ kid, a bumble named Waxon and Spark, a firefly. Both have houses down south, but live in opposite directions to the main road (The houses left/right to 7 and 8 respectively). - Vivian doesn’t think anyone in town would be as cruel as to aid in these kidnappings. She is sure the muscans who live over the river are responsible. Yet when asked if any buzzing had been heard or the stench of undead or swamp, she admits there hasn’t been any. - If asked about any other strange occurrences, Vivian mentions Dr. Lindaraz, an old luni who served as the town’s healer since its foundation, and for the first time as far as anyone knows, has secluded herself, claiming to be sick. She lives at Healer’s island, southwest of Anthill and past the Windmill.
*-Lil'Bronsky Quickhands* \pagebreak # Chapter 2: Investigations In the following morning, players awake to the smell of warm bacon. Borg is hard at work preparing them all a warm meal before their investigations. However, Maud and Vivian are nowhere to be seen. If inquired, Borg explains Maud has locked herself in his study in grief, and kindly asks she is not disturbed, the loss of her baby has left her stricken and panicked. She’s willing to do anything to retrieve Lil Bronsky. Vivian was currently at the Temple of Mel up the road, praying for their success. Borg refuses any payment for the meal or the beds, claiming the price of his son was far greater and his retrieval would cover for everything. But if any players leave a coin or two behind, he won’t argue either if they leave before he notices. The town is modest, most people settling in simpler homes or turning part of their houses into their work. The places they can visit are: ### 1.1 Great Cocoon Church *A simple two story structure atop the town square, the temple is a two story building of marble formed by a main floor, and a second containing the bell. The main room is wide and well lit, with rows of large seats of those coming to pray. At the forefront of the altar is Vivian, kneeling and praying, her words a muffled sob.* *“Ah, you must be the adventurers Miss Quickhands mention, what brings you to our sacred place?” A firefly of brown carapace and a yellow cloak questions. Having originally been heading out himself, it seems your arrival has changed his goals.* Temple of Mel, the priest and his assistance are all Acolytes. Father Lumus Brightbottom, a firefly in his late 200s is the head of the temple. Welcoming the players, he shares his concern for the kidnappings and while he states there is little he can do, he will do what he can to assist the players. - Lumus has no knowledge of the poison, but knows many creatures in the nearby swamp are indeed poisonous. Such as the millipedes and a multitude of spiders that lurk within the marshes. (This could be a good opportunity to explain players new to the setting about spiders being fiendish in nature) - He knows little about the muscan dwelling in the swamp other than that they are followers of the Wurm, making them unpredictable, dangerous and quite invested in necromancy. Nothing of which he is particularly fond of. However, he does admit they tend to remain in the swamp and only attack if approached. - When asked about problems in recent times, he mentions Healer’s Isle and old Lindaraz’ sickness and most strangely, her refusal to let him try healing her. He has not seen her face during his visits, they only spoke through the locked door of her hut. - If asked about his tiredness, Lumus explains he started having nightmares recently, but fears others will deem him mad for them. A **DC12** *Persuasion/Intimidation* check convinces him to share what he sees, the army of spiders and muscans crawling out of the swamp and storming the world. Of course, he admits such makes little sense, muscans being fanatics of the wurm would never accept power from sources like fiends. ### 1.2 Town Hall *“The Town Hall is a two storied building of solid yet worn wood that stands to the side of the temple. Yet not much larger than most houses. One formicoid bull ant is sitting watch next to it.”* The formicoid uses the Guard stat block and quickly shoos away stating the mayor is currently working elsewhere. Proud and stiff, the guard’s name is Josef Weirnick, and he has little interest in “common thugs” like adventurers. However, with a DC 15 Persuasion or Charisma check, he’s convinced to tell them that Mayor Hornington is currently at the Constable’s Station across the square. If the players somehow sneak inside the Town Hall, they can find the Greatsword over the hearth in the main room. It is an *Adamantine Greatsword*. Investigation of the mayor’s office reveals several complaints of the missing larvae, and other documents regarding taxes and half written letters to the Royal Hexagon requesting troops and further reinforcements to deal with the muscans at the swamp, who seem to have recently been stealing fish from the town’s fishermen. Mayor Hornington is quite organized, and a **DC 12** *Investigation* check reveals a pouch with 20 gp in one of the desk’s drawers with a false bottom, along with a *+1 Crossbow, Hand*.
