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UNCAGEDVOLUME III

1
Credits Producer's Note
Narrative Designers: Alette "Scriv" Smith, Andrew Uncaged continues to be a whirlwind that I am
Engelbrite, Annamyriah de Jong, Anthony Beal, emotionally unprepared for. At time of writing this,
Ataberk Bozkurt, Chloe Mashiter, Collette Quach, I've just returned home from Gen Con, where Uncaged
D.E. Chaudron, D.W. Dagon, Fenway Jones, Jacky Volume I was nominated for an ENnie award (!!!) and
Leung, Jameson Hampton, John Tetzlaff, Karren where we hosted a panel to a packed room. Those of us
Loomer, Katie Cunningham, KM Kovalcik, Lauren at Gen Con even had a meet-up where we signed each
Neuburger, Megan Irving, Morgan Geiss, Paige other's books. Totally surreal. I definitely didn't cry. (I
Leitman, Paul Keiter, Ryan Servis, S. T. Mannell, definitely did.)
Shannon Lewis, Yubi Not that I needed reminding, but this affirmed how
Original Interior Art: Alison Huang, Anthony Alipio, special Uncaged is; not just as a book series, but as a
Charles Van Slambrouck, D.W. Dagon, David Marki- community. Thanks for being a part of our movement.
wsky, Gwen Bassett, Jennifer Peig, Kayla Cline, Liz We hope you enjoy this volume and can feel the love
Gist, Luciella Elisabeth Scarlett, Ma'at Crook, Saman- we've all poured into it.
tha Darcy, Sammy Ward, Sandy Jacobs-Tolle, Wouter
Florusse Ashley Warren | Founder/Editor
Cover Art: Samantha Darcy Twitter: @ashleynhwarren
Lead Editor: Bianca Bickford
Art Direction and Interior Layout: Ashley Warren
and Samantha Darcy
Design Assistant: Meagan Kenreck
Cartography: Charles Van Slambrouck, D.W. Dagon,
June Heo, KM Kovalcik,
Editors: Dr. A. Kelly Lane, Ashley Warren, Bianca
Bickford, Brent Jans, Catherine Evans, Chris Walz,
Echo Roanoke, Hannah Rose, Jamie O'Duibhir,
Jeff Ellis, Jess Ross, Jessica Washburn, Joe Nehmer,
Liz Gist, Lynne Meyer, Maryska Connolly, Michael
Haney, Stephanie Lee, TK Johnson
Uncaged friend and fan Cheyanne Lovellette (@Clove_Latte
on Twitter) came to the Uncaged panel dressed as our Vol. I
cover girl. From left: Luciella Elisabeth Scarlett, Ashley
Warren, Cheyanne, Lynne M. Meyer, and Samantha Darcy.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Uncaged Anthology and published under the
Community Content Agreement for Dungeon Masters Guild.

2
table of contents
Introduction 4

TIER 1 TIER 3
The Night Watch 7 Call of a Mother 177
Cherry Blossoms and Black Feathers 15 Something This Way Slithers 185
The Brewster's Daughter 21 Whatever It's Worth 195
Keen Misunderstanding 31 Scales of Truth 203
The Necromancer's Brother 39 Demon Block Party 211
Waters Shallow, Roots Deep 45
The Haunting of Coldwood Manor
Seven Tears by the Sea
53
61
Appendices
Appendix A: Featured Creatures 219
TIER 2 Appendix B: Maps for Players 220
Appendix C: Handouts for Players 231
Lamias, Tigers, and Weres, Oh My! 75 Acknowledgments and Biographies 233
On These Cursed Wings 83
Reclaim 91
The Hunt for the Queen-Serpent 97
Lolth's Punishment 105
Draconis Argonautica 113
It's All in Your Head 123
A Storm of Wishes 133
Three Heads Are Better Than One 143
The Serpent and the Sea 149
The Tale of the Sphinx 159
The Fall of Pygmalion 169

3
introduction
W
elcome to Uncaged, an epic collection of
adventures spanning the multiverse. Each
adventure features a creature from the world’s
vault of mythology, folklore, fairytale, and
legend—including the beloved mythos of
Dungeons & Dragons. Many of the creatures may be
recognizable, although some are lesser-known
monsters. We are excited to illuminate these stories.

Volume Overview
Dungeon Masters will find adventures designed for
Tiers 1 through 3. The adventures are not connected,
although clever DMs are encouraged to find ways to
weave the stories together to form a longer campaign.
Regardless, every adventure is designed to be a one-
session module that can be completed between 1 to
5 hours.

General notes
DMs will need the Dungeon Master's Guide (denoted
as DMG) and the Monster Manual (denoted as MM)
to run these adventures. Some adventures feature items
or creatures found in Volo's Guide to Monsters and
Xanathar's Guide to Everything; these are denoted with
about the cover VGtM or XGtE. Creatures/monsters that are bold-
ed are found in the MM. Items that are italicized are
Our Volume III cover features the Yuki- found in the DMG. Stat blocks are included for new or
onna, a ghostly snow woman from Japanese reskinned creatures. See Appendix A, pg. 219, for a list
folklore. Some legends say that the Yuki- of creatures in this volume.
onna that a lost traveler may meet during a Due to the nature of the anthology, some adven-
snowstorm. Other legends claim that she is tures are preceded with a relevant content warning.
considered a "yokai," or demon, with mali- We encourage you to set clear boundaries and expec-
cious intent. Regardless, we hope you enjoy tations at your gaming table, ensuring that our hobby
our take on her story. remains inclusive and inviting to all.
Most of the adventures in this anthology rely on
“theater of the mind” and do not include maps. Blank
player maps are found in Appendix B, pg. 220.

Text that appears in a box like this is meant


to be read aloud or paraphrased for the
players.

4
Tier 1
5
Illustration by Ma'at Crook
6
the night watch
by Chloe Mashiter
Creatures: Harpy & Dryad | Levels: 1-3

SYNOPSIS Last night, Mattias Windriver saw Jega and gave


chase, but Sila came to her defense. Mattias fled, fell,
A predominantly social adventure, for characters of
broke his leg and passed out at the woods’ edge. The
1st-3rd level designed to last four hours.
watch found him the next morning.
The Night Watch of the village of Vaxla has a sim-
In the morning since the attack, Hisdri—through
ple task: patrol the nearby woods and prevent ambush-
talking to local expert Katelyn Morningfall—has real-
es. However, when a member is discovered beaten and
ized Jega is a dryad, information that has now reached
unconscious at the woods’ edge, talk turns to monsters
Roche and Roscoe.
and help is needed…

Dramatis Personae
ADVENTURE HOOK • Jega: a female dryad who is violence-averse and
Vaxla is a popular overnight stopping point for mer- patient, with skin that looks like that of a rainbow
chants and adventurers; characters could be passing tree. Normally a careful planner, she leaps to action
through, actively looking for work, or seeking out whenever Sila is in danger.
merchants and wares in the village. Regardless of what • Katelyn Morningfall: a half-elf woman (com-
brought them there, they will have spent the night at moner), with calloused hands and muscular frame,
the Maul and Mead, Vaxla’s only tavern. who is Vaxla’s blacksmith. A self-taught polymath,
she speaks at the speed of thought.
• Roscoe Montajay: an unscrupulous male
ADVENTURE BACKGROUND halfling man and merchant (commoner), forever
Vaxla is a small village, surrounded by the River Tema selling dodgy magical items. He is flamboyant and
to the west and the Myrkur Woods on the remaining cocky with painstakingly styled facial hair.
three sides. The Tema is cursed and deeply danger- • Sila: a female harpy who is fiercely protective of
ous to cross, but an enchanted bridge guarantees safe Jega and distrustful of humanoids. She has red-
passage. brown feathers and golden eyes, coupled with a
The Mykur Woods is a forested swamp, with an cutting sense of humor and formidable strength of
East-West path. Jega (dryad) and Sila (harpy) are a will.
couple living together in the woods. They take care to
evade travelers by day and patrols at night, for fear of Night Watch members
attacks. The Night Watch members' stats are on pg. 13.
A fortnight ago, Night Watch member Roche • Lesslen Torunn (leader): a non-binary dwarf
Shin spotted Jega and made an offer to capture “the with a broad, rounded russet beard, Lesslen is
monster” and sell “it” to merchant Roscoe Montajay. well-intentioned, albeit sometimes tactless. Lesslen
Without the Night Watch leader’s knowledge, Roche acts as a lookout during patrols, since stealth is
convinced the rest of the Night Watch to help capture complicated by the glow of their mage hand, used
Jega, in exchange for a cut of the takings. as a prosthetic right forearm.

7
• Mattias Windriver: a male human prone to
overthinking and nerves, with a lean build and
CHAPTER 1 — Broken Bones and
delicate glasses.
• Roche Shin: a young, highly competitive
Fractured Stories
Lesslen Torunn—who does not know about Jega or
and confident male human with an interest in Sila, nor Roscoe’s plan—enters the tavern to hire the
black-market magical items. Roche has poorly characters for the Night Watch.
shorn dark hair and a handful of tattoos.
• Valder Thorngage: a shy male halfling with The crowd in The Maul and Mead, Vaxla’s sole
bitten nails and a concave chest, Valder has strong tavern, is beginning to thin as the watchtow-
morals but little self-confidence. Pressured into er bells chime one o’clock. Most patrons are
compliance with Roche’s plan, he’s the most likely merchants and travelers passing through, keen
to help the characters. to start their onward journey. A highly-strung
• Hisdri Folkor: a female gnome, who consid- barmaid serves your complimentary breakfast
ers knowledge power and hordes it. She is always while you recover from last night’s late arrival.
seeking to add to her extensive savings, buried The door swings open, and fresh, cold air
throughout the woods. She has neat, short blond mixes with the smell of spices, the spilled
hair and wears copious amounts of jewelery. mead coating the floor, and the dog asleep by
• Laplan Liadon: a non-binary half-elf who chases the bar. A dwarf arrives, with broad, rounded
danger and adventure, with numerous scars and russet beard and an amputated right forearm
minor injuries to show for it. They joined the and prosthetic mage hand. Scanning the tav-
Watch for excitement and are delighted it’s here. ern, their eyes light upon you.
“I’m in need of some Watch members. There’s
been trouble with a creature in the woods—scar-
ing folks, breaking bones, but you look like a
capable lot. I can pay you two gold per day, with
a bonus fifteen gold between you if you can kill or
capture whatever it is. What do you say?”

Lesslen briefs the party with the following information:


• The creature broke Mattias’ leg last night
• Before the characters start their shift they should
gather what information they can, starting with
Mattias
• Directions to Mattias’ home, where he is recuper-
ating
• Meet at Vaxla’s watchtower at five o’clock for the
night’s patrol

Seeing Vaxla in daylight for the first time, you


note the imposing watchtower, smoke from the
blacksmith’s, and lush surroundings. Winding
through a scattering of homes, you soon find
one with a distinctive green door.

8
The door is unlocked; if anyone knocks, Mattias calls Development
for them to come in. The bedroom occupies the entire As the party leaves Mattias’ house, the bells chime at
first floor and Mattias is in bed, his leg in a splint. Bar- two o’clock. They only have three hours to find infor-
rels and boxes are available as seats. Use the "Roleplay- mation before tonight’s watch.
ing Mattias Windriver" sidebar to help roleplay him.
A successful DC 12 Wisdom (Insight) check reveals
Mattias is lying about last night; a success on a DC 12
Charisma (Intimidation) or a DC 17 Charisma (Per-
CHAPTER 2 — The Cold Light of Day
The rest of the afternoon is a chance for exploration
suasion) check can get him to reveal at least some of the and inquiry. Below are likely locations and encounters.
truth. On a failure, Mattias challenges the party to in- Throughout the afternoon, Valder watches the par-
vestigate the woods themselves if they don’t believe him. ty; ask for occasional perception checks. On a success-
A success on a DC 14 Intelligence (History) or (Ar- ful DC 16 Wisdom (Perception) check, the characters
cana) check reveals that Mattias’ seems to be describing see him following them. If caught, Valder admits to
a harpy; any character who succeeds on this roll is trailing the party to see if they’re trustworthy. On a
familiar with stereotypical harpy lore. successful DC 15 (Charisma) check, Valder shares
If Mattias feels exposed or threatened, he will feign Roche’s plan. On a fail, Valder is too scared of Roche
weakness and say he must rest. to say anything.

Roleplaying Mattias Windriver Vaxla’s blacksmith


If the party seeks equipment, or information on mon-
Mattias’ story: sters, any local will point them to Katelyn Morningfall
• A winged monster with talons or claws attacked and the blacksmith’s dual plumes of smoke.
him
• He tried to escape but it broke his leg and knocked A wall of heat meets you at the blacksmith’s
him unconscious doorway; twin fires burning at the back with
• He doesn’t know how he reached the edge of the spitting intensity as a white-haired woman
woods hauls crates into some unknowable order. Her
• It stole money from him pointed ears prick up at your approach, and
she smiles warmly.
What Mattias knows:
• The monster didn’t attack; he ran at the sight of it Katelyn openly shares information, but has a habit of
• He broke his leg while running, losing conscious- going off on tangents.
ness at the woods’ edge
• He doesn’t know how he lost the money in his
pocket RolePlaying Katelyn Morningfall
What Mattias doesn’t know: What Katelyn knows:
• The monster’s a harpy • The contents of the Monster Manual (Katelyn lets
• That Jega’s a dryad traveling merchants pay for services in unwanted
• That the two are linked at all books, through which she’s learned much).
• Hisdri visited her earlier in the afternoon, quizzing
What Mattias knows but will never admit: her on monsters—harpies, dryads, banshees, lamias
• The monster appeared while he was attempting to and hags. Hisdri claimed she was merely curious,
capture Jega and thinks talk of monsters in the woods is hysteria.
• Jega’s existence
What Katelyn doesn’t know:
• Jega or Sila’s existence

9
The characters may buy any medium armor or simple The Myrkur Woods
weapon for half the price listed in the DMG, since
Katelyn is yet to master these. On any attack success- Entering the northernmost section of the
fully made with a weapon, or sustained wearing armor, woods, your feet disappear with each step
roll a d20. On a 1, it breaks irreparably. beneath a foot of brush, grass, and wild plants,
which camouflage the woods’ swamp pits.
The Maul and Mead Delicate branches stretch out like a web over
If the party want to buy magical items from mer- the woods.
chants, or try to listen in on rumors about events, they
should go to The Maul and Mead. A successful DC 16 Wisdom (Survival) check reveals
the footprints left by Mattias last night. Sixty feet
The tavern’s now peppered with small groups from the tracks’ endpoint is a tree with layers of red,
of locals, unwinding with games of chance. orange, and brown bark; Jega is bound to this tree.
Most merchants have already moved on— Any character who succeeds on a DC 17 Wisdom
except one, a flamboyantly dressed halfling (Perception) check spots a carving on a nearby, typical
propping up the bar. tree that reads “J + S.”, ‘J’ shaped like a leaf and ‘S’ like
a feather.
Only a success on a DC 25 Charisma (Persuasion) or If the party fails the check or investigates the
(Deception) check will convince Roscoe the party are woods, roll 1d4 to see what they find:
allies and make him willing to talk about Roche’s plan.
If, following this, a party member says a demonstrable D4 Result
lie, they should make a further Charisma (Persuasion) 1 A swamp pit: a successful DC 20 Dexterity
or (Deception) roll against Roscoe’s Wisdom (Insight). saving throw avoids falling in, and any creature
On a failure, he becomes suspicious of the group and falling in must succeed on a DC 16 Strength
feeds them misinformation about the plan. saving throw to get out
Unless Roscoe views the party as allies, he’ll attempt 2 Attacked by one violet fungus
to sell them a wand of viscid globs (see Rewards). 3 Mattias’ lost coins: three silver and six copper
4 A love note, signed ‘Sila,’ hidden in a hollow of
a tree
Roleplaying Roscoe Montajay
Roscoe’s story: The Night Watch
• He’s waiting in Vaxla for a friend, to travel on Locals can direct them to the likely whereabouts of
together Night Watch members—Roche’s house and the stables.
Roche and Hisdri are at Roche’s, a modest home
What Roscoe knows: with a dark red door. Characters wishing to eavesdrop
• Roche’s entire plan, and who’s involved must succeed on a DC14 Wisdom (Perception) check.
• Roche visited him earlier today, to explain the On a success, use the ‘The Night Watch’ sidebar for
delay in delivering Jega the information the party can overhear.
• The existence of a harpy (but he is only interested If approached by the party, Roche and Hisdri feign
in purchasing the more "beautiful" dryad) goodwill—a successful DC 16 Wisdom (Insight) check
sees through this.
Laplan is at the stables, having just returned from
a ride. A character who succeeds on a DC 12 Wisdom
(Insight) check sees that Laplan’s civility is artificial.

10
Roleplaying The Night Watch Valder whispers in Halfling to follow the patrol, in the
hope that a party member understands.
Their story: If this is the party’s first time visiting the woods, use
• There are no monsters the read-aloud text from Chapter 2 before continuing.
• Mattias was drunk and injured himself Unless the party is following the NPC patrol, they
• Mattias will lose his job if Lesslen finds out—the must succeed on a DC 13 Wisdom (Survival) check,
watch are covering for him and will pretend they’ve at advantage if they have been here before, to avoid
driven the monster away tonight swamp pits (use the stats in Chapter 2).
Choose from among the next three sections de-
What they know: pending on the party’s choices: “Patrolling the South
• Roche’s plan Woods” if the party agreed to switch patrols; “Pa-
• Last night’s true events trolling the North Woods” if the party refused; or
• That Lesslen hired new watch members “Following the NPCs” if the party abandoned their
• The above story was devised by Hisdri, in case patrol to follow the NPCs.
anyone started asking questions
Patrolling the South Woods
What only Roche and Hisdri know: Jega observes the party, hiding amongst the trees. If the
• There’s a dryad and harpy in the woods party succeeds on a contested Wisdom (Perception)
• Roscoe is getting impatient check against Jega's Dexterity (Stealth), they spot her.
• Cutting trees might lure the dryad out Any character that spots Jega can attempt a DC 11
Charisma (Persuasion check). On a success, Jega treats
Development the party as allies and offers to lead them through the
The bells chime five o’clock, calling the party to the woods if they protect herself and Sila from the Night
watchtower for the night’s patrol. Watch.

Roleplaying Jega
CHAPTER 3 — Watchful Eyes and
Hidden Monsters What Jega knows:
• The Night Watch is after her, but she doesn’t know
why
Approaching the watchtower as dusk falls, you
• They are damaging trees whilst patrolling right now
can see five figures gathered at its base, at least
• Sila, her partner, was defending Jega last night
one whom you recognize.
• Mattias’ encounter with Sila was near Jega’s tree
• Sila will do anything to stop the Night Watch from
Lesslen introduces everyone before splitting them into harming Jega’s tree
two patrols. The party will patrol the North Woods,
and the NPCs the South Woods. Lesslen then ascends Once the party reaches the North Woods, the NPC
the watchtower. patrol is 60 feet away, and Jega disappears. The watch-
Roche suggests switching patrols, claiming the tower bell rings as Sila flies down, landing between
North Woods have more swamp pits and are safer for the NPC patrol and Jega’s tree. Proceed to “The Final
a group that knows them well. A successful DC 16 Showdown.”
Wisdom (Insight) check reveals he’s lying; characters
remember the last sighting of the dryad was in the
North Woods. If the party won’t switch, the NPC
patrol heads for the South Woods swiftly.

11
Patrolling the North Woods The Final Showdown
Succeeding on a DC 14 Dexterity (Stealth) check to Jega and Sila fight the four Night Watch members,
enter the woods unheard, and a DC 15 Wisdom (Per- attempting to convince the party to help.
ception) check, the party overhears Jega and Sila near Tactics: Valder refuses to fight the party, Jega, or
Jega’s multicolored tree, arguing over whether the new Sila. With a successful DC 15 Charisma (Persuasion)
watch members can be trusted, and Sila’s preference for check, he fights alongside the party. On a fail, Valder
pre-emptive attacks over Jega’s caution. (When role- runs to alert Lesslen. Roche and Laplan focus attacks
playing Sila, she knows everything that Jega knows.) on Sila. Hisdri attempts to reach Jega’s tree and threat-
On a failure, or if the party do not stealth, Jega and ens damage to it if Jega doesn't comply.
Sila are startled. After combat, Lesslen arrives. They are horrified
Tactics: Jega hides using tree stride and Sila sings by any deaths of their co-workers but honor the
a Luring Song (two Night Watch members are with- agreement with the party. Valder cares for the dead or
in 300 feet). If Sila lures any characters, she flies to a injured whilst Lesslen arrests Roscoe and impounds his
nearby swamp pit to trap them, then returns to Jega’s wares. Jega and Sila, thankful, promise the party that
tree. Sila warns everyone to leave; if attacked, she they can call on them anytime for help. If the simply
fights. If Sila reaches half HP, Jega aids her. The NPC ask for them during a future adventure, it will not be
patrol appear after two rounds and fights the party out long before their allies appear.
of fear of interference or having to share the payment.
Proceed to “The Final Showdown.”
Rewards
As a primarily social adventure, 300 XP per character
Following the NPCs is recommended, but down to DM’s discretion.
Characters easily track the Night Watch patrol; they
• Besides their fee (bonus included), Lesslen offers
are leaving an trail of chopped trees. The party must
some of Roscoe’s seized wares as thanks:
succeed on DC 9 Dexterity (Stealth) checks to follow
• Wand of viscid globs (successful DC 13 Intelligence
them without being caught. If they are spotted, the
check reveals it shoots backwards, at the holder)
Night Watch patrol runs, attempting to trick the party
• Potion of water breathing (successful DC 13 In-
into falling into a swamp pit (see Chapter 2 for how
telligence check reveals it’s poorly made, with
swamp pits work).
unknown side-effects. The drinker can breathe
Any character with a Passive Perception of 10 or
underwater, but when above water, water constant-
more overhears a conversation, learning the same
ly spills from their mouth)
information from eavesdropping on Roche and Hisdri
• Wand of paralysis (successful DC 13 Intelligence
in Chapter 2.
check reveals it’s a disguised immovable rod)
Jega observes the party during their tracking; she
attempts to speak with them, sharing the same infor-
mation as listed in “Patrolling the North Woods.”
The NPC patrol heads to where Mattias attempted
to capture Sila last night; once there, the bell of Vaxla’s
watchtower rings. Sila flies, landing between the Night
Watch and Jega’s tree. Proceed to “The Final Show-
down.”

12
Author's Notes
Night Watch Member This is the first one-shot I’ve written for
Medium humanoid, unaligned publication and reflects my fondness for social,
flexible and improvisation-heavy games. As a
Armor Class 14 (studded leather armor) queer woman, I wanted the one-shot not just
Hit points 22 (4d4 + 4) to reframe D&D monsters in a feminist way,
Speed 30 ft. but feature a positive, loving all-female rela-
tionship at its core. It’s also important to me
to represent non-binary and disabled people in
STR DEX CON INT WIS CHA the worlds that I write. Thanks go to Shamini,
12 (+1) 14 (+2) 12 (+1) 9 (-1) 9 (-1) 11 (+0)
Grace, Tom P and Tom J (aka Tosscobbles
Insurance Inc.) who helped me playtest this
Skills Intimidation +2 one-shot and were instrumental in working
Senses passive Perception 9 out the pacing and structure for it.
Languages Common plus any according to
their individual race
Challenge 1 (200 xp) About the Author
Chloe Mashiter is a London-based freelancer
who works in theatre and gaming as a writer,
Actions director, and performer. She is one of the
Multiattack. The Night Watch member makes two co-creators of Adventurers Wanted, a com-
melee attacks. pany running live and streamed shows based
around D&D and other TTRPG systems.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., Reach her at @chloemashiter on Twitter.
one target. Hit: 5 (1d6+2) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range


80ft./320ft., one target. Hit: 4 (1d6+1) piercing
damage.

13
Illustration by Sammy Ward

14
cherry blossoms and
black feathers by Andrew Engelbrite
Creature: Dryad & Harpy | Level: 2

SYNOPSIS CHAPTER 1 — Solemn Petals


A dryad named Nilal attempts to escape her wood- To begin this adventure while the party travels through
en shackles using dark fey magic, luring passersby to a wooded area, tell the character with the highest pas-
their deaths. She has enslaved two harpies, Bharya and sive Wisdom (Perception) that they notice something
Kamu, to do the worst of her dark deeds. The adven- and read or paraphrase the following:
turers discover Nilal’s deception and the harpy couple’s
innocence after a clifftop battle. The adventurers must Out of the corner of your eye, you spot a flash
form a tentative alliance with the typically shunned of bright color through the dull earthy tones of
harpies to undo Nilal’s wicked magic. the surrounding foliage. Peeking through, you
find a clearing. You see a single towering cherry
tree in full bloom standing unchallenged at the
ADVENTURE HOOK top of a low hill, with bright pink petals gently
While traveling through the woods, the party spots a showering down in the breeze. Beyond the
body lying at the foot of a tall cliff next to a flower- tree, a jagged and steep cliff face juts hundreds
ing cherry tree. Upon investigation, the party meets of feet up, the rocky edifice visible as you inves-
the dryad, Nilal, who tells them of a pair of fearsome tigate the clearing. You spot something atop
harpies that live atop the cliff occasionally dropping the hill near the cherry tree, partially obscured
unfortunate travelers at her feet. Nilal implores the by the fallen petals: a humanoid body lies mo-
party and promises magical favors should they travel tionless on the hill.
up the harrowing cliffs and remove these monsters
from her forest.
Investigating the Scene
Unless the characters remain particularly stealthy, Nilal
ADVENTURE BACKGROUND becomes aware of them once they begin their investi-
Cherry Blossoms and Black Feathers is a low-level adven- gation of the area. Once aware, Nilal quickly assesses
ture intended for 4-6 2nd level characters. It can be the party, emerges from her tree, and addresses the
easily placed in most campaigns when the party travels characters. Read or paraphrase the following:
through a wooded area. The adventure is primarily com-
prised of two encounters, each containing options to "Hello? Please, did you know him? The beasts
decrease or increase the difficulty of combat for groups had their way with him. I don’t suppose you know
with fewer or greater levels or numbers. how he’d want to be buried?"
For this adventure, the common perception of dry-
ads’ stereotypes them as beautiful and wise spirits of the Nilal attempts to convince the characters of her own
forest and sighting one on a journey through the woods innocence and implores the party to scale the cliff to
is a sign of good luck. The common perception of har- destroy the harpies that have killed the man at her feet
pies’ stereotypes them as wicked and vicious monsters and so many others before him.
—cackling demons wearing human faces that endanger
the unwary traveler.

15
During their investigation, characters find the following: Nilal
• The body is a human male in his mid-thirties and Nilal is a dryad—a lesser fey bound into a tree as
horribly mutilated to the point that he is difficult punishment for falling in love with a mortal man. She
to identify. has taken badly to her punishment and for decades has
• The man’s possessions are still present, including a been consulting with dark fey spirits to escape from
bedroll, hunting trap, five small animal furs, and a her wooden prison. She wants vengeance on the high
coin purse containing 4 gp and 8 cp. If the party fey who imprisoned her—and on humanity, which she
decides to take these items, Nilal has no objections blames for tempting her with forbidden love.
if she can give the body a proper burial. Nilal has been manipulating and enslaving pass-
• A successful DC 12 Intelligence (Investigation) ersby for years, siphoning their life energy into her
or DC 10 Wisdom (Medicine) check on the body tree’s roots. She believes with enough life energy she
reveals that it sustained numerous impact injuries, can undo the fey magic that bound her as a dryad. She
likely battered while falling from a great height. closely resembles her bonded tree, with dark brown
• A successful DC 12 Wisdom (Medicine) check or bark skin and small branches along her head and back
DC 12 Intelligence (Nature) check on the body that constantly sprout and shed cherry blossoms.
also reveals numerous cuts caused by some sort of In conversation, Nilal is manipulative, flirtatious,
claws or talons. and highly persuasive.
• The cherry tree stands 20 feet tall atop a grassy hill
roughly 30 feet in diameter. Nilal uses the statistics for a dryad with the follow-
• A successful DC 16 Intelligence (Investigation) or ing changes:
DC 16 Wisdom (Survival) check of the area reveals • Repetition of her deceitful routine has trained her
dozens of areas of displaced dirt. If the graves are well and she gains a +5 bonus to her Charisma
discovered and Nilal is questioned about them, she (Deception) and Charisma (Persuasion) checks for
maintains her façade and informs the party that a total +9 bonus to both.
she’s had to solemnly bury countless unfortunates • Nilal replaces the fey charm ability with Dark Fey’s
who have been cast down by the harpies. Gift.
In speaking to Nilal, characters who succeed on a DC
20 Wisdom (Insight) check sense deception in her Dark Fey’s Gift. As a bonus action, the dryad can at-
story. If pressed, Nilal attempts to play this off as latent tempt to charm any creature who currently possesses a
nervousness, as she rarely talks to humans. part of her tree, such as a branch, blossom, or petal. If
the dryad attempts to charm a creature who possesses
Roleplaying Nilal part of her tree, it must succeed on a DC 14 Wisdom
Nilal acts in the way she thinks would best convince saving throw or be magically charmed. The charmed
the party to trust her. If the characters seem noble or creature is under the dryad's control and takes the
chivalrous, she takes the role of damsel in distress. If dryad's requests or actions in the most favorable way
the party seems debonair or easily manipulated by a it can, even endangering themselves or their allies to
pretty face, she is a seductress. For an overly cautious carry out the dryad’s wishes. This effect remains as long
or skeptical party, she seems to be a wizened forest as the creature retains a part of her tree and instantly
sage. Have Nilal target whomever she perceives as the ends if the part is removed. If a target's saving throw
leader of the group and allow her to change tact if an is successful, the target is immune to the dryad's Dark
angle fails. Fey’s Gift for the next 24 hours. On successful saves,
If the characters seem unreceptive, have her offer to the creature is unaware of the attempted charm effect,
guide them magically through the rest of the woods. If regarding the enchantment as a passing infatuation
that fails, Nilal offers them a magic ring she discovered with the dryad.
on one of the harpy’s victims (which doesn’t exist),
should they agree to fight the harpies for her.

16
Development Echoing Duet
If Nilal’s manipulations work, the party ascends the The party reaches a mesa below the main peak after
cliffs. If the characters abjectly refuse Nilal, progress 400 feet of climbing, a relatively flat area of short pines
straight to Chapter 3 for a confrontation with Nilal, and scrub roughly 60 feet across with the continuing
choosing the options without the harpies involved. cliff ascent on one side and a sheer drop on the oth-
er. Once they reach this area, read or paraphrase the
CHAPTER 2 — Monsters with following:

Human Faces You arrive in a respite of stubborn, stunted


pines and scattered rocks, with a stretch of
To reach the harpies, the party must first contend with
the cliff face. easy going ahead before resuming the arduous
climb. Looking over the edge, Nilal’s tree is a
speck of bright pink sitting alone down below
Scaling the Cliff among a sea of green. From above, a single
The harpies’ nest is set upon a lowland mountain - one sung note starts low and ranges higher and
of many that dot this forest. It is jagged, rocky, and purer than any of humankind is capable of,
lush with lichens and mosses. Any spot of soil on the then another joins it, starting high and delving
mount is overgrown with scrubby thorn bushes and lower than the deepest baritones. Two harpies
gnarled, hardy pine trees. The mount’s peak is 800 feet are descending upon you. Their duet, sung to-
above the forest, though the party only has to scale
wards each other, is more beautiful than words
400 feet before reaching the encounter with Bharya
and you can feel your reason slipping away.
and Kamu.
As the party ascends, choose one or both of the
following encounters: The harpies, Bharya and Kamu, attack the party as
• A gap in the ledge necessitates at least one charac- they have done with every other traveler that Nilal has
ter jumping the gap. Any character who attempts sent up their mountain.
this makes a DC 14 Dexterity (Acrobatics) check, Start the encounter by having the characters each
taking 2d6 bludgeoning damage on a failed check make two DC 11 Wisdom saving throws, one for each
as they roll back along the cliff. of the harpy’s luring songs, which Bharya and Kamu
• The character in front reaches a shelf of loose scree start singing once within 100 feet of the party. If any
—have them make a DC 15 Dexterity (Acrobatics) character has preemptively tried to plug up their ears,
check. If they fail, have the rest of the party make give them an advantage on these saves.
a DC 14 Dexterity saving throw as loose stone If either Bharya or Kamu successfully charm a char-
sprays down the cliff face. Any character who fails acter, they fly over the cliff’s edge and attempt to lure
suffers 2d4 bludgeoning damage. the charmed character over the edge. Otherwise, they
make flying attack runs with their claws on whichever
character seems to have the most ranged capacity.
After the 2nd round of combat, have any character
with a passive perception of 12 or higher notice the
rotten cherry blossom wreaths stuck on their heads—
read them the following:

Amid the black feathers and shining claws,


you notice a glint of bright pink color along the
harpy's head. They're molded and rotten, stuck
fast with decay atop both of their heads, but
beneath the grime you detect the unmistakable
bright pinks of cherry blossom wreaths.