\pagebreak ### 1.3 Town Square *“The center of activity of Anthill in a good day, the square is usually empty during the morning and early afternoon, with everyone in town getting to work. However around late afternoon many come here to meet with friends and discuss the events of the day.”* The Town Square is empty, save for the fountain which releases crystal blue water. There are several copper pieces inside the fountain. A character seeking to swoop some coins can make a Sleight of Hand check, or just a straight Dexterity check if they’re not being subtle about it. The amount of copper pieces they grab is equal to the number rolled plus modifiers, if they roll a natural 20, they also find a number of silver pieces equal to their dexterity modifier. ### 1.4 Constable's Station *“A far smaller and stockier building, a massive red and black millipede is wrapped around the sign, it’s slow twitching indicating it to currently be asleep. The main room of the station is well organized, with a small quick moving figure darting around with some papers. When you come in, it immediately stops, mid-air.”* The figure is Erlas Fenkasson, an anisopteran who’s working as Constable Daranzoth’s assistant. Cheery and a motormouth, Erlas will target the face of the party with *Friends (**DC12**)* while talking to them. But otherwise uses the *Commoner* stat block (with a flying speed of 20 ft.). He explains that the Constable is currently in a meeting with the mayor, and is too busy for strangers. A **DC 12** *Persuasion/Intimidation* check convinces him to try including the players. If the players attempt to bribe him with him, they make the check with advantage. **Cooperating**: If Erlas is convinced to assist them, he politely knocks on the door before suddenly opening it. Revealing both Mayor Hornington and Constable Daranzoth sitting down with mugs of coffee as they talk. Mayor Hornington is a bee vespoid wearing clothes far fancier than most people in town could afford, while Constable is a chilopodian wearing a large cowboy hat.
\columnbreak **Constable:** *“Well what do we have here Erlas?”* **Erlas:** *“Travelers Constable, they’re investigating the case of the missing larvae too, maybe they can help.”* The Constable quickly dismisses such, claiming he has his leads and will solve this case soon. An insight check, **DC 16**, confirms that he is lying and seems to show more interest in taking the players off than in actually solving it. In truth, Constable Daranzoth has allied with Rarkaz, the fiend offering him safety when the demons come. While the mayor has the *Commoner* stat block, Constable Daranzoth uses the *Veteran* stat block and has the **Rear Up** feature: *You can use your action to rear up to about twice your height, if there is enough space to do so. While reared up in this way, you grow in size as per the enlarge/reduce spell and gain its benefits, but you can't use your movement. You have to use an action to get down to your normal size before you can use your movement again.* Additionally, Daranzoth calls for Bounty, the millipede to come to his aid. It uses the *Millipede* stat block and will focus on a immobilizing and taking out one target at a time. They’ll fight with intent to subdue, and will arrest the players for “disturbing the law”. Daranzoth offers to release them on a 20 gp bail per player. He will also arrest Hornington is the mayor is turned against him. ### 1.5 The Broken Leg Inn *“The Broken Leg Inn is a two storied building of solid wood with a light scent of perfume within it. Upon entering, you are greeted by a vespoid bee. “Welcome to the Broken Leg Inn darlings, how may we be of service today?””* While the Broken Leg Inn is known for its hospitality and having members like Ingrid (the bee) being kind members of the community. It is in fact a secret storehouse for Black Leaf goods. Something a Black Leaf member (*Criminal Background*) would be aware and know to answer Ingrid with *“I forgot my dropped a leaf in the last visit, may I retrieve it?”* Ingrid immediately takes such individuals, and company, to behind the counter, revealing a trapdoor leading to an underground room. *“The dark and short stairs leave ample opportunity for accidents, and the dim light from above guides you for the trek. Eventually, another lighting is determined, and you come to the end of the tunnel. Clearly underground, you see a pair of necrites carrying crates past you, clicking angrily at each other. Underground, it seems to have a main room, with several tunnels leading elsewhere.”* Sitting in a large mahogany desk is a black chitin dragonfly with large reddish eyes and wearing the Black Leaf badge, a massive black stag beetle stands by his side with his arms crossed. The dragonfly is Chief Kargasson "The Eye-Snatcher", and the beetle is Cruck, his body guard/muscle. Kargasson has the *Assassin* stat block, and Cruck uses the *ogre* stat block. \pagebreak Kargasson greets the Black Leaf member amicably and has those who are not members of the Leaf surrounded by necrite guards, who also use the *Guard* stat block. When asked about the kidnappings, Kargasson shows little to no interest in them, and offers no help to the players, at least not for free. Kargasson may be convinced to offer some scouting for "a fair fee of 100 gp". Instead, he gives the Black Leaf member a job. Dr. Lindaraz up in Healer’s Isle has been supplying the Black Leaf with certain products and has stopped doing so in recent weeks. The Black Leaf member is expected to remind her of “where her loyalties lie” but Kargasson leaves it up to them, so long as she returns to provide his supplies. Kargasson can also provide some black market items for players, for the right price. ### 1.6 Wattson's Weaves Standing opposite on the road to the Charred Carapace is Wattson’s Weaves, a humble tailor shop run by Ol’ Willy, a blue chitin scion currently in process of using his smaller hands to knit a sweater. Red eyes quickly look up, and the light click of the prick against his chitinous fingers make a light click. *“Customers heh? Looking for something to make you look less barbaric? You found the right place.”* While going through his wares, you can have the players make a DC 14 Investigation check, on a success, they recognize the silk in Wattson’s newer clothings as being akin to the one they may have found in Lil’ Bronsky’s room. When asked about it, Wattson knows only some rumors about the kidnappings, and is concerned for the larvae. He claims to have found the webbing in the swamp while looking for spiderweb. ### 1.8 Ransom's Wares *“The general store is a simple one story market, with rows of shelves containing all sorts of simple equipment and gear. A harlequin beetlefolk with a dark green chitin sits behind the counter, and greets newcomers with his secondary arms.”* Ransom’s Wares are a two storied building, with multiple curtains hanging outside. Borg’s brother, Borb runs the shop along his assistant, a young firefly called Rave. Rave is the older sister of one of the previously kidnapped larvae. She is quiet and gets lost in thought easily at first, but if she hears the adventurers are looking into the kidnappings, she becomes quick and eager to help. Attempts to earn a discount are made with advantage if Borb and Rave learn of their quest, both eager to see their family rescued. ### Winter's Feed *“A simple one storied building decorated with the husk of a massive crab atop the entrance, its massive pincers on opposite sides of the door. Upon entering, you find an assortment of bows and arrows of dark oak. Sitting behind the counter is a formicoid who’s currently in the process of carving a longbow.”* Daine is a rugged hunter who’s a few years out of his prime. He looks well on martial characters but has a strong distrust of spellcasters. If he learns the adventurers are heading to the swamp, he offers them a map. He’s not crazy enough to put it to use himself nowadays. A character with the map has advantage on *Survival* checks to traverse the swamp. ### 1.10 The Iron Shell *“The only building, other than the church that is made of solid stone, with a chimney rising high at its back. A wave of heat washes over you as you enter, and the clanging of hammer against blade is heard loud and clear as a massive rhinocerous beetlefolk shapes a red-hot sword. Goggles glinting against the heated steel, his head tilts up as you enter.* *“One moment!” He shouts over the clanging, and about 30 seconds or so of clanging follow before he takes the hot steel towards a bucket and sinks it in. A low hissing erupts as the water bubbles. Letting down his hammer and raising his goggles, the beetlefolk turns toward you. “How may The Iron Shell provide for ye?”* Thalgrim Ironshell has been the town’s blacksmith since its founding 140 years ago and has lived there for the past 200 years. During this time, he learned the inns and outs of about every structure around. He can warn players about the muscans’ undead, and specially of how divine powers are particularly effective in taking them down. He also voices concern for ol' Linda, whom the characters may know as Dr. Lindaraz from their other interactions around town.