17
If a character targets the wreath, have them make their Bharya and Kamu use the normal statistics for a harpy,
attacks at disadvantage, destroying the wreath on a except both have the alignment Chaotic Good.
successful hit.
The wreaths are automatically destroyed on any
successful attack that would bring either harpy to 10
Adjusting the Encounter
For an easier encounter, have the party notice the
hit points or fewer, breaking Nilal’s hold on them.
flower wreaths at the beginning, rather than as the
If Bharya’s wreath is broken first, read or paraphrase
2nd round ends. Also, the wreaths are automatically
the following:
destroyed when a harpy reaches half health (19 hit
points), rather than 10 hit points.
"Kamu! Get away from her, wait, we can… The
For a more difficult encounter, remove any damage
wreath! Get the witch’s flowers off her head!"
thresholds from the wreaths, and only have them de-
stroyed when specifically targeted and hit by a character.
If Kamu’s wreath is broken first, read or paraphrase the
following:
Development
"Bharya! Please no, it’s all my fault… The flowers If either Bharya or Kamu are killed, the remaining
are evil, please leave her be!" harpy curses and spits obscenities at the party and Ni-
lal before attempting to retrieve their love’s body and
Bharya and Kamu attempt to get the wreaths off one retreating to their nest.
another and defend each other to the best of their Assuming Bharya and Kamu survive the encoun-
abilities. Assuming the wreaths are removed, both ter, they explain Nilal’s deceit together. They tell the
Bharya and Kamu cease their hostilities and try to party about a secret safe way down the mountain and
reason with the party. If either Bharya or Kamu are show them the way if they agree to destroy Nilal. Both
dropped to 0 hit points, have them make death saving Bharya and Kamu want to bring an end to Nilal, but
throws like player characters. won’t fight if the other is wounded. If the characters
heal both harpies to at least half health (19 hit points)
they agree to fight Nilal alongside the party. If the
Bharya and Kamu characters are unable or unwilling to heal them, they
This harpy couple assumed they would find a refuge
thank the party after leading them down the mountain
here, far away from the treacherous shorelines of their
and then return to their nest.
birth and the bloodlust that grips the harpy race. They
intended to live here alone, surviving off deer and
other game, singing only to each other as they grew
old together.
CHAPTER 3 — The Root of the
One day Kamu found Nilal’s cherry tree and made
lovely wreaths for her and her love, unwittingly entrap-
Problem
Once Nilal knows her façade has fallen, she resolves to
ping them with the dark fey’s gift for years to come.
feed these newcomers to her tree, one way or another.
The wreaths have long since decayed, stuck fast with
the grease of rot to the harpies’ heads.
In appearance, both harpies seem every bit as evil Confronting Nilal
and savage as rumors would tell, but with a successful Unless the party tries to descend the mountain
DC 15 Wisdom (Insight) check, characters can see the through some other means, both the main climb and
kind innocence in Kamu’s eyes and the desperate love the secret pathway lead directly back to Nilal’s grove.
and desire to protect within Bharya. Nilal has been awaiting the fall of the characters’ bod-
In conversation, Bharya is defensive but forthright, ies and has been suspecting that something has gone
motivated to protect Kamu to the point of self-sac- wrong. Nilal casts barkskin on herself and shillelagh on
rifice. Kamu is shy and easily startled, often hiding her club before the party arrives.
behind Bharya. She speaks kindly and softly. Both

18
Assuming Bharya and Kamu are with the party, start
the conflict with the harpies flying towards Nilal and Bharya sinks a talon into the rapidly moldering
by reading or paraphrasing the following: form of Nilal, “Hah, finally.” She looks to you,
conflicted and says, “Look, I… We… I’m not sure
Bharya and Kamu scream and howl in melodi- how…” Kamu jumps in with, “Thank you! She
ous tones as they rush towards Nilal and the means to say thank you. We’d still be living for
dryad’s kind visage is replaced by a disgusted this monster if it weren’t for all of you. Now we
scowl. “Fine then! You’ve let the beasts go free. can finally live for each other again.”
I’ll make sure you go back to your proper place
— on the leash or back into the dirt.” Nilal’s tree
rears up out of the hill. Nilal rides high upon
its branches, and the blanched and drained
Rewards
Before the characters continue along their way, Bharya
corpses of dozens of unfortunate travelers are stops them and asks them to wait for her to bring them
enwrapped amongst its roots. something. She hands the party a clear spindle, claiming
that it kept them going, but now they can keep each
Nilal’s tree uses the statistics of an awakened tree and other going again.
acts on its own initiative, prioritizing attacks against The clear spindle is an ioun stone of sustenance, which
creatures that target Nilal or any creature wielding fire removes the need to eat or drink from the bearer. If
attacks. Any creature that gets within 15 feet of Nilal’s using XP advancement, award the characters 200 XP for
tree becomes covered in flower petals. defeating Nilal, 450 XP for her tree, and 200 XP each for
Nilal makes use of her dark fey’s gift feature on any Bharya and Kamu as if they were defeated in combat.
characters who have petals on them. Characters can
attempt to prevent this by spending an action and
checking their own gear to remove any errant petals. Author’s Notes
She otherwise hides atop her tree’s branches and Writing for this anthology, I struggled quite a bit decid-
uses the entangle spell on the party or attacks creatures ing what feminist issue to address and why. I decided
that reach her in melee using her shillelagh. to go with something simple: female characters who
Bharya and Kamu target Nilal with their claw have been typecast and whose stereotypes don’t truly
attacks. If either of them reaches 0 hit points, the other reflect who they are. A lot of fantasy females are directly
comes to their aid and attempt to stabilize them away pigeonholed by their race or body type and even just
from the fight. Nilal is irrevocably linked to her tree— from a writer’s perspective, I feel that it’s important to
if either die, the other instantly drops dead. broaden these perceptions. I hope you enjoy this little
adventure and more than that—I hope you enjoyed its
Adjusting the Encounter characters, who didn’t match what a simple physical
For an easier encounter, have Nilal more caught off- description and stereotype would make you believe.
guard, using up her first two actions casting barkskin
and shillelagh rather than casting them beforehand.
For a more difficult encounter, give Nilal the bene-
About the Author
Andrew Engelbrite is a disabled Texan and all-around
fit of half-cover while she sits within her tree’s branch-
turbo nerd. I’ve been creating TTRPG content for a
es; with barkskin active, this makes her AC 18.
couple years and I’ve been GM’ing for almost a decade.
Find more of my content at LootTheBoss.com and you
CONCLUSION can find more of our books at DriveThruRPG and DMs
Guild, just search for loottheboss or find me on Twitter
With Nilal dead, Bharya and Kamu are free to live their
with @AEngelbrite.
lives together, assuming they both survived the encoun-
ter. If they did not participate in the final fight, they
greet the party after it ends. However the harpies rejoin
the group, read or paraphrase the following:

19
Illustration by Charles Van Slambrouck

20
The Brewster's Daughter
by John Tetzlaff
Creature: Witch | Level: 3

SYNOPSIS wounds she suffered, have nearly taken Gwenna’s mind


and now she lives a quiet life, sitting around the tap
Konigsthron has nestled against the dark woodlands
room of the brewery she founded, sharing stories of
for centuries. It is largely a peaceful town, except
yore.
during the renowned beer festival, Lord Gaffer’s Cup.
Decades have passed and the Black Hat Brewery
The finest breweries compete and for five years none
has prospered. It is now run by Ravenna Cathain,
have bested Black Hat Brewery, founded by Gwenna
Gwenna’s daughter. Black Hat has become a commune
Cathain, a supposed hedge witch who saved the town
of alewives (women brewers) and a refuge for orphans
from demonic incursion decades ago.
and outcasts. Gwenna taught those with the gift the
However, this has been a troubling year and the
ways of magic.
festival was nearly cancelled. Strange lights have
Rodrick is a grave threat to Konigsthron. He was
been seen on the high hills, and terrible sounds echo
bitten by Gnathus and his injury festered physically
through the haunted forest. Woodcutters have gone
and spiritually. Unlike Gwenna, he succumbed to
missing and now many wonder whether the old tales
Gnathus’s will and hears corrupting voices. He longs
about Gwenna and witchcraft are true. When she is
to open the gate for his master. He needs Gwenna out
arrested at the festival the party must clear her name,
of the way if he is to unbind the sealing spell. As an
and they discover that all hell is about to break loose.
upstanding abbot, none suspect his corruption. For
years he has turned the town against Gwenna and now
ADVENTURE HOOK many suspect the Black Hats practice black magic.
Rodrick needs one last component to bring back
This is a four hour adventure for a party of 3rd level
Gnathus. He plans to poison the mayor to obtain it,
characters. It begins when they encounter an aban-
and frame Gwenna so that she cannot prevent the
doned grain wagon on the road to Konigsthron. Shad-
summoning.
owed fiends have dragged the hapless wagon driver
into the woods.

ADVENTURE BACKGROUND
Long ago Gwenna was a mighty druid who banished
the demon Gnathus when he emerged from the Abyss
in the woods nearby. All who fought Gnathus died,
save Gwenna (who earned horrific scars) and Rodrick
Ryemark, now Abbot of the Grey Cloister at Krakhelm
Monastery. After the battle, Gwenna erected standing
stones enchanted with eldritch power at the site to
prevent Gnathus from returning. She then retired from
adventuring and founded the brewery. Time, and the

21
CHAPTER 1 — Trouble Brewing The demons are four dretches led by one maw
demon. The demons fight to the death.
Gnarled bows of ancient oak loom above as After the demons are defeated, succeeding on the
you travel down the muddy road. Storm clouds following ability checks reveals:
race over the encroaching hills. A gust of wind • DC 12 Intelligence (Arcana): The glyphs invoke
showers you with leaves as shadows dance extraplanar protection.
across the forest floor. The branches seem • DC 12 Wisdom (Medicine): The blood covering
to reach for you like knobby claws. A crooked the glyphs is a few days old.
signpost ahead reads “Konigsthron 5 leagues.” • DC 15 Intelligence (Investigation): Near the slab
Suddenly, you hear the pounding of hoof beats! is a broken dagger with a pommel of adamantine
Two draft horses gallop around the bend, whin- carved into a horrific toothed grin.
nying in a panic. They are hitched together like • DC 20 Intelligence (Arcana): The pommel is the
a wagon team, but there is no wagon in sight. symbol of Gnathus, the Dark Maw.
• DC 15 Wisdom (Perception): There are several
graves outside the circle, containing the remains of
The horses may collide with the party (DC 13 Dex-
sacrificed humans. These are the woodcutters who
terity saving throw to dodge or take 1d8 bludgeoning
have gone missing from Konigsthron.
damage). A successful DC 12 Wisdom (Animal Han-
• DC 13 Wisdom (Survival): There are very recent
dling) check calms the horses. Around the bend the
demon tracks and week old human sized shoe
party finds an overturned wagon with bags of barley
prints.
spilled on the road. Strange tracks surround the wagon
The man on the slab is Willem Fuller, an acolyte of the
and lead into the woods, and the imprinted soil looks
Grey Cloister and the driver of the wagon the party
corrupted. A successful DC 10 Wisdom (Survival)
encountered. He was transporting grain to Krakhelm
check identifies four sets of tracks. A successful Intelli-
monastery. He thanks them and says Abbot Ryemark
gence (Arcana) check reveals what creatures made the
(who is in town attending Lord Gaffer’s Cup) will
tracks:
reward the party for his safe return. Willem says:
• DC 10: unidentified fiends;
• DC 15: dretches. “He’ll know what to do about this evil. The mon-
After investigating, they faintly hear the wagon driver astery is favored to win the cup this year. If the
calling for help from the woods, in the same direction witches don’t beat us again. I’m sure they’re to
the tracks lead. blame for this.”
If the party continues to Konigsthron, proceed to
chapter 2. If they investigate, read the following aloud:
If pressed, Willem has no proof of this, but sanctimo-
niously dismisses any dissent.
You follow the tracks for an hour occasionally
hearing cries until you reach a clearing ringed
by standing stones. The stones are carved with Development
strange glyphs but have been covered by other The party arrives at the festival of Lord Gaffer’s Cup.
symbols painted in blood. One of the large
stones is cracked and fallen over. In the center
a man is chained to a stone slab surrounded
by capering demonic creatures. One of the
fiends prepares to sacrifice him while the oth-
ers chant.

22
CHAPTER 2 — The Cup Runneth Over A successful DC 12 Wisdom (Perception) check
reveals a strange symbol tattooed on her neck. It is like
You arrive in Konigsthron at midday. The the glyphs on the standing stones. A successful Wis-
guards nod in acknowledgment as you walk dom (Religion) check reveals it is:
through the open gate. Drunken revelers • DC 12: associated with demons.
stumble down the street singing songs and • DC 15: a ward against demons.
clanking tankards as you pass. The town
square is teeming with vendor stalls selling all FESTIVAL ENCOUNTERS
manner of food and goods. Behind them are D6 Result
three large tents surrounding a stage. A grand 1 An owl bear escapes its cage
red and gold tent sports the banner of the A pack of mime pickpockets target one of the
Golden Cask, a dwarf brewery. A large tent of party members
plain white with a banner of looping red cord 2 A merchant’s stall starts on fire
belongs to the Grey Cloister. The third is made 3 A drunken nobleman throwing coins
of several dark gray sections of canvas secured 4 A half-naked halfling jumps out of a window
around a collapsed tower causing the structure 5 A woman blows him a kiss as an enraged man
to resemble a witch’s hat. That is the tent of grabs him on the street below
the Black Hats. 6 Gondol (see below) invites the party to the
Golden Cask’s tent
Lord Gaffer’s Cup is an Oktoberfest-like festival that
If the party asks festival-goers about the Grey Cloister
takes up the square for a tenday. The festival concludes
or the Black Hats, they encounter a mix of reverence
today with the award ceremony. Willem encourages
and suspicion. Many are wary of the Black Hats, but
the party to enjoy the festival and takes his leave, tell-
“rebellious” folk dislike the Cloister.
ing them to come to the Grey Cloister’s tent to claim
their reward.
The festival is open ended, with opportunities for The Grey Cloister
social interaction, gathering information, shopping, Volunteers in grey tabards serve ale to a subdued crowd
drinking contests, and most importantly, meeting the as monks chant. The mood is that of a stuffy country
main NPCs—Ravenna, Gwenna, and Rodrick. club dining room. Willem finds the party and intro-
duces them to Rodrick. If the party did not rescue
Willem, a messenger approaches Rodrick with news
The Brewster’s Daughter that he is missing.
The first encounter at the festival should be with
Rodrick is superficially cordial, but a successful DC
Ravenna Cathain outside in the square. She is a
14 Wisdom (Insight) check reveals an undercurrent
woman in her thirties wearing a black pointed hat. She
of anger and fear. He gives each of the party 10 gp if
is entertaining a small crowd by singing a humorous
they saved Willem. He suspects Gwenna is behind
song about the superiority of the Black Hat’s brew.
the witchcraft in the woods and wants proof. He says
When she sees the party she welcomes them and hands
the party is ideally suited to help because they are not
them each a token for a free ale at the Black Hat’s tent.
known in town. He offers the party 50 gp each if they
She is tough, friendly, and clearly knows how to
bring him evidence incriminating the Black Hats.
handle a rambunctious crowd. It is important that
Rodrick wears a ring of mind shielding to conceal
Ravenna and the party develop a good rapport. Have
his thoughts and alignment. He is behind breaking
her hand a few coppers to some child beggars (or some
the standing stone, the sacrifices, and summoning
similar altruistic act) in the party’s presence. After
the demons. His plan to bring back Gnathus is nearly
conversing with them she says that Gwenna, the savior
complete. He needs one last component, life essence
of Konigsthron (her mum) would love to pour them a
from the bloodline of the last creature Gnathus killed.
round herself and then leaves.
The mayor is the son of a slain warrior from the battle.

23
Black Hat Brewery Gwenna understands what he is doing and claws at
Ravenna is tending bar while Gwenna smokes a pipe him, screaming “Gnathus! Betrayer!” As Gwenna tears
in a rocking chair. Ravenna welcomes the party warm- Rodrick’s robe, a successful DC 18 Wisdom (Percep-
ly. The Black Hats serve their brew to a lively crowd tion) check reveals an unnatural wound on his torso.
while a bard performs bawdy songs on a central stage. Ravenna and the mayor’s guards rush the stage. After
The mood is boisterous, fun loving, and a little raunchy. a brief struggle, Rodrick loudly accuses Gwenna of
If the party decides to find evidence for Rodrick, poisoning the mayor and witchcraft. The guards arrest
a successful DC 15 Intelligence (Investigation) check Gwenna while Ravenna protests. Rodrick is whisked
reveals an empty vial underneath the bar next to an away by his monks.
amulet with the symbol of Gnathus. A successful The party can save the mayor’s life with a protection
DC 13 Intelligence (Nature) check reveals it contains from poison spell, paladin’s Lay on Hands or similar
wyvern poison residue, which is exceedingly deadly poison countering abilities, but he inexplicably re-
even in small amounts. If the party confronts Gwenna mains in a coma. If the party interferes with Gwenna’s
or Ravenna with these items, they both claim to have arrest or threatens anyone on stage a large number of
never seen them before, which is confirmed by a suc- guards appear and Ravenna makes it clear they are
cessful DC 14 Wisdom (Insight) check. making things worse, imploring them to stop.

The Golden Cask Development


Dwarven pipers drone out incredibly loud drinking Ravenna asks the party for help. She believes Rodrick
songs. In order to drink from Moradin’s cup, charac- framed Gwenna and offers the party 20 gp each if they
ters must prove themselves worthy in the eyes of the find evidence clearing her.
dwarves. Use this tent for drinking games, feats of
strength, etc. If the party investigates the Black Hats
here, they meet a dwarf named Gondol who helped CHAPTER 3 — Toil and Trouble
Gwenna erect the standing stones. He knows about the What really happened: Rodrick used a hat of disguise
corrupting nature of demonic wounds but he vouches to appear as Gwenna and planted the poison on the
for her character. “She has a will of iron, that one. She mayor’s tankard prior to judging. He then placed the
would not succumb.” empty vial and the symbol of Gnathus in the Black
Hat’s tent. Rodrick, disguised as Gwenna, bought the
poison from a shady apothecary some weeks ago.
The Cup Ceremony Investigation can reveal the following clues.
When the party has had their fill of the festival, great
horns sound the beginning of the award ceremony. Clues:
After the requisite speeches, Mayor Jeralt Bandraddon • Stitcher the apothecary sold the poison to Gwen-
invites Rodrick, Gwenna, and Ulbrecht Three-Casks na but thought something was strange about her
to the stage. Jeralt quaffs a tankard from each brewery, appearance.
first the Golden Cask, then the Grey Cloister and, as • Rudiger the Naive witnessed Rodrick change form
he moves to drink from the Black Hat’s tankard, he before entering the apothecary’s shop.
staggers and collapses. Gwenna cackles as Rodrick • Feldspur, still drunk from the festival, witnessed
looks alarmed. The mayor spits blood into the crowd Gwenna in two places at once, in the Black Hat’s
showering a nobleman, who screams. tent and in the alley outside the tent this morning.
Chaos ensues. Gwenna looks shocked; Rodrick • A child, Inna, and an animal saw Gwenna change
dives forward, seemingly to offer aid, and begins mut- back into Rodrick as he was leaving the mayor’s
tering an incantation. A successful Intelligence (Reli- tent.
gion) check reveals: • Hirjolf, acolyte of the Grey Cloister has seen
• DC 13: Rodrick is not performing healing magic. Rodrick leaving the monastery at strange hours.
• DC 20: Rodrick is performing a demonic incantation. • The hat of disguise used by Rodrick can be placed

24
in the Grey Cloister’s tent or in his quarters in
Krakhelm Monastery, depending on where the
CHAPTER 4 — Fire Burn and
party looks for clues.
• The incantation Rodrick used when he took the
Cauldron Bubble
mayor’s essence required a stick doll, which he
A frothing portal glows in the center of the
hastily hid beneath the stage or in the Grey
standing stones. Demonic chanting fills the air.
Cloister’s tent.
“Gnathus! Gnathus! Gnathus!” A black cowled
• A book of black magic is hidden in Rodrick’s
figure raises his arms and pulls back his hood.
quarters in the monastery.
“Welcome,” Rodrick smiles. “I am glad you
Gwenna is held under guard in the local jail. The party
have come Ravenna. Bear witness to his return.”
may try to convince the city watch to release her based
Rodrick’s smile grows impossibly large as his
on the evidence they find. They may try to bypass the
teeth turn into massive fangs. He contorts
guards and break Gwenna out of prison. They may
in agony, growing to massive size, his flesh
attempt to bribe the guards. When in doubt, DC 10,
splitting, exposing blackened muscle beneath.
apply advantage or disadvantage to relevant skills.
The portal begins to widen as Rodrick’s under-
If the party is stumped or has no evidence, Ravenna
lings charge forward. A massive demonic hand
proposes a bribe. A bribe of 200 gp will convince the
reaches out of the portal, snatching a cultist
guards to look the other way while she escapes.
who screams as he is dragged into the Abyss.
By whatever path, the party should end up near
Gwenna with Ravenna. Gwenna is very weak and
The portal starts at a 5 foot radius and expands by
rambling about Gnathus, saying that Rodrick is at the
5 feet every two rounds (or at a rate the DM deems
standing stones and there is no time to lose. Hearing
appropriate). The arm of Gnathus reaches through the
this, Ravenna takes her mother back to Black Hat
portal once per round. His arm has a reach of 30 feet
Brewery (if possible) and prepares to battle Rodrick.
from the portal edge. Divide the circle into 6 seg-
Gwenna is too old for battle and remains at the brewery.
ments, roll 1d6 and target a creature at random within
reach. It will not grab Rodrick. If it grabs a cultist, de-
Development mon, or Black Hat, it drags them through immediate-
When Ravenna readies the Black Hats for battle, she ly. If it grabs a character or Ravenna, a successful DC
asks the party to ride with her Black Hats on their 13 Dexterity saving throw is required to dodge. On a
brooms of flying. failed save, the target takes 2d8 bludgeoning damage
and is grappled. After three rounds, they are dragged
through the portal and are gone. Each round, a grap-
pled character may use their Action to make a DC 13
Strength (Athletics) or Dexterity (Acrobatics) check.
If they succeed on the check, they escape the grapple.
The arm has AC 12, and if it is hit by a spell or attack,
it drops any creature it is grappling. While the arm is
grappling a creature, it cannot attempt to grab another.
Make it clear that if the portal gets too wide
Gnathus will emerge, but this does not happen during
the encounter. Demons can continue to emerge from
the portal. The portal closes if Rodrick or all the
cultists are incapacitated. Have the players control the
Black Hats in combat. The cultists do not attack but
will defend themselves.

25
Map and Illustration by Charles Van Slambrouck

26
Creatures in this Encounter:
At the beginning of this encounter, characters face:
CONCLUSION
• 2 manes: spawn more from portal as needed Gnathus Thwarted
• 1 bloodhawk per character (demonic appearance): If the party stops Gnathus, they are handsomely
spawn more from portal as needed rewarded by the people of Konigsthron. Lord Gaffer’s
• 1 axe-wielding zombie woodcutter per character Cup is renamed Lady Gwenna’s Cup.
(as zombie but does 1d8+1 slashing damage)
• 8 cultists Gnathus Triumphant
• Rodrick (manticore stat block) If Gnathus emerges, it takes over Krakhelm Monastery
and sends a horde of demons against Konigsthron.
Allies: Ravenna and the Black Hats resist, asking the party
• 1 Black Hat per character (acolyte on broom of for help. You are encouraged to develop the adven-
flying) ture further, allowing them a further chance to defeat
• Ravenna (druid) Gnathus.

27
Rewards Brewing as a profession was almost entirely per-
formed by women dating as far back as ancient Sume-
ria (1800 BCE). In Europe in the 16th-17th centuries,
Treasure
beer production began to industrialize, and the craft
Save Willem 10 gp each
became more male dominated. Traditional brewers
Find evidence for Rodrick 50 gp each
were considered a threat to these operations and pro-
Find evidence clearing Gwenna 20 gp each
paganda was created associating them with witchcraft.
Defeat Gnathus Ravenna’s
The trappings of medieval women brewers are still
broom of flying
associated with witches today, though the association
Rodrick’s ring
with brewing has largely disappeared.
of mind
shielding
Broom: An ale stake was placed above the door when
500 gp each
fresh ale was for sale.
Cat: Brewers kept cats to keep rodents out of their
Experience (XP):
grain stores.
Chapter 1
Cauldron: Used for boiling wort.
Maw demon 200
Pointed Hat: Alewives wore tall pointed hats when
4 Dretches 50 each
selling beer in order to stand out and be easily visible.
Save Willem 300

Chapter 2
Resolving Random Encounters 50-100 each
Acknowledgments
I would like to thank the Midnight Gaming Society
and the festival
for their inspiration and assistance in bringing this
project to life, the Uncaged writing group for their
Chapter 3
advice and encouragement, and Ashley Warren for
Free Gwenna 300
taking a chance on a novice author.
Chapter 4
Rodrick 700
Zombies 50 each
About the Author
John Tetzlaff (@TempestLOB on Twitter) is an avid
Manes 25 each
tabletop gamer and has been for nearly 30 years.
Blood Hawks 25 each
When not gaming, he can be found chasing after his
Cultists 25 each
baby son, brewing in his garage, gardening, marathon
training or collecting yet another hobby alongside his
wonderful wife, Allison.
Author’s Notes
In the call for Uncaged pitches, the second entry in the
list of female mythological creatures is witches. There
About The Artist
Charles Van Slambrouck is a hematopathologist, artist,
is no witch entry in the Monster Manual. I found this
and general nerd who has been a passionate player and
fitting. Women accused of witchcraft were not ex-
GM of TTRPGs for 25 years. He lives in Chicagoland
tra-planar beings or brides of demons, they were just
with his amazing wife, two incredible children, and
people. Often, they were women who were considered
two yorkies.
different or odd and lived in a society that punished
those differences. Sometimes their only “crime” was
standing in the way of the power and wealth of others.

28
"The Magic Circle" by John William Waterhouse

29
Illustration by Critical-Hit!

30
keen misunderstanding
by Karren Loomer
Creature: Banshee | Level: 3 | CWs: Death of parents, of spouse

SYNOPSIS shift, people misinterpret her call to the specters. They


fear her and send the church clerics to drive her away.
A small town by a forested hill—knowing nothing but
Everyone blames the deaths on her and are desperate
peace—lies closed off from the world until a Banshee
for a solution.
appears. The local priestess and her acolytes drive her
This adventure begins with the adventurers enter-
off only to be attacked by specters the following day!
ing the town and are directed to a house full of spec-
When adventurers stumble in, the church turns to
ters to defeat. The church offers a bigger reward for
them for help. Everyone blames the Banshee, but fey
a more significant threat: the Banshee. Investigating
folklore implies forgotten pacts over enchanted land.
the town leads to the forest to get help from the local
witch, with a non-standard pixie encounter in the way.
ADVENTURE HOOK Once night falls, the final encounter concludes the
adventure.
An adventure for a party of 3-4 of the 3rd level.
In a simple town which is little more than a rest stop,
a church acolyte begs for help dealing with monsters Dramatis Personae
terrorizing a residence. Be it for heroism, coin, or • Eilish Switchsid: Young church acolyte. Curi-
promise of treasure, can the party solve this town’s ous about fey and old folklore. She was briefly the
banshee problem? witch’s apprentice before joining the church to be
closer to her sick parents.
• Cénne Smith: Single dad of a young girl, wid-
ADVENTURE BACKGROUND ower; wife recently passed from illness. Blames the
Long ago a pact was forged between human and fey. Banshee for killing her, wants vengeance.
From that union, they founded Crainsol. Along with • Lily Smith: The daughter. Friends with forest
the establishment of the town, the fey put into place pixies. Believes the Banshee is a good person.
pact magic to keep it safe from monsters and de- • Nora Savton: Middle-aged Priestess who heads
tached from the outside world. Time passed; people the church. She is beloved by the town for her
forgot and, to the modern inhabitant, folklore is all work keeping the townsfolk safe. She is frustrated
that remains. Fifty years ago, the inhabitants built a with her inability to deal with banshee or protect
church dedicated to familiar pantheons to celebrate her people. She’s tired and overworked.
their slowly rising tourism. However, once every • Úna Ó Crannefey: A senior witch, living in
century the magic goes wild, disturbing natural cycles the forest. She remembers history forgotten and
of life and death, and time itself; one consequence is is friendly to all except those who harm the fey
the inability for the dead to pass on, leaving behind or town. Pixies tell her everything that goes on in
bewildered specters. The Pale Lady, also known as The town.
Banshee, is tasked by the ancient pact with the role of • One, Two, and Three: Pixie trio who protect
guiding lost spirits, calling them to their appropriate the forest. Always watching the town’s events invis-
rest. With history muddled over time and the cultural ibly, occasionally playing tricks on people.

31
CHAPTER 1 — Sudden Specters Development
Once the specters are defeated, the child runs to her
As they enter the town, read or paraphrase:
dad. He invites the party for dinner. The acolyte intro-
The sun shines from a clear blue sky over a duces herself and insists everyone come to the church
small town at the foot of a forested hill. “Crain- for a reward.
sol Welcomes You” is carved into the side of
the second tallest building, clearly visible to
any visitors. The largest building is the most CHAPTER 2 — Undead Investigation
recent looking—a church with a bell tower
commonly used to host the region’s most Entering the church, you see rows of pews,
prominent pantheons. Arriving at the square, an altar, and displays of reverence to just
any semblance of peace is immediately dis- about every deity common to the region. An
turbed by the cries of a wounded man: “Please! acolyte quietly sweeps around Eilish and a
Do something! My daughter is still inside!” He middle-aged woman in cleric’s robes. Head
begs a woman in church robes as concerned Priestess Nora Savton’s tired eyes meet each
townsfolk circle around. Turning to you, he of yours. “Eilish tells me you lot handled some
pleads, “Monsters! They’re in my home! Please specters. Think you can take a banshee?”
save my daughter!”
Nora knows the following:
• A banshee showed up recently and has murdered
Stranger’s House three people, leaving specters.
If they agree to help, he leads them to his home. Read • She and her acolytes have been able to drive away
or paraphrase: some evil spirits but not the banshee.
• She asks for their help in exchange for 200 gp and
From the outside, it’s a house no different from an assortment of treasure (See rewards section for
any other. But within, it appears as if this man "Conclusion B").
and his family are quite well off; art hangs on • DC 14 Intelligence (Religion), (Investigation):
the walls, silverware set on the table, toys sit in Iconography suggests ancient magical pacts
a corner, an ornate dagger lays in a glass case, between fey and the town followed by prosperity
and everything is remarkably clean. The door for everyone involved.
to the cellar is ajar.
Eilish knows the following:
• Eilish is stressed, overworked planning three funer-
als, and worried about ailing family members.
Basement Battle • The banshee has been heard wailing on three occa-
Lighting in the cellar is dim as sunlight barely pokes sions; one death discovered each appearance. Some
through a curtained window. Two specters are in the townsfolk tried fighting but were lucky to survive.
cellar. One specter floats in the room, searching for Nora drove the banshee off but could not defeat
something. Another specter ambushes the party from the monster.
behind the stairs. The specter doesn’t notice anyone • DC 12 Wisdom (Perception): Carries a fey relic
right away, but attacks on sight or sound. The man’s kept from brief apprenticeship to the Witch. Gain
daughter is hiding in a crate directly beneath the win- advantage to (Survival) checks in the woods.
dow. • Career change to cleric to better aid sick parents.
Tactics: A third may appear, depending on party • Fears angered fey.
composition and encounter difficulty. The specters
focus on whoever is closest to the girl.

32
Townsfolk Talks Cenné knows the following:
Characters may leave the church to speak with towns- • A phantom rose out of his wife while paying
folk. They know the following: respects at her wake on a night where The Banshee
• Terrible screams keep people on edge. was heard. She must have turned her soul into a
• They are fearful and frustrated by monster attacks. monster!
• They are hopeful about adventurers aiding the • Accuses the witch of conjuring The Banshee and
church. claims fairies are stopping him from traversing the
• Word travels fast if the characters are rude. forest to find her.
• DC 12 Charisma: folklore about fey tricks and • DC 12 Intelligence (Nature): Dagger is cold iron.
ancient spirits are on people’s minds; they worry +1 against fey.
about angering the fairies and gods. Wild rumors Upon leaving, Lily accosts the party, warning against
float about the witch colluding with or being the harming the fairies; they are her friends and will help
banshee herself; she’s a divisive topic as nobody’s if asked nicely. If a promise is made, gain advantage
managed to navigate the woods to find her recently. on Persuasion checks when dealing with fairies in the
On a successful DC 12 Intelligence (Arcana) or woods.
Wisdom (Perception) check, characters notice time is
passing too slowly for the amount of activity they have Fey Forest
done thus far. This becomes more apparent should a
long rest be attempted. The townsfolk seem oblivious Traveling through the woods to the witch’s
to the slow passing of time. They will not know yet home is unsettling; you feel watched every
that the magic pact that generally protects the town is step of the way. The sun hangs low as if it were
flowing wild. permanently dawn. Time stretches endlessly as
all paths circle back on each other - this is no
Dinner with Dad simple walk in the woods.
The offer to join Cenné for a meal still stands if he
wasn’t robbed during the specter fight. • DC 14 Wisdom (Survival) or (Perception): Dis-
cover white flowers acting as landmarks guiding
He introduces himself and his daughter as up the forested hill. Gain advantage on Perception
Cenné and Lily Smith, and welcomes you checks in the woods.
inside for a warm meal as thanks. The food is • DC 12 Intelligence (Nature) or (Arcana): Magic
delicious, the atmosphere is delightful, and is wild here and there is evidence of someone or
wine is shared freely. Lily thanks you for calm- something actively impeding progress. Gain advan-
ing her mom’s spirit. Cenné frowns, sends her tage on Arcana checks in the woods.
off to her room, and explains his wife’s recent Three pixies named One, Two, and Three hide invisi-
passing. bly casting spells to distract, annoy, or scare the party
Awkward silence fills the room. into leaving. Meanwhile, wild magic is affecting time
and life, causing the forest to shift and die and regrow
Cenné asks the party if they plan to fight the banshee when unobserved. This encounter is solved multiple
if nobody speaks up first. If yes, he’ll help however he ways, either identifying the fairy tricks and persevering
can, even offering his family heirloom, the ornate dag- through the woods or making a deal with them and
ger. Otherwise, he begs them to avenge his wife and appealing to their natures. Defeating or scaring them
slay The Banshee. off is also possible. These pixies can speak Common
but prefer Sylvan.
Tactics: Each pixie has their own personality and
favored spells but still casts any to meet their goals.

33
• One likes to watch slapstick, causing mayhem • “The Banshee” is a guardian of the dead; she
while giggling and hiding just within eyesight: screams and wails to help their spirits pass on. It’s
favors confusion, entangle. Ceases her tricks after called keening the dead.
everyone’s given her a good laugh. • “The Banshee” shouldn’t be killing anyone, let
• Two always looks for a bargain, which includes alone making specters.
theft: favors sleep, dancing lights, phantasmal force. • She recommends talking instead of fighting back.
Ceases her tricks upon obtaining something
worthwhile. Locked behind successful Charisma (Persuasion)
• Three whispers secrets and temptations to sow check:
chaos, becoming visible only to cast magic from • If asked how to go about “talking”, she teaches the
safety: favors polymorph, detect thoughts, phantasmal ancient fey words of negotiation. Characters gain
force. Ceases her tricks with a good show of drama advantage on Charisma (Persuasion) checks with
or playing along. The Banshee.
• If asked for help and promise is made not to kill
The Pale Lady—if lying, they must succeed on a
Witch’s Abode DC 16 Charisma (Deception) check—she brews
The witch’s hut is in possibly the most pristine a potion of psychic resistance with warning that The
condition a hut has ever been. The wrinkle-cov- Pale Lady might be too angry to talk right away.
ered face of a woman in layers of colorful fabric • If asked why time seems strange, she tells them the
pokes her head out. With a glance, she mo- magic that protects the fey and the town goes wild
tions everyone to enter. every century. This marks the arrival of the Pale
Inside is a well-organized workshop com- Lady to help spirits and return things to normal.
plete with several cauldrons, a stewing pot, tea Without The Pale Lady, the magic will grow more
kettle, racks full of arcane and natural ingredi- unstable.
ents, and plenty of furnishings. It feels larger • If asked about the church, Ûna says, “Good
than it appeared from the outside. She sits people, good intentions, but stubborn and
down and sips some tea, “Well? Whatdya here ignorant. Tell Eilish she should visit more.”
for?” When they leave, it is dusk instead of dawn; decreased
light and unstable magic make returning difficult. DC
14 Wisdom (Survival) check: Success means a swift
Whether or not the pixies were injured and how well
return to town and advantage on the next initiative
behaved the party was in town determines how helpful
check.
and sassy Ûna is.
• Characters gain advantage on Charisma (Persua-
sion) checks if the fairies were negotiated with. Development
• Characters gain disadvantage if harmed. Once night sets in, The Banshee’s wails echo through
• Characters gain disadvantage if townsfolk dislike town.
the party.
• A successful DC 13 Charisma (Persuasion) check
to determine how helpful she’ll be.
Ûna knows the following:
• Ûna warns against impoliteness once, but if shown
rudeness a second time, attacked, or stolen from,
she’ll teleport both herself and her hut, leaving the
party alone in the woods.
• “The Banshee” isn’t the monster people call ban-
shees. She’s a fairy older than the town. Used to be
known as “The Pale Lady.”

34
CHAPTER 3 — The Pale Lady CONCLUSION A: Confused
The screams lead to a cottage where a tall Awakening
figure in white drifts towards the building. Her
silver hair flows in the wind, pale skin shim- When you wake up, you’re all being tended
mers in the moonlight, and her red eyes instill to in the church by Nora and an acolyte. The
a primal sense of awe. While beautiful, she Banshee’s screams echo in your minds, but
inspires sheer terror. somehow, you survived. Deep down, you know
The fairy woman turns to face you, and for she could have killed you. She didn’t.
a moment, everything is dead silent before her “Eilish found you outside her cottage. You’re
wails turn to speech. lucky to be alive,” Nora lectures. “Her family
“Why do you mortals continue disrupting my is dead and the banshee escaped. Good job. No
work?!” sign of specters at least. Consider our treatment
payment for the attempt.”
Banshee Battle The party is free to stay in town, but they’re considered
One banshee is enraged and attacks!
failures. If they were kind to the pixies, Cénne’s daugh-
Tactics: She’ll first try to eliminate as many as
ter gives a bag of items from the pixies.
she can with Wail, followed by Horrifying Visage
before attempting to focus down characters one at a
time. Anyone brought down to 0 hit points is merely
knocked out and won’t die. Each round she is not at-
CONCLUSION B: Fey Funeral
tacked with the ornate dagger, she becomes noticeably
less angry. After three rounds without using her cold In dying breath, she warns: “You have doomed
iron weakness, she calms down, allowing negotiation. this town,” then with one final wail the Banshee
calcifies and disintegrates into the wind. The
town is finally quiet before Eilish bursts out of
Fairy parley the cottage in tears as two specters rise from
If not attacked at all for 3 rounds, skip to Conclusion C. the roof and disappear into the night.
A successful DC 13 Wisdom (Insight) check at any
time during the fight reveals the misunderstanding; Eilish is unsure if killing the banshee was the right way
she is trying to protect the town and sees you and the and grieves for her family. An innkeeper offers free
church as outsiders harming it. Characters gain advan- stay for defeating the monster, but unease fills the air.
tage on Charisma (Persuasion) checks. Come morning, Nora fulfills her end of the bargain
A DC 15 Charisma (Persuasion) check is available (treasure below). Cénne also gives thanks, but Lily
once calm. On success, skip to Conclusion C. screams accusations of murder.
Without the Banshee, the fey stop protecting the
town and it opens to the rest of the world—for better
Development or for worse. Specters continue to be a problem as wild
If the party is defeated, Conclusion A. If The Banshee is
magic grows increasingly unstable.
defeated, Conclusion B.