\pagebreak ### 1.11 Rough and Strong Tannery *“You come upon a two-story building with flower pots by the lower windows. Inside, the strong scent of leather stings your smell receptors. Armor and clothes of hide and leather are set amongst the walls, and sitting on a simple chair, reading some old book (Call of the Wurm) is a chilopodean, her length fully spread out as she rests her back on the rickety chair.* *“Well well, it’s been a while since we’ve had travelers pass by this old town, how can I help?”* Miss. Daranzoth is the wife of Deputy Daranzoth, and runs the Rough and Strong tannery. She often buys her materials from Daine and adventurers, and is willing to pay a fair price for leather and chitin they may acquire. She comments her husband has been working a lot lately, and is relieved some young folk are around to assist. If asked about the book, she tells them it was a gift from her husband. She knows not where he bought it, but assumes it must have been some passing merchant who passed by. ### 1.12 Chops and Bacon *“The strong scent of barbecue hits you as you approach the one-story building. However, the entrance itself is surprisingly clean, not even a scrap of crease on the wooden floor or walls. The smell itself coming from a room in the back. Sitting on the counter is a young mantis with razor sharp arm blades drenched in blood.* *“Welcome, what do your taste buds ask of you?”* Yone Fu is one of the Fu Clan mantis that live in the Windmill, and has found a profit selling the fish his people catch, along with the farm animal meat he can afford. Though he languishes upon recalling how he once could claim gigantic crabs from the river. Now with the tension regarding the swamp, he does his best with what he has. He doesn't know much about the kidnappings, and is happy to hear people are taking action.
\columnbreak ### 1.13 Houses The houses of the smaller farming families are settled at the edges of the small town, geared towards the outer roads. Modest two-story buildings with small families. The two couples with missing children accept the guests inside, but are suspicious and disheartened, at least, at first glance. ***Spark’s family:*** Spark’s family are fireflies, Park and Bertha are the parents. The house is adorned with weaponry and trophies of strange creatures. Being former adventurers, Park and Bertha use the *Knight* and *Mage* statblocks respectively. They can provide the following info, and a careful player may grasp at more: - Spark was the first to be taken, and the village whipped itself into a frenzy to find him. Alas, incursions into the swamp led them to face horrible creatures of muck and the muscan’s horrid magics, disheartening future efforts. - They arrived in town just a few months ago, having decided that with their firstborn meant a brief stop in their travels across Bug World. - During their travels, they faced many strange creatures. While they never faced one that kidnapped children, they did hear of a spider fiend that preferred younger creatures. - They have fought muscans before, but never an entire village of them. • Further investigation of the house reveals none of the signs witnessed in the Charred Carapace. Nothing unusual, save for the weapons and trophies in the other rooms. - A perception check of 12 let’s a player notice that the boots by the door have been particularly muddied and not quite cleaned. A 14 check or higher lets them notice the smell of rot masked under perfume worn by Bertha. - An insight check of 20 reveals that while Park truly is devastated by Spark’s disappearance, Bertha is faking it. While she will first try to keep the façade, asking the characters to leave, a confrontation reveals she has allied herself with the muscans and The Master. Raving mad in infernal, she’ll proceed to fireball the room with as many spell slots as she can, unless restrained or killed, she’ll repeat the process with less destructive spells and once she’s out, she’ll try to escape into the swamp through misty step and dash. - If Park survives, he offers the players his old weapon to them. A Sunsword he keeps hidden beneath the floor of the main room, which he hopes will be of use against the undead that await them. Meanwhile, Bertha will go to join Rarkaz in the Abandoned Mine. ***Wax’s family:*** Wax’s family are bumble vespoids, hulking bees that had their front door enlarged, along most of their accommodations, to better suit them. Upon arriving, players are greeted by Hubert, who leads them to the main room where Astrid is sitting, her leg in a heavy cast. A **DC13** *Perception* check allows a player to notice a scar crossing her throat, it is mostly concealed by her fluff. *-- Hubert, Wax's father.* \pagebreak Hubert and Astrid can provide the following information, well Hubert can, Astrid is a mute: - The marks on the ceiling, acidic markings and other clues found in Lil Bronsky’s room can be found at Wax’s nursery. As well as traces of webbing. - Both Hubert and Astrid were part of the search party looking for Spark, which is how Astrid broke her leg. When Wax went missing, the village simply could not risk another expedition into the swamp, Hubert tried investigating alone, but his huge size made such task impossible. He barely escaped the zombies risen by the muscans. - Hubert is unsure about their numbers, but certain it’s amidst the dozens. He also makes mention of the muscan spellcasters, who wields powerful necromancy
##### "I'd like to cast Locate Object" It is possible one of your players decides to seek out the children through the Locate Object spell. Spark's parents can confirm his blanket is also missing, and Hubert can confirm little Wax never lets go of his Honey Pacifier. However, such objects are no longer with the children, Rarkaz gave them to Drooling Pauline Skitterstep. The hag that has taken over Lindaraz's hut and made it her own.