35
CONCLUSION C: Keen Rewards
Conclusion A may grant a bag of 33 gp, a driftglobe,
Understanding and a barely legible note detailing one owed favor,
signed Three. Instructions: burn note to summon.
The Banshee ceases attacking and defines her Conclusion B gives 200 gp, two spell scrolls (1st and
contract: keen the mortal souls whenever lands 2nd level), a potion of healing, a wand of secrets, a philter
grow unstable and disturb the natural cycle, of love, and a helm of comprehending items (DMG).
lest their spirits haunt the earth—lost and Alternatively, roll once from magic item table A and B
unable to reach the afterlife. per player (DMG).
Eilish then bursts out of the cottage in Conclusion C gives both of the above and a good
tears, chased by two specters. The Banshee reputation among the Fey.
looks to the party expectantly. Adventure XP: 3,000, divided among players.
“Let me fulfill my role,” she demands.

Eilish tearfully witnesses and understands the events Author’s Notes


before her as the right thing to do. The Pale Lady Fairy mythology has been rewritten time and again.
resumes wailing and the specters fade away. The banshee’s origin as a fairy woman, guiding the
souls with her keening was lost to popular media. This
The Pale Lady’s wisdom: depiction offers an alternative to the weeping woman’s
• Ancient pact between fey and mortal closed off ghost by focusing on the roots of the word "banshee,”
Crainsol from the world with powerful enchant- allowing more play with the underused fey in D&D.
ment and calmed land.
• Every century, the land’s magic grows unstable; her
job is to protect mortal souls during this period. About the Author
Without her, souls become specters and cause fur- Karren Loomer aka @WhimsiKarren is a Canadian
ther chaos to the land. writer, artist, game designer, and GM for a wide
• She is drawn towards souls fated to die, hence her variety of tabletop RPGs. Follow her on Twitter to
timely appearance. see more of her latest creations!
• The enchantment has grown weaker over time,
allowing outsiders. She perceived clerics as a threat,
as Crainsol had barely opened up to the world last
century.
The next day has Nora reluctantly paying at Eilish’s re-
quest. Cénne refuses to speak, but his daughter thanks
you with gifts from the fairies.

36
Banshee (The Pale Lady) Actions
Medium fey, neutral good Numbing Touch. Melee Spell Attack: +4 to hit,
reach 5 ft., one target. Hit: 12 (3d6 + 2) psychic
Armor Class 12 damage.
Hit points 58 (13d8)
Speed 0 ft., 40 ft. (hover) Terrifying Visage. Each non-undead creature
within 60 feet of the banshee that can see her
must succeed on a DC 13 Wisdom saving throw
STR DEX CON INT WIS CHA
or be frightened for 1 minute. A frightened target
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
can repeat the saving throw at the end of each
of its turns, with disadvantage if the banshee is
Saving Throws Wis +2, Cha +5 within line of sight, ending the effect on itself on a
Damage Resistances acid, fire, lightning, thunder; success. If a target's saving throw is successful or
bludgeoning, piercing, and the effect ends for it, the target is immune to the
slashing from nonmagical banshee's Horrifying Visage for the next 24 hours.
attacks
Damage Immunities cold, necrotic, poison Wail (1/Day). The banshee releases a mournful
Condition Immunities charmed, exhaustion, wail, provided that she isn't in sunlight. This wail
frightened, grappled, paralyzed, has no effect on constructs and undead. All other
petrified, poisoned, prone, creatures within 30 feet of her that can hear her
restrained must make a DC 13 Constitution saving throw. On
Senses darkvision 60 ft., passive a failure, a creature drops to 0 hit points. On
Perception 10 a success, a creature takes 10 (3d6) psychic
Languages Common, Elvish, Sylvan damage.
Challenge 4 (1,100 XP)

Detect Life. The banshee can magically sense the


presence of living creatures up to 5 miles away
that aren't undead or constructs. She knows the
general direction they are in, but not their exact
locations.

Incorporeal Movement. The banshee can move


through other creatures and objects as if they
were difficult terrain. She takes 5 (1d10) force
damage if she ends her turn inside an object.

37
Illustration by Wouter Florusse

38
The Necromancer's Brother
by Jameson Hampton
Creature: Banshee | Level: 3

SYNOPSIS manency cast on it together with a mechanism that can


interrupt and resume the flow of magic so they can be
Rumors that the Alabaster Mansion is haunted by a
turned on and off. High-quality lamps in public build-
vengeful banshee have all of Levinbolt gripped with
ings use lightning bolt as the source and actually crackle
fear—though the mansion’s owners are more afraid it
and hum. Low-quality lamps use the light cantrip and
will drive away all their business! They hire the party
lack that aesthetic.
to take care of their ghost problem and investigate the
local legends of the mysterious necromancer siblings of
Levinbolt. But when not everything about the Alabas-
ter twins is as it seems, perhaps the party can help the
CHAPTER 1 — The Radiant
necromancer’s brother rest in peace at last. The Village of Levinbolt
Necromancer’s Brother is intended for characters of
3rd-5th level. Darkness and fog have settled over the high-
land as you anxiously search for a town or safe
place to make camp for the night. In the dis-
ADVENTURE HOOK tance, a strange, otherworldly glow emanates
through the fog. As you draw closer, it gets
Stumbling upon Levinbolt is meant to be a random
encounter, so this module works well as a one-shot or brighter and stranger. Cresting a ridge, you
can be dropped into an existing campaign as a fluff are greeted by a small hamlet, nestled cozily
session. Since Levinbolt is the only town around for amongst the hills, and the unfamiliar glow and
many miles, the party has little choice but to stay soft humming sound of the electric lights that
there. For an inquisitive party, it can be framed as an illuminate it! Electric lights line the main roads,
interesting mystery to solve; for more business-minded and most of the public buildings and many of
characters, it can be framed more as a job in need of an the private homes are lit from the inside with
adventuring party. these strange bulbs.

The Citizens of Levinbolt


ADVENTURE BACKGROUND Upon entering the town, it becomes apparent that the
The party may have already heard of Levinbolt, a superstitious citizens are worried about ghosts. The party
strange, radiant village powered by lightning. If any encounters townspeople who try to sell them chintzy
characters are historians, they may also know that it (non-magical) amulets as protection from spirits. To-
was the home of a famous pair of necromancer twins, wards the tavern in the middle of town, another group
Henriette and Julian Alabaster, the original inventors insists on checking them for necromantic possession
who brought light to Levinbolt—and died under mys- using strange electric devices, which do nothing except
terious circumstances. blink. Despite these silly tactics, the townsfolk seem gen-
Levinbolt is illuminated by magical-mechanical uinely shook up over ghosts—and pleased to see compe-
hybrid lights. The light is diffused by a spell with per- tent (and non-possessed) new adventurers in town.

39
A successful DC 10 Intelligence (Investigation)
check gives the party three potential sources of infor-
CHAPTER 2 — The Alabaster
mation: Fennel Stormspinner, Charlene Audrey, and
Lt. Lionel Rourke.
Mansion
Fennel Stormspinner (CG female gnome) is a
Catching your first glimpse of Alabaster Man-
friendly but slightly strung out alchemist, found hang-
sion, you almost feel silly for asking for direc-
ing out at the tavern. She’s easily convinced to tell a
tions. On the outskirts of town and elevated on
very dramatic, if embellished, story about being at the
a hill, it looms over the rest of Levinbolt, huge
mansion and hearing the ghost screaming and crying.
and foreboding. The front doors are flanked
She also says:
by tall pillars and dramatically illuminated by
• Hattie and Julian Alabaster rarely appeared togeth-
a gently buzzing electric chandelier. The man-
er publicly.
sion emits a diffused glow in the darkness, but
• They secretly hated each other and only stuck
whether it’s welcoming or sinister is for you to
together because they were famous.
decide.
• Julian was an asshole and possibly killed Hattie.
When you knock on the door, a woman’s
• She has been to the mansion but is reluctant to
voice shouts from inside, “ROURKE, I TOLD
give directions. Her aunts are the current owners,
YOU TO COME BACK WITH A WARRANT!”
but she doesn’t like to admit it because they’re
The door edges open, still latched, and you
currently on the outs.
see a sliver of an elderly gnomish woman, who
Charlene Audrey (CN female elf ) is a fortune teller
looks embarrassed. She hastens to unlatch
with curly black hair wearing scarves and trinkets. She
and open the door for you, saying, “Oh my
runs her divination business out of a tiny corner store
goodness, dearie, I’m so sorry, I thought you were
which smells heavily of incense. Her demeanor is ini-
someone else!”
tially mystical, but she drops the act when she realizes
the party aren’t customers. She says:
Maggie Stormspinner happily invites the party inside
• Julian was gregarious and manic, while Henriette
and introduces them to her wife Eleanor, also an elder-
was quiet and reclusive.
ly gnomish woman, if a bit calmer and less of a spitfire.
• They were secretly incestous lovers and didn’t like
They are both thrilled that the party is interested in the
being seen together because they were afraid peo-
mansion and the Alabasters, although they chafe a bit
ple would figure it out.
if anybody admits to being sent by Lt. Rourke or acts
• She admires them because they were great market-
too concerned for their safety.
ers.
Eleanor brews tea as they explain how they came
• The mansion isn’t haunted and it’s probably just a
into possession of the mansion. As big fans of Hattie
racket by the current owners for publicity, which
and Julian, they recently bought the house at auction
she also admires.
and intend to turn it into a bed and breakfast and
Lt. Lionel Rourke (LG male human) is in his early
museum of necromancy and electricity. Esoteric and
thirties and comes across as straight-laced but affable.
creepy trinkets of various sorts adorn the mansion. The
He is on duty at the constabulary and tells the party:
crown jewel of the collection seems to be a full-sized
• He has no opinion on the Alabasters. Why dredge
taxidermy doppelganger. Eleanor mentions it was
up the past?
the last piece Julian added to his collection before his
• He’s worried about the current residents of the
death.
mansion, Maggie and Eleanor Stormspinner. They
Maggie and Eleanor speak affectionately about the
have a ghost problem and may be in danger, but
Alabaster twins. If the party relays any of the rumors
they’re too stubborn to let him help.
they’ve heard, the Stormspinners shut them down and
• The mansion is on a hill north of town and he’d
express that they find the rumors distasteful. They
appreciate if the party would try to reason with the
insist that the reason they didn’t appear much together
Stormspinners.
in public was because Hattie was deathly ill and Julian

40
was the devoted brother taking care of her, and was so
heartbroken over his sister’s death that he died shortly
CHAPTER 3 — The Necromancer's
after.
They also show the party a large portrait of the
Lair
twins together hanging over the fireplace. The Ala-
The Stormspinners eagerly usher you down to
basters do indeed look very much alike, and share the
the basement, where you find a large, heavy
same facial structure, eyes, and straight black hair with
steel door, ever so slightly ajar. You swear you
a platinum blonde streak. They’re slim half-elves and
can see shadows flickering around the edges.
both strikingly handsome. Hattie wears an ornately
“We finally figured out how to open it, but it
laced black dress and looks somber while Julian wears
was trapped!” Maggie tells you enthusiastically,
an old-fashioned black suit and has more of a spark in
and shows you her left arm, which is marred by
his expression. Somehow, he feels like a mad genius
dramatic burn scars in the shape of lightning
just by looking at him.
bolts. “I know, I look amazing, but it also hurt
When asked about the haunting, the Stormspinners
like hell! That’s when we decided to leave it to the
confirm they’ve spotted shadows and heard screaming
professionals.”
from the basement, but they seem more pleased than
scared. Part of the reason they wanted to buy the house
was because they suspected that the Alabasters had The Foyer
some sort of secret bunker, and they recently found There is a glyph of warding on the door, but it has
the entrance. That’s when the undead activity start- already been sprung by Maggie, so the party can pry
ed—they suspect they broke some sort of seal. Julian open the door and pass through without incident.
was obsessed with banshees in the later parts of his life. They find themselves in a surprisingly cozy foyer,
The Stormspinners have theorized there’s one down in which is illuminated by electric lights, as is the rest of
the bunker—and they even suspect it could be Hattie, the dungeon. A coat hangs on the wall near the door,
fueling Julian’s obsession. They desperately want to see with a pair of boots below. Countless tomes line a mul-
the bunker for themselves, but who knows what else is titude of bookshelves, as well as most other surfaces.
down there? Two spectres, drawn to this place by the necroman-
The Stormspinners ask the party to go through the tic energy present in Julian’s lab, lie in wait behind the
bunker and make sure it’s safe and clear of traps and door. (If your party is large or particularly powerful,
ghosts. They insist that they’d love to do it themselves you can adjust the difficulty of the encounter by scal-
but lament that they’re not as young as they used to be! ing up the number of enemies.)
They hope to preserve the Alabasters’ belongings for A single exit across from the steel entrance door
their museum, but they offer to pay 3000 gp. leads to a long, narrow hallway. It, too, is furnished
primarily by books. At some points, they reach so far
up the walls that the stacks connect, forming a round-
ed tunnel of books.
A trap lies in wait in the hallway, but is not de-
signed for living beings, so if the party doesn’t notice
it, it won’t react to their presence. They can spot the
trap with a successful DC 15 Wisdom (Perception)
check. A successful DC 18 Intelligence (Arcana or Re-
ligion) check bestows knowledge of the trap’s function
—ensnaring undead spirits while leaving living crea-
tures alone—and the wisdom to leave it be instead of
playing with it. Attempting to disarm the trap with a
Dexterity (Sleight of Hand) check allows four shad-
ows to escape and attack the party.

41
The Dungeon The next page contains a detailed account of the
Behind a heavy, unlocked wooden door on the left lies aforementioned cure and how it works. The rest of the
a plain, rustic dungeon, featuring jail cells holding the journal contains the ravings of a mad scientist—main-
remains of several monsters, including a minotaur ly musings on banshees and the nature of beauty, but
skeleton, a mummy and a bone naga. Only one is also some notes on his electrical experiments.
still active and breaks through the rusty bars of its cell A successful DC 12 Intelligence (Arcana) check
to attack the party. (The minotaur skeleton is rec- shines more light on Julian’s words. Common under-
ommended, but feel free to use the others for a more standing of banshees says they are the spirits of beau-
difficult fight if desired.) tiful women with elven blood who became corrupted
There is also a plain treasure chest in a jail cell by by their own beauty when they failed to use it for the
itself. The mimic does not bother the party unless they greater good—and were cursed to eternal despair and
attempt to find a way inside the jail cell to loot it. rage as a result.
A successful DC 10 Wisdom (Insight) check at this
point notes that despite supposedly being the Alabas-
The Reading Room ters’ shared lair, everything the party has come across
On the right of the hallway, a revolving bookcase hides down here has been Julian’s alone and even the journal
a secret room. Luckily, the bookcase is ajar, making the had no mention of Hattie.
door obvious and able to be pried open. The hidden
room, Julian’s reading nook, is small, cozy, and full of
even more books. A comfy plush chair sits across from The Laboratory
a small, round table, on which rests a journal, lying The hallway ends in a large laboratory, spacious and
open, a quill next to it. cluttered with half-finished experiments magical and
Before the party can investigate further, a small mechanical alike. Clearly, the owner of this lab worked
brood of approximately ten crawling claws appear with a frenetic energy. One section of the room is
from out of the walls and attack. Some of them are taken up by a giant, impressive—and extremely magi-
holding dusters and other cleaning supplies. Once dis- cal—machine, currently humming and producing oc-
patched, the party can read the journal, which outlines casional bolts of lightning. A successful DC 12 Intel-
Julian’s obsessive research regarding banshees. ligence (Arcana) check reveals that this is the “battery”
that powers most of the electricity for the town.
“I am certain that my latest attempt at a cure is The party can look around, but if they interact with
finally correct—and divinatory magic confirms anything, they are attacked by a flameskull, which in-
this notion—but I fear the universe is conspiring tones, “You must leave this place. I will protect Julian
against me. I already feel the wrath and sorrow of Alabaster.”
the banshee coursing through my blood, corrupt- The flameskull is intelligent and converses with the
ing my thoughts, and still I wait impatiently for party, and even answer questions, during the fight.
the delivery of the doppelganger eye I need to If the party insists that Julian is dead: “No. Julian is
complete the formula. here. I will protect Julian.”
Who is this cruel arbiter of beauty? I am sure If Hattie is mentioned: “There is no Henriette
Corellon has empathy for the quandary of their Alabaster. Julian was born Henriette. Then he lived as
child, so which deity disfavors me? Who dares tell both. Now there is only Julian.”
me that I have scorned my former beauty? Who If asked about the banshee: “My master suffers
decides what is WASTE and what is CREATION? unfairly. I will not let you hurt him.”
Scarred as I may now be, I have never looked or If the party tries to convince the flameskull they
felt more divine—does that count for NOTH- mean no harm: “I cannot take that risk. My purpose is
ING? I cannot, will not, accept such a fate. I to protect Julian.”
WILL be free to live as I wish.”

42
With a successful DC 15 Intelligence (Investigation) party and bestows on them a charm of conjure minor
check, the party locates and identifies the unfinished elemental before fading into nothingness. The smoke
banshee cure Julian had been working on, a tinder- turns grey and dissipates, leaving only the faint smell
box containing a bird’s nest woven with herbs and of ozone behind. Julian’s charm allows each player
soaked in various oils. They can finish it by adding the present to cast conjure minor elemental at 4th level
doppelganger eye from the Stormspinners’ taxidermy one time each before vanishing from them.
piece, which the couple gives up willingly if the situa- Killing the banshee also solves the problem, al-
tion is even rudimentarily explained to them. though at a greater price—Julian dies with an an-
While in this room, the banshee can be heard guished wail and explodes into wispy smoke in a
wailing on the other side of the final door, which is 10-foot-radius. Each creature in the area must make a
locked and warded by a lightning trap. The trap can be Constitution saving throw. A creature takes 2d10 ne-
spotted with a successful DC 10 Wisdom (Perception) crotic damage on a failed save, or half as much damage
check and disabled with a successful DC 18 Dexterity on a successful one.
(Sleight of Hand) check. When triggered, it erupts in a Either way, the Stormspinners are delighted by
10-foot-radius centered on itself. Each creature in the the discoveries about Julian and stories of the artifacts
area must make a DC 15 Dexterity saving throw. A found in the lair. They happily discuss how much of
creature takes 2d10 lightning damage on a failed save, a success their museum is going to be, but they agree
or half as much damage on a successful one. Breaking that they will still dedicate it to both the Alabasters, as
the machine disables the trap, but also cuts off power they’re not comfortable outing him to the public after
to the town! his death. They ask the party to do the same. They pay
the party 3,000 gp (or 2,000 if they broke the ma-
chine).
The Inner Sanctum Upon returning to Levinbolt, the townspeople are
Once past the door, the party enters Julian’s personal
hostile to the party if they broke the machine and cut
room, which is cozy but cluttered with books, crystals,
off power to the town, but are otherwise happy to be
multicolored fairy lights and, surprisingly, houseplants
regaled with stories about the ghost.
kept alive by magic.
The banshee is within and barely recognizable as an
Alabaster from the painting. They look like they are
in anguish, long hair unkempt, ghostly suit torn and
About the Author
Jameson is a social justice Tremere antitribu from
tattered.
Buffalo, NY who wishes they were immortal so they'd
If the cure is completed before entering the final
have time to visit every coffee shop in the world.
room, the party can administer it immediately upon
They're a professional plant liker and software engi-
encountering the banshee. Otherwise, the banshee
neer, as well as an unprofessional comics writer.
attacks and dramatically chases them back through
The Necromancer’s Brother is important to me
the dungeon into the mansion, where they acquire the
because it’s a reflection of my personal experiences as
doppelganger eye. (If this happens, the Stormspinners
a transmasculine person. The banshee’s curse really
are ecstatic to see Julian’s ghost with their own eyes.)
represents transphobia: it afflicts Julian based on his
birth gender because it perceives him as “misuing” his
Conclusion beauty by choosing to transition, which is an attitude
from others I have often received and struggled with.
The party administers the cure, once fully assembled,
For me, the fact that he has the confidence and talent
by lighting the tinderbox in the vicinity of the ban-
to stand up to the curse and develop a cure is empow-
shee, which they know from reading the journal. Ma-
ering, and the fact that the party has a chance to right
genta smoke pours out of it and surrounds Julian, who
the wrongs done to him feels like justice. I want to
stops attacking as a sense of tranquility washes over the
thank Uncaged for giving me an opportunity to tell my
room. He momentarily regains his senses, now looking
story in this way.
just like the man in the painting. He calmly thanks the

43
Illustration by Luciella Elisabeth Scarlett

44
Waters Shallow, Roots Deep by Annamyriah de Jong
Creature: Dryad | Levels: 3-5

SYNOPSIS Under Rootstock is a cavern where a large tree


grows. At the base of the tree is a fountain, and inside
The town of Rootstock is a quiet community, nestled of the tree is a lich’s phylactery. The phylactery is fu-
just off a main road. It has bustling trade relationships eled by small fractions of the souls of those that drink
and a happy population—people of all sorts find their from the fountain. Those that have died from the
place amongst the tall evergreens that make up the effects of the fountain, their souls being siphoned away
forest around them. They credit their health and safety over time, are trapped inside the cavern in the form of
to a natural spring, deep in the caves beneath town, “ghosts.”
and celebrate and drink from it twice a year. But when A dryad protects the tree and the phylactery. She
adventurers arrive in town, and participate in the Festi- was once a human woman, but the lich offered her the
val of Blessings, what will they find? power to protect her town in return for the protection
of their phylactery.
The Festival of Blessings is a twice-yearly event that
ADVENTURE HOOK lasts two days.
Rootstock can be placed along any road lined with The first day consists of gathering items to burn in
forest, or any forested area with access to other towns the fire that evening: furniture, worries written onto
one way or another; Rootstock is not a self-sustaining paper, anything and everything. A physical and emo-
town as designed. It works well in the middle of a long tional ‘spring cleaning’: giving up the things that weigh
journey—a small place of respite from camping and them down.
cold, or, perhaps, the party has heard of the Festival of The second day starts at dawn with a gathering
Blessings elsewhere, and decide to go investigate. out front of the town’s temple. As the day breaks, the
doors are opened, and the attendees are guided down
into the dark of a cave to drink from the fountain, and
ADVENTURE BACKGROUND receive its blessings for the upcoming time.
This is an adventure for 4-6 adventurers, levels 3rd-
5th, but is adjustable to any party size or level by
increasing the amount of monsters in the combat, and/
or adding puzzles or other independent elements.
Rootstock was founded as a seasonal hunting camp,
which became permanent when families settled down.
Fifty years ago, the land was hunted to near extinction
which lead to a famine. A few of the older members
of the population remember that difficult time. Now,
most of the population is in good health, but people
die approximately ten years earlier than the average,
and weaken quickly near their deaths.

45
The Silver Cup is an inn on the northwest side of
CHAPTER 1 — Fires Bright the town center. It’s rather nondescript in appearance -
During the party’s travels, they see smoke a fair distance a wooden two-story building with a handful of win-
off into the woods drifting above the treeline. With a dows squished between an unimpressive bookstore and
successful DC 16 Wisdom (Perception) check, they spot a small, but delicious smelling bakery. Above the door
an overgrown dirt road leading towards the smoke. of The Silver Cup is a tin cup hanging off a string. Two
The forest surrounding the path grows dense. Any children are playing under it, trying to jump and hit it,
diversion from the path through the underbrush be- but they scamper off if people want to enter the inn.
comes difficult terrain as it is nearly impossible to It’s run by an elven man named Horace, who is friend-
traverse. After a thirty minute walk, the party reaches a ly, but impersonal. He’s eager to sell them food from a
town that is the source of the smoke. small, but passably tasty menu, and beds for the night.

Welcome to Rootstock
Independent Exploration
Laughter, chatter, and music drift through the Within Rootstock, there’s only a few businesses open
forest. Through the trees, a town can be seen, on account of the festival. Once Vanes takes her leave,
lively with people all having a wonderful time. the party is left to explore on their own. There are
The road comes to an inelegant conclusion in bards to listen to, the fire to interact with, and people
the center of this small town - buildings line to meet. A few businesses that are open are a general
this center, drawing focus to a small church, store that sells basic goods, a restaurant that offers the
which stands directly like a haphazard senti- Saif ’s Feast—a challenge to the party’s appetites (If the
nel over the entrance into Rootstock. In front characters can finish off the huge meal within an hour,
of it burns a large bonfire, which most of the it’s free. Use a group DC 50 Constitution check for
people seem to be paying attention to in some this challenge; otherwise, the cost is 10 gp total) and a
regard. The flames are filled with all sorts of man selling cheap magical fireworks out of his bed-
objects, from furniture to books to clothes. A room window.
few older children are seated at the edge of the
bonfire, roasting meat on sticks and chatting
while others add to the fire. A woman is lug- Development
ging a broken chair from her home toward the The characters can find lodging at The Silver Cup or
fire with her young son trailing behind her. are welcome to camp along the edge of town when
the hour grows late. If they’ve made connections
with townsfolk, they might find lodging in someone’s
A few people glance towards the party as they enter the home. Wherever they rest, they rest well.
town with curiosity. They draw much more attention if
they burst out of the underbrush than they do if they
enter via the road.
After the characters have a moment to catch their
breath, a middle-aged half-orc named Vanes greets
them. She can answer many questions about the town
and what’s currently going on. She is more than happy
to see visitors, which are rare, but not uncommon,
especially around the Festival. She’s less willing to
discuss the events of the next day, eager for the visitors
to be surprised, but advises them to wake early. She
directs them toward The Silver Cup if they’re looking
for somewhere to stay.

46
CHAPTER 2 — A Journey Below He does not know about the ghosts, the phylactery, or
the lich.
The festival begins a half-hour before daybreak, with
the citizens gathering in the center of town.
Into The Chamber, Part One
The air holds a quiet buzz of anticipation; Three-quarters of the way down the staircase, any
amiable conversations are being held, hushed non-magical light is extinguished by a magical dark-
in the early morning darkness. Talks about ness that fills the space. If any magical light is on a
what things people are hoping the fountain character, they are asked to put it out or leave the
will bring them luck over, what new things will object behind in the room by Bertrand. The rules are
be in the general store this week (preserved strict around this ceremony, but enforcement is kind.
peaches and small copper toys, if the rumors The darkness continues throughout the underground.
are anything to go by), and what sort of bird it
is that’s calling from the trees. The path you are led down is as dark as tar,
And then, all at once, as the doors of the and the footing is uneven. Hands pull and
church open and Bertrand steps out, everyone catch at your robes as people stumble, keeping
quiets. themselves upright, but they pull away when
He says nothing, just turns and heads back they’re steady, for the most part. Even with
inside, the doors left open. darkvision, it’s impossibly dark. Unnaturally
The unorganized mass files inside, funneled dark.
through the main doors and down the aisle.
Bertrand waits by the unassuming door in the The path is roughly a mile long and remains dark. It’s
back corner, made of old wood with a heavy cold, and sound echoes slightly before fading out.
lock. The crowd is restless, but polite, as they At some point near the end of the walk, the
wait for him to unclip the heavy ring of keys crunching of leaves can be heard beneath the party’s
from the belt around his robes, and slide it into feet with a successful DC 15 Passive Perception check.
the lock. Shortly after, the tunnel reaches the fountain chamber.
The room beyond the door is small with a It’s a room shaped like an irregular circle, about 40 feet
few boxes stacked against the walls, a small across and 45 feet high.
shelf of books, and a few robes hang on hooks; In the center of the room, unseen in the darkness,
however, they’re all secondary to what’s in the is a large tree. Nestled in a round divot in the roots is
middle of the room. Centered is a wide stair- the faintly bubbling fountain.
case of rough hewn stone, dug down into the
earth. It descends, though its impossible to tell The mass of people that had been surround-
how far as darkness swallows the steps after ing you starts to thin out. Hands grab at your
about two dozen.. No one seems to pay any arms, and at others, everyone sorting them-
mind. Any lingering whispered conversations selves out into a line in the pitch black. The
die down as the town descends. room is almost uncomfortably chilled, and
occasionally a small draft sweeps by, ruffling
Bertrand Rylands, a human male in his early fifties, has clothes and hair.
been the presiding cleric the small temple for twen-
ty years. He’s kind and well liked in the community, The party finds themselves directed into a loose single
but stubborn when it comes to the church. He rarely file line, which moves towards the fountain as people
accepts ideas concerning it that aren’t his own. take their drink from it. As each character approaches
Bertrand is aware that Dechtire exists, and believes the fountain, they are directed to kneel by Bertrand’s
that she wants to protect the town. He supports her in sturdy hand on their shoulder. A wooden bowl filled
this effort. He believes that she’s ultimately good, and with water is put into their hands.
that she is the direct reason for the fountain’s powers.

47
After drinking the water, the character must suc- If harm comes to the fountain or the cavern itself,
ceed a DC 17 Constitution saving throw. On a suc- or if the party lingers for too long, Dechtire emerg-
cess, nothing happens. The water is cool and delicious, es from the tree which cracks and shifts to allow her
but harmless. through. She is not immediately hostile.
On a failure, the character is filled with confidence
and peace that they have never known before. Unbe- She’s tall—you’re not sure if it’s natural or
knownst to them, part of their soul is sucked away by not, but she definitely isn’t shortened by
the phylactery. Any worries they held previously seem the branch-like horns growing from the nest
meaningless. Any problem is conquerable. They gain of moss that makes up her hair. Tangles of
+1 to Constitution and Strength. The feeling lasts for branches and leaves are tucked into it. She
about an hour, but the buff is (optionally) permanent. holds a large sword, five or six feet in length,
The mass of people make their way back through and it doesn’t, somehow, dwarf her. Her skin is
the cave and into the church when all have drunk from split and mottled, thin sections of bark cling-
the pool. If the party or anyone else decides to stay, ing—or growing—on her bare arms. Her face
then their absence is not noticed until the NPCs reach is strange, inhuman just as much as it is hu-
the church again. man. Her eyes are the one thing that assures
you that she was at some point human, pale
blue and looking between you all.
Development
If the players leave, and aren’t naturally drawn back
Ultimately, it is up to you how malevolent Dechtire is
down to investigating the cave further on their own,
portrayed. But here are some things she is not: cruel
some guiding might be necessary. However, move on
without reason, unwilling to listen despite her stub-
to Chapter 3 once they decide to investigate the cave.
bornness, unsympathetic to other’s plights. She is,
however, also determined to protect this forest at any
CHAPTER 3 — Past the Door, cost to her, and at her idea of reasonable cost to others.
If she is given a chance to explain, continue with
Down the Stairs the following dialogue options from Dechtire, broken
up and supplemented as need be to allow it to be a
The door leading to the room with the staircase to the
conversation between her and the party.
tunnel is non-magically locked. Bertrand tends to keep
the keys that open it hooked on his belt. Non-magical
light continues to be extinguished at the same spot on
the stairs.

Into the Chamber, Part Two


If the characters have a way to see through magical
darkness, then give the description of the path into
the cave, the fountain, the tree, and the ghosts as they
travel back down into the cavern.
The Ghosts: There’s a few dozen of them, of
varying appearances and ages. They don’t seem to
notice the party or care that they’re there. They aren’t
capable of communication. These ghosts are not tech-
nically creatures—they cannot be killed. If intentional,
their touch can paralyze a player for a round on the
failure of a DC 12 Constitution saving throw.
If harm comes to the tree, immediately proceed to
the "Combat" section.

48
"I am doing nothing wrong. I am not taking any-
Combat
Three to four eagles, Dechtire, and one giant eagle. Add
thing that isn’t owed.
more giant eagles for high level parties. The eagles come
"They hunted this land to near extinction—
sweeping out of the branches of the tree and attack upon
and, gods, I wish I could say that I was anything
the tree taking harm. They care only about protecting the
but complacent. But I wasn’t. I watched as my
tree, and vanish into ash upon their death. Dechtire is
husband brought home anything he could sink an
more eager to talk and have herself understood than fight,
arrow into. It was to eat, at first. Just to eat. Just
but she is not unwilling to participate.
to eat, and to keep us through the winter. But
Dechtire uses the revenant stat block with the
then they started hunting for the fun of it- hunt-
following changes, most of which are from the dryad
ing for sport, not for necessity. And I did nothing
statblock.
as stuffed heads started decorating our walls. It
• AC: Reduced to 10.
was a game, a competition, and I told them to
• She loses the Multiattack ability.
stop. I warned them. But they did not listen. I re-
• Innate Spellcasting: Can innately cast the fol-
mained complacent until there was nothing left.
lowing spells, requiring no material components,
People went elsewhere or starved. There wasn’t a
with a spell save DC of 14.
deer or mouse in these woods, by the time they
- 3/day: entangle
were done. The birds learned to fly past elsewhere.
- 1/day: shillelagh, pass without trace
I was complacent for too long, and they did so
• Magic Resistance: Has advantage on saving
much harm in the wake of that -- but unlike
throws against spells and other magical effects.
them, I promised that I would return things to
• Can speak with beasts and plants as if they share a
how they should be.
language.
"And I have, and I am sworn to keep it this
• Actions: Sword of the Dryad. Melee Weapon
way. This land should not pay for the sins of the
Attack +4 to hit, reach 5 ft., one target. Hit: 12
greedy. It is my influence that keeps wandering
(3d6)+3 slashing damage.
children from being taken by bears, my influence
that keeps their hunts good, my influence that
keeps their gardens bountiful. This is better for
them than any alternative."
CONCLUSION
If the tree was destroyed, the population of the town
seems tired and worn down as the enchantments that
This is possible to resolve peacefully: maybe the party have been upon them most of their life fade away.
finds her actions justified, and leaves the routine alone. They will recover in a few days.
Maybe other solutions to what she sees as necessary If Bertrand is told of or figures out what happened,
are found, or the party convinces her that the debt he makes it clear that the party is to leave.
has been paid. Combat is not necessary, if the tree The situation, whatever it is, leaves the party with a
is unharmed. She is her definition of just. She is not feeling that they’re not welcomed here any longer.
vengeful.

49
Rewards Author’s Notes
Upon completion, characters may earn the following I set out to do two things with this adventure. The
rewards: first was to create a story without a right or a wrong
solution to let the character’s stories and morals col-
XP REWARDS or the end result. The second was a bit trickier of an
Add the total XP obstacles overcome by the party, then undertaking: write an adversary that challenged the
divide it evenly amongst the characters to find individ- traditional idea of a female ‘villain’ by using the traits
ual earnings. often stereotyped onto female characters and allowing
her to use them in a way that defies those stereotypes.
Event Reward Hopefully I did those both some amount of justice.
Giant Eagles—Combat 200 each Thank you to everyone who helped me throughout
Eagles—Combat 10 each the process of refining this, and, to my own campaign
Dechtire—Combat 1,800 group - thanks for playing through whatever I throw
Resolving without combat 1,800 you into as enthusiastically as you do.
200 per player
Saif ’s Feast 10 per player
About the Author
MATERIAL REWARDS Annamyriah de Jong is currently a student in the
PNW, where she lives with her cat, Yam, and plays a
Sword of the Dryad lot of games. Other D&D work of hers can be found
At one point, this heavy sword must have been beauti- dmsguild.com under the same name, other games
ful—intricate work has been done on the handle, but can be found at annamdejong.itch.io, and she can be
now it’s worn down with age and covered by bits of reached on Twitter at @annamdejong.
clinging moss. It has seen some better days, but a small
amount of work would put it back into pristine con-
dition. As it is, it’s usable—it would be worth a good
amount if sold.
Suggested worth: 40 gp if sold as is, 50 gp if
restored.
3d6 slashing damage, heavy (two handed). Attacks
with this weapon count as magical in regards to resis-
tances or immunities.