### The Mucky Road Ahead Exploring the village and talking to its denizens, players will essentially gather these facts: - There's something odd going on at Healer's Isle - The muscan are likely involved with the kidnappings With the chance of other clues also helping build the bigger picture. Players are found with two options: They can check the situation in Healer's Isle or head directly to the swamp. If they decide to head for the swamp, skip Chapter 3: Healer's Isle and go to Chapter 4: Into the Swamp. \columnbreak # Anthill Town Map
\pagebreak # The Windmill & Healer's Isle Healer’s Isle is west of Anthill and past the Windmill where the Mantis Fu Clan inhabit. The mantis own most of the boats in the village and dwell in both the harbor and the Windmill, offering to rent boats by 5 copper pieces, and for 20 silver pieces, will provide a guide from their people. The guide is a *Commoner*, but with the *Arm Blade* Attack. > ##### > ***Arm Blade.*** *Melee Weapon Attack: +2 to hit, reach 5 ft., one target.* Hit: 4 (1d6) slashing damage. Healer’s Isle is a small landmass, with Lindaraz’s hut in a small raise of land in the marshy terrain. Upon arriving at the entrance, a coughing voice warns the players to leave. Players who investigate the island can make an Investigation check, DC 12 to determine several strange symbols were carved around the trees at the edges of the island. An Arcana check of 12 determines the symbols are designed to ward off the undead. The door is locked, but a DC 10 check with Thieves Tools can unlock the door. Alternatively, a DC 12 Strength check can shatter the door off its hinges. What the players don’t know is that Lindaraz was killed weeks back, and a moon caterpillar took her place. Having settled inside the hut. The moon caterpillar uses the *night hag* statistics, and remains Invisible with her *Ring of Invisibility*, curled next to the fireplace. Upon seeing the invasion, she will summon her guards, a set of leaf bugs (*dryad* statistics) who emerge from trees from 15 and 25 ft. away from the hut’s entrance.
\columnbreak If discovered, the caterpillar, called Drooling Pauline Skitterstep will attempt to distract the players and escape using *Plane Shift*, however if slain, she curses the players: > ##### Hag's Prophecy > “The fiend of ruby shall sacrifice four > > Their beginning shall be an end > > Dawn shall be the darkest hour > > For that’s when devils descend” Investigation of the area reveals the hag and Lindaraz’s belongings: • 4 Potions of Greater Healing • 1 Carpet of Flying (4 ft. X 6 ft.) • 1 Amulet of Proof against Detection and Location • 1 Cloak of Billowing • 5 Scrolls of Waterbreathing • Cloak of Elvenkind • Scimitar, +1 • 1 Healer's Kit Players can also uncover the body of Lindaraz, her chitinous remains were left in the small basement of the hut. In addition, there are other bodies, whose chitin can be identified as muscan, much like the mud on Pauline's feet, it seems fresh.
\pagebreak ### Encounter Tips Lindaraz is a moon catterpillar, using the *night hag* statistics, whereas her leaf bug thralls use *dryad* statistics. Rather than simply throwing these creatures against the players, consider the following options: - Lindaraz attempts to hide around the house through *Etherealness* and surprise the players with *Claw* attacks. Forcing the players to predict whom she'll surprise next. - The Leaf Bugs can use *Tree Walk*, use the trees around the hut as jumping points. - The *Shillelagh* and *Barkskin* spells are both key to making the Leaf Bugs a considerable threat. If the players take too long to find Pauline, have the hag quietly prepare the dryads for an ambush. The teleportation hijinks will be a good way to prepare players for their battle against Rarkaz, who can cast *Misty Step* at will. # Lindaraz's Hut
\pagebreak # Chapter 3: Into the Swamp Traversing the lake and into Dead Men’s swamp, players should have been given a clear idea that a head on assault or arrival at Buzz Town won’t end well for them, either because the villagers’ warning or by their own knowledge of muscan society and more importantly, their zombie forces. However the swamp has dangers of its own. > ##### Optional Encounter: Toxic > A cunning player may attempt to use the *Scrolls of Waterbreathing* or the *Roach* racial ability to travel beneath the water. > > If they attempt to travel underwater, they risk awakening the giant and hulking crabs lurking at the bottom. A DC 15 *Perception* check allows a player to differentiate crab from rock, and a DC 12 *Stealth* check allows them to move past the slumbering creatures. Such check is made with disadvantage if they choose to walk through the lakefloor. > > There are four *Giant Crabs* and one *Toxic Crab*. If one is disturbed, all will snap into a frenzy to kill those that disturbed them. However, Toxic will prioritize the closest creature, even if that's a *giant crab*. If *Toxic* attacks them, the *giant crab* targeted will attempt to flee.