50
51
Illustration by Kayla Cline

52
THE HAUNTING OF
CoLDWOOD MANOR by Shannon Lewis
Creature: Banshee | Level: 4

SYNOPSIS Dramatis Personae


The dead are rising from the grounds of Coldwood
Manor, and Lord Cunningham is looking for enter- • Lord Cunningham: NE male human vampire
prising adventurers to take care of the problem. Lady spawn. The self-important Lord of a crumbling
Cunningham is ill, and the ceaseless cries of the ban- manor, he gives lip service to his wife's health but
shees have only made her condition more fragile. He seems more irritated with the situation than con-
considers the wailing apparitions a simple nuisance; his cerned for her wellbeing. He is secretly a vampire
wife believes they portend her death. The party may whose many murdered wives have returned to
discover a truth that defies them both. haunt him.
• Molly Beck: LG female human commoner.
The butler of Coldwood Manor and former la-
ADVENTURE HOOK dy-in-waiting to Lady Cunningham. She is deeply
concerned for the wellbeing of her friend, and
This adventure is intended for a party of 3-5 4th level
adventurers who have traveled to Coldwood Manor at unsettled by the atmosphere of the estate.
Lord Cunningham's request, either as an established • Matthias: NG male human guard. The young
party or as individuals responding to an open call for groundskeeper of the Manor who holds more loy-
adventurers. alty to the place than its master.
• Lady Cunningham: LN female human noble.
Lord Cunningham's young bride; suffers from a
ADVENTURE BACKGROUND "wasting disease" that has her confined to bed.
• The Banshees: CG female human banshees.
Coldwood Manor is a remote estate. In nearby villages,
little is known of the people who live there beyond Victims of Lord Cunningham's appetite, these
that the family is very old and has occupied the manor apparitions seek to prevent him from killing again.
house for as long as anyone can remember. It is widely
accepted that the place is haunted—not as superstition
or caution but a longstanding fact. Once there, it be-
comes obvious the manor is not a place anyone would
want to live, and not many people do: the house is
large but only occupied by the Lord, Lady, and a small
personal staff.

53
CHAPTER 1 — Answering The Call • This isn't the first time the banshees have ap-
peared—he doesn't know the cause, but apparently
the last group of adventurers didn't do a very good
In the last village you heard that Coldwood job of getting rid of them.
Manor was remote, but you travel for the better • If pressed about when or why the apparitions have
part of a day before you reach the gates. The appeared in the past, he hastily recounts the expla-
nearest neighbor is already a distant memory. nation he was given: the manor has been haunt-
The estate is carved out of dense wood- ed for as long as anyone can remember, and the
lands, a wide rectangle of lawns and gardens banshees are some long-forgotten women cursed
and a lone manor house bordered by forest. It by their own vanity to wander the earth causing
is clear that the property was once incredibly ugliness and misery. On a successful DC 15 Intelli-
grand, but it hasn't been kept up for some gence (Arcana) or (History) check, a character will
time. The house is sagging and gray with age recall hearing of a similar legend, but one with an
and the garden, while still lovely, is overgrown. elven rather than human origin.
You approach the manor just as the sun be- Lord Cunningham quickly tires of the party's ques-
gins to set. A chill settles on your skin, and an tioning and summons the butler to lead them to the
unearthly wail fills the air, echoing all around gardens. If they request to wait until morning, Lord
you. The sound follows you to the front door, Cunningham indicates the banshees are most active
where a young woman in a formal suit is wait- at night and insists they proceed immediately. Any
ing for you. Looking both worried and relieved attempt to speak with his wife is firmly rebuffed. If
she says, "Have you come to help us?" the party questions Molly while she escorts them to
the garden, she is nervous but chatty and will readily
The woman is Molly Beck, the butler of Coldwood
provide the following information:
Manor. She is young, perhaps early twenties, and pro-
• She and Lady Cunningham are close friends; Mol-
fessional but clearly nervous as she escorts the party to
ly took this position when the Lady wed.
Lord Cunningham's study. The manor is richly deco-
• There are very few staff members. Most of them
rated but, as with the exterior, not well-kept, and the
joined the household at the same time Molly did.
party sees no other staff. The study is lined with old
• Lady Cunningham's health has been steadily de-
books and decorated richly, but is noticeably dusty and
clining since they arrived at the Manor.
has a faint musty odor.
• The banshees don't seem to have caused any dam-
Lord Cunningham is seated, reading. He is an older
age and haven't attacked anyone, but wail at all
man, a silvery mid-forty, and acts as though the party
hours of the day and night.
has kept him waiting unduly. He should be roleplayed
If the party asks to see Lady Cunningham, Molly also
as haughty and terse—right on the line between
refuses them: her condition is too delicate, and only
understandably stressed and irritable, and suspiciously
the Lord's physician has access to her—even Molly
evasive and dismissive. When questioned he provides
hasn't been allowed to wait on her. The party can
the following information:
attempt to convince her that they might be able to
• The banshees began appearing about a month ago
help with a DC 15 Charisma (Persuasion) check. On
and with increasing frequency ever since. They ha-
a failure, she clams up and hurries them outside. On a
ven't physically harmed anyone yet, but the sound
success, Molly leads the party to Lady Cunningham's
is constant and maddening.
bedroom door but allows them no further while she's
• His wife is ill, and the noise is disturbing her—she
present. If the party chooses to continue to investigate
superstitiously believes the sound portends her
the manor, they find it eerily empty and the Lady's
death. He reluctantly admits the banshees’ appear-
bedroom lived in (with signs her illness is being tended
ance coincides with her illness.
to) but unoccupied.

54
Into The Garden
Molly promises to answer the door if the party knocks
CHAPTER 2 — The Haunted Garden
The groundskeeper Matthias is young, twenty at the
but has no desire to go into the garden herself, and most, and lives in a humble cottage on the grounds.
locks the door to the garden behind them. He is hospitable but hesitant to reveal too much to the
party. If questioned he tells them:
Dusk has fallen on Coldwood Manor, bathing • The grounds are full of spirits, but they've never
the grounds in shadow. The gardens stretch out attacked him and don't seem to mean any harm.
before you in full view, rose bushes growing wild • Previous adventurers have tried everything from
and ornate statues covered with moss. Faint fighting to religious rituals, but the banshees al-
wisps of fog creep in from the forest, obscuring ways come back eventually—usually within weeks
the not-too-distant trees in haze. Another plain- or months.
tive wail rises up from the garden before you. • The banshees congregate—and seem to get lost—
in the hedge maze in the heart of the garden.
The party encounters the first banshee shuffling list- • Matthias was born on the grounds and is the
lessly through the garden. She appears little more than longest-standing staff member. A successful DC
a bundle of rags and bones that echo hollowly as she 12 Charisma (Persuasion) check convinces him to
moves, alternating between quiet sobbing and piercing admit that he's still here because he believes he has
wailing. She does not attack the party unless provoked, seen his mother among the ghosts.
and she only uses her Wail or Horrifying Visage attacks • Pressing him on the matter reveals his mother died
if attacked first. of a wasting disease—much like the current lady
Almost any act of kindness or attempt to reason Cunningham...and the former lady Cunningham.
with the banshee will calm her, particularly if the party He is too young to remember, but he thinks there
attempts to persuade her that she is harming Lady was at least one more.
Cunningham. This banshee appears mummified and Once the party is patched up and have their questions
desiccated on inspection and is unable to communi- answered, Matthias directs them to the maze.
cate with the party, but indicates the far end of the
property if asked why she is here.
Note: if the party does decide to attack, she re- The Phantom Maze
sponds with her Wail. It is entirely possible that this
The grounds of Coldwood Manor are too ex-
results in a total party kill. If this happens, the party
tensive to be maintained by a single man, but
awakes in the groundskeeper's small cottage home, and
the hedge maze is clearly the greatest fruit of
with his hospitality, receive the benefits of a long rest
his labor. Though it has lost its shape in places,
over the course of their interaction.
the walls are impressively tall (too high to see
over easily), and judging from the size, it is both
Development large and intricate. Dusk has begun to fade to
Once the banshee is dealt with, the groundskeeper evening, and the maze itself seems to murmur,
appears to assist fallen or wounded party members and echoing muted sobs punctuated by sharp,
question the party's presence in the garden. bone-chilling wails. The nighttime fog has
grown thicker, winding its way into the maze as
you pass through the opening in the tall hedges.

As the party makes its way through the maze, each


member should make a DC 15 Wisdom (Survival)
check in turn. Both successes and failures count as
progress toward the center of the maze, but on each
failed check, the party comes to a dead end and a spec-
ter solidifies from the mist. The specters are formless,

55
ghostly shapes that emanate soft, feminine sobbing the party examines the banshee herself (and got a close
and do not attack unless provoked. They are unable to look at the first one), they notice similarities in color-
communicate with the party, but should be increas- ing and build, but this one has a distinctive facial mole
ingly unsettling—weeping and following along behind the previous one did not.
the party as they move through the maze. Sobs also On a successful DC 12 Wisdom (Perception) or
seem to come from the hedge itself, and tendrils of Intelligence (Investigation) check of the area, the party
mist grasp harmlessly at the party like cold, clammy notices memorial plaques embossed around the edge
fingertips, as though the maze is completely filled with of the fountain—newer and better cared for than the
specters they can't see. Characters who succeed on stones in the maze. If questioned, the banshee gestures
a DC 12 Wisdom (Perception) or Intelligence (In- to a specific plaque: the most recent, Elaine, dated the
vestigation) check to take a closer look at their sur- year prior.
roundings as they navigate the maze will notice paved
memorial stones throughout—each inscribed with a
woman's name and a date, spaced one to twenty years
Beyond The Garden Walls
The "central" courtyard of the maze turns out to be
apart and dating back hundreds of years. Any attempt
most of the way through it, and the party is able to
to detect or discern magic will reveal that the maze
navigate the rest of the way with relative ease.
itself is non-magical but filled with spiritual energy.
After enough survival checks to navigate the maze (1-2
A small but well-kept mausoleum stands before
per party member, at the DM's discretion), the party
you, emblazoned with the Cunningham name.
emerges from the hedge and the ghostly forms behind
There is no surrounding graveyard, only a single
them dissipate into mist.
ornamental stone building. As you approach,
you catch a whiff of old death on the air. The
The Heart of The Maze door to the tomb is standing ajar.

A grand fountain occupies the center of the The smell inside the mausoleum is terrible, and the
hedge maze, and a spectral woman kneels party quickly identifies the source: a body is laid out
before it. She is dressed in regal clothes, but on a central pedestal, covered by a simple white sheet.
her dress is torn and stained with blood. From An inspection of the tomb reveals a few sealed but
where you stand, the fountain appears to be unlabeled internment niches, one of which has the
filled with blood, and the woman is frantically front slab removed, as if in preparation to receive a
scrubbing cloth in the wide basin, sobbing and body. An inspection of the corpse, with a successful
wailing. DC 12 Wisdom (Perception or Medicine) or Intelli-
gence (Investigation) check, reveals the body to be the
Once again, the banshee only fights to defend herself, same woman as the banshee found in the center of the
and only uses her special attacks if the party attacks her maze (though desiccated to the point of mummifica-
first. tion), and the cause of death to be a pair of suspicious
If desired, a specter or two can be added to in- puncture wounds on her throat.
crease the difficulty of this encounter. In the event of
a party-devastating Wail, Matthias once again comes
to the rescue, but this time provides only a short rest
Development
Once the party finishes investigating the area, they
(and perhaps a stern reminder that the banshees hadn't
hear a human scream coming from the garden.
attacked anyone until the party showed up).
If the party chooses to try to speak with the ban-
shee and gets a closer look at her, she appears more
"alive" than the last—emaciated rather than withered
and unable to speak but expressive. She, too, indicates
the far end of the property if asked why she is here. If

56
CHAPTER 3 — Lady Cunningham Part B
The cries of the banshees are unearthly and As you open the greenhouse door, a beam of
all-present, but the scream you hear now is light shoots past you, striking Lord Cunning-
sharp, clear, and distinctly human—and com- ham and repelling him from the prone body of
ing from deeper in the garden. As you rush his wife. There is blood on her throat to match
towards the sound, you discover a small, dingy the blood on his mouth, and he smiles bitterly.
greenhouse at the edge of the property, the "I see you didn't take care of my problem, either."
windows crusted with grime. Inside, a woman
is screaming. Outside, a banshee with the form If the players attempt to talk their way out of fighting
of a starved, matronly woman is clawing at the Lord Cunningham, skip to Conclusion A.
glass, echoing each scream with a piercing, If the players decide to attack, skip to The Fight.
desperate wail.
The Fight
The party can choose either to fight their way past the Egad! Lord Cunningham is revealed to be a vampire
banshee or open the door and let her inside with them. spawn! That explains all the lady-ghosts on his proper-
The banshee is not blocking the party's progress and, ty. If the party spared even one banshee, Lady Cun-
like the others, does not attack unless provoked. ningham gains the protection of the spell spirit guard-
If the party attacks and kills all three banshees pro- ians. For each additional banshee spared, consider the
ceed to Part A. spell cast at a higher spell slot, increasing the damage
If at least one banshee is left unharmed proceed to by 1d8 per banshee. This spell excludes the party and
Part B. deals radiant damage.
Note: for a party of three that did not spare any
Part A banshees, this encounter is potentially deadly, so
consider scaling down the difficulty by lowering Lord
You enter the greenhouse and find Lord Cun- Cunningham's health or not using either his Regenera-
ningham bent over the body of a thin, pale tion skill or Multiattack.
woman—his wife, by her dress. Her throat is If the party spared at least one banshee, read this
marked with two small puncture wounds, and before beginning combat:
as he rises, he wipes a bit of blood from his
lips. "Ahh, quiet at last. Have you come for your Lady Cunningham's body is surrounded by light,
payment?" and the haggard, withered women you saw out
in the garden are revitalized, their terrible cries
If the players accept Lord Cunningham's compensa- turning into a beautiful, wordless song.
tion, skip to Conclusion A.
If the players refuse or attempt to question him, Tactics: At the start of the fight, Lord Cunningham
skip to "The Fight." casts spider climb and attempts to get out of range of
the spirit guardians, if any.

Development
When Lord Cunningham is defeated, his body turns
to ash, the barrier around Lady Cunningham (if
active) dissipates, and she revives. If all three banshees
were spared, as they fade away, the light dims to a
single point and leaves a driftglobe in its place. Skip to
Conclusion B.

57
CONCLUSION A Author’s Notes:
If the party overlooks Lord Cunningham's nature and While in our world the dead—especially victims of
past indiscretions, he is happy to reward them each violence—are often robbed of their voice. In a setting
with a potion of healing and 5 gold pieces before send- like D&D, they retain power and agency in the after-
ing them on their way. life. Tales of the Banshee have taken on many forms
over the years, but many modern depictions are almost
completely removed from their origin: women who
CONCLUSION B mourn. This adventure seeks not only to return ban-
Lady Cunningham is disoriented and weak, but with shees to their mythological origins, but to allow these
Matthias' assistance, the party is able to escort her out women to use their powerful voices not for violence or
of the greenhouse and back through the garden. Out- revenge, as is popularly depicted, but to protect other
side, the wailing has ceased and the fog has dissipated. women and stop the violence against them.
The night is crystal clear. Back at the manor, Molly
rushes to aid Lady Cunningham.
When Lady Cunningham has recovered, she thanks About the Author
you for your service...and your silence. With the Lord Shannon Lewis is a Michigan-based freelance writer,
of the house gone, she intends to revitalize the estate longtime D&D player, and lover of all things spooky.
and would rather atone for its sordid history without This is her first published adventure. Connect with her
it being made public. If the party agrees to keep quiet on Twitter: @theshannonlewis
about what happened, she rewards them by doubling
her husband's offer and giving each of them 10 gold.

Rewards
Characters who complete this adventure may earn the
following rewards:

XP REWARDS
Add the total XP of creatures defeated by the party,
then divide by the number of characters to determine
individual rewards.

Obstacle XP
Banshee 1,100
Specter 200
Vampire Spawn 1,800

TREASURE REWARDS
If all three banshees are spared, the party also receives a
driftglobe (DMG, “Treasure”).

58
59
Illustration by Gwendy Bee

60
Seven Tears by the Sea
by D.W. Dagon
Creature: Sea Hag & Selkie | Levels: 4-5

SYNOPSIS Under pressure from his father, he tried fishing but


was injured in a rowing accident, drowning in the
In the afternoon tides of Briebhig (Breeb-hig) Bay,
Barking Cove.
the sickening stench of a hag floats in with the fog,
• Brinemouth Marcail (LE sea hag), revived him
frightening the local leader enough to flee inland every
and offered him a deal; riches, an estate, and a
Summertide. As the waters warm and salty winds rot
family of his own for seven years, but afterward,
the docks, the clock ticks for adventurers to solve the
he had to return as her servant for a further sev-
mysterious affliction that is slowly draining a mother’s
en years. He signed a Fey pact and Brinemouth
vitality.
worked powerful blood magic to influence the
Mutation, greed, and tentacles lurk for selfless
ocean to fulfill his first two wishes. When he got
adventurers who get in too deep; yet promises, pearls,
back to his boat, his nets were full of giant pearls.
and pirates’ gold await those lucky enough to see the
Brinemouth later called upon the ocean for a
tide through.
creature who wished to marry this human until the
pact was complete.
ADVENTURE HOOK The Selkie
After travelling along the coastal road, the party arrives
• The creature that answered the call was a selkie:
at an inn a few miles from the ocean. A noticeboard
a shapeshifting seal (sea lion) which can shed its
parchment grabs their attention. It urgently calls for
skin to temporarily transform into human form.
assistance at the Stornlock household.
• Iona (NG female), the selkie, already fancied
Paden, having listened to him play lovely folk bal-
ADVENTURE BACKGROUND lads by the ocean.
• To return to the ocean, selkies must transform
This adventure is for a party of four or more 4th-5th
back to their original form by wearing the seal skin
level characters. Set in a melancholy seaside town, the
they have shed.
party attempts to discover the mysterious affliction of a
• Within a year, Paden and Iona had a son, Ewan
woman who is secretly a shape-shifting creature called
(NG male human/selkie). Managing their new-
a selkie. A sinister sea hag works her magic from a
found wealth wisely, they introduced a fishing
forbidden cove. When the party is trapped within her
industry to Briebhig Bay, growing the town.
lair, they’re thrown into a game of death.
The Fall
History of Briebhig Bay • Iona was a devoted mother and wife; regardless,
Paden kept Ewan’s crib on top of her sealskin, and
The Bard and the Hag he never told her of his end of the Pact.
• Thirteen years ago, Paden Stornlock (N male hu- • After seven years elapsed, Paden refused to allow
man) was a bard who played music by the beach. Iona or Ewan to swim past the docks, fearing

61
Brinemouth would take them. Paden now flees Lair Loot!
inland each Summertide to avoid capture by Brine- • To keep things running smoothly during the Sea
mouth’s Creeping Fog. Hag Stadium battles, pre-roll a list of magic items
• The fishing boom ended five years after it started, from Magic Item Tables B, F and G (DMG,
due to unsustainable fishing practices. “Treasure”).
• Iona attempts to resist the magic requiring her
return to the sea. Weakened from being apart from
her seal skin, Iona slipped into a coma; she withers CHAPTER 1: The Bane of the Bay
with every passing day. Arriving at the bay, the party investigates Iona’s
affliction.
Adventure Rules
Briebhig Bay
Iona’s Affliction
• Iona’s condition is caused by being in human form A wide, crescent-shaped bay grasps its own little
for too long after the Fey Pact’s expiry. If she’s not piece of the grey ocean. The southern portion
reunited with her seal pelt, she will die on the first consists of a sparse pebbled beach and grassy
sunrise of Summertide. flatlands. In the center of the bay lie docks full
of scattered rowboats and a few larger fishing
The Creeping Fog and Undertow luggers. Most of the bay is shrouded in murky
• The Creeping Fog covers Stornshire during the fog rolling in with the afternoon breeze, having
evening. Characters must succeed on a DC 12 breathed its way across the waters from the
Constitution saving throw or become Undertowed. northern peninsula.
• Undertowed: those afflicted are vertically disori- To the north, a cliff looms over a rocky cove
ented and drawn to watery depths. When aiming a shrouded in mist.
ranged attack at targets higher or lower than them- Passing farmlands divided into goat pastures
selves, they roll attacks with disadvantage. The and bushy orchards, you get a closer view of the
afflicted are unable to move up or down inclines township itself. Stornshire is small with tired
unless crawling prone. If swimming, they can only buildings, long weathered by the muggy ocean
swim downwards. Undertow ends after the 24 air. Houses and shacks are scattered at varying
hour period is up, or through the use of greater distances inland of the bay, yet in its center,
restoration, heal, or wish. buildings hug tightly as if they were the failed
seed of a city.
Iona’s Talisman At the near edge of town, a large manor
The clues for the Chapter 3 puzzle must be described greets newcomers.
to the players during Chapter 1. The items are listed
below, but more detail can be found in Chapter 3: There they meet Paden’s 12-year-old son, Ewan Storn-
Talisman Puzzle: lock. Ewan invites the party inside Stornlock Manor
• Giant Pearl in Paden’s Office to ask them to help cure his mother (Iona Stornlock)
• Mounted Fish upon Ewan’s Playroom wall of her “curse.” Ewan is overwhelmed by his responsi-
• Seal Pelt under the crib in Ewan’s Playroom bilities and is completely devoted to his mother. He
• Shark Tooth Pendant worn by All-Purpose Dan at informs the party that his father Paden is out of town
The Fuschian Angle for business but will return home at the end of Sum-
If the players somehow cheat or meta by immediately mertide. He tells the party that his mother Iona is ill
putting the seal pelt on Iona, it does not work. Instead and begs them to save her.
it needs to be brought to Brinemouth Marcail to revi-
talize it with her sea magics.

62
Stornlock Manor The Fuschian Angle (tavern/workshop)
Interior: All-Purpose Dan
Goliath barkeep-handyman.
A large oil painting of the family in their child’s Appearance: Oppressive physique. Wears a giant
playroom hangs above the central staircase, shark-tooth pendant (Ch.3: Talisman Puzzle).
displaying a handsome-yet-weary Paden Storn- Personality: Boldy helpful and understanding. Will
lock. He stands with his arm upon the shoulder fix/craft simple items at one-quarter of the cost.
of a seated Iona; her face looking left of the All-Purpose Dan has heard rumors from villagers
frame, out the window. She is dressed in an ex- that an evil fey creature may be the cause of the town’s
travagant gown and wears a Giant Shark-tooth problems. Rumors point to the forbidden Barking
Pendant. A young Ewan stands to his father’s Cove. As soon as the party leaves the tavern, the
side, holding his mother’s hand. Creeping Fog flees to the cove.

When describing the Points of Interest, below, ensure


you mention the talisman items noted in italics. CHAPTER 2: Hunt the Hag
The party uncovers an old evil in the forbidden cove.
Points of Interest The Barking Cove is a forbidden area set into the cliff-
• Ewan’s Playroom (first room near the stairs): side shores of the bay.
open doorway, wooden toys and instruments are
strewn about, an old baby’s crib sits upon a large
white seal pelt (Iona’s pelt) beneath the window,
Barking Cove
Thick fog and jagged rocks make for dangerous sailing
and a strange and colorful mounted fish hangs
and splashes of water can be heard in the mists.
above a toy castle at the opposite end of the room.
• Paden’s Office (at the opposite end of the
Beneath the waters:
manor): the door to this room is slightly ajar. A
• a thriving ecology of marine life
giant pearl, which emits a shimmering glow, sits
• a gargantuan hole on the seabed which tunnels
atop a large oak and leather writing desk strewn
down and under the peninsula, further than eyes
with documents.
can see
• Master Bedroom (near the office): Iona rests
An ocean inlet cave is the source of the fog and filled
here. On a successful DC 15 Wisdom (Medicine)
with primordial sigils which mean “NO TRESPASS-
check, it is noticeable that Iona’s life force is dimin-
ING”. When navigating through the cave, three giant
ishing and that neither curse, disease nor illness
crabs ambush the party.
is the cause. On a fail, it is clear that Iona is sick;
The cave path ends in a tunnel descending beneath
however, the cause is not apparent and the party
the water. The tunnel emerges into a vertical tunnel
cannot rule out illness or a curse.
which emerges into the Lair of Brinemouth Marcail.
• Discovering nothing about her illness, the party is
The wide vertical tunnel descends into a seemingly
tasked to discover what has afflicted Iona Stornlock
infinite depth. If any characters in the party are Under-
by asking around town. Servants of the household
towed, the group will have to think outside the box to
recall hearing gossip at the local tavern and direct
stop them swimming downwards to their own doom.
the party there.

63
The Lair of Brinemouth Marcail Points of Interest
A fog obscures all but two horrific warning dummies, 1. Pile of Jetsam: A huge mound of jetsam and
stationed to frighten intruders. When the party leaves anchors secured with rope and chain.
the Entrance Pool, the thinning fog reveals the maca- 2. Razor Coral: Difficult terrain. Movement
bre, yet dazzling, lair. A magical barrier covers the un- requires the characters to succeed on a DC 11
derwater entrance the moment all characters enter the Dexterity (Acrobatics) check or take 1d4 slashing
cavern and disappears when Brinemouth lets them go. damage per 5 feet traveled.
3. Prow Shelter: A 10 foot by 15 foot building
The large cavern, aglow with luminescent coral, with a balcony.
is covered in stalagmites, dead fish, and bones. 4. Rockpool & Rowboat: Fish swim through holes
Stalactites thrust from the ceiling, adorned with to pick at bloated corpses below.
roped and chained treasure chests, hanging 5. Crow’s Nest Appendage: 20 feet high. Inside
cages containing the odd skeleton, and hun- is a pirate skeleton and two levers. Each lever has
dreds of gory charms. In the center of the room three notches representing each cannon (3d10
is a vivid purplish-red, gigantic fish-like building. bludgeoning damage) on that side. Pulling a lever
all the way down fires all 3 cannons on that side at
once. Cannons can only be fired once each until
reloaded from the inside.
6. Large Fish Bones: The bones of a huge sea crea-
ture creates a makeshift cage.
7. Cave Entrance Pool: This pool is the surface of
the vertical underwater tunnel.
8. Brinemouth’s Blockhouse: The entrance is
blocked by an opaque magical barrier.
As the party enters, Brinemouth Marcail’s voice booms
throughout, announcing the party as contestants in
her Sea Hag Stadium. Brinemouth gives them 10 min-
utes to prepare themselves for “Wave One” of the Sea
Hag Stadium Battle.
After 10 minutes, Brinemouth gleefully shouts a
five second countdown and then Wave One begins.

Running the Sea Hag Stadium


In the Cave Entrance Pool, two hunter sharks are pres-
ent during the Waves. Points of Interest from above are
referenced in the Lair Actions chart as “POI” followed
by which dice to roll to determine the location number.

Lair Actions (Initiative Count 20):


You may roll for lair actions or choose them appropri-
ately. The same lair action cannot be used twice in a
row.

64
sea hag stadium

1d6 Lair Action


1 Seawater blasts downwards from POI (1d6). All creatures in a 10-foot high, 20 foot radius,
cylinder take 2d8 bludgeoning damage and are pushed 10 feet directly away from the center of the effect.
Those who succeed on a DC 15 Strength saving throw take half as much damage and are not pushed. If a
character is pushed while over POI 2, they automatically take coral damage.
2 The water fills the room to a depth of 15 feet and becomes clouded with black ink, carrying with it one
of the following creatures which appear at POI (1d4):
1d4 High Tide Creature
1 Giant octopus
2 Swarm of quippers
3 Swarm of poisonous snakes
4 Hunter shark
The creature immediately attacks the closest target and then disappears with the tide on the next lair
action.
3 Thousands of crabs blanket the cavern floor. Player characters touching the ground must make a DC 13
Dexterity saving throw, taking 1d4 piercing damage on a failed save, or half as much damage on a
successful one. Any items on the ground are carried 15 feet in a random direction.
4 A barrel tumbles from the ceiling, crashing on POI (1d6).
Contains: worthless shells and one item from Magic Item Table B (DMG, “Treasure”)
5 A crate falls from the ceiling, smashing into POI (1d4).
Contains:100 sp and one item from Magic Item Table F (DMG, “Treasure”)
6 A treasure-chest drops from the ceiling, bursting over POI (1d4).
Contains: 30 gp and one item from Magic Item Table G (DMG, “Treasure”).

65
Wave One: Bone-sailors Brinemouth Rewards:
Four bone-sailors (Appendix A: Bone-sailor) • Level-Up Milestone or 200 XP each.
After Wave One ends, Brinemouth announces that • Brinemouth offers the party some special seaweed
they have one minute to prepare for “Wave Two: Loyal tea which provides the same effect as a long rest.
Flotsmen.” • If the party has discovered the seal pelt in the
beginning chapter, Brinemouth imbues it with sea
magic to heal Iona.
Wave Two: Loyal Flotsmen • Brinemouth wishes them the best of luck in
Two flotsmen (Appendix A: Flotsman) returning Iona back to her sea creature form. The
After Wave Two, Brinemouth congratulates them characters may now leave the ship.
and lowers the magical barrier to her ship.
The Jetsam Golem
Brinemouth’s Blockhouse As they leave Brinemouth’s ship, she reactivates the
magical barriers; cackling. She truly wishes them the
The fish-like shipwreck reeks with dark magical best. But first they must pay for their trespassing by
auras. Every inch is coated in colorful coral and completing the “Final Wave.”
seaweed. Rank and rotting charms are strung
along the walls and ceilings with dried fish guts
and twine. The ship creaks as if breathing.
Final Wave: The Jetsam Golem
1x Jetsam Golem (Appendix A: Jetsam Golem)

Captain’s Quarters When the Final Wave ends, Brinemouth lets them
Trinkets and captains’ hats of varying styles and cul- leave on good terms, unharmed by any sea creatures.
tures line the walls, affixed with mucusy resin. In the
center of the room is an extravagant armchair with
barnacles growing from the sides.

Brinemouth Marcail
Sea Hag
Personality: Jaunty, greedy but fair. Tires of humanoid
politics/morals. Committed to protecting her ecosys-
tem and hoarding trophies.
Brinemouth’s Secret: She has an ancient kraken which
sleeps below Briebhig Bay to do her bidding.

Brinemouth’s Dialogue:
*cackling* “There’s no curse; just unsustainable fishin’ and
a broken Fey Pact.”
Brinemouth tells the party about Paden’s Pact
(described in Story Overview: The History of Briebhig
Bay) and Iona’s Affliction (described in Adventure
Rules). She does not mention that Iona is a selkie.
Iona’s talisman must:
• Represent a sea creature
• Have arrived at the same time as Iona
• Be an object of inherent magic

66
CHAPTER 3: What Was Stolen
The party races against the clock to return Iona’s talis-
man.
Ewan is loading a ship with the entirety of his fam-
ily’s wealth to offer Brinemouth should the party fail.
All-Purpose Dan is nearby and helps the party locate
the possible talismans and tells them what he knows
about each item.

Talisman Puzzle
Location Item Does the item Did the item Is the item magical?
represent a sea arrive at the
creature in any bay at the same
way? time as Iona?
Stornlock Manor: Giant Pearl ✔ ❌ ✔
Paden’s Office
Stornlock Manor: Mounted Fish ✔ ❌ ✔
Ewan's Playroom Seal Pelt ✔ ️ ✔ ️ ✔
Mounted Fish Shark Tooth worn
Fuschian Angle by All-Purpose Dan ️ ✔ ️ ✔ ❌
Dan knows the following items and details: Seal Pelt:
• Dusty seal pelt sits under an old crib, below the
Places where Iona spent her time: window.
• The Fuschian Angle—hosting trivia nights. • Magically stays warm to the touch.
• Ewan’s Playroom—watching over Ewan or gazing • The crib and pelt were the only pieces of furniture
toward the window. which the family kept when they moved from their
old shack to the newly built manor, eight years
Giant Pearl: ago.
• Giant Pearl from Paden’s first catch, prior to Iona
arriving. Shark Tooth Pendant:
• Is enchanted to glow softly as a desk lamp. • Four years ago, when training at the docks, Iona
was attacked by a giant shark. She punched it in
Mounted Fish: the mouth till it let go. In a rowboat nearby, Dan
• An artificial fish made from leather and glittering pulled her out of the water and tended to her
paint. wounds.
• Enchanted with a magical 2 foot radius aura. • A shark tooth was embedded in her leg and she
When disturbed, magically animates the fish to had it made into a pendant.
sing a shanty. • Iona gave it to Dan after wearing it for her oil
• Paden commissioned Dan to make this for Ewan’s painting.
sixth birthday. When the Seal Pelt is laid upon Iona, she awakens. She
requests Dan row the party and her to see her son (on
the ship now in the cove).

67
Iona Stornlock
Triathlon record holder. Trivia host. Selkie. Mother.
Rewards
Personality: Bold, determined and caring. Confident Wooden Lockbox
in the things she can change but fearful of the things she Containing: Deed to Stornlock Manor
cannot. Works hard to make those around her happy.
Dialogue: Still loves Paden, though she has lost respect Outcome
for him due to his controlling behaviors (she was un- Iona and Ewan swim away to live with their selkie
aware that cheating on his end of the bargain was the family. Paden eventually returns to no wealth, home,
reason for his over-protective behavior). or family. If he approaches Brinemouth, she considers
his debt paid in gold and woe. She tells him if he truly
EPILOGUE: Returned repents, and sheds seven tears by the sea, his family
will know of his grieving and may return to him of
The party reunites mother and son. their own volition. He does this and both Iona and
Ewan visit him every Summertide.
Reunion
Iona confesses she is a selkie. Ewan professes that he
loves his mother in any form and gives his blessing to Author’s Notes
return to the ocean. Iona transforms into her seal form In European folktales the sea hag and the selkie are
and Ewan assists her into the water. She swims happily similar in setting and lore, with certain tellings of the
in the cove. two overlapping, yet often the difference between them
Ewan thanks the party and, handing them a key, is that whilst a hag is imbued with inherent agency
informs them that their reward waits for them in the (magic and/or control of the elements), the selkie is
basement vault. Ewan would like to be alone with his one whose magical properties lead to the loss of agen-
mother, so Dan rows the party ashore to receive their cy, specifically to a partner or family. This duality of
reward. agency and interaction with magic inspired the focus
When the party rows a short distance away from of this adventure.
the ship, Ewan emits a painful shriek as he transforms Special Thanks: Alison Huang, Connor Urwin,
into a seal then leaps into the water. As the two selkies Emma Power, Gwendy B., Jessica L. Washburn, John
swim away, dozens of other seals emerge from the cove, Tetzlaff, Kosta Sideropoulos, Luciella Scarlett, Paul S.
playing, catching fish, and barking with glee. Washburn, Rebeccah Shumway, Sarah Gray Harker,
Once the herd of selkie swim far enough from the and Thomas Worsley for playtesting and/or editing
boat containing the entire wealth of the Stornlock title, Seven Tears By The Sea; and to Ashley Warren and
a kraken commanded by Brinemouth Marcail emerges contributors of RPG Writer Workshop for making this
and sinks the ship; adding it to the treasure hoard of possible. I couldn’t have done it without these fantastic
its master. Brinemouth’s greedy cackling can be heard folks.
on the wind.

About the Author


D.W. Dagon is a trans non-binary creator with a love
for speculative fiction and weird fantasy. They love to
dabble in illustration, adventure writing, and designing
game mechanics. If they had one thing to say to a dear
reader it would be, “Get weird. Stay kind. I love you.”

68
Bone-sailor Bone-sailor Tactics
Bone-sailors appear as skeletons of dead pirates until
Medium undead, lawful evil
they are raised from the dead to fight for Brinemouth’s
entertainment. They are found or are hidden in these
Armor Class 12 locations:
Hit points 13 (2d8 + 4) • Two Bone-sailors appear as skeletons in cages chained
Speed 30 ft. to the ceiling which crash to the floor 10 feet to
either side of the Pile of Jetsam
STR DEX CON INT WIS CHA • one Bone-sailor is the pirate skeleton in the Crows
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 10 (+0) Nest
• one Bone-sailor is hidden in the back of the Razor
Skills Acrobatics +4 Coral, using a large stalactite as 3/4 cover
Damage Vulnerabilities bludgeoning
Damage Immunities poison Assists:
Condition Immunities exhausted, poisoned • Assisting the Bone-sailors are a swarm of quippers
Senses darkvision 60 ft., and two zombies in the Rockpool (POI 4). Zombies
passive Perception 9 only surface and attack if someone is in the boat or
Languages understands Aquan and water during any of the phases. Zombies will attempt
Sylvan but cannot speak to grapple and drown characters, opening them up
Challenge 1/2 (100 XP) for attack by the swarm of quippers.
• If the swarm of quippers are destroyed, a new swarm
swims into the pool in the next round.
Actions • If the zombies are destroyed, they stay dead and do
not return in later Waves.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 +2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range


80/320 ft., one target. Hit: 5 (1d6+2) piercing
damage.

Reactions
Bone-memory. Bone-sailors can Parry as a
Reaction, increasing their AC by 2 for one attack.

69
Flotsman Flotsman Tactics
Medium construct, chaotic evil
The Horrific Warning Dummies at the Entrance
Pool come to life as Flotsmen for Wave Two.
Armor Class 12 Inside the hessian-sack head of a Flotsman is a
Hit points 36 (8d8) head-sized ball of wax. When using their ter-
Speed 30 ft. rifying glare, they magically morph the wax to
appear as the face of someone their target loves.
STR DEX CON INT WIS CHA Use the Flotsmen as tactical flankers, and play
11 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 13 (+1) their hide-and-seek movements in a similar way
to horror tropes featuring mannequins or weep-
ing angels.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing,
and slashing from Assists:
non-magical attacks The Flotsmen have the same assisting creatures as
Damage Immunities poison the Bone-sailors.
Condition Immunities charmed, exhaustion,
frightened, paralysed,
poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands Aquan and
Sylvan but cannot speak
Challenge 3 (700 XP)

False Appearance. While the Flotsman remains motion-


less, it is indistinguishable from an ordinary, inanimate
dummy.

Actions
Multiattack. The Flotsman makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (2d4 + 2) slashing damage. If the target is
a creature, it must succeed on a DC 11 Wisdom saving
throw or be frightened until the end of the Flotsman’s
next turn.

Terrifying Glare. The Flotsman targets one creature


it can see within 30 feet of it. If the target can see the
Flotsman, the target must succeed on a DC 11 Wisdom
saving throw or be magically frightened until the end
of the end of the Flotsman’s next turn. The frightened
target is paralysed.

Reactions
Behind You. Once per round as a Reaction, Flotsmen
can misty step if they are not being directly looked at by
any hostile enemies.

70
First Form Jetsam Golem Jetsam Golem Details
Huge construct, lawful evil The Pile of Jetsam transforms into a monstrous
construct for the Final Wave.
Armor Class 18 (natural armor) The Jetsam Golem has two forms. The First
Hit points 93 (11d10 + 33) Form is a monstrous mass of cargo with a mouth
Speed 10 ft., wire trick 10 ft. in the centre and tendrils made from ropes and
chains. The Final Form has the appearance of a
STR DEX CON INT WIS CHA minotaur-sized bipedal creature with an anchor
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2) for horns and anchor flails for arms. When the
slow, yet far-reaching 1st Form is defeated, it
sheds enough jetsam to transform into the reck-
Skills Perception +6 less Final Form.
Damage Vulnerabilities lair cannons, falling
damage, fire Assists:
Damage Immunities poison The Jetsam Golem has the same assisting
Condition Immunities charmed, exhaustion, creatures as the Bone-sailors and Flotsmen.
poisoned, unconscious
Senses darkvision 120 ft,
passive Perception 16
Languages understands Aquan and
Sylvan but cannot speak

False Appearance. While the jetsam golem remains Actions


motionless, it is indistinguishable from the pile of
jetsam it was constructed from. Multiattack. The first form jetsam golem makes
four attacks with its tendrils, uses Reel, and
Lair Champion. The jetsam golem is not affected makes one attack with its bite.
by any lair actions, nor impeded by any effects of the
Razor Coral. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 22 (4d8 + 4) piercing damage.
Grasping Tendrils. The jetsam golem uses ropes and
chains as tendrils. It can have up to six tendrils at a Tendril. Melee Weapon Attack: +7 to hit, reach
time. Each tendril can be attacked (AC 15; 10 hit points; 50 ft., one creature. Hit: The target is grappled
immunity to poison and psychic damage). Destroying (escape DC 15). Until the grapple ends, the target
a tendril deals no damage to the jetsam golem, which is restrained and has disadvantage on Strength
can extrude a replacement tendril on its next turn. A checks and Strength saving throws, and the jet-
tendril can also be broken if a creature takes an action sam golem can’t use the same tendril on another
and succeeds on a DC 15 Strength check against it. target.

Wire Trick. The first form jetsam golem can use three Reel. The first form jetsam golem pulls each crea-
of its six tendrils to grapple the ceiling and pull itself ture grappled by it up to 25 feet straight toward it.
through the air in any direction. If at least two of these
are cut, it plummets to the ground.

Shedding Mass. When the first form jetsam golem


reaches 0 hit points, most of its mass falls to the
ground as if dying. What is left is the Final Form Jet-
sam Golem; a minotaur-like form which is fast, frantic,
and falling to pieces.

71
Final Form Jetsam Golem
Large construct, chaotic evil

Armor Class 14
Hit points 67 (9d10 + 18)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities lair cannons, fire


Damage Immunities poison
Condition Immunities charmed, exhaustion,
poisoned, unconscious
Senses darkvision 120 ft,
passive Perception 16
Languages none
Challenge 4 (1,100 XP)

Lair Champion. The jetsam golem is not affected by


any of the lair actions.

Reckless. At the start of its turn, the final form jetsam


golem can gain advantage on all melee weapon attack
rolls during that turn, but attack rolls against it have
advantage until the start of its next turn.

Charge. If the final form jetsam golem moves at least


10 feet straight toward a target and then hits it with a
gore attack on the same turn, the target takes an extra
9 (2d8) piercing damage.

Aggressive. As a bonus action, the final form jetsam


golem can move up to its speed toward a hostile
creature that it can see.

Actions
Multiattack. The Final Form Jetsam Golem makes
an attack with gore and makes two attacks with its
anchor flails.

Anchor Flail. Melee Weapon Attack: +6 to hit, reach 10


ft., one target. Hit: 17 (2d12 + 4) piercing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5ft., one


target. Hit: 13 (2d8 + 4) piercing damage.

72
Tier 2
73
Illustration by Sammy Ward

74
lamias, tigers, and weres, oh my!
by KM Kovalcik
Creature: Lamia | Level: 5 | CWs: Death, mind control, animals fighting

SYNOPSIS ADVENTURE BACKGROUND


The town of Athelney has recently been overrun The displacer beasts and tigers are all owned by a lamia
with baby displacer beasts… wearing bows? To make and weretiger pair. Gretzel, their daughter, had always
matters worse, several have notes daring adventurers been obsessed with darkness, but tried to become a lich
to come to the Spellburned tower, promising riches… after finding a strange book at the top of Spellburned
or death. Some foolhardy teenagers have already tried, tower. Instead, she has become a vengeful banshee.
only to come back raving about a beautiful woman
with the body of a lion!
The party must investigate the Tower, where a
Dramatis Personae
• Jacklyn Hyde: Weretiger lover of Morga Fae. She
lamia, a weretiger and a lich live, along with several
believes that if she’s given a second chance with her
breeding pairs of displacer beasts and saber toothed
daughter, Gretzel, this time she’ll raise her right.
tigers. The lamia and the weretiger test the party in
• Morga Fae: Lamia lover of Jacklyn Hyde. She
combat, and only let them up the secret door should
believes her daughter, Gretzel, has made her choice,
they prove themselves powerful enough to defeat the
and can only have peace in true death.
lich.
• Gretzel: Banshee, the once-human witch daugh-
ter of Morga and Jacklyn. After failing to become a
ADVENTURE HOOK lich, she is now stuck at the top of the tower, ranting
about the beauty of undeath.
The map’s third floor is there for flavor, but may need
• The Cats: While they may be displacer beasts and
to be drawn should characters choose to focus on
saber-toothed tigers, Jacklyn and Morga do spoil
fighting and combat.
them. They all wear bows, bells, and respond to
A small, tiger-striped displacer beast cub approach-
names like “Blinky,” “Thumbelina,” “Snowball,” or
es the party with a note around its neck. The cub is
“Pokey.”
looking for companionship and food. If attacked, three
• Unnamed Students: These intelligent ladies take
displacer beasts come to save the cub. The note says:
care of the beasts and the tower in exchange for
education. If the characters choose to interact with
Are you strong? Courageous? Do you seek
them, they are bookish and shy. They ask the party
treasure? Knowledge? A challenge?
to leave them to their studies, and if questioned will
only give brief answers about their jobs or the tower.
The Spellburned tower is in need of heroes!
• Unnamed Male Guardians: These men had
Fortune and fame awaits you… if you
either tried to steal from or kill Morga Fae, and now
survive!
wear red tabards with the words “Thief!” in bold.
They are under the control of Morga Fae until she is
bored of them, or until someone plans to take them
to justice.

75
CHAPTER 1 — The Spellburned to the characters, but Blinky, a displacer beast, and
Thumbelina, a saber-toothed tiger, growl and hiss if
Tower anyone brandishes weapons. Rather than a fight to the
death, she proposes a brawl, with the understanding
The Spellburned Tower was once the home of Kro-
that the first group to have a downed combatant is the
faris, a human wizard, and his students. Krofaris had
‘loser.’ If the party continues the fight after a combat-
tried to turn himself into a lich, but failed. The tower
ant falls unconscious or dies, then two more displacer
burst into flames, killing everyone and destroying all
beasts join the battle.
but his black, leatherbound spellbook. The tower has
After the fight, Jacklyn tells them what is going on.
remained empty, until now.
The displacer beasts have been running from the tower
If the party has kept the kitten, it tries to run away
because her human daughter, Gretzel,tried to trans-
when it gets close to the tower unless if the characters
form into a lich, but failed, instead becoming a terrible
succeed on a DC 15 Wisdom (Animal Handling)
banshee!
check.
Jacklyn tries to make a deal with the characters: if
they bring Gretzel’s corpse and phylactery to her, she
A. Front Doors and all of her "babies," (the large cats and kittens)
leave and go elsewhere. However, she takes the corpse
The entrance to the tower has large, wooden and phylactery and try to reincarnate her daughter
doors carved with symbols representing the into an infant’s body in the hopes of giving her a sec-
schools of necromancy, transmutation, and ond chance.
evocation. Although transmutation and evoca-
tion are untouched, the symbols of necromancy
are deeply scratched, as if a beast had tried to
C. Dining Room
The dining room feeds everyone at the tower,
rip them off the doors.
including the “cats.” Avoiding combat is easy here,
the characters won’t be attacked unless they attack the
Guarding the front doors are three bandit captains.
two displacer beasts under the table. To coax them out
Sneaking up on them is rather easy and requires a suc-
without threatening the cats requires a successful DC
cessful DC Dexterity (Stealth), but one of them rings
25 Wisdom (Animal Handling) check. Otherwise,
the bell next to the door once combat begins.
they stay hidden and shiver.
If the party approaches peacefully, the guards ask
for the note and warn them of the dangers within, but
a successful DC 15 Charisma (Intimidation) or Wis- D. Kitchen
dom (Persuasion) convinces the guards to ring the bell The kitchen contains enough food to feed the tower,
and step aside. several ways to start a fire, and plenty of meat.

B. The Front Foyer E. Living Room


The inside of the tower is mostly clean, but the Several large, plush couches line the room, and
ceiling is still darkened by soot. Otherwise, this a fireplace rests on the back wall. Several dis-
front foyer is charming, if you ignore the short placer beast/saber toothed tiger hybrids shake
weretiger and her growling beasts. under the couches and tables. All seems calm
until a shriek cuts the silence, sending the ani-
The front door is locked, and can be unlocked by a mals scattering just as a ghostly figure emerges
successful DC 15 Dexterity (Sleight of Hand) check. out of the fireplace.
Jacklyn Hyde is in the foyer in hybrid form. If the
characters manage to sneak in, she continues playing Although this image is incapable of causing harm, the
with her “cats.” If she is aware of them, she tries to talk party must succeed on a DC 13 Wisdom saving throw

76
The Spellburned tower

D
E

C
b

A
Floor 1

H4 H5

H3 H6 G
H2
Floor 2
F
H1

Floor 3

map by KM Kovalcik Floor 4

77
or suffer the effects of Horrifying Visage. Regardless of Morga Fae fears a panic in the nearby village. In
the results, they are still susceptible to Gretzel’s ability. addition, Gretzel’s transformation is very troubling.
This room of plush chairs hides several striped dis- She once believed her daughter to be loyal to her, but
placer beast kittens. They are fluffed up, hiding wher- her followers have been disappearing, and she knows
ever they can. They do not attack, even if provoked. If Gretzel is to blame. A visit by some competent adven-
necessary, they use the cat stats. turers is all she is truly looking for.
At this point, the party likely has questions. Use
these examples to guide the conversation.
Development • Why can’t you kill Gretzel? Morga Fae still loves
How they deal with Jacklyn determines the next
her daughter, so she can’t bring herself to kill her.
chapter. If they manage to talk with Jacklyn, then she
She also doesn’t know if she is powerful enough
follows them into the next chapter but doesn’t give any
to stop her. Sending anyone weak would just give
help in combat. Killing Jacklyn makes the next chapter
Gretzel more souls to sacrifice, bringing her terrible
much harder.
daughter closer to lichdom.
• What are you going to do about your displacer
CHAPTER 2 — Quiet in the Library! beasts wandering around? She will keep them in-
doors and build them a catio, but she needs to know
this tower is safe before keeping them locked in.
Floor 2: Library • Is the lich your daughter? The banshee was once
a human female that they adopted. They taught
The grand library is truly a wonder, covered her everything she needed to become a witch, but
in bookshelves, art, and chests. Standing just unfortunately, her obsession with immortality and
inside are three men, an albino displacer beast, undeath caused her to make the grave mistake of
and a purple displacer beast. The men all wield trying to become a lich.
great axes, and wear a red tabard with the word • What will you give us for killing Gretzel? Morga
“Jerk” emblazoned in white. Fae has gold and artworks she is willing to part
with. She will not allow anyone to take books from
Morga Fae is more interested in testing the adventurers her library. Should a character want to read a book,
than trying to kill them. Even so, she has two displacer she gladly lets them read it there under the super-
beasts, Snowball and Princess, and four bulky warriors; vision of her followers.
much bigger than the guards outside. (Use four bug- • Why should we let you live? Morga Fae may be
bears as the warriors.) greedy, but she isn’t the kind of monster to go on
Tactics: Morga Fae casts suggestion, urging the rampages or kill indiscriminately. She also knows
characters to flee back to Athelney. She continues the how to destroy the phylactery, and can provide the
fight until one of her cats is downed, or two characters adventurers room for a short or long rest. As for
succeed on her suggestion spell, or all four bulky war- the town, she offers protection and to send some
riors are killed. When one of these conditions are met business their way.
she surrenders with this speech:

“Well done, adventurers!” the lamia says. “Excuse


my manners, I am Morga Fae. These kind gen-
tlemen have helped me run a test. Now, please,
put down your weapons, and we can discuss more
important matters.”

78
What if Jacklyn is dead? Morga Fae will not real- G. Secret Room
ize that something is amiss until after her "test." If the If the characters have made friends with Morga Fae,
characters are caught lying, or if they confess, Morga she tells them where the room is and unlocks it for
Fae becomes enraged, and demand the party go into them. Otherwise, a successful DC 20 Wisdom (Per-
the next battle without a rest. Should they survive, she ception) check is needed to see the door, and a suc-
tries to kill them. cessful DC 20 Dexterity (Sleight of Hand) check with
thieves’ tools is needed to open the door. Inside this
What if the characters decide to just kill room is Morga Fae’s private library, her most precious
everyone? Should this happen, they will be under-re- possessions, and the stairs to the upper floors.
sourced for the next fight. Do not give them a short
rest. Gretzel flees into the library once Morga Fae dies.
The men do not fight if Morga Fae is incapacitated or H1-6: Follower’s Living Quarters
killed. As they are under mind control, killing them af- The living quarters are for her many followers, al-
ter she dies would be evil. As the women are historians, though several often bed with her. The men live in the
experts, and art sellers, they do not fight the characters, servants quarters in the basement. Each of these rooms
and killing them would be an evil and unlawful act. contains a bed, chest, and desk.
If the party kills any of these unarmed women, they
should face legal consequences. Development
To stop the lich, the characters must enter the secret
What if the characters try diplomacy? If the door. If the party is friendly with Morga, she unlocks
characters talk to Morga Fae while she and her retinue the door for them. If not, Morga has a diary with notes
are attacking them, and two characters manage to about the door.
make successful saves against suggestion, award them an
extra 50 gp each.
CHAPTER 3 — The Cold Doesn’t
Floor 3: Living Area Bother Her Anyway
F. The Lamia’s Bedroom Secret Stairs
The secret stairs lead up into a cold tower that becomes
This grand bedroom does not have a bed, but colder the further up the characters go.
is instead covered in lush pillows, mattresses,
and blankets. Several displacer beasts and saber
toothed tigers are currently napping.
The Lich’s Lair
This once large lab area owned by the wizard,
Before the party can rest, Morga Fae has a task. They
once sectioned off for experiments and study,
must retrieve a bell from one of the sleeping displacer
is now one large room. A few tables and book-
beasts. The party needs to succeed on a DC 15 Wis-
shelves have survived the destruction. The room
dom (Perception) check to find the bell, and then
is unnaturally cold and dark, with no light shin-
need either a DC 20 Wisdom (Animal Handling) or
ing in from the windows.
Dexterity (Sleight of Hand) check to get the bell off
In the middle of the room stands a banshee,
without waking the animal. The party may find other
glowing with anger. Next to her are two crea-
ways to keep the animal asleep or put it back to sleep.
tures with the bottom half of a skeletal tiger and
Attacking the beast automatically fails the challenge.
the torso of a women.

79
Gretzel’s transformation was compromised by Mor- If the characters side with Morga Fae:
ga Fae locking her in the third floor without enough
sacrifices. Instead of a complete lich, she has become a Jacklyn kneels besides Gretzel’s body, crying and
banshee. Before she was locked in, she convinced two holding her daughter’s hand for the last time.
women to go with her. These two have been combined Morga Fae squeezes her wife’s shoulder, then
with saber toothed tigers to become hybrid tiger skel- tosses the phylactery into the fire. The two wom-
etons (use minotaur skeletons stat block). Reskin the en hold hands as the flames crack the amulet,
Gore attack as a Bite attack. and their daughter’s corpse magically turns to
Tactics: The two hybrid tiger skeletons begin ash, as if it too was in the fire.
combat behind rubble, waiting until the banshee wails.
The banshee begins combat hiding under the bed, Jacklyn Hyde
and begins combat with her wail. The three hybrid • Remove herself and her beasts from the tower.
tiger skeletons use their Charge attack to try to knock • Small retinue of women stays behind to guard the
characters down. tower.
After the battle, Gretzel’s corpse can be found on • Offers to make someone a weretiger.
her bed, where she lays without a scratch. A DC 15 • Offers the tower as a base to the characters.
Wisdom (Perception) or Intelligence (Investigation) • Bring phylactery and corpse to wizards to try and
check is needed to find a black, leatherbound book reincarnate the banshee that was once their be-
where she had found the incomplete instructions for loved daughter.
lichdom and a small, black amulet with a frosted, • Could fail and create a worse monster than the
black gem wrapped around it. banshee.

Development If the characters side with Jacklyn:

Morga Fae places the corpse inside a bag, then


With the banshee and her retinue defeated, the
hands it to one of her guards to hold.
unnaturally dim light gives way to the midaft-
“Thank you, adventurers,” Jacklyn says as she
ernoon light. The room warms up, but is still
squeezes each of their hands. “Thank you for a
covered in shattered glasses, broken tables, and
second chance. I promise you, this time, we won’t
ripped books.
make the same mistakes.”
Morga Fae walks over and nods at the ad-
CONCLUSION venturers. “We will do our best to keep in touch.
Thank you for having faith in us. We won’t waste
With the “lich” defeated, there is still the matter of the
this chance, and I’m sure Gretzel won’t either.”
loose displacer beasts. To solve this crisis, Morga Fae
and Jacklyn have two different plans.

Morga Fae
• Build a “catio” for her beasts so they stay close to
the tower.
• Lure in wealthy merchants from nearby towns and
cities to sell and buy art and books.
• Will be a provider of history, magic items, and
arcane lore.
• Destroy the phylactery and book to put her daugh-
ter to rest.
• Could bring thieves and con artists into town.

80
Rewards Author’s Notes
XP is already calculated per character assuming four My husband was actually the one who gave me the ini-
characters. tial idea of a female lich. Somewhere along the way, I
decided to make her a bit of a tragic figure. I’ve kept it
Obstacle XP a bit silly, and I’ve made sure that everyone involved is
Foyer Fight 563 a “crazy cat lady,” but I do want the players to feel bad
Library Fight 763 for Jacklyn and Morga Fae. I didn’t add what drove
Getting the ribbon 50 Gretzel crazy, but I think I gave enough hints that she
Gretzel fight 613 can fit into the GM’s world without too much trouble.

TREASURE REWARDS
About the Author
Item Value KM Kovalcik is a writer, teacher, babysitter, tutor, mar-
Art pieces Five pieces worth 100 gp each keter, crafter, Game Master, player, librarian-in-train-
Coins 50 gp, 63 sp ing, and jack of all trades. She writes for a children’s
Not killing any “cats” 50 gp mentoring program and works with children with
Scroll of blur emotional needs in New Jersey. This is her first pub-
Two potions of healing lished adventure.
Getting the bell 25 gp

Tiger-Striped Displacer Beast, Adolescent


If a character wishes to gain one of these animals as
an animal companion, they use the panther stats, but
replace Pounce with Displacement.
Characters without the ability to have an animal
companion will not be able to take on one of these ad-
olescent creatures as a pet, as they run away the minute
they sense danger.

Tiger-Striped Displacer Beast, Cub


The cubs take a long time to grow up, and never count
as more than a cat. However, they still look cool, enjoy
travel, and have the Displacement feature. These cubs
will never be useful in combat, but they are very cute.

81
Illustration by Alison Huang

82
On These Cursed Wings
by Megan Irving
Creature: Harpies | Level: 5

SYNOPSIS CHAPTER 1 — Taken


When a wizard is captured by an unusually dangerous The party is walking through a forest. They may be en
clan of harpies, it's up to the characters to rescue him. route to a new town, using a shortcut, or they may be
They'll need to track down the harpy lair, find out why lost. The forest is very old and full of life, though the
he was captured, and help some unexpected victims. signs are subtle. If the characters are quiet and atten-
This is an adventure for two players with 4th-5th tive, they can see small animals and new growth, and
level characters. hear the birds and insects all around them. The forest
has a peaceful feeling to it.

ADVENTURE HOOK A Cry For Help


While walking through a forest, the party hears sudden
While walking through the forest, the characters hear
noises from somewhere close: human screams, magical
sudden noises from somewhere close: human screams,
explosions, and birds shrieking.
magical explosions, and birds shrieking.
When they investigate, they come across a wizard's
ADVENTURE BACKGROUND tower in a small clearing. A man and a woman are
using magic to fend off ten harpies. Before the charac-
Harpies are filthy, dangerous, and fuelled by an eternal,
ters can intervene, two harpies (one wearing a tiara and
berserk hunger. They believe that their current nature
the other wearing bracers) manage to grab the man
is due to an ancient curse, which they long to remove.
and take off.
In moments of lucidity, they kidnap magic-users to try
Five harpies follow them, but three harpies are still
to force them to remove the curse. Before long, howev-
left attacking the woman. In the first round of combat,
er, their inhuman hunger rears its head and the wizard
or if the characters are unsure about helping, a harpy
in question is eaten.
knocks the woman unconscious. She can be easily
This particular harpy clan is led by a harpy with
revived after the fight. When only one harpy remains
unusual focus, who'll stop at nothing to remove the
alive, it tries to escape to warn the clan.
curse. However, the latest wizard has let himself be
After the fight, the woman begs them to follow the
captured on purpose: he plans to kill the harpies and
harpies and rescue Landon, her wizard teacher. She
steal their eggs. Harpy eggs are extremely rare and ru-
believes the harpy's lair is on the top of a tall cliff just
mored to have magical properties, and therefore fetch a
visible over the trees that she points out to the party.
high price on black markets.
Talia, the Wizard's Assistant:
A young, asexual human woman. Nervous in nature,
weak in magic, greedy for gold and power. In cahoots
with Landon, but also worried about his ability to
survive the harpy clan.

83
Knowledge: Development
• During the fight, the harpies spoke to her and Once the characters have gone through each forest
Landon, saying they needed him. She thinks the encounter, they have successfully tracked the harpies to
harpies live deeper in the forest, on top of the cliffs. their lair.
• The harpies seem to live deeper in the forest, on top
of the cliffs.
CHAPTER 2 — Cursed
Reward: After tracking the harpies, the characters come to a
If the characters resist helping, she offers a reward: two clearing at the base of the cliff they could see from
potions of healing and 50 gp. the wizard's tower. According to Talia's guidance, the
harpy lair is at the top of this cliff.
Items:
• She has the key to the wizard's tower, a quarter-
staff, and a dagger of venom. Onwards and Upwards
The party can easily see a way to climb up the cliffs,
and a successful DC 15 Wisdom (Perception) check
Into The Forest discovers a crevasse in the cliffs that leads into a cave.
The characters easily follow Talia's instructions to track The cave is dimly lit, huge, and empty, with a
the harpies through the forest without needing skill tunnel at the back leading upwards. It's slightly slip-
checks. As the characters head further into the forest, pery and narrow, but easy enough to scale that they
it changes. The peaceful feeling turns tense. The trees don't need to roll. The tunnels are a stealthier way to
grow taller until they're almost blocking out the sun, the top, but the characters don't know what could be
and the forest becomes dimly lit. The birds get quiet, living in them.
and it smells strongly of leaf rot. Use any or all of the The cliff has a clear path to the top, but the charac-
following encounters as the characters travel through ters are exposed to any harpies or other flying creatures
the forest. like giant birds that could pass by.
The characters can choose to brave either the dark
The Animal tunnels or the exposed cliff to get to the harpies.
In the distance, the party hears a large animal crashing
through the undergrowth. If they investigate, they'll The Caves
encounter an enraged giant boar. The tunnels are dark. They occasionally open into larg-
er caverns, and there are spots of dim light here and
The Plant there from holes in the cliff.
The character last in the marching order is tripped by In the darkest corners of the big caverns, there are
a moving vine. If they fail a DC 10 Dexterity saving mushrooms. A successful DC 15 Intelligence (Nature)
throw, they take 2d4 bludgeoning damage. This is an check makes it clear they are poisonous. If a character
old forest, full of ambient magic that's given the plants touches a mushroom or gets within 5 feet of one, it
some semblance of life. releases poisonous spores.
About halfway up, the characters are ambushed
by two darkmantles (they have advantage on Stealth
The Harpies checks, as they are indistinguishable from stalactites
The characters hear the sounds of talking and discover until they move). After the first round, a giant spider
two harpies squabbling over a dead boar. The charac- attacks.
ters can choose to either attack the harpies (gaining a Eventually, the tunnel becomes dimly lit, then well
surprise round as the harpies are distracted), or keep lit, and the characters can feel a fresh breeze and hear
silent and let the harpies lead them back to the lair. voices. This tunnel leads up and into the main cavern.
If they attack the harpies, they can collect a luck- The characters can hide near the entrance and listen.
stone from the harpies.

84
The Cliffs If the characters are listening, they hear the following:
The cliffs are tough to scale, requiring two successful
You hear a cacophony of female voices arguing,
DC 15 Strength (Athletics) checks to get to the top.
with one lone male voice. Then, a commanding
After the first successful check, the characters reach a
female voice rings out: "Be quiet, all of you!"
ledge. On the ledge is a large, empty bird’s nest and a
The male voice then says, "I don't know if I
collection of bones.
can break the curse."
A character on the ledge can help characters on the
The harpy says, "I believe you can, Landon.
ground, giving them advantage on their check.
And if you can't, then I'll eat you."
When a character is helping another climb, or
There's a pause, then the male voice says,
when all characters reach the ledge unaided, three
"Okay... I'll try. I know a ritual that might work.
giant vultures attack the characters on the ledge. If a
However, there are some things I'll need for it."
character is helping another, they are surprised by this
The harpy says, "Here, write them down. My
attack.
scouts will fetch whatever you need."
The second successful Strength (Athletics) check
gets the characters to the top of the cliff. Characters on
the top of the cliff can again help characters stuck on A group of harpies fly out of the cave. If the characters
the ledge. are on the cliff, they'll have to succeed on a DC 10
The top of the cliff is a windswept plateau, with Dexterity (Stealth) check to quickly hide. If they were
rocky outcrops and tufts of plants. The characters can listening, they have advantage on this roll. If they fail,
see over the top of the forest, including the top of the one scout returns to the cave to warn the chieftain.
wizard tower, and potentially any nearby towns. A If the characters burst in ready to fight, the harpies
huge cavern opening rises up in front of the characters. are ready to attack, but Landon calls out, trying to
They hear voices from the cavern and sneak up and stop the fight. He says, "They can help me break your
listen. Any stealth checks are made with advantage, as curse!" and the harpies calm down, waiting for him to
the harpies are distracted. explain. He tells the harpies that he needs non-harpy
assistants for performing the ritual, so the characters
can help him.
The Main Cavern If the characters approach diplomatically, the har-
Inside the lair of the harpies, the characters find a pies won't attack. Aelina, the harpy chieftain, asks the
surprising situation: Landon, the wizard, is tied up, characters to explain themselves. Landon suggests they
and the harpy with the tiara (clearly their leader) is can help him break the curse, as described above.
talking to him. The harpy with the bracers is next to If the characters don't ask about the curse, Aelina
her, looking angry. The rest of the clan is loosely ringed explains it anyway in an attempt to gain their help,
around them, weapons down. The atmosphere is tense, leading to the following conversation:
but not violent.
The harpy chieftain explains to you that all
harpies were cursed long ago. They used to be
a proud race, intelligent and powerful, wor-
shipped by ancient civilisations as goddesses.
They raided, pillaged, and ruled cities, until one
day, a powerful magic user cursed them.
Now they are shadows of their former selves,
forced into an endless cycle of being smart and
aware, and being rabid and feral.
She wants to break this curse and is sure that
this wizard can do it.

85
Aelina, the Harpy Chieftain: Development
The ruler of this harpy clan. Aelina is determined to The characters have tracked down the harpies and dis-
break the curse and desperate to do it before returning covered why the wizard was kidnapped. Now they can
to her feral state. She trusts anyone willing to help, but speak to the enforcer and the wizard, and other harpies
will eat them the second they falter. She is in a rela- if they so choose.
tionship with Naedith.

Knowledge: CHAPTER 3 — Betrayed


She knows nothing about who originally cursed the The characters must speak to Naedith first, and can
harpies and doesn't care. She believes any powerful then speak to Landon and the other harpies in any
magic user could break it if they tried hard enough. order they choose.

Items:
She is wearing a golden tiara, a relic from an ancient The Harpy's Worry
queen. Naedith is suspicious of the wizard but can't kill him
without causing a split in the clan. She asks the charac-
Naedith, the Harpy Enforcer: ters to talk to Landon and stall until they find out the
The chieftain's bodyguard, girlfriend, and second in truth and make a plan with her.
command, Naedith is fiercely protective of her leader If the characters ask for repayment, she promises to
and the rest of the clan. give them something good but is vague on the details.
The character with the highest passive Wisdom (In-
Knowledge: sight) can tell she's hiding something. A successful DC
She doesn't believe in the curse. She thinks it is just in 15 Charisma (Persuasion) or Charisma (Intimidation)
their nature to swing between lucid and feral states. check forces her to reveal her worry about the delicate
harpy eggs that are hidden in the lair. She explains that
Items: Aelina is currently looking after them, and she doesn't
She is wearing a pair of bracers of protection (these have want anyone to compromise their safety.
the same benefits as the cloak of protection).
The Wizard's Plot
If the characters fight the harpies here, it is likely Landon reveals there's no way he can reverse the curse;
they'll lose. There are ten harpies (plus any extras who further, he’s not sure if it even exists. He tells the party
have returned from the previous encounters) in the that they'll all be eaten unless they do something dras-
chamber. It should be clear to them that they're better tic: kill all the harpies. A few of them have left, so the
off using diplomacy now, and (potentially) violence fight should be a little easier now. He asks the charac-
later. ters to cut his ropes and attack the harpies with him.
After this conversation, Aelina orders the harpies to The character with the highest passive Wisdom (In-
return to their duties and she heads into a dark corner sight) can tell he's hiding something. A successful DC
of the cave with one harpy—this is where the eggs are. 15 Charisma (Persuasion) or Charisma (Intimidation)
Two harpies remain with Naedith, guarding Landon. check, made with advantage if the characters reference
The others spread out around the cave and on the cliff the eggs, forces him to reveal his real plan: he let him-
top. If the characters entered through the tunnels, one self be captured on purpose. This clan of harpies has
harpy starts investigating that area. eggs, and harpy eggs are extremely rare and valuable.
Landon asks to speak to the characters in private, He promises the characters an egg of their own if they
but Naedith steps in to speak to them first. help him kill the harpies. If the characters seem con-
flicted or concerned, he says that harpies are monsters
and eat people and that selling the egg will make them
rich beyond their wildest dreams.

86
The Eggs When confronted, Landon calls out to the charac-
If the characters attempt to follow Aelina, a harpy ters, saying he'll kill them for their betrayal. An imp
guard blocks their passage. Aelina comes to talk to appears on his shoulder and breaks his ropes, and he
them if they ask or make a fuss. immediately opens up a small gilded flask that was on
If the characters already know about the eggs, she his belt. Thick black smoke pours out of it and resolves
confirms their existence and location. If they don't, itself into five shadow demons. The demons and
it takes a successful DC 20 Charisma (Persuasion) or Landon immediately attack.
Charisma (Intimidation) check for her to reveal their The harpies and the demons fight each other, leav-
presence. ing Landon and his imp for the characters. The har-
pies outside the cave come inside on the third round
of combat. When Landon dies, the demons and imp
The Other Harpies vanish.
The other harpies talk to the characters if approached.
They tend to be suspicious and gruff, and not happy
about the presence of the characters or the wizard— Side With The Wizard
they don't trust outsiders, especially ones with magi- If the characters approach Landon and say they're with
cal powers. They trust Aelina and Naedith to protect him, he tells them to cut his ropes and get ready to
them. Some believe in the curse, others do not. None attack immediately. If they have another battle plan
of them know anything further about it—it's a rumor in mind, he accepts it. Aelina and one harpy are with
amongst all harpies, one without any actual proof. the eggs, and Naedith and two harpies are nearby. The
rest of the harpies (five, plus potentially four more) are
scattered equally in the cave and on the clifftop.
Decision Time For this fight, Landon uses the stat block below,
Once the characters have spoken to Naedith and without spell slots above third level. He has the imp,
Landon, and optionally to the other harpies, make it but his flask only releases two shadow demons.
clear to them that they have a choice: they can help If a harpy gets the chance, she raises an alarm
Landon attack the harpies and steal the eggs for profit by screaming or singing, which alerts the rest of the
(or to potentially make the area safer), they can tell harpies to the fight. It takes one round for harpies to
the harpies his plan and let them eat him, or they can get to the combat, plus an extra round if they have to
negotiate with the harpies for his release. come inside or outside to get to the fight.