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\pagebreak Moving through the swamp, have them make a Survival Check. On 12 or less, roll a d12. The ammount you roll determines the ammount of Risen Chitin they encounter, stumbling through the swamp. If you roll a 12, they come across a *Muscan Acolyte* as well. After 3 sucessful checks, they find the village. > ##### Buzz Town > *As mosquitoes buzz around you through your walk across the swamp, soon, a distant sound surpasses them. A serenade of deafening buzzing and clicking chitin comes from up ahead. Treading upon the muddy marsh, you can finally see it through the canopy.* > >*Structures build across bridges over the swampy floor, undead insectoids click and twitch in the muddy floor below. Over the bridges, muscan soar between houses. Welcome to Buzz Town.* Starting conflict in the muscan village is a bad idea. The villagers use the *Mucan Thug* stat block. There are *muscan chitin golems* amongst them, herding *Risen Chitin* hordes kept by the village. However, they can see a muscan couple handing a loudly crying (well buzzing) muscan larvae to a well dressed muscan. Who seems to be taking it, and 4 muscan zombies away from the village. Following this boat leads away from the village, and to The Abandoned Mine. If the players are found, the muscans will attempt to capture them, even if they have to knock them unconscious in the process. If they succeeded, they bind the players and take their gear, claiming they shall be sacrifices for “The Ruby Eyes”. However, they only intend to take them the following day when their boat returns.
*Rigor Mortis, Priest of the Wurm* > ##### All is not lost > As you rest and await for your certain execution, a figure hobbles near the ship. A muscan, his chitin green with mossy coverings. > > “Bzzzzz click, bzzzzzz? Never mind, are you here for the larvae?” > > Switching to common, the muscan retains a strong accent. He introduces himself as Rigor, Rigor Mortis. He explains to the players that recently, The Ruby Eyes has ensorcelled the town, his town, and that his people have turned from the Wurm. As a devout follower of the Wurm, he has “held his maggots close to the chest” as he awaited an opportunity to end the “false god”. > > Rigor offers to leave a dagger in the boat for the players to free themselves, and when left at The Ruby Eyes’ mercy, end him and his heresy. He also explains that by now, most of their gear was pillaged through by the muscans, but he did succeed in reclaiming their weapons. Which are in a dirty sack he leaves behind them. Despite its dirty appearance, the sack is a *bag of holding.* Containing the player's weapons and armor. One way or another, the adventurers are now directed toward The Abandoned Mine…
*Fly Necromancer & Chitin Golem* \pagebreak # Chapter 5: The Ruby Eyes Either taken in the morning after capture, or following the boat, the heroes will find The Abandoned Mine. Formerly a formicoid mine before the muscan drove the ants from the swamp. Now, it is Rarkaz's lair. The Abandoned Mine has the following features: - **Lightning:** All areas, with the exception of Area 5 are illuminated by torches. Muscans lack darkivsion, and rely on these to traverse the mines. - **Height.** The tunnels were built by formicoids long ago, and have a height of 10 feet. The main chambers were expanded by the muscans to 15 feet. Area 5 however, was expanded by constant flooding, being now 30 feet high. - **Stream.** The river shrinks into a stream as it flows into the mines. It is 3 to 5 feet deep in depth during this time of the year. - **Echo.** The mines have a natural echo, giving advantage to *perception* checks to hear noises, but making it difficult to determine the noise's origin. # The Abandoned Mine
\pagebreak ### 1. Mine Shaft The entrance to the mine is where the boat usually stops. Two *Muscan Thugs* guard the entrance. While they are hostile toward other races, characters can attempt a DC 15 Deception check to convince the muscan that they are followers of Rarkaz. If a fight ensues, the echoes bring the creatures in Area 2 running to assist. ### 2. Necromancer's Camp While the vast majority of the muscan live in Buzz Town, a small group compromised primarily of guards stays in the mines to assist Rarkaz. 