A Peaceful Resolution Development


This can only be achieved if the characters do not tell Whether the characters have sided with the harpies,
the harpies about the wizard's real plan. If the harpies the wizard, or tried to remain neutral, if they survive
know about his plan to steal their eggs, they won't let the fight, they are free to leave the lair.
him leave alive. If they only know that he can't break
the curse, they can be convinced to let him leave.
The characters need to succeed on a DC 25 Cha-
risma (Persuasion) or Charisma (Intimidation) check.
They have advantage on this roll if they promise to
investigate the curse or try to break it themselves.

Side With The Harpies


The characters can let Aelina or Naedith know about
Landon's plans. If they tell Aelina, she immediately
confronts Landon, which alerts Naedith. If they only
tell Naedith, she confronts Landon alone unless the
characters ask about Aelina.

87
CONCLUSION — Consequences Author’s Notes
If Landon died and the characters return to Talia, she This adventure is an exploration of morality. I wanted
has questions and may be hostile to the characters. If to create a "regular" adventure with some hard ques-
they fight her, she uses the cult fanatic stat block. Did tions for the characters. The harpies are evil—and
they need to fight her? Was she evil or simply greedy? they're okay with that—but there are vulnerable eggs
If the harpies died, Landon is open to giving the at stake. The wizard and his apprentice are greedy, but
characters a harpy egg. Do the characters agree with in the end, their goal is to kill "monsters." It's not al-
his actions? Do they regret their own? Can they find a ways easy to know what the heroic course of action is.
buyer for the egg, or will they try to hatch it? Thank you to my regular D&D group for playtest-
If the characters sympathise with the harpies, they ing this and cheering me on.
may try to investigate and break the curse. How do
they feel knowing the harpies have no remorse for
killing and eating people? About the Author
Megan is an Australian software developer who writes
and plays D&D adventures in her spare time.

Illustration by Anthony Alipio

88
Landon the Conjurer
Medium human, chaotic neutral

Armor Class 12 (15 with mage armor)


Hit points 40 (9d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4


Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Dwarvish, Elvish,
Abyssal
Challenge 6 (2,300 XP)

Spellcasting. Landon is a 9th-level spellcaster. His


spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). Landon has the following
wizard spells prepared:
Cantrips (at will): acid splash, mage hand,
poison spray, prestidigitation
1st level (4 slots): mage armor, magic missile,
unseen servant*
2nd level (3 slots): cloud of daggers*, misty
step*, web*
3rd level (3 slots): fireball, stinking cloud*
4th level (3 slots): Evard's black tentacles*,
stoneskin
5th level (2 slots): cloudkill*, conjure elemental*
*Conjuration spell of 1st level or higher

Benign Transportation (Recharges after Landon Casts a


Conjuration Spell of 1st Level or Higher). As a bonus ac-
tion, Landon teleports up to 30 feet to an unoccupied
space that he can see. If he instead chooses a space
within range that is occupied by a willing Small or
Medium creature, they both teleport, swapping places.

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4
+2) piercing damage.

89
Illustration by Luciella Elisabeth Scarlett
90
Reclaim
by Yubi
Creature: Yuki-Onna | Level: 5

SYNOPSIS ADVENTURE BACKGROUND


When the village of Meijin is infiltrated by a young red Meijin has been infiltrated by a young red dragon
dragon and its guardian spirit barred from entering, named Wardlaw. Using a hat of disguise she has taken
the party is contacted by a yuki-onna with a duty to the form of a travelling soothsayer and convinced the
uphold. She has been watching over Meijin for cen- village that the long, freezing winters are because of the
turies, guiding the inhabitants and keeping them safe yuki-onna, who has been holding them captive. By set-
from avalanches and howling blizzards. But with this ting magical warding barriers along the outer walls she
dragon usurping her for its own selfish purposes, she has managed to effectively block Kiyoko from entering
needs help reclaiming the village and saving it from the Meijin.
treacherous creature hiding within. There are many clues to Wardlaw's true nature.
Firstly the temperature inside the outer walls is much
warmer and the snow has melted away to reveal an-
ADVENTURE HOOK cient volcanic rock. Wardlaw is in charge of the con-
Snow-born spirit Kiyoko, who watches over the village struction of a new temple to a goddess named Tamait
she loves, has reached out to a group of adventurers (pronounced 'tah-mate', and Tiamat backwards) and is
after hearing of their deeds in the local tavern a few currently dwelling within the temple. A new sulphurous
months ago. Desperate after being barred from en- hot spring has appeared near the temple.
tering Meijin, she offers the party a reward of ancient However, while the inside of the village is warmer,
gems and a powerful magical item in return for their various tubers and roots grown for food are dying off in
help. Kiyoko meets them at her shrine a few miles the heat, and the wildlife the villagers would normally
from the village and asks them to investigate both the hunt have abandoned their mountain homes. Snow has
village and the magical barrier keeping her out. As well piled up on the nearby peaks, and several avalanches are
as being unable to enter her village, she is worried that dangerously close to wiping out the whole village – all
if her shrine falls into disrepair she will vanish, leaving of which the villagers (encouraged by Wardlaw) blame
Meijin defenceless against the continual blizzards and on a jealous and vengeful snow spirit.
avalanches she holds back. When the characters realise Wardlaw's nature they
She offers to help should the party need her aid, can attempt to ask her about her motives, or return to
but as she is unable to enter the village, they will need Kiyoko for help after dismantling some of the wards
to clear her a way in if they cannot return to her –allowing her back into the village. Wardlaw can be
shrine. bargained with but she demands a king's ransom for
her departure. She is inclined to fight for her territory,
however, as this is her first foray into domination and
rule. Kiyoko is too weak to fight alongside the party,
as the presence of the red dragon has sapped her magic
abilities, but can provide a little healing with an initia-
tive order of 20.

91
When Wardlaw has been vanquished, Kiyoko thick, green braided rope around the gates and walls.
regains her full strength and turns back an avalanche With a successful DC 15 check, characters also notice
set off by the fighting. The characters are celebrated as wooden talismans hanging from ropes with symbols
heroes and Kiyoko is re-deified. They are given what painted on them. A DC 15 Intelligence (Arcana) check
food the villagers can muster, and Kiyoko asks them to or detect magic shows them as infused with abjuration
return to her shrine to receive their rewards. She gives magic.
them 1000gp worth of gems, and the Winter's Wand. The village is notably warmer inside the gates, the
falling snow melting quickly on the stone ground and
rooftops. There's a smell of sulphur in the air.
CHAPTER 1 — Kiyoko's Lament Ursula Gidden's house is the only house not cov-
This adventure starts outside the entrance to Kiyoko's ered in rope and talismans. The words 'GO FREEZE'
shrine, in a small mountain cave. It's bitterly cold with have been painted messily on her door in green paint.
heavy snow falling in feather-like flakes. The shrine is a
small altar in the back of the cave and decorated with
ornate red ribbons and golden finishings. Though once
Ursula's Isolation
Ursula [OLD, TIRED, AND KIND] is an orc with
well tended, it has now fallen into a state of neglect,
white hair pulled back into a messy bun. She is broad
with withered flowers and items blown onto the floor.
and tall despite her old age, and is wearing pale blue
Kiyoko appears in a rush of cold air and snowflakes.
robes with red brocade around the sleeves and hem.
She is a tall woman wearing a greyish white robe. Her
She is wary until shown the crystal, and then eager
long hair is dark and loose around her face, and she
to talk.
has a regal, kind bearing. She:
• Thanks the characters for responding to her Ursula's house is small but well kept. A min-
• Explains she is the guardian of Meijin, protecting iature version of Kiyoko's shrine sits in the far
it from the worst of the storms and the avalanches corner, a beautifully carved stone baby taking
• Explains she cannot enter the village as the walls centre stage. The shrine is lacquered, and has
have been enchanted somehow to block her access, a beautiful chrysanthemum pattern inlaid in
and her power is fading fast white opal. Ursula looks tired but regal, and
• Someone or something has turned the village she gestures for you to sit at her table with an
against her, and she needs the players to find out air of patience.
who and why, and to convince them to allow her “What can I do for you travelers?”
back in however they deem fit—without hurting
the villagers
Speaking to other villagers reveals the same informa-
• She tells them to start by visiting Ursula Gidden,
tion given by Ursula, but they speak highly of Ward-
an old priestess by the second gate, and gives them
law and side with her. They believe Kiyoko has been
a crystal to show her to prove they've come from
causing the blizzards and avalanches, and point out
Kiyoko
the warmth since she was banished, and the new hot
• She will reward them with a bag of ancient gems
springs which have emerged.
(valued at 1,000gp) and a magical wand, an heir-
• Wardlaw arrived 3 months ago. She is a soothsayer
loom left as an offering to her (see winter's wand)
and claims she was drawn here by the presence of a
malevolent spirit
Entering Meijin • Wardlaw started to convince the people that the
Meijin is encircled by a 15 feet high stone wall. There Guardian was keeping them in an eternal winter
are three gates into the village, each with two guards for her own amusement
who let the party pass. They direct the party to Ursu- • A month ago the villagers strung the braided rope
la's house if asked. Success on an appropriate DC 12 and hung the talismans around the gates and walls
ability check, such as Wisdom (Perception), or Intel- on Wardlaw's orders
ligence (Investigation, Religion) reveals new-looking

92
• The temperature inside the village has risen and a An appropriate DC 12 check (Perception or In-
hot spring has appeared near the temple, causing vestigation) reveals a trapdoor in the far corner of the
the sulphurous smell room. It has five small hollows in a circle at the top
• The tubers and roots Meijin grows are dying, and and a riddle carved into the stone beneath:
the mountains have been deserted by the elks and
game that called them home Five to pass beyond the gate,
• Wardlaw is living under the temple she's having and five to guide you forth.
constructed in the name of Tamait, a goddess the First is night as old as hate,
village is now worshipping then snow with little worth.
• Ursula believes Wardlaw is not who she says she is, Third comes oceans deep and still,
and has malicious intentions of some kind then blood with ancient lore.
• Her unwavering belief in the Guardian has caused Fifth for valleys with treasure to spill,
dissent between her and the villagers and I shall reign forever more.

Placing gems, rocks, or other small items of the cor-


Development responding colors (black, white, red, green, and blue)
Once Ursula has passed on the relevant information
open the trapdoor and show a set of stairs leading
one of her windows is shattered by a brick flying
down to a corridor. Feel free to use Intelligence, His-
through it.
tory, Religion, or any other appropriate check to either
give clues or solve the riddle. If they cannot find the
CHAPTER 2 — Dissent trapdoor, a worker outside tells them about a “hidden
door for true believers” and point them towards it.
A group of kids are responsible for throwing the brick
through Ursula's window. When questioned, they say
Wardlaw told them it was Ursula's fault the food had Wardlaw's Lair
disappeared and they're trying to make her leave Mei- Wardlaw is not in her lair. A simple room carved from
jin. They point the party toward the Temple of Tamait. the rock, it is very warm. There's a desk and a chair,
with a mound of precious items given by the villagers,
which she uses in place of a bed. If the PCs have not
The Temple of Tamait yet worked out Wardlaw's true nature and intentions,
The new temple is a tall structure made of black stone
place clues from the following list in the room:
and surrounded by scaffolding. It is clearly still being
• A small statue of Tiamat, the red head with golden
built. The double doors are open, and while villagers
eyes
are working on the outside, the temple is empty inside.
• Charred marks and claw marks on the walls and
On the floor is a large mosaic of a beautiful woman
floor
with dark hair, her eyes closed. She's wearing a long
• A written prayer to Tiamat, proffering the little
cloak of red, green, and blue with a black and white
village of Meijin to her eternal hoard
lining. At the back of the temple is a copper chalice
filled with gold coins, colored gems and pieces of
The chamber is carved from a dark, volcanic
jewellery. An appropriate DC 12 check such as Intel-
rock and the smell of sulphur stings your nose.
ligence (History or Religion) reveals this is a temple in
A gleaming hoard of treasure—still small, but
the style of Tiamat.
much loved—lays in the corner of the room.
Beside it is a simple desk and chair with a
standing mirror. The room is silent, but fore-
boding.

93
Here the players might decide to try and destroy some Wardlaw
of the wards keeping Kiyoko from entering the Wardlaw [CALCULATING, SMIRKING, CONFI-
village, or they might decide to head straight to con- DENT] is overseeing a group of four villagers building
front Wardlaw. baths from the hot springs. She:
• Does not reveal her true form unless attacked or
Development directly confronted
Once the players have left the temple, if they are going • When her form is revealed, gloats over her power
to destroy the wards they come across a currently un- and the obedience of the now terrified villagers
watched part of the wall with a sturdy ladder propped • Can be persuaded to leave for a huge sum
up against a villager's house opposite. If they are going • Decides to 'make a show' out of the party if they
to confront Wardlaw, as they leave the temple they attack or press aggressively, and attacks
hear cheering coming from the direction of the hot
springs. A tall human woman dressed in a cloak of red,
green, and blue stands by the newly formed
hot springs, overseeing the construction of
CHAPTER 3 — Enter: The Dragon baths. Her copper hair gleams and her pale
amber eyes have strange glint to them. She
If the players decide to confront Wardlaw immediately,
then Ursula removes enough of the wards during the turns to face the party with a smirk.
commotion of the ensuing fight or confrontation to “Well well well... the ones who went to visit
allow Kiyoko to enter for the encounter. dear Ursula.”

While Wardlaw can be bribed into leaving, she de-


Dismantling the Wards mands over 10,000 gp to be provided immediately, or
The ropes are strung over the edges of the walls in an will take 10,000 gp worth of magic items/other valu-
unbroken circle, passing over the tops of the gates and able items. She is more likely to defend her territory
threaded with wooden talismans. Severing the ropes out of hubris. The villagers do not help in the battle.
or destroying them in whatever manner they see fit
breaks the wards. Consider adding ability checks for
balancing on top of the walls, destroying the rope, Development
avoiding being spotted by other guards, or whatever A clash of two conflicts rings out in Meijin. Fight,
else you deem appropriate. To give the characters a or flee! If the party fights, Kiyoko appears during the
chance at destroying the wards keep the DCs between battle at your discretion. She has two level 1 spell slots,
12 and 15, and play to their strengths. If the characters and only cure wounds prepared, and acts just prior to
are caught, the guards take them to Wardlaw in the the lair actions. She has 30 ft of movement and cannot
hot springs and Ursula finishes the job if they didn't make a physical attack.
manage to destroy the circle. Wardlaw uses the stats for a young red dragon, in-
cluding lair actions. Consider adjusting her hit points
depending on your party size. If your players are over-
powering Wardlaw, have her summon a fire elemental.

94
CONCLUSION Author’s Notes
With Wardlaw defeated, the last of her magic fades, I would like first to thank Ashley for this amazing
and Kiyoko returns to her full strength. An avalanche, opportunity and for organising this event. I am so
triggered by the fighting, rushes towards the village pleased to be a part of this anthology, and cannot wait
and is turned back by Kiyoko. Wardlaw's thrall over to explore the adventures created by my fellow authors.
the villagers melts away, and Kiyoko is reinstated. I would also like to thank my playtesters.
The rest of the wards and talismans are destroyed, her
shrine is repaired, and Meijin is once more protected.

As you pause to catch your breath after the


About the Author
Yubi is a nonbinary, queer creator who lives in sunny
fight, the mountains around Meijin groan Scotland. They DM a D&D 5e actual play podcast,
and shake with the rush of a huge avalanche. "The Mortal Path," and publish unique D&D content
Kiyoko turns, ice and snow whirling around her on their twitter @uzbadyubi. With several degrees in
as she lifts her hands and wails out this note Japanese and Japanese Culture, they enjoy drawing on
so pure and clear the water in the hot springs popular myths and legends from Japanese folklore.
freezes over, and as the avalanche tumbles to-
wards Meijin it is split by this tone, parting and
flowing around the village without touching it.
There is a second of silence in the aftermath
before the villagers burst into cheers and grate-
ful shouts, bowing before their guardian spirit.

The villagers are apologetic to the party, and offer them


food and shelter for their services. They begin disman-
tling the temple and the hot springs.

Rewards
The party is celebrated as heroes! Kiyoko presents the
party with 1,000 gp worth of gems and the winter's
wand. Dragon parts can be harvested from Wardlaw's
remains. They may also take her hat of disguise.

Winter's Wand
Wand, rare
This wand has 7 charges. While holding it, you can
use an action to expend 1 or more of its charges to cast
the spell ice knife (save DC 15). For 1 charge, you cast
the 2nd-level version of the spell. You can increase the
spell slot level by one for each additional charge you
expend.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand's last charge, roll
a d20. On a 1, the wand crumbles into snow and is
destroyed.

95
Illustration
Illustration by Xan Secrets
by Dungeon Larson

96
The Hunt for the Queen-Serpent
by Ataberk Bozkurt
Creature: Shahmaran | Levels: 5-7 | CWs: Abduction, cannibalism

SYNOPSIS Meanwhile, Vizier Reza plots to take advantage


of the princess’ disappearance and the sultan’s illness.
There is a mountain city-state named Tarsos, whose
Sultan Jumalee has no other relatives that can inherit
ruling sultan, Jumalee, becomes deathly ill from grief
the sultanate, making it possible for the vizier to seize
over his daughter’s disappearance. Tarsos’ vizier, Reza,
control. He knows of an ancient legend that claims if
sends word to those who are brave of heart and capable
you drank the blood of Shahmaran, you gain ultimate
of mind to find the legendary Shahmaran, Queen of
knowledge and health. Falsely claiming that Shahma-
Snakes. Reza can brew a remedy to the sultan’s illness
ran’s body is the key to the cure for the sultan’s illness,
from Shahmaran’s dead body. The characters will
Vizier Reza calls forth his best hunters and sends them
uncover the truth about Shahmaran, the half-snake,
to hunt the Shahmaran, so he can drink her blood and
half-human race called the maran that she keeps in
become all-powerful.
check, and the missing Tarsos princess. Their choices
Hunters track down Cemshab, the Queen’s former
will shape both the future of a land and a regretful
lover for a century, who knows the hidden way to Shah-
soul.
maran’s bathhouse and forces him to reveal the way.
Cemshab deliberately tries to delay them and maran
ADVENTURE HOOK ambushes kill many janissaries. Sooner or later, the
bathhouse is revealed.
Reza, the vizier of the Tarsos Sultanate, may hire the
Shahmaran is guilt-ridden; she has not foreseen the
party to hunt down Shahmaran. Alternatively, the par-
consequences of taking Parisa to her side. However, her
ty may arrive at Cyrdus, a nearby village settled in the
maran are vicious and ruthless and without a compas-
mountain range. Cemshab, Shahmaran’s mortal lover
sionate leader, they can simply invade and massacre
held captive by Reza’s soldiers (jannisaries), pleas for
Cyrdus and Tarsos. So she plans to sacrifice herself to
help to save Shahmaran from the janissaries.
kill the vizier Reza… but will it solve the problem in
everyone’s favor?
ADVENTURE BACKGROUND
It all starts when Shahmaran offers heirdom to Parisa,
Princess of Tarsos. Parisa accepts the offer after being
CHAPTER 1 — The Hunters Gathered
The story begins in Cyrdus, a mountain village. The
torn between her dreams of either becoming a mighty
party may come across this village on their travels, or
sorceress or ascending the throne as the next Sultan of
they may be escorted by the vizier’s men, the janis-
Tarsos. While Parisa feels obliged to tend and protect
saries. Janissary Captain Omar offers 1,000 gp to the
her people, she instead chooses to follow her sorceress
hunters that capture Shahmaran.
path under Shahmaran’s tutelage. However, Shahmaran
only wishes Parisa to be her heir in order to keep the vi-
cious maran under control. If Shahmaran dies, Parisa is
her answer to prevent the maran from eradicating Tarsos
once and for all.

97
Village of Cyrdus The Legend of Shahmaran
Cyrdus is a remote hunting village. Only a handful A long time ago and far away, there lived a warrior
live in this cold, barren town. They mostly live from named Belkia, who was lost at the rocky and sharp moun-
hunting deer and other game, selling their meat and tains of Tarsos. For days, the bitter cold winds pounded
skin. Still, they are cold towards outside hunters and against him and journeying through the snow and mist,
janissaries. The people of Cyrdus do not want to Belkia grew weary. Belkia’s situation was bleak; With his
hunters to take up arms against the maran, so they are every step he realized it was not the wind that assailed
cold towards the party. The old, wise medicine woman him, but the very breath of Azrael, the Angel of Death.
Yolene knows more about the snakefolk so any senior Belkia’s judgment was due. However his fate would be de-
villager point her out to those who seek more about layed, for snakefolk discovered him near unconscious, near
the maran. death. Their queen, Shahmaran, nurtured Belkia back
to health and they fell in love. Despite his second chance,
the warrior grew restless, his blood yearning for action.
What do villagers know? Shahmaran let Belkia go on with a condition—he was to
The villagers of Cyrdus may be persuaded or bribed keep the maran secret.
to reveal what they know about the maran. However, Belkia returned to his land, and there Ukap the Sor-
on your discretion, they may not know the legend cerer sought him out to inquire about Shahmaran. Ukap
completely or may tell it differently. One thing is was a mighty magician, commanding forces of nature,
certain, they all fear the snakefolk as vile ambushers lightning, and thunder. Ukap asked a djinn that how
and merciless killers. They talk about the maran as “the can he become immortal and the djinn told him to seek
mountain’s folk.” Shahmaran. “If you boil her flesh and blood and consume
Yolene, Medicine Woman: Yolene and her son them, you will get all you desire!”
Hiskas look out for the village. Hiskas also has a store “It was for the good of the people,” Ukap convinced
where adventurers may buy and sell common equip- Belkia. They travelled to the Bathhouse of Shahmaran
ment. Yolene tells the legend of Shahmaran without and there the queen was waiting for them. She knew Bel-
any mistakes. She may also brew an anti-toxin for each kia would betray her, for he was mortal. Belkia cried and
character if they behaved themselves and showed them sought forgiveness after the maran tore Ukap to pieces.
good will. However, if the characters attempt to force Shahmaran forgave Belkia and let him go once again but
Yolene to show the way, she gives them false directions. this time she knew Belkia’s heart. It is not the heart’s fault
A successful DC 20 Charisma (Intimidation) forces for even the best intentions are a double-edged sword. It is
the truth from Yolene, but they refuse to do business a sacrifice, they say.
with the party.

The Hunting Parties


There are two different hunting parties. They won’t
cooperate with each other unless persuaded.
Janissary Captain Omar holds Cemshab as his
prisoner, to show them the way to the bathhouse. They
ventured twice before the party’s arrival, both jour-
neys ending with bloodshed. Omar and his men treat
villagers poorly; they won’t pay for any service and do
not compensate for the damage they cause. If con-
fronted, Omar respects courage and backs down from
any tense encounter with respect. If the characters still
antagonize the janissaries, they react violently. If the
party asks to join them, they accept unless the party is
hostile. Omar may also reveal why Sultan Jumalee is
sick and what Vizier Reza actually aims to do. Omar

98
can be bribed, persuaded, or deceived, but won’t be has ties to a maran. A successful DC 18 Intelligence
intimidated easily. (Arcana) check allows the caster to know the special
Cemshab, former lover of the Queen-Serpent, tries component.
to divert the janissaries as he fears for the life of his
lover. He knows that Parisa is Shahmaran’s heir and
Shahmaran regrets this decision. He may even give his
Road Encounters
The mountains of Tarsos has many woods and narrow
life to save his lover’s own, but they are threatening his
passages and game is plentiful. However, it is also very
whole family line with extinction. If the party earns his
cold: weather should be a threat just like the maran.
trust, he reveals that he knows the location and leads
Serpentfolk may attack at any time to defend their
them there if they agree to help Shahmaran instead of
home and rescue Cemshab. Hobgoblin warbands also
killing her.
populate this area. You may also use environmental
hazards such as avalanches. Maran are watching them
Dramatis Personae to discern and judge them from afar, and they are de-
• Omar (male/human/battlemaster fighter 7/neutral tected with a successful DC 17 Wisdom (Perception)
evil) check. After characters have searched the mountains,
• Cemshab (male/human/hunter ranger 3/neutral proceed to the Shrine of Maran encounter.
good)
• Jannisaries (varied/varied/veteran/neutral evil) Encounter: Pile of the Dead
• Hiskas (male/rock gnome/wild magic sorcerer 3/ In this encounter, the characters come up across a pile
chaotic good) of corpses partially hidden under snow. These corpses
• Yolene (female/rock gnome/circle of the land druid belong to a hobgoblin scouting party that was mur-
3/neutral good) dered by maran, whose weapons and bites are coated
• Parisa (female/human-maran/maran/neutral good) with a deadly poison. The corpses are bloated and
• Shahmaran (female/maran/guardian naga/lawful cannot be identified properly. However, characters in-
neutral) specting the bodies determine they are not human. On
• Sultan Jumalee (male/human/noble/lawful good) a successful DC 13 Intelligence (Investigation) check,
• Vizier Reza (male/human/archmage/lawful evil) they find hobgoblin equipment buried with the bodies
and bones belonging to a huge wolf. A successful DC
10 Wisdom (Medicine) check reveals that these bodies
Development were killed a day ago. A successful DC 15 Wisdom
After the characters rest for a day, explore the village
(Medicine) check determines the cause of their demise.
and talk to many hunters and residents. They have to
decide whether to join forces with the hunting party or
Encounter: Shrine of Maran
if they are going to explore Tarsos mountains them-
The characters find a huge cavern and as winds collide
selves.
with the walls it creates an even colder air compared
to outside. However, there is a ruined shrine at the
CHAPTER 2 — The Hunt Begins middle of the cavern.
Murals depict a series of events, told in three parts.
In this chapter, the party searches the mountains for
In the first mural, there are dead people lying around
Shahmaran’s bathhouse. There are two encounters in
and snakes adorning their bodies. At the second mural,
this chapter that must play out before the characters
a robed lady crowns herself with snakes around her. At
encounter the maran. Length of the journey is up to
the last mural, robed figures legs turns into a snakes
DM, it may take a day or a couple. If the characters
body, leaving torso as human and all snakes lie beneath
persuaded Cemshab, he shows the way. Otherwise, he
her feet.
deliberately leads the hunters into a maran ambush
A successful DC 15 Intelligence (Religion) check
(3 to 5 maran according to their average party level).
reveals the urals depict a primitive cleansing rite. To
The bathhouse is guarded against divination unless
perform such a rite, tribals preferred a hill that may
the caster adds a special component to the spell that

99
see the dawn. If followed, this reveals the bathhouse’s to leave their weapons (foci included). As they wait,
location. the characters may talk to Parisa as other maran only
A successful DC 15 Intelligence (Investigation) hiss at them even though they understand them. He-
reveals that this ruined cavern has been carved out roes are then placed in a huge, luxurious guest room
and huge chunks of stone were moved from here to with pools and soft beds.
a place to a lower part of the mountain. Character Parisa visits the party and ask about Tarsos and
may use mason’s tools proficiency or Stonecunning to what they heard lately. Successful Persuasion, Decep-
understand what happened. If followed this reveals the tion and Insight checks reveal that she is the Princess
bathhouse’s location. of Tarsos and if confronted she tells her story. If Cap-
A successful DC 16 Wisdom (Survival) or Wisdom tain Omar is present at this time, he will be quick to
(Perception) check reveals that there are huge snake identify Parisa as the princess before she has a chance
tracks all over the shrine and nearby woods. If followed to speak.
this reveals the bathhouse’s location. Should the characters meet with Shahmaran in the
There is also a torso and head of a skeleton on the morning, see Audience with the Queen-Serpent. The
ground, holding a spear. The spear’s shaft is carved party may try to persuade Parisa here or try to take
like a snake and the tip is bronze in color. This is a +1 her away without talking to Shahmaran. Should this
spear, made and used by maran. happen, all Maran try to defend Parisa and may attack
the party. If persuaded, Parisa leaves with the party.
If the party attacks the maran before talking to Shah-
Development maran, it takes three turns for Shahmaran to interrupt
After dusk, the characters find a passage to the bath-
the combat. She orders her maran to stand aside and
house. They may also find it via Cemshab or if they
deal with the invaders herself.
came alone and acted fair and just, they are guided by
a group of maran as they reveal themselves watching
the party. Characters may also encounter maran in Audience with the Queen-Serpent
the mountains and may have persuaded them to show Shahmaran hails the adventurers with milk and hon-
their way. If the characters persuaded maran or helped ey, served by her handmaidens. She asks why they
Cemshab, Shahmaran is friendly and curious about have come and demands to know who they are. The
what the characters will say. Otherwise they are cold, Queen-Serpent is patient and answers any questions
sarcastic, and doubtful of the party’s intentions. If the as long as they are respectful. Shahmaran has decided
characters bring janissaries with them, maran attacks that she should die and Parisa has to choose her own
them as soon as possible and try to rescue Cemshab. fate. At this point, heroes should be able to confront
both Shahmaran and Parisa with facts. If asked about
Parisa, a successful DC 12 Wisdom (Insight) check re-
CHAPTER 3 — The Will of the veals Shahmaran’s visible regret. Shahmaran may reveal
why she actually brought Parisa to her bathhouse, if
Lady persuaded (DC 18 Charisma (Persuasion) or Charisma
After their day-long journey into Tarsos Mountains, (Deception) check). After hearing Shahmaran, Pari-
the party arrives at the bathhouse which serves as sa is not angry with her as she understands why she
Shahmaran’s home. The Queen-Serpent knows that must stay but apparently sad. Parisa can be persuaded
adventurers and hunters are looking for her and to save to return home not as a princess but as a sorceress,
her lover and her people from further bloodshed; she is because if she stays and rules, she only fulfills other's
ready to negotiate. ambitions.
When the party arrives at the bathhouse, Shahma- If Cemshab is present with the captain, she de-
ran’s heir and handmaiden, Princess Parisa, welcomes mands Cemshab’s release immediately. Omar only
them. She informs the guests that the queen does not releases Cemshab if Shahmaran agrees to the vizier’s
want (further) bloodshed and grants them a morning terms.
audience in her throne room. Parisa require everyone

100
If the party demands Shahmaran to surrender, she If Shahmaran helps…
simply refuses, she states that she is royalty and would If Parisa stays with Shahmaran: Shahmaran
never surrender her body. They will have to kill Shah- instructs adventurers that the Sultan must drink her
maran to capture her. boiled blood and the Vizier must eat her scales. Parisa
If the party explains the situation regarding the asks the characters to deliver a silver pendant to her
sultan and vizier and ask for Shahmaran’s help, she can father. Reza holds a feast for them and he eats the flesh
be persuaded. She gives her shed scales and a vial of of Shahmaran and dies. Sultan is relieved by Shahma-
her blood with the instructions. ran’s blood and rules justly, inspired by his daughter.
If the characters kill Shahmaran and also persuade If Parisa leaves Shahmaran: She travels to the
Parisa to return home, they leave the bathhouse while land of Ukap to pursue arcane secrets. Parisa asks ad-
maran mourn and wail in sorrow. They let them go in venturers to deliver a silver pendant to her father.
shock and fear… If Cemshab’s present: Shahmaran and Cemshab
live happily after, if anyone tries to touch Cemshab,
Development Maran kills them on queen’s orders.
Shahmaran instructs the party (either alive or in her If Cemshab is not present: Shahmaran asks for a
last breath),“Those who seek eternal life must drink favor from the party she wants her lover Cemshab to
her blood and those who yearn for their doom must be rescued from the clutches of Captain Omar. She
boil her scales and eat them.” However, if she is not rewards them in Cemshab’s weight in gold to compen-
killed and willingly gave these ingredients, she adds sate their efforts.
that only the vizier and the sultan should consume
these. Adventurers must either bring a vial of Shahma-
ran’s blood and her scales or her body. Vizier Reza will Rewards
justly reward them. If Parisa is present, after this she DM should reward characters for mostly exploring and
reveals herself and warns Reza not to eat the scales or uncovering a couple of secrets. Here are some example
maybe heroes warn Vizier, however no matter what, he milestones or XP rewarding events:
eats the scales, thinking that they try to deceive him. • If Shahmaran survives, award characters with
Soon a painful and unfortunate death takes Reza… 6,000 XP.
leaving only a bloody carcass behind him. • If the party rescues Cemshab from the Vizier,
award them 3,000 XP.
• If the party persuades Parisa to leave, award them
CONCLUSIONS 3,000 XP.
• If Shahmaran dies, award characters with 3,000
XP.
If Shahmaran dies…. • Should a character drink Shahmaran’s blood, their
If Parisa does not return: Parisa becomes Shah- Intelligence and Wisdom increases by 2 perma-
maran and rules over the maran. Our adventurers nently.
return to Tarsos and Vizier Reza holds a feast for them The party may gain a simple magical spear as a souve-
and he eats the flesh of Shahmaran and dies. The sul- nir. If you use a high-fantasy setting, you may reward
tan’s death follows after a couple of weeks and Tarsos characters with more magical items. Here are some
falls into chaos. suggestions: potions of poison, potion of longevity, ring of
If Parisa returns: Vizier Reza is displeased as Prin- animal influence (snakes only), ring of poison resistance,
cess Parisa returns and only pays half of the reward. He magical longbows and ammunition (+1 quality), scroll of
may send a couple of assassins based on heroes’ reac- conjure animals (snakes only), scroll of healing spirit, scroll
tion. Parisa heals her father and they may rule together of protection from good and evil.
or Parisa may leave Tarsos to pursue her magical talent. In the end, either Reza or Parisa awards the party
No matter what, after a couple of weeks, maran attack with gold; you may adjust the amount again based on
both Cyrdus and Tarsos, they sack the city. your setting, 500 gp per adventurer is enough.

101
Author’s Notes
Thanks to my family, especially my mother, Pernan,
for helping me to adapt Shahmaran tales into this sto-
ry. I took some liberties with the story and combined
myths and Tomris Uyar’s interpretation so you may
read different versions of Shahmaran’s myth on web
or in books. Shahmaran’s story is an interesting piece
of folklore; as a medusa-like figure, she is depicted as
wise and compassionate. If you ever visit Turkey, go to
Tarsus, Mersin, where the folk tale is set.

Citations
Uyar, Tomris. Ödeşmeler Ve Şahmeran Hikayesi. Yapı
Kredi Yayınları, 2003.

About the Author


Born in October 15, 1996, always been a great fan of
fantasy and sci-fi works. Studied American Culture
and Literature in Hacettepe University. DMing and
playing D&D since 2008.

102
Maran
Medium monstrosity, neutral

Armor Class 15 (natural armor)


Hit points 48 (8d8 + 16)
Speed 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 19 (+4) 15 (+2) 11 (+0) 13 (+1) 12 (+1)

Skills Stealth +7, Perception +4,


Survival +4
Damage Immunities Poison
Condition Immunities Poisoned
Languages Celestial, Telepathy 60 ft.
Senses Darkvision 60 ft., passive
Perception 14
Challenge 3 (700 xp)

Innate Spellcasting. A maran’s innate spellcasting


ability is Wisdom (spell save DC 12). Maran can
innately cast the following spells, requiring no material
components:
At will: animal friendship (snakes only)
1/day: pass without trace

Multiattack. the Maran makes two ranged or melee


attacks, but can use its bite and constrict attacks only
once each.

Actions
Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6)
poison damage.

Constrict. Melee Weapon Attack. +6 to hit, reach 5 ft.,


one target. Hit: 7 (2d4 + 3) bludgeoning damage, and
the target is grappled (escape DC 13). Until this grap-
ple ends, the target is restrained, and the Maran can't
constrict another target.

Spear. Melee Weapon Attack. +6 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) slashing damage.