5 *Muscan Thugs* rest here, along with a *Wurm Priest* and his 4 *Risen Chitin* servants. The priest will raise any fallen creatures into *Risen Chitin*. As well as beckoning the *Risen Chitin* spread out throughout the mines to assist. If the fight goes badly, he will retreat to Rarkaz. Leaving the undead to keep the characters busy. ### 3. Necromancer's Storage Several crates stack the far left wall of this chamber, and have a considerable stench. They contain insectoid corpses after all. Two *Risen Chitin* stumble across this room aimlessly, waiting for Rarkaz or the priest's (see Area 2) orders. In addition, 2 *muscan thugs* are here, keeping an eye on the *chitin golem* in the next room. ### 4. The Chitin Golem The *Wurm Priest* has recently completed a *Chitin Golem*, and keeps the undead here to avoid taking up space. The creature's immediate response to anyone but the priest or Rarkaz entering the room is to enter a rampage, as he squeezes through the tunnels in search of living insectoids to crush. The room contains a *Manual of Chitin Golems* and 100 gp, looted from Anthill and unlucky travelers. ### 5. Rarkaz's Lair It is here that Rarkaz lies, 15 over the floor, he has set up several webs upon which he threads upon. Lil'Bronsky, Wax, Sparky and the muscan larvae are wrapped in web about 20 feet over the ground. If light is brought in, they begin crying immediately. Infernal writing has been written on the ceiling, a DC14 *Arcana* check confirms it is a ritual of some sort. A DC17 confirms it is a portal, likely to the Nine Hells. A character who knows Infernal makes the check with advantage. Rarkaz keeps 2 *Risen Chitin* lurking in the pool, unlike the others, these will only act if he directs them to. Making them ideal ambushers. Rarkaz is a cunning fiend, and deploys different strategies according to the situation: - If Rarkaz hears conflict, he covers the entrances to the area with the *Web* spell and uses his *Animate Web* feature before hiding in wait. - If taken by surprise, Rarkaz will perform hit and runs. Using his *Bite* and *Misty Step* to avoid direct conflict. He'll beckon the Chitin Golem in Area 4 first, then proceed to scatter the characters before picking them off. Rarkaz is a cruel and cunning fiend. He will distract the characters from the larvae by taunting them with the echoes while he lurks near the exit. Relying on *Misty Step* to keep himself away from a direct confrontation. If cornered, he becomes frenzied to take his enemies down with him. However, his primary goal is survival, if he drops to 10 or less hit points, he will attempt to escape the mine and vanish into the swamp. Possibly becoming a recurring foe for the characters in the future. > ##### Medium Tunnels, Large Boss > A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. > > While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.
\pagebreak # Rewards Rarkaz kept a *Cloak of Arachnida* concealed amidst his webbings. In addition, any of his remaining webs can be used to create a *Whip, +2*. The return of the larvae to Anthill makes the characters be viewed as heroes by the villagers. Who organize a party to celebrate their success. # The End?
\pagebreak # Appendix A: Bestiary ### Chitin Golem "Necromancer Muscans collect body parts from other bugs to create these chitin golems, using another living fly as nexus. Nasty dudes."-Thiago Lehmann
\pagebreak ### Muscan Thug Uniquely touched by necromancy, muscans are dangerous foes. Even without their zombies.
\columnbreak ### Risen Chitin While zombies and skeletons are far easier to animate. Muscan necromancers prefer to take their time to raise the chitinous remains of their foes into Risen Chitin. These undead drones roam silently at their creator's behest, and their frenzy upon being unleashed is only made worse with their prey rising to join them. \pagebreak ### Ruby Eyes Ruby Eyes are dangerous fiendish spiders. They live by themselves, in the dark corners of the Nine Hells, guided by their predatory instincts and fiendish intuition. They'll purposefully hunt other bugs to feed on them, filling their caves with spider web and bug carcasses. These spiders are treacherous, and they won't pledge alliance to any faction or kingdom. They'll even hunt their own species if given the chance.
\pagebreak ### Toxic Crab Some crustaceans grow to immense sizes, Toxic Crabs are rare, but popular creatures designed by muscan necromancers, who use these huge corpses to stop other insects from attempting attacks from below.
\pagebreak ### Wurm Priest Leaders of Wurm Cults and preachers of his hunger. Wurm Priests channel necromantic power through them, calling forth Risen Chitin to terrorize the herectics of the "civilized livestock".