Longbow. Ranged Weapon Attack. +7 to hit, range


150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage plus 3 (1d6) poison damage. Illustration by purple duck games

103
Illustration by Kayla Cline

104
Lolth's Punishment
by Katie Cunningham
Creature: Yochlol | Levels: 5 - 7

SYNOPSIS In its true form, the fiend appears as a pillar of yellow


slime with a single malevolent eye. In its drow and
Baumsville, a peaceful and remote mountain mining
true form, a yochlol's touch carries the same venomous
village, has found itself under siege! The mine it relies
touch as its spider form's bite.” While their origins
on has been claimed by a fearsome yochlol, a mon-
vary, Lolth can create yochlols by transforming other
strous servant of the goddess Lolth.
creatures into them.
Your party has been hired to slay the yochlol. How-
Lolth is one of the primary Drow goddesses. Also
ever, a meeting with a young drow woman suggests
known as the Queen of Spiders and the Queen of the
a deeper mystery and another option. Are you brave
Demonweb Pits, she’s chaotic evil and the main villain
enough to challenge a goddess for the sake of happi-
of this story; however, she is well out of reach of our
ness and freedom? Do you want to see two slime trees,
heroes.
chaotic-evil handmaidens, in love? Would you like to
The Church of Vhaeraun consists largely of drow.
rob a temple and beat up a monster? All of that and
Vhaeraun rebelled against Lolth and is the drow god of
more inside this adventure!
thievery. It’s a technically evil church, associated with
ravens and undead, both of which appear in the story.
ADVENTURE HOOK However, Vhaeraun’s priests are more sympathetic
than expected, seeing a familiar rebellion in Xune and
Lolth’s Punishment is intended for five players of 5th to
Nasra.
7th levels. Getting characters here is easy: they’ve been
hired to kill a monster. This means, whether the group
is heroic or more mercenary, they have a reason to be Characters (in order of appearance):
involved.
The party is hired by the villagers of a remote • Glebe: Male human historian/Lawful Good/Str:
mountain mining village, Baumsville, and can either 17 Dex: 12 Con: 13 Int: 14 Wis: 11 Cha: 16. A
arrive together or separately. local historian in Baumsville. He’s 23, and he loves
local history. He’s deeply enthusiastic and gives
the impression of a skinny puppy. His hands and
ADVENTURE BACKGROUND clothes are constantly ink stained, and he still wears
Yochlols tend to be presented differently from how the glasses he got when he was twelve—they’re far
they are here: generally they are straightforward mon- too small and make him squint.
sters, though their lore is open to interpreting them • Trina: Female goliath hunter/Neutral Good/Str: 14
like this. Depending on your party’s level of experience Dex: 16 Con: 17 Int: 11 Wis: 8 Cha: 10. A hunter
with them, this may be something you want to build who tried to kill the yochlol with her partner. 29
some groundwork for. Yochlols are lesser demons, gen- years old, constantly bruised and with a very broken
erally seen serving Lolth. As described by the Monster nose. She acts older than she is and is permanently
Manual they “… can assume the guise of a female grumpy. Her head is shaven, with a bite mark show-
drow or monstrous spider to conceal its demonic form. ing prominently above her right ear.

105
• Xune: N female drow priestess. Str: 13 Dex: 13 ever is living in the mine, though reluctant to engage
Con: 10 Int: 13 Wis: 13 Cha: 14. A young drow with it herself after losing a friend in a previous at-
woman, on the run from Lolth. Her robes are torn tempt.
and dirty, her hair was braided but it’s come loose The information Glebe can offer mainly relates to
and is tangled. There’s a messy scar down the right the mine itself:
side of her face. Normally she’s restrained and calm, • The modern mines, which gather iron and other
but when she’s encountered now she’s frantically metals, are actually built on top of older tunnels
desperate. that are partly collapsed and have never been fully
• Baroj: NG drow priest (drow priestess stats). Str: explored.
10 Dex: 10 Con: 10 Int: 6 Wis: 12 Cha: 13. He’s • He isn’t sure who built them, only that they pre-
survived a lot. Elderly now, he has enough faded date the village itself by a long time.
scars to mark him as having seen battles. Largely, • He advises caution (cave-ins, getting lost) if you
he’s weary, but still faintly optimistic – even if he look to travel through them.
knows optimism hasn’t really helped him so far. If Trina is bitter and nursing an injury to her side.
attacked he is mainly just disappointed. Despite that she will offer information: she wants the
• Nasra: N female drow priestess. Str: 7 Dex: 14 monster killed. She can tell you more about the area:
Con: 11 Int: 11 Wis: 8 Cha: 15. A young drow • The inhabitants of the area include animals, typ-
woman, trapped in the form of a yochlol for her ically bears and wolves. There isn’t anything she’d
betrayal of Lolth. call “strange.”
• She also mentions there’s a nearby temple. The
inhabitants keep to themselves, and she has steered
CHAPTER 1 — Bad Times in clear from it. (What the DM knows: This is the
Baumsville temple of Vhaeraun, which Trina doesn’t know.)
• She can also mention a banshee rumored to live in
Normally Baumsville is a busy town: miners the area.
coming and going, metal ores shipping out and • Trina’s old hunting partner Brian was lost a few
supplies being shipped in. But now it’s quiet. No months ago in the woods. Following their at-
goods are coming in because nothing’s being tempted hunt for the yochlols, she was separated
mined—and without mining, there’s no money. from him, and he ran toward the mountains. She
There’s no mining because the mine is oc- mentions his distinctively intricate helmet and that
cupied. Whatever lurks there has already killed she’s long given up hope of him being alive.
two miners and one of the hunters sent after it,
leaving the other injured.
The problem is serious enough to pay for
outside help: namely, you.

The adventurers arrive in Baumsville, either together as


a party or individual contractors who have been asked
to work together.
Baumsville is Scandinavian-inspired, located in the
mountains and with a peaceful mining population.
The adventurers have been hired by the entire town,
leading to most of the townsfolk themselves taking an
eager—if presumptuous—tone with them. The main
characters to be encountered in the town are the local
historian, Glebe, who offers more information on the
mines, and a hunter, Trina. Trina is eager to kill what-

106
Arriving at the Mine ful DC 12 Wisdom (Insight) or Charisma (Persuasion)
Having gathered whatever information they can, the check, she admits she might be slightly biased about
adventurers head for the mine. The woods become the circumstances as she worked for Lolth for a long
silent as they come closer to the cave, with only an time. In reality, Vhaeraun is another rebel against
occasional raven watching them from the trees. As they Lolth, who wanted to destroy her society in order to
approach the outside of the mine, they discover traces both restore power to the drow and to establish gender
of a strange substance: equality. If the party invests in this line of questioning
and makes a successful DC 15 Charisma (Persuasion)
You follow the forest trail up the mountain and check, they can convince Xune to admit she’s closer to
reach a red-brown cliffside. Ahead is an en- being a follower of Vhaeraun than Lolth now.
trance, carved into the rock, but something’s If the party continues to question her she can offer
wrong: There’s a waxy, foul-smelling paste more general information, too.
smeared on the trees closest to the mine. And • The older tunnels beneath the mines belong to
those trees look distinctly unhealthy; they’ve Lolth, and that is where she and Nasra came from.
lost their leaves out of season, and the wood is • She advises against exploring further down there.
blackened. Following this conversation, she begs the party
The epicenter is the mine entrance itself. Be- to help her. If the party can retrieve the mask, Xune
fore you can enter or get closer to the entrance,a knows how to make an offering with it: There’s an altar
sharp, pained voice calls out from behind you: in the old tunnels she can use.
“Stop!”
Development
If any of the party have encountered Lolth before or The party must decide either to proceed toward the
have a proficiency in a relevant knowledge-based skill, temple or to fight Xune and attempt to kill Nasra. If
they recognize the slime as a sign of Lolth’s presence. they choose the first, proceed to Chapter 2. If they
The voice that called out belongs to Xune. She begs choose the second, they move on to Chapter 3, Part 2,
the adventurers to listen to her: the creature they’re Option B. Here they fight Xune and then Nasra in her
hunting is a yochlol, but the situation is more compli- yochlol form.
cated than it seems. If they choose to attack it anyway,
they have to fight her first. If they choose to listen, she
tells them her story.
The yochlol was previously another drow woman,
CHAPTER 2 — Robbing God
After a day of travel, the party arrives at the forest next
Nasra. They were priestesses working in an under- to the temple.
ground temple to Lolth, and they fell in love. When If they choose to camp overnight before entering
their devotion to each other threatened their devotion the temple, they should make a Perception check. If
to their goddess, she punished them both by trans- they roll lower than 14, they encounter a banshee;
forming Nasra into a yochlol, and ordering her to kill if they roll lower than 8, they encounter drow elite
Xune. warriors (1 per party member).
The only chance of appeasing Lolth is to make her
an offering. Xune believes that a relic purported to be a Ravens crowd the mountain around the temple.
fragment of one of Vhaeraun's masks would be suit- They caw and croak at you as you approach, shuf-
able. It’s held in the nearby temple. Xune herself is too fling but not moving from their perches on the
weak to travel but can provide any necessary infor- rocks. This is clearly their home.
mation about Lolth (such as who she is and relevant The temple is carved into a towering cliffside.
information about her personality).
If the characters ask Xune about Vhaeraun, she tells
them a modified version of the truth: that he aban-
doned Lolth. If challenged on this and with a success-

107
Stairs in the rock lead up to a high doorway, but the Development
cragged rocks below are climbable, too. If the charac- Once the adventurers have collected the mask, either
ters examine the rocks, they see signs the rocks have by asking for it or stealing it, they can move on to the
been climbed before. next chapter.
If the party chooses the stairs, they need to fight,
lie to, or avoid the two drow guards there. The temple
itself is built into more pre-existing caves, lit with lan-
terns. As the party explores, they come to the center of
CHAPTER 3 —Tunnel Scrambles
The party returns to the cave, finding a slightly recov-
the temple: a small amphitheater chamber containing ered Xune. She’s relieved to see them, and especially
the mask fragment. The adventurers can choose to steal to see them with the mask. If the party chose to have
it, though doing so triggers the release of four ghouls. a more extensive conversation with Baroj, they can
These ghouls are past adventurers, one of whom bring up some of what they’ve learned here. They can
can be recognized as Trina’s old partner with a success- compare Xune’s “betrayal” of Lolth to the actions of
ful DC 12 Wisdom (Perception) check. If the party Vhaeraun, and through this begin to crack her already
defeats him they can take his helmet and return it to fragile dedication to her ex-goddess.
Trina upon their return to Baumsville. She appreciates She knows she was betrayed, but it can be hard
the gesture and offers a reward of half of her last pay- to shake old habits. If the characters are especially
ment (60 sp). It would have gone to him if he hadn’t convincing, she may consider heading to the temple
been killed. following the events of this adventure.
Alternatively, the party can try to ask for the mask She leads the way forward into the tunnels. At first,
fragment. This can be accomplished with a successful the mines appear old: generally well maintained and
DC 18 Charisma (Persuasion, Intimidation, or Decep- polished looking. However, as they proceed, Xune
tion) check. In order to achieve this, they need to talk leads the party through a hidden tunnel. The passages
to the head priest of the temple: an older drow man on the other side are clearly much older, carved in a
called Baroj. If the characters speak to Baroj, they gain way that looks almost natural. The walls are rounded
more insight into the background behind Vhaeraun and grooved, marked with decorative patterns. These
and his worshippers. If they already know about this, are largely symmetrical shapes: whorls and complicated
either from their own knowledge or from Xune, he’s knotted lines.
impressed. As they walk, there is a sudden tremor underfoot
This includes Vhaeraun’s origin as a rebel god. and a cave-in starts. The party must succeed a DC 15
He also explains the ravens live around the temple Dexterity (Acrobatics) check or fall prone. Regardless
because the priests feed them – which can be played as of whether the party succeeds or fails, they are sepa-
comedy if you play up the spookiness of them in the rated from Xune, though they manage to keep hold of
approach. For example, describing them picking at an the mask. She is able to shout a message through the
animal’s corpse or watching the party. rocks which have fallen between them:
This conversation might make the characters “Keep going down!” If the party insists on meet-
more sympathetic toward Baroj and his people, and ing with her before continuing, she tells them about a
therefore less eager to steal the mask. Depending on secondary way she knows won’t be open to them: only
how the conversation is handled, it is possible that he drow can pass through, and she’ll meet them farther in.
relents and give it to them instead. The party needs to Once the dust clears, the party finds two options
be respectful, though he isn’t averse to sarcasm. ahead of them, both leading down. The tunnel to the
He can be convinced to hand the mask over if one right takes them through a dank, wet tunnel where
of the party members makes the argument the drow they encounter a gibbering mouther.
women are, like him, rebels against Lolth and with a The tunnel to the left takes them through a dry,
successful DC 18 Charisma (Persuasion) check. If they cavernous passage where they encounter two swarms
choose to attack Baroj, the ghouls rise to attack them, of bats.
too.

108
Whichever tunnel they take, they eventually find their out the rest of the battle and this gives the characters
way to the main underground chamber. This is a small, advantage.
circular room containing a carving of Lolth with an
offering table in front of her. Xune is already there. Option B
She’s relieved to see the party with the mask in their This option occurs if the party does not listen to Xune
possession. She asks if their journey was difficult and and do not go to the temple. As soon as they refuse
apologizes if they suffered at the hands of the previous Xune’s plan, she attacks them. Following her defeat,
monsters. she screams, and this noise attracts the attention of
She takes the mask and moves to the table to make the yochlol. It emerges from the mine, howling and
her offering, says a prayer in Undercommon, and plac- charging. Perhaps it recognizes Xune’s body, perhaps it
es it onto the tablet. is just hungry.
However, her prayer goes unheard and a sudden
screeching rises from the tunnel as Nasra, still in her
yochlol form, appears.
Development
Once the yochlol has been defeated, this chapter ends
It’s a terrifying sight – towering and monstrous,
and we move into one of the two possible conclusions.
dripping foul mucus, it looks more like gelatinous sea-
weed than any sort of humanoid. Seeing her girlfriend
like this, Xune almost falls to her knees, but manages
to stay standing.
CONCLUSION
Finally faced by the yochlol, the adventurers enter
Option A
the final fight. However, the way it ends depends on
This option assumes that the party went to the temple
their actions leading to this point.
for the mask fragment. Here, defeating the yochlol
results in it changing back into its drow form. A weak-
PART 2 ened, but happy, Nasra reunites with Xune. She’s been
through a lot. Much like Xune, her robes are torn and
Option A dirty. She’s caught between gratitude for the characters’
If this attack comes after receiving the mask and help and her distrust for non-drow, but once Xune
attempting the sacrifice, Nasra hesitates and seems to confirms the characters helped her save Nasra, she’s
see the sacrifice. Xune approaches her and attempts friendly to them. They’re both thankful to the party
to communicate with her: she explains they tried to and relieved to be finally free of Lolth.
bargain for her freedom but that Lolth has refused Nasra: “You’ve done more for me—for us—than
the offer, and that if she fights the control they can be I ever expected of someone from the surface. Thank
together. you.”
Her voice is pleading and desperate; she can barely Xune tries to hug them. It’s a bad hug; she’s not
stand to believe this creature is Nasra. very good at hugging non-drow.

Xune:
“Nasra, please, please recognize me! I’m here to
save you! We all are! We’ve tried to make an offering
to Lolth, but she won’t listen. Only you can listen.
Please, Nasra, please.”

However, after another moment of hesitation, the


yochlol rises up and attacks Xune. Nasra knocks Zune
back against the cave wall, semi-conscious and unable
to participate in the rest of the fight. Despite this,
Nasra continues to fight Lolth’s influence through-

109
Option B
This option assumes the party went straight to fight
the yochlol. After defeating her, Nasra materializes
momentarily and sees the body of Xune lying at the
feet of the adventurers. Slowly dying, she crawls to her
side.
Nasra: “Oh, Xune, I’m so sorry I wasn’t stronger.
I’m so sorry…”

The sun is setting as you arrive back in Baums-


ville, greeted by the villagers who are happy to be
able to return to their mines.
If the characters saved Nasra: As they cele-
brate, two figures sit hidden in the nearby forest
and plan out their new, free lives.

Rewards
For Option A¸ the adventurers are left with the mask
fragment. As it wasn’t accepted by Lolth, it is passed
on to them. They can choose to keep it and sell it to
Glebe for 100 gp or to return it to the temple. Either
way, they can return to the village and collect their
payment (60 gp per party member) for ending the
threat of the yochlol.
For Option B, the adventurers do not have the mask
fragment but can still claim the original reward.

Author’s Notes
Thanks to all my editors who made this roughly read-
able: seriously Jessica, Michael, TK, I know I was a
pain but you folks were awesome.

About the Author


I mainly write spooky comics and think about insects.
On Twitter I’m @KLCunningha3.

110
Illustration by Daniel Comerci

111
Illustration by Jennifer Peig

112
Draconis Argonautica
by Lauren Neuburger
Creature: The Colchian Dragon | Levels: 5 - 8 | CWs: Violence

SYNOPSIS CHAPTER 1 — Scorned as Monsters


Sailors claiming to be heroes attacked Colchia, the red The characters find themselves wandering through the
half-dragon – enchanted her to sleep, and stole her coastal town of Omiros, a medium-sized village with a
Golden Fleece. She and her partner, Atalanta, don’t rich fishing and sailing economy. The docks comprise
care about the Argonauts’ supposed heroism, but they the entire western half of the town, an area featuring
do care about revenge. a diverse population of travelers and adventurers. The
characters spot a clumsily-scrawled sign posted on a
bulletin board. Read or paraphrase the following:
ADVENTURE HOOK A large, half-torn poster covers the smaller requests
This adventure is Tier 2 (suggested levels 5th-8th). posted on the bulletin board at the crossroads of
There are several ways to introduce this module as Omiros. The text is jagged and indelicate.
a one-shot or a piece of an ongoing campaign; the “Seeking warriors unafraid of monsters or those
simplest is a single cryptic request pinned to a bulletin scorned as such. Bounty negotiable, pending successful
board, which is the hook this adventure uses. revenge. Meet Colchia the Red at the Swig and Scale
Additionally, the character Atalanta is an easy tie-in after dark.”
for players who prefer a more direct link to the sto-
ry. She travels frequently, competes in all manner of
martial games, and is regionally known for her athletic
The Swig and Scale
This shady tavern near the docks is known for its
prowess. Similarly, characters may be familiar with the
fire-brandy and uncommon clientele. The place is large
town Omiros or the Swig and Scale tavern. DMs also
and spacious, and kept relatively clean by its owner
have the option of a town-crier shouting the arrival of
and bartender, Khugak the Goliath. The other patrons
the Argonauts at the docks, lauding their successful
range from a wide variety of backgrounds, but nearly
retrieval of the Golden Fleece.
all would be considered “monstrous” by many human-
oid races. A trio of yuan-ti warriors quietly play a card
ADVENTURE BACKGROUND game over mulled wine, and a cheerful goblin server
hoists two trays of beer over her head.
This module can be inserted into any setting, though
it does mention the classical Greek Pantheon. Any
number of seaside locations in the Forgotten Realms, Colchia and Atalanta
e.g. Waterdeep, Candlekeep, etc. can be used as a sub- In the corner sit two tall figures, huddled closely and
stitute for Omiros. keenly watching the door. At six-and-a-half feet tall,
All character combat statistics can be found in Ap- the red half-dragon Colchia cuts an imposing figure.
pendix A: Stat Blocks. All personality traits and physical She wears spiked leather armor and a heavy cloak
descriptions can be found in Appendix B: Character despite the season, and wraps her long tail around her
Traits. waist. Beside her sits Atalanta, a tall, muscular woman
with ghostly pale skin, thick black hair, and bright
green eyes. She glares suspiciously at anyone who ap-
proaches their table.

113
Colchia’s Story Twins on the Deck
Over drinks, Colchia outlines what happened when If any of the characters or NPCs have been instructed
her property was stolen. The Argonauts stormed her to stake out the Argo prior to the attack, they note the
home when she was sleeping and Atalanta was away, following on a DC 10 Wisdom (Perception) check:
outnumbering her in combat. She fought back until
the sorcerer, Medea, placed her under a sleeping curse. The Argo floats, anchored at the docks, men-
When she woke, her Golden Fleece—an expensive acing and elegant. Above its two-story trireme
and sentimental family heirloom—was nowhere to be deck, a deep red sail features Jason’s insignia
found. Her quaint home had been ravaged and looted. in black thread: a circular shield crossed with a
She knows she can’t fight all the Argonauts alone, downward-pointing short sword.
even with the help of her demi-god partner (who begs No fewer than six Argonauts staggered away
to differ) and wishes to enlist anyone sympathetic to from the Omiros docks earlier, some with flasks
her cause. She is also aware that the Argonauts, espe- in hand; the ancient shipwright and namesake
cially Jason and Medea, are revered as heroes by most of the Argo, Argus the Gnome, and a massive,
of the town despite their thieving and bullying of those scarred human barbarian, Theseus, among
they consider “monsters.” Unless the characters suggest them. Currently, two nearly identical young men
otherwise, Colchia plans to attack that night when leisurely drink ale on the gangplank among the
most of the Argonauts are drinking and rabble-rous- criss-crossed oars. They have ghostly pale skin
ing. and bright green eyes. They wear matching ar-
Atalanta mutters at every opportunity that the mor and weapons under brown cloaks: studded
Argonauts should be slain and Colchia vehemently dis- leather breastplates, two daggers, and powerful
agrees: they did not kill her, so she will not kill them. longbows.
There is no sign of the leader of the Argo-
nauts or their dangerous sorcerer.
Development
Once the plan is set, the characters follow Colchia
If the characters act aggressively toward either of
and Atalanta to the docks. Other patrons of the Swig
the two brothers, Castor or Pollux, they attack (Ref.
and Scale treat them warmly if they show a measure of
Appendix A). If asked if she recognizes the brothers on-
respect to Colchia and the serving staff.
board the Argo, Colchia replies, “They were there during
the attack. But they’re like babies: sheepish and guilty. I
CHAPTER 2 — Boarding Party don’t think they wanted to hurt me, despite Jason’s orders.
They may let us pass peacefully if we speak to them.”
The Argo itself is a massive, gaudy trireme warship two If Atalanta hears this comment, she adds, “They
stories tall. The players can use nearby ships and store- may speak to my spear instead.”
fronts as cover, but they’re clearly visible the moment Highly perceptive or mythologically well-versed
they walk up the entry ramp. Barrels and boxes can players might recall that Castor and Pollux are the twin
help cover sneakier players from view with a successful sons of Zeus, who also happens to be Atalanta’s father.
DC 15 Dexterity (Stealth) check. She recognizes her kin immediately and refrains from
commenting on their relation. If asked directly, she
curtly replies in the affirmative they are her half-broth-
ers, though she hasn’t personally met them and doesn’t
care to do so.

114
With a successful DC 17 Charisma (Persuasion) check, Development
Castor and Pollux grant the characters entry to the Finding nothing of value above deck, the heroes likely
Argo. Note that only one check is required: the broth- follow Atalanta on her revenge-fueled rampage down-
ers do everything together. They are sympathetic to stairs. Contrarily, the alarm bell may have been rung
the people who’ve stood up to Jason and most recently, and the entirety of the battle will occur above deck.
Colchia, and are not particularly fond of being in his Either way, items of value are below deck and the rest
service. They dislike his dictatorial, selfish leadership of the ship has yet to be explored.
style. Castor and Pollux don’t help loot the ship or
harm any other Argonauts but quietly leave their posts,
ale in hand. They nod respectfully and remorsefully to CHAPTER 3 — Below Deck
Colchia as they go and, despite her prior statements, The only way to catch Jason and Medea unaware is to
Atalanta grits her teeth and lets them pass. creep onboard the Argo, persuade Castor and Pollux to
grant them entry, and sneak past Medea’s high passive
The Alarm Bell Perception into their room at the bow.
Throughout this encounter, any member of the Ar-
gonauts can attempt to sound the alarm: a massive Small candles line the narrow passage below the
bronze bell hanging at the stern of the Argo, near the deck of the Argo, casting flickering shadows across
stairs below deck. If the characters harm any Argonaut the pine floorboards. The nine closed doors on
on board, they run for the alarm bell to call back their either side of the hallway stand in contrast to the sin-
allies from nearby bars, even if the movement provokes gle opened door at the bow: the Captain’s Quarters.
an attack of opportunity. If the characters harm either
Castor or Pollux, his brother spends an action sound-
ing the alarm. By Candlelight
If the alarm bell sounds, Jason and Medea arrive Below deck is a cramped but clean hallway lined by
from below deck and the other Argonauts return from nine tiny rooms—one for each of the Argonauts. The
their drinking spree within two turns or at the DM’s only exceptions are the room Castor and Pollux share
discretion. Jason is the only Argonaut too arrogant to with a bunk bed and the Captain’s Quarters, where
bother calling for help after being injured. Medea has taken up living with Jason.
Colchia does not lead the charge below decks
to Medea and Jason and instead avoids the combat Even from the opposite side of the long hallway, the
order of the players, preferring to stay at the docks as Golden Fleece can be seen draped across a large,
advanced warning in the event that reinforcements extravagantly decorated bed. It glimmers in the can-
return to the ship. Atalanta barges ahead, immediately dlelight: Jason’s latest trophy in a large collection of
stolen goods.
kicking in doors to pick a fight with the first person
she can find. She can be persuaded to stop (DC 13)
and stay with the party if they ask for her help. All rooms are unlocked, with the exception of Argus’,
which can be unlocked with a successful DC 15 Dex-
terity (Sleight of Hand) check. Argus hides a number
of expensive Gnomish items inside, outlined in the
treasure section in the conclusion of the adventure.
Maps, ship blueprints, and engineering tools cover his
austere room.

Magic and Blade


Only one room remains between the heroes and the
Golden Fleece: Jason’s room.
Medea has rigged a tripwire across the entrance of
the Captain’s Quarters she shares with Jason. If trig-
gered, a wall of force damage (3d8) blows straight down

115
the hallway at any character within 10 feet of the door.
Dispel magic removes the effect of this magical trap, or
Rewards
Following the safe return of the Golden Fleece, the
characters can simply step over the wire (Perception
characters have earned the alliance of Colchia and her
DC 12). Otherwise, tampering with the tripwire will
friends and family at the Swig and Scale. Individual
trigger it. If the trap explodes, Jason laughs uproarious-
payment from Colchia is 25 pp each.
ly despite the damage to his ship.
Upon entering the Captain’s Quarters, Jason calls
the characters thieves and cowards, not recognizing
they’re in Colchia’s service. If they explain they only Possible Treasure
want the Fleece, he initiates combat (Ref. Appendix A), • The Argo is worth 20,000 gp. The Argo’s sail is
bellowing, “Then come take it!” When bloodied, Jason 2,000 gp. The bronze alarm bell is 1,000 gp.
becomes increasingly unhinged, saying they’ll be pun- • Castor and Pollux’s longbows, Left and Right,
ished by the gods for attacking him as he is mankind’s are both magical +1 weapons worth 300 gp each.
greatest hero. Their four total daggers are not enchanted, and are
Meanwhile, Medea makes a break for the alarm bell worth 3 gp each. A small keg of Omiros black ale
at the earliest opportunity. If cornered, she attempts to worth 5 gp sat between the oars where they were
deceive the characters into believing she is Jason’s hos- resting.
tage. If they believe her (Insight DC 15), she attacks • Argus’ navigator’s tools and ocean maps are worth
the moment their backs are turned. If she rings the 100 gp together. His gnomish tinkerer’s tools are
alarm, the characters have to fight their way out of the worth 10 gp.
docks to escape. • Jason’s +1 sword, Deathbolt, is enchanted to do an
additional 1d6 lightning damage. It is worth 400
gp when combined with his +1 shield.
Development • Medea wears a ring of water walking (500 gp) and
Time to flee! The characters attacked the Argo and Quaal’s Magic Token – Fan.
returned the Fleece. The Swig and Scale makes a safe
rendezvous point.
Author’s Notes
The Colchian Dragon deserved better. Now she’ll
CONCLUSION have it.
The hard part is over… or is it? The final outcome Special thanks to Ashley Warren for her patience
of this adventure largely depends on whether or not and trust in new authors, and Samantha Darcy for
the characters were willing to kill the Argonauts to encouraging my participation in this incredible an-
retrieve the Fleece. If they spare them, the characters thology. Tremendous thanks to Aaron Martin, Lindsay
are branded as lesser criminals in Omiros but revered Wandall, and Andrea Lemons for always believing in
as heroes among the monstrous races. If they kill the my work. And finally, permanent thanks to my end-
Argonauts, their story will be spread even farther, lessly supportive girlfriend, Ashley Miller.
largely negating any good deeds done in the past as far
as public opinion is concerned.
If the characters were spotted by anyone during About the Author
their attack on the Argo, then Wanted posters - a Lauren Neuburger’s first D&D module, "The Lambent
parting gift from Argus the Gnome - appear on local Delirium," was written during Ashley Warren’s first
bulletin boards. They describe the characters and read, RPG Writer Workshop in 2018. She plans to keep
“REWARD: 200 GOLD PIECES. ASSISTED RED writing adventures she would want to DM. Her
DRAGON IN ASSAULTING AND ROBBING THE Twitter handle is @LaurenNeuburger.
GOOD SHIP ARGO.” The bounty on the characters
may be higher depending on death toll, damages, and
stolen goods.

116
APPENDIX A: Stat blocks

Colchia the Red Atalanta, Warrior Hero


Medium, Lawful Good Atalanta, Warrior Hero
Barbarian, Path of the Battlerager Medium, Chaotic Neutral
Half-Red Dragon Fighter, Battlemaster
Aasimar
Armor Class 15
Hit Points 82 Armor Class 17
Speed 30 ft. Hit Points 67
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 10 (+0) 13 (+1) 8 (-1) STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

Damage Immunities Fire


Senses Darkvision Damage Resitances Necrotic, radiant
Languages Common, Draconic Senses Darkvision
Languages Common, Celestial

Actions
Actions
Greatsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 12 (2d6 + 6) slashing. Multiattack. Atalanta makes two spear attacks.

Fire Breath (Recharge 5-6). Colchia exhales fire in a Spear. Melee Weapon Attack: +8 to hit, reach 5 ft.,
15-foot cone. Each creature in that area must make one target. Hit: 8 (1d6 + 5) piercing.
a DC 15 Dexterity saving throw, taking 24 (7d6) fire
damage on a failed save, or half as much damage Healing Hands. As an action, Atalanta can touch
on a successful one. a creature and cause it to regain a number of hit
points equal to her level (7). Once she uses this
trait, she can't use it again until finishing a long
rest.

117
Medea the Sorcerer Jason, the Argonaut's
Medium, Neutral Evil
Sorcerer, Storm Leader
Half-Elf Medium, Chaotic Evil
Fighter, Champion
Armor Class 12 Human
Hit Points 51
Speed 30 ft. Armor Class 19
Hit Points 67
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 18 (+4)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 18 (+4)
Damage Resitances Lightning, thunder
Damage Immunities Fire
Senses Passive Perception 13, Languages Common
darkvision
Languages Common, Abyssal, Draconic,
Primordial Martial Advantage. Once per turn, Jason can deal
an extra 7 (2d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of one
Actions of his allies that isn't incapacitated.
Spellcasting. Medea is a 7th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 15, +7 Actions
to hit with spell attacks). Medea has the following
Multiattack. Jason makes two short sword attacks.
sorcerer spells prepared:
Cantrips (at will): Ray of Frost, Shocking
Short Sword. Melee Weapon Attack: +9 to hit, reach
Grasp, Mage Hand
5 ft., one target. Hit: 8 (1d6 + 5) piercing, plus 3 (1d6
1st level (4 slots): Sleep, Thunderwave,
lightning) damage.
Magic Missile
2nd level (3 slots): Shatter, Blur, Misty Step
3rd level (3 slots): Lightning Bolt, Fly
4th level (1 slot): Ice Storm

118
Castor and Pollux, Theseus, Slayer of the
the Twins Minotaur
Medium, True Neutral Medium, Chaotic Evil
Ranger, Hunter Barbarian, Path of the Berserker
Aasimar Human

Armor Class 16 Armor Class 15


Hit Points 53 Hit Points 72
Speed 45 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 17 (+3) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 10 (+0)

Damage Resistances Necrotic, Radiant Languages Common, Celestial


Senses Darkvision
Languages Common, Celestial
Actions
Actions Greataxe. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 12 (1d12 + 6) slashing.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 8 (1d6 + 5) piercing. Handaxe. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft., or range 20/60 ft., one target. Hit: 9
Dagger. Melee or Ranged Weapon Attack: +6 to hit, (1d6 + 6) slashing.
reach 5 ft., or range 20/60 ft., one target. Hit: 7 (1d4
+ 5) piercing.

Healing Hands. As an action, Castor and Pollux can


touch a creature and cause it to regain a number of
hit points equal to their level (7). Once they use this
trait, they can't use it again until finishing a long
rest.

119
APPENDIX B: CHARACTER TRAITS Jason, the Argonaut’s Leader
Appearance
Conventionally handsome, Jason is large and powerfully
Colchia the Red built. His leather armor, circular shield, and blade are
Appearance always on his person.
At six-and-a-half feet tall, Colchia cuts an imposing
figure. She wears spiked leather armor and a heavy cloak Personality
despite the season, and tends to keep her eyes down His arrogance is unparalleled. Entitled, aggressive, and
when traveling in daylight, hoping to pass for a red Drag- oblivious, Jason has the makings of a perfect bully. He
onborn. She keeps her tail wrapped around her waist. lives for attention and compliments, especially from the
common folk.
Personality
While she is comfortable fighting, Colchia would rather
avoid conflict and attention, particularly when either Castor and Pollux, the Twins
means making a worse name for those of her race. Her Appearance
family of half-dragons simply wants to be left alone. She Tall and muscular, the fraternal twin brothers have ghost-
has a wretched temper, one that she works to control on ly pale skin, bright green eyes, and black hair.
a daily basis.
Colchia is well-spoken and patient, which may come Personalities
as a surprise to the characters who have fought half-drag- Castor and Pollux are the only Argonauts who feel a
ons in the past. She simply wants her property returned. shred of guilt about the things they’ve done in Jason’s ser-
vice. The sons of Zeus grow to mistrust their leader more
every day, and wish to be free to act on their own accord.
Atalanta, Warrior Hero
Appearance
Atalanta is a tall, muscular woman with ghostly pale skin, Theseus, Slayer of the Minotaur
thick black hair, and bright green eyes. She shares these Appearance
traits with many other children of Zeus. Theseus is a massive, hairy human covered in scars. His
favorite scar is the sunburst on his stomach where the
Personality Minotaur gored him.
Far less forgiving than her partner Colchia, Atalanta is
ready to exact bloody vengeance on the Argonauts. She is Personality
a generally aloof woman who has no interest in anything Theseus is an oft-drunk lush who only ever talks about
but fighting, winning competitions, and her girlfriend. toppling the Minotaur. His rage is blind and brutal.
Atalanta is the one most comfortable with point-blank
murdering the Argonauts for stealing from Colchia. Argus, the Shipwright
Appearance
Medea the Sorcerer Unkempt and ungraceful, Argus wears tattered clothes
Appearance and a heavy backpack full of books and papers. His fin-
Lithe and lovely, Medea isn’t above using her elegant gers are perpetually inkstained.
looks to get her way. She wears a dark blue robe, a sap-
phire ring, and an expensive, fan-shaped ornament in her Personality
hair. Argus is an ancient, grumpy old gnome. He is not a
fighter, but acts as the Argonauts’ navigator.
Personality
The deceptive brains of the operation, Medea is using Ja-
son to grow her wealth and power. She will remain loyal
until it suits her to leave him.

120
"Medea" by Frederick Sandys

121
Illustration by Luciella Elisabeth Scarlett

122
It's All In Your Head
by Alette Smith (Scriv the Bard)
Creature: Nukekubi | Level: 5 - 8 | CWs: Mild violence, themes of abuse

SYNOPSIS • Names written in red ink doom the subject to


misfortune. This is also how the local court notates
Life in Fellbrae isn’t for the meek or faint of heart. the names of the guilty in the registry.
The harsh wind and waters of this coastal fishing and • Don’t whistle at night. It attracts bad luck. And
mining village hardened its people to the rougher side whatever you do, never answer a whistling you
of life—practicality and realism are the tools of the hear in the night.
trade. When bodies start turning up with no suspects • Don’t follow strange lights at night; they’re restless
identified, superstitions and old wives’ tales that have spirits that will lead you into danger.
persisted through the generations fill in the missing
answers due to an ineffective judicial system. Rumors
of vengeful demons haunt the town as the magistrate Dramatis Personae
struggles to find the truth.
• Magistrate Dalen Sorem: Male elf, darker
skin with pale blonde, almost white hair. Seems
ADVENTURE HOOK old in a way that isn’t reflected in his bearing or
The party may arrive in Fellbrae for a few reasons: they lines of the face, but in his eyes. Lawful and strict,
could be hired guards for trading caravans, escorting but selectively so (for example, when it comes to
merchants and traders with interest in the fishing his daughter’s health). He is overly cautious when
or mining industry, they may have heard rumors of it comes to his daughter’s well-being ever since
strange deaths from nearby, or they could be there her mother’s (Deidra) death. He is hesitant to pass
to deliver a letter from the capital to the magistrate, judgment without full information/details con-
inquiring after a new law that has been passed. The cerning a case, which leads to some culprits escap-
magistrate is known for being unusually strict, but ing punishment.
hesitant to deal out punishment before all information • Nadia Sorem: Female elf, daughter and only
is considered. The new law requires there to be three family of the Magistrate. Has the same pale hair
witnesses to a crime who are willing to come forward and composition as her father, but with shockingly
for it to be a punishable offense. blue eyes (from her mother). At 13 years old, she
feels trapped by her overprotective father, and has
been feeling ill lately. She wants to become a law-
ADVENTURE BACKGROUND yer herself one day.
• Isla the Guard: Female wood elf, tall, brown
The people of Fellbrae are very superstitious, and the
recent mysterious deaths are only encouraging their eyes, dark hair in a braid, a fighter who dual-wields
superstition. Townsfolk think that spirits are to blame - axes. She guards the door to the magistrate’s home.
spirits of those wronged in the past seeking retribution. Has been in Sorem’s employment since Nadia was
a child and sees her as a little sister.
• Yannik the Guard: Male half-orc, guard as-
Common superstitions include: signed to the magistrate’s home. Keeps hair shaved
• Always store away excess lantern oil, or demons on the sides, but long on top, pulled back into a
will be attracted to the warmth of the leftover oil. short ponytail. Gruff but kind.

123
• Bokki the Innkeep (The Brass Canary):
Dwarf innkeeper. Salt and pepper beard that looks
CHAPTER 1 — A Torn Net and
as though it hasn’t seen a comb in days. Rowdy but
friendly, encourages drinking and settling disputes
Ghost Stories
with one’s fists. Has a secret fascination with fancy You have arrived in Fellbrae, a coastal fishing
mixed drinks and cocktails. and mining town characterized by rocky cliffs
• Talinn the Blacksmith: Female human, highly and caverns rising tall on either side of the
skilled blacksmith who supplies the town’s tools, docks and cove leading out to sea. The towns-
equipment, and weaponry for the guards. She folk live a tough but comparatively prosperous
trains with the spear in her spare time. Shorter in
life. The architecture showcases simple yet stur-
stature, but strong. Keeps her forge clean and tidy
dy stonemasonry, built to withstand the heavy
and the fires hot to counter the chill, biting wind
wind and rain battering the coast. A tall iron
outside.
gate serves as the entrance to the town, with
• Victor the Drunkard: Retired miner who
guards on either side. There is only one main
spends most of his time hanging around the Brass
Canary offering wisdom to all who don’t seek it. road that winds down through the town, with
He’s probably pickled by now and no one believes smaller footpaths branching from it, terminat-
him when he says he saw a floating head. Gray ing at the docks. There seems to be a perpetual
hair, missing a couple teeth, left eye is glass. mist in the air, providing a sharp contrast to the
• Kaizen the Librarian: Male dwarf, lighter backdrop of vibrant green hills farther inland.
brown hair kept in a neat ponytail. Reserved and It’s winter, and preparations for the midwinter
gruff, but brightens up if the party shows interest fair are underway, but spirits are dampened by a
in books and old stories. He can introduce them to series of strange murders plaguing the town.
Granny Min. You arrive a couple of hours before sunset
• Granny Min: The unofficial expert on the town’s and head to the local inn where miners and fish-
superstitions and folklore. She’s Kaizen’s mother ing crews unwind after a long day of work. It can
and enjoys gossip and a good cup of tea. She’ll get a bit rowdy at times, but such is the manner
share a story if you bring her tea and biscuits. Wild of life in Fellbrae—leisure time is just as intense
hair kept back with a handkerchief, though her as the work done during the day.
aggressive curls seem to ignore it.
• Lisette the Fisherman: Female gnome. She
Outside the inn there is a man yelling at his son for
owns one of the fishing boats with her husband.
snagging a fishing net on the cobblestones and al-
• Garmin the Fishmonger: Male gnome. Hus-
lowing some of the fish to scatter into the street. He
band of Lisette, he sells fish in the market by the
strikes him hard before telling him to go home to his
docks.
• Craig the Miner: Male human, middle-aged, mother, with instructions to have dinner ready for his
very superstitious. Can be found in the Brass return. Other townsfolk walking by gasp, shake their
Canary. heads, and mutter under their breath at how children
• Bastien the Cleric of Llyr: Gnome cleric of shouldn’t be treated in such a way, but no one stops
Llyr, the god of the sea. Followers of Llyr believe in him. Unchallenged, the man shakes his head and
personal freedoms, and respecting the strength and proceed into the bar, where he drinks his ale sullenly.
tempestuousness of the sea, while also cherishing If the party challenges him, he angrily tells them to
the bounty it brings. Bastien is a retired sailor. mind their own business. Depending on how the party
handles the situation, a successful DC 15 Charisma
(Intimidation or Persuasion) check may help the man
decide he “doesn’t want a drink after all” and he’ll walk
away.
The party may also interact with the boy, Danny.
He is young, not more than ten years of age, and is

124
trying to collect the fish before heading home. He’s • Victor is sitting by the hearth, singing along drunk-
thankful for the party’s kindness, but shy and not very enly and out of tune as Craig plays a spirited tune
talkative. He goes home after the interaction ends. on a tin flute. He sits by himself; most people seem
as though they don’t want to get too close. Victor is
The Brass Canary untrusting of the party at first, but with a successful
DC 15 Charisma (Persuasion) check, he warms up
The town’s only inn and tavern is a tall, two to them. If they ask him about the deaths or ghost
story building wedged between the guard post stories, he’s initially defensive and asks if they’re just
watching the main gates of the town and a here to mock him and call him crazy. He shares that
general goods store. Windows are lit with can- he’s seen strange things late at night, after the lan-
dles and slightly fogged from the warmth within, terns have been snuffed—strange blue lights, “ghost
giving it a welcoming glow. When you enter, you lights,” he calls them. He says that sometimes he
even hears them whistling. He only tried to follow
are greeted with loud laughter, mugs clanging,
one once, but it led to him stumbling into some
heated conversations, and somewhat discordant
buckets in the alley and he lost it.
music. There are two fireplaces on either side
• Kaizen is sitting and laughing with Talinn, Lisette,
of the room and a bar along the left-hand wall, and Garmin, and invites the party to join them at
behind which you can see stairs leading down their table. Here, the party can learn more about
into what is most likely a cellar. A central wood- the deaths. The victims are people who were either
en staircase leads up to the second floor. Your on the brink of being charged with a crime, or were
boots click against the cobbled stone beneath suspected of a crime without enough evidence or
your feet as you walk to the bar where Bokki, witness accounts. Recent happenings include the
the innkeeper, greets you with suspicion hidden body of a cruel man accused of betraying his wife
behind a broad smile. that was found in the mines. Another body was
found in the woods after she poisoned her mother-
This is where the party can interact with some NPCs in-law. There are patterns among the victims:
and learn more about the deaths and superstitions. Here Crimes against women or children
are some things they may learn: Pale corpses, drained of blood
Bokki is a down-to-earth realist who doesn’t believe Bodies are found in isolation
in ghost stories or fairy tales. He believes in the fish in Puncture/bite wounds on arms
a net and the ore in the mine, “real” things that sup- • Garmin and Talinn think there’s a vigilante, Lisette
port the town. He serves the party kindly and offers is unsure, and Kaizen thinks there’s something
them rooms in the inn (5 cp a night), but if they want supernatural at work. He invites the party to the
ghost stories, he tells them to ask Victor. If they want library in the morning.
more, find Granny Min at the library. He isn’t eager The night continues and the party can either take a
to talk about the deaths, but says that some folk think long rest or walk around the town. If they go outside,
it’s ghosts, but personally he thinks there’s some sort of they see people removing the street lanterns with long
vigilante out there. poles, extinguishing the flames, and removing the
residual oil before replacing them. Soon, they are the
• If they ask about the man from the street, they learn only ones outside, and as they walk, they start to hear
that his name is Jeremiah. He lives with his wife, a faint whistling carried on the wind. If they follow the
Mona and their son, Danny. He’s known for being sound, they come upon the docks at the “bottom” of
a hard worker, but unkind and impatient. He lost the town, and with a successful DC 10 Wisdom (Per-
a brother last year to a cave-in in the mines, and he ception) check, they see glowing, blue lights floating at
hasn’t been the same since. People are afraid to con- the end of the harbor, just above the water’s surface. If
front him. “People mostly mind their own business they move closer, the whistling abruptly stops, and the
here.” Jeremiah doesn’t stay long. If left to his own blue lights fly towards the party at high speed, reveal-
devices, he finishes his drink and leaves while the ing themselves to be three will-o’wisps! In addition
party speaks to other NPCs. He’s out of sight by the to their listed abilities, these will-o’wisps also have the
time they leave if they try to follow him. following special ability:

125
Mimicry. The will-o’wisp is able to mimic the sound Granny Min recalls the stories of the Nukekubi,
of whistling or soft whispers, but cannot speak or cre- the vampiric creature that was seen many years ago,
ate complex noises. but says it has since disappeared. She also recalls that
it didn’t harm people, but a few sheep and stray cats
would go missing here and there, only to be found
Development drained of blood later. She also tells the party that only
Once the fight is over, the wisps dissipate into the air.
a special ritual can banish it. At this point, Kaizen
If the party looks in the water where the wisps were
returns with a dusty old tome. Granny Min tells the
floating, they find the body of Jeremiah, the cruel
party if indeed there is a Nukekubi, they must draw
father from earlier that day. Like the other bodies that
the glyphs/runes from the book around the body and
have been found, he is cold and drained of blood.
activate the spell before the head re-attaches to it.
They can leave the body for town guards to find or
report it to the nearest guard (Isla at the Magistrate’s
manor) so they can begin their investigation. If the
party asks to see the Magistrate, they are turned away,
Meeting the Magistrate
The characters return to the Magistrate’s manor, and
but offered an appointment in the morning.
Yannick (who is now on duty) escorts them inside.
The party won’t find anything else of significance
It is easily the grandest building in Fellbrae: two-sto-
and can return to the inn for a long rest.
ry stone construction, dark wooden flooring inside,
The party doesn’t know it yet, but Jeremiah was
covered with finely woven carpet that must have been
killed by the Nukekubi. This vampiric creature ap-
brought in through the trade routes. There are a few
pears as a normal humanoid by day, but once they fall
low shelves in the foyer, containing books on law,
asleep, their head separates from their body and flies
historic records of Fellbrae, and some family records.
through the air, searching for a victim. The Nukeku-
There is also an oil painting of the Magistrate, his wife,
bi is usually unaware of their condition and has no
Deidra, and their daughter, Nadia, hung over the man-
memory of the night before. A successful DC 15
tle. All in all, the home is finely furnished, but seems a
Intelligence (History) check allows a character to recall
bit too orderly to be comfortable.
stories of some sort of vampiric creature that used to
After they’ve had the chance to examine the room,
haunt the region.
the Magistrate descends the central wooden staircase,
wearing formal robes and the chain of his office, silver
CHAPTER 2 — Stories balancing scales of Forseti, the patron deity of justice
and fair trials. He greets them unsmiling, and a suc-
The next morning, the party investigates and tries to
cessful DC 12 Wisdom (Insight or Perception) check
learn more about the rumors, vampire-like creatures,
reveals that he bears fatigue in his posture and his
and Jeremiah.
eyes seem tired. He is well-intentioned, but the recent
If they ask around about vampires, they learn of the
events have led to many sleepless nights.
Nukekubi that used to haunt the area, and that it dis-
Here, the party learns a bit more about the strange
appeared long ago. Going to the library to see Kaizen
happenings (both victims had been accused and were
and Granny Min yields more information.
awaiting trial) and Magistrate Dalen suggests that
The library is modest and comprised mainly of old,
someone is behind the killings, and that the ghost sto-
donated books from families through the generations.
ries are things designed to scare children and nothing
It is cozy and has the musty smell of old parchment. If
more. He confirms that rumors have been spreading
they speak with Kaizen, he seems appalled at the dis-
and requests the party’s aid in identifying the vigilan-
covery of Jeremiah’s body, and numbly wonders who
te, asserting that the accused and suspected must still
would be next. However, he concedes that Jeremiah
stand trial, regardless of what others may say.
wasn’t exactly loved by the town, though he worries for
If the party mentions the strange lights (will-o’-
the family left behind. If asked about creatures and old
wisps) fought the night before and suggest that they
tales, Kaizen refers the party to Granny Min whilst he
might have something to do with the strange deaths,
looks for a relevant book.
Dalen suggests they had one too many drinks at the
Brass Canary. He dismisses the hypothesis as an old

126
wives’ tale meant to scare children that has no place in Development
a court of law. If the party leaves here, they may notice Nadia watch-
If asked about his family, he mentions that his wife ing them from a window on the upper floor (her
passed away when Nadia was very young, and her bedroom), with a sad expression on her face, before
grandmother helped raise her while he was holding receding back into the room.
trials. Unfortunately, she passed away about a decade From now until nightfall, the party may discuss the
ago, and had gone a bit mad in her later years. During day’s events and make any preparations they require
this part of the conversation, Nadia makes an ap- for the Nukekubi ritual. Whether they are in the Brass
pearance at the top of the stairs, sniffling and looking Canary that evening or elsewhere, they notice with a
rather ill. The party learns that the daughter is sick successful DC 10 Wisdom (Perception) check more
with a chill and has taken to wearing a thick red scarf strange lights hovering outside the window and must
to keep warm. The Magistrate excuses himself from the give chase as this is the Nukekubi’s head with four will-
meeting to take care of his daughter, signaling an end o’-wisps. This is when they witness the lights and the
to the visit. glowing, floating head disappear into the magistrate’s
If there is a cleric or healer in the party, Dalen may house through Nadia’s now open window.
permit them to examine Nadia. If asked, she reveals
that she’s been sick for several days now and has been
having nightmares. Dreams of flying that start out CHAPTER 3 — Revealing the
beautiful and serene twist into dreams of bad people
who are hurting others. Next thing she knows, those
Nukekubi
The party can either request entry from Isla (if they
people turn up missing or dead.
tell her what they saw, they only need a successful
Her father dismisses this once again as fanciful
DC 5 Charisma (Persuasion) check to gain entry) or
imaginings and worries that he tells her too much
break in and prepare for the ritual, sneaking through
about the town’s goings-on. She argues that she can
the halls and picking locks. When they go upstairs,
handle it, since she’s been studying to become a mag-
the first door to the left is Nadia’s room (the room she
istrate herself one day. He shakes his head and assures
emerged from when they first met her). They can enter
her that it’s not the kind of work a young girl should
by opening the door from inside the house with a
worry over.
successful DC 10 Dexterity (Sleight of Hand) check or
Upon examination, the players see that Nadia is
by scaling the wall outside and climbing through the
pale and drawn, and if they ask to examine her throat,
window. The room is smaller, with a four-poster bed,
they see strange markings, like thin white lines, around
wall shelves with books and some toys displayed, and
her neck, which she assures them are only birthmarks.
a wardrobe. There is also a small bedside table holding
She’s self-conscious about them, however, and doesn’t
a dimly lit oil lamp and a small framed picture: it’s a
want to talk about them further.
younger Nadia with an older woman, who must be
the grandmother. They are both wearing heavy scarves
identical to the one Nadia was wearing earlier that day.
It is confirmed that Nadia is the Nukekubi when
they find her headless body sleeping in her room. Be-
fore long, the head emerges from behind the wardrobe
with two more will o’wisps and attacks the party!
To defeat the Nukekubi, the characters must:
• Keep the head from reattaching before the sun
rises.
• Perform a ritual on the body while the head is
detached, which awakens Nadia and dispels the
Nukekubi when the head re-attaches.
• Some characters have to perform the ritual while
others fight off the head.

127
During the battle, Isla, Yannick, and Dalen may try
to enter the room, if the party did not lock or bar the
Rewards
Magistrate Dalen rewards the party with 300 gp each,
door. If that’s the case, Isla and Yannick (guard) try to and Nadia gifts them her red scarf. Upon further
help fight the Nukekubi and the party must prevent inspection, the scarf has a healing enchantment woven
them from killing her and ruining the spell. Dalen into its fabric, granting the wearer 10 extra hit points
becomes frightened and calls out Nadia’s name. and resistance against poison. If asked, Nadia tells the
party her grandmother made the scarf for her to keep
her safe.
CONCLUSION The party is also able to keep the book they re-
The girl reawakens as the sun breaks the horizon, with ceived from Kaizen and Granny Min. It is a tome of
full memory of all that has happened. She recalls that strange and unusual creatures. Whomever studies it for
her mother and grandmother before her were also 30 hours or more gains proficiency in creature-based
Nukekubi, but her grandmother attempted to hide Nature checks and advantage on attacks against either
her nature and knowledge of the condition after her undead or fiendish enemies.
mother passed away.
“My Grandmother thought it was a curse, too, like
all the others, but it isn’t. It’s just the way we are… I
think I can control it now.”
The trait had been dormant in her blood, and been
activated when Nadia became angry with her father’s
lack of action when dealing with those who harm oth-
ers. She subconsciously decided to take matters into
her own hands, and the wisps just used it as a way to
feed upon her targets.
The will-o’-wisps are actually malevolent spirits
who have been sapping energy from Nadia while in
her headless form, thereby making her ill. The ritual
did not reverse the “curse,” as the Nukekubi state is
simply something in her family’s blood, but it protects
her from the spirits while she sleeps and enables her to
control when she goes into the Nukekubi state. It also
gives her the ability to “see” through the will-o’-wisps.
Dalen rushes into the room once the fight is over
and embraces Nadia tightly. The party can tell him
what happened, but Nadia interrupts them, preferring
to tell him herself. She maturely thanks them for all
they have done, and reassures her father that every-
thing is okay.

128
Author’s Notes It breaks down in the following manner:
• Introduction (ki): Offers an initial description
This adventure features a creature from Japanese folk-
lore, the Nukekubi. of characters and setting. In the adventure, this is
The Nukekubi is a cursed demon whose head de- where the party arrives in Fellbrae, interacts with
taches from her body while she sleeps to wreak havoc the NPCs, and learns about the mysterious deaths.
around town—from drinking the oil from lamps to • Development (shō): Further develops the char-
attacking and sucking blood from terrified victims. acters, setting, and the interplay between the two.
The head then flies home and re-attaches to the body This is where the party learns more about the
before the sun rises. When the woman awakens, she “ghost stories” and encounters will-o’-wisps with
has no recollection of the events from the previous Jeremiah’s body.
night, save for some strange dreams. If the Nukekubi • Twist or Contrast (ten): Turns toward a seeming-
is aware of the curse, she often wears a scarf during the ly unrelated development. When the party meets
day to hide the tell-tale lines or wrinkles around her Magistrate Dalen and Nadia, the information
neck, indicating where her head detaches at night. about their family and the fact that Nadia is ill has
This accursed state falls upon people—most often no obvious link to the initial plot.
women—who commit some sort of sin or betrayal, • Conclusion or Reconciliation (ketsu): Integrates
though it also afflicts women whose husbands commit and concludes the first three parts with a cohesive
the sin. No one ever said demons were fair, I guess. narrative. This culminates with the final battle,
What’s more, the curse can pass from mother to when the party discovers that Nadia is a Nukekubi
daughter, thereby marking the entire family for mis- and the connections between the deaths and her
fortune. According to legend, the Nukekubi can be strange sickness.
stopped by hiding the body from the head until sun-
rise, thereby preventing it from re-attaching. There are
also tales that claim the cooked liver of a white dog can About the Author
cure the curse, though it will simply pass to another Alette Smith (aka Scriv the Bard) is an all-ages Dun-
person. Poor dog. geon Master and independent D&D 5E adventure
This adventure also experiments with an Eastern author based in Cambridge, UK. She got her start at a
storytelling tradition, Kishōtenketsu. local bookstore holding introductory games for chil-
Kishōtenketsu is a four-part structure found in clas- dren and their families, and has now expanded into
sic Chinese, Korean, and Japanese narratives, with its regular family workshops in which she teaches children
origins rooted in Chinese poetry. This style of story is how to create and run D&D stories of their own. She
often identified by its lack of a central conflict, featur- also runs a blog where she writes about storytelling,
ing instead some sort of contrasting elements to create running D&D for children and families, and offers
a dynamic plot. original and commissioned OGL adventures. You can
learn more about Scriv at scrivthebard.com or on Twit-
ter and Instagram @ScrivTheBard!

129
Nukekubi Actions
Humanoid, chaotic neutral
Multiattack. The Nukekubi makes a bite attack
Armor Class 16 with its head and an unarmed strike with its body
Hit Points 140 if it is within 60 feet of the head.
Speed 60 ft. (flying head), 10 ft. (body)
Unarmed Strike (Body Only). Melee weapon attack:
STR DEX CON INT WIS CHA +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 +
13 (+1) 18 (+4) 17 (+3) 18 (+4) 18 (+4) 12 (+1) 4) bludgeoning damage. Instead of dealing dam-
age, the Nukekubi can grapple the target (escape
DC 11).
Saving Throws Dex +9, Wis +9, Cha +7
Skills Perception +9, Stealth +9 Bite (Head Only). +9 to hit, reach 5 ft., one crea-
Damage Resistances necrotic; bludgeoning, ture. Hit: 7 (1d6 + 4) piercing damage plus 10
piercing, and slashing from (3d6) necrotic damage. The target’s hit point
nonmagical attacks maximum is reduced by an amount equal to the
Senses darkvision 120 ft., necrotic damage taken, and the Nukekubi regains
Perception 17 hit points equal to that amount. The reduction
Languages Common, Elvish, lasts until the target finishes a long rest. The
Undercommon target dies if this effect reduces its hit point max-
Challenge 13 (10,000 XP) imum to 0.

Misty Escape. When it drops to 0 HP away from its


body, the Nukekubi head transforms into a cloud
of mist instead of falling unconscious. It must re-
turn to its body within two hours or be destroyed.
After spending 1 hour connected to its body with 0
hit points, it regains 1 hit point.

Sunlight Hypersensitivity. The Nukekubi takes 20


radiant damage when it starts its turn in sunlight.
While in the sunlight, it has disadvantage on at-
tack rolls and ability checks.

Innate Spellcasting. The Nukekubi’s spellcasting


ability is Wisdom (spell save DC 17). The Nukekubi
can innately cast the following spells:
At will: charm person
3/day: dominate person

130
"Nukekubi" by Bakemono no e (c. 1700)

131
Illustration by Alison Huang

132
A Storm of Wishes
by D.E. Chaudron
Creature: Medusa | Level: 5 - 10

Synopsis ber to destroy him, only to have their gazes reflected,


turning the entire order to stone – all save one. Alcis, a
The mysterious Stonesea has been shrouded by an im-
young monk of the order who lacked sight from birth,
penetrable mist that has cut the hidden islands within
fled the chamber, desperate to defeat Pelagaios and
from outside contact for generations. When a storm
return her sisters to living flesh.
god's avatar threatens the medusas on the islands, a
NOTE: While any storm god may be used in this
monk named Alcis leaves her home to seek help for
adventure, the story defaults to Poseidon. For cam-
her fallen order. This avatar can reflect the most pow-
paigns that lack Greek deities, Talos is recommended.
erful magic on a whim, and rousing a god's chosen is a
deadly gambit. What will the party find in the heart of
the sunken temple?
CHAPTER 1 — VEIL OF THE SEA
Adventure Hook The Stonesea can only be approached through
the shallows off the coast, as no ship will risk
A Storm of Wishes is intended for a party of 4, level 5th- passage through the divine mist. A wall of fog
10th adventurers. They may be treasure hunters seeking stretches as high as the eye can see, casting a
the bounty of the Stonesea or recruited directly by Alcis. mile-wide shroud around the distant islands.

Adventure Background THE MIST


Centuries ago, tempest clerics ignited a war in the This border around the Stonesea is a heavily obscured
Stonesea. Their leader insisted the islands belonged to area. Antimagic properties prevent any divination spell
Poseidon, and must be reclaimed from the medusas at from being cast within. The mist cannot be dispelled
any cost. The medusas unleashed their petrifying gazes or otherwise removed.
en masse, turning Poseidon's cohort to stone. Fearing A total of six successful DC 15 Wisdom (Per-
his wrath, the medusas prayed to the goddess Panopti ception or Survival) checks are required to navigate
for a blessing, and the Stonesea was bound in mist to through the mist. A natural 1 subtracts a success from
protect from future assaults. the total and a natural 20 adds two successes to the
However, the clerics were not entirely wrong. Cen- total. If three failures are accumulated, the party be-
turies later, a mining expedition uncovered an under- comes lost in the mist.
ground chamber connected to the sea. The altar inside Parties that succeed pierce the mist without trou-
was dedicated to Poseidon and guarded by a vengeful ble. They emerge near a sandbar bridge separating
elemental named Pelagaios, incensed by an eon of them from much deeper water. It is waist-height and
isolation. traversing further puts the adventurers in difficult
A high priestess attempted to negotiate with terrain.
Pelagaios, but was killed in the process. In retaliation,
monks of the Open Eye descended into the cham-

133
Parties that fail their checks are lost inside the Arima is home to a thousand medusas, serving as
mist. They wander until Alcis finds them and offers the economic and political center of the Stonesea. Its
assistance. When adventurers reach the sandbar, the distinctive black sands and cliffs are from the volcanic
elemental strikes. activity that formed the islands.

Medusas
ROLEPLAYING ALCIS In the Stonesea, medusas are a lawful and relatively
The daughter of two masons, Alcis broke away from
isolated group. They live communally and are masters
family tradition by joining the Order of the Open Eye.
of fishing and masonry. Separated from the rest of the
She was born completely blind—and without a petri-
realm and lacking for threats, their only standing de-
fying gaze—but excels as a monk. She was part of the
fensive force is the Open Eye, an order of monks who
original force that fought Pelagaios.
eschew weapons to hone their natural abilities. Their
Alcis is soft-spoken, kind, and deeply devoted to
goddess Panopti is a minor deity (Nature domain) that
her order. She gets along best with good or lawful par-
protects all medusas sworn to her name.
ty members, but is willing to cooperate with anyone
in order to drive Pelagaios from the Stonesea. When
Fishing is Arima's backbone; the party encounters a
narrating with her voice, keep in mind that visual
maze of docks approaching Arima through its bay. Do-
descriptions are not appropriate.
mesticated gorgons provide meat, hides, and bone for
the medusas, but their petrifying gaze is also used to
Ambush! create raw stone for architectural projects. Visitors may
find this unusual, but the gorgons are blindfolded to
The water around your feet ripples before tak- prevent any accidents if the beasts are startled or hurt.
ing shape. Salt stings the air with the elemen- Citizens of Arima react with shock to outsiders, but
tal's thrash, and despite a lack of expression, not hostility. The party can purchase items from local
malice radiates from the creature. It lunges merchants, but may have trouble finding anything
with the sound of a hundred crashing waves. composed of wood due to the lack of trees.
News of the party's arrival spreads like wildfire,
A water elemental attacks the party at the sandbar attracting the attention of Peitho (LN female medusa
bridge. Additional elementals may be added for higher artificer), Arima's leader. She confronts them with a
levels, but take caution when combining this with the warning: due to the loss of life from Pelagaios, de-
effects of the difficult terrain. scending into the underground is forbidden.
Alcis (LG female medusa monk) assists the party in
confronting the elemental.
Post-ambush, Alcis explains that the elemental was
ROLEPLAYING PEITHO
Older sister of High Priestess Orthia, who was killed
sent by Pelagaios. If they have not already been intro-
by Pelagaios. Peitho was elected to rule Arima de-
duced, Alcis also explains that she is looking for help
cades prior and has a knack for engineering and other
to fight the avatar.
sciences. Her designs allowed for expansion below the
earth, creating new homes and a wealth of resources
ARIMA for Arima.
Clear blue waters surround Arima; the island is free She is haunted by guilt for what happened in the
from the mist guarding the rest of the Stonesea. At temple and is unwilling to risk any more of Arima's
first, it is difficult to see the capital itself, for its doz- citizens. Her time and energy is spent aiding the
ens of buildings are made of the same polished black refugees who lived beneath the surface. The stress of
stone that form the island's towering cliffs. A cres- tending to the refugees make Peitho come off as cold
cent-shaped bay is carved in the very center, allowing and unyielding. If the party succeeds in destroying
access to Arima's heart. Pelagaios, then she warms up considerably.
If Alcis is with the party, she tries to convince Peitho

134
to let the party through. If not, Peitho requires some THE MINES
convincing, including a promise to limit any destruc-
tion below the surface. A successful DC 20 Charisma The hall's elegant stonework fades to rough-
(Persuasion) check results in Peitho giving the party hewn walls as you begin your descent. Aban-
a wand of greater restoration. Peitho informs the party doned chisels and pickaxes litter the floor, and
that the command word to use the wand is ‘hemerasia’. many of the sconces providing light along the
Once the party is prepared, they're lead to the en- path are shattered. Flickers of magic grasp for
trance to the underground. Proceed to Chapter 2. purchase in the air, casting shadows every-
where you turn. Past their desperate dance, a
Arima NPCs: jagged void of darkness welcomes you deeper
Ariste (NG female medusa commoner), Chrysea (LG into the earth.
female medusa cleric), Ergane (NG female medusa
bard), Sciras (LN female medusa monk), Xenia (N It takes three hours to reach the temple. Past the first
female medusa commoner). hour, darkvision (60 ft.) or an alternative light source
is required to see. Every hour, roll for an encounter on
Stonesea Islands: the table on the next page.
Arima, Pithe, Cylicia, Catace, Hyde.

CHAPTER 2 — HEART OF THE EARTH


The floor below the open arch cuts downward
at a sharp angle, offering a smooth descent
into the underground. Ancient reliefs are
carved on all sides, detailing how the medusas
were gifted their ability to turn others to stone.
A many-eyed goddess is shown trading two
of her eyes to a trusted supplicant, bidding
her to sculpt the world in the goddess' name.
The supplicant offers her blessed sight to her
daughter, and, thus, it carries from one genera-
tion to the next.

Arima's underground opens up after a long, wide ramp


down. This corridor is well-lit with magical sconces,
leading to a large map carved into the wall. Its direc-
tions are written in Primordial (Terran) runes. Alcis is
able to translate these runes.
The path splits, diverging between the mines and
the residential district. While both lead to the temple,
the residential district is filled with traps left by min-
ions of Pelagaios, and the mines hold a host of hostile
creatures under his influence. Alcis is unaware of these
dangers, as they were set in place after her escape.
However, she does know that both paths take three
hours to reach the temple.

135
D6 Result Encounter Description
1 Earth Elemental The path ahead of you appears to be closed off by a rockslide.
One of the rocks trembles before the entire pile starts to shake,
joining together to form stony limbs, the largest of which
clenches into a threatening fist.
2 1d3+1 Ochre Jellies A faint dripping noise catches your ear. When you look up, a
gelatinous amber blob stretches down from the ceiling. Another
blob wriggles its way from a gap in the ceiling, intent on grabbing
you with a knobbly pseudopod.
3 Gorgon You hear the sound of a beast in pain before you see it. Metallic
scales emerge from the shadows, framed by blood-spattered horns.
The gorgon's blindfold is in tatters on the floor, forced off in a fit
of primal panic.
4 Tunnel Collapse Warped stone juts out from the walls, thin and splintered. With
your next step, the floor beneath your feet shakes, and a massive
shard of the ceiling shears off. (DC 20 Dexterity saving throw for
half damage.)
5 Gem Cache Something glitters in the distant dark. When you approach, more
sparkles alight across the floor. A torn bag lays between the
scattered gems. None of them are cut, but they could be valuable
nonetheless. (1d10 gems worth 15 gp each.)
6 Stopgap A small mining camp comes into view, composed of a half-circle
of tents surrounding a floating orb of light. A basket of dried fish
is tucked beside an amphora of water, offering refreshments to
passerby.

For higher level parties, consider adding one additional throughout the tunnels. This is more than a visual
creature per encounter. Once an encounter is used, inconvenience: other threats lay within the darkness,
remove it from the table and reroll if that number ready to imperil the party.
appears again. It takes three hours to weave through the residen-
When the underground paths converge, the party tial district and reach the temple. The first threat the
finds the temple entrance. Proceed to Chapter 3. party encounters is always the well (detailed below),
and each consecutive hour, a new encounter should be
rolled from the table on the next page.
RESIDENTIAL DISTRICT
Homs emerge from the stone walls, as if they THE WELL
were mined from within rather than construct- Once a resource for the medusas living here, it has
ed. Intricate eyes highlight every doorway like become a trap thanks to Pelagaios' manipulation. The
guardians, their irises embedded with colorful 30 foot well drops into 10 feet of water, potentially deep
glass. Broken doors and tools warn of an evac- enough to drown any poor soul who isn't rescued.
uation in haste, and the magical light swiftly A successful DC 20 Dexterity saving throw prevents a
dwindles. Past the first line of houses, a malig- fall, but knocks the character prone on the well's edge. If
nant darkness cuts off the rest of the district the darkness around the well is dispelled beforehand, the
from view. trap can be completely avoided. However, the surround-
ing stone is slick, and any who dare go closer despite
Intent on capturing more medusas beneath the surface, the obvious danger must succeed on a DC 10 Dexterity
Pelagaios spread traps of darkness in various locations saving throw to keep from falling into the well.

136
The fall causes 2d10 bludgeoning damage, and a
successful DC 10 Strength (Athletics) must be made to
swim to the surface and breathe.

D4 Result Encounter DC Damage Description


1 Stonefall Trap 20 3d10 Bludgeoning
You hear the grind of stone on stone, and sense
something massive hurtling towards you down the
tunnel.
2 Explosive Glyph 15 3d8 Lightning
Something crackles beneath your feet, the sharp
scent of ozone cutting through the air.
3 Shattered Glass 15 Caltrops
A mess of glass scrapes under your boots,
threatening to cut right through them.
4 Supply Cache — —
You bump against a heavy crate, the smell of fish
and spices carrying from the contents within.
(5 days rations)

If a party member casts dispel magic on the darkness, it The gap to enter the temple is 5 feet in height and
is permanently destroyed, and descriptions should be width, extending 10 feet in length. Characters unable
adjusted accordingly. to fit through may need to widen the space, which
After an encounter is used, remove it from the table risks catching Pelagaios' attention. If their methods
before rolling again. Trap damage and checks should are noisy, have Pelagaios roll a DC 20 Wisdom (Per-
be increased for higher level parties. ception) check. On a success, Pelagaios is aware of the
When the underground paths converge again, the party and moves to ambush them.
party finds the temple entrance. Proceed to Chapter 3. The small tunnel opens into a massive cavern laden
with crystal. In the center is a pool of water contain-
ing the altar, and any light cast on it reflects along the
CHAPTER 3 — EYE OF THE STORM walls, imitating flashes of lightning through the bright
crystal.
The excavated temple before you was once If the party has the element of surprise, Pelagaios is
mighty. Columns of white marble stand in by the altar muttering to himself:
sharp contrast to the black stone surrounding
it, veins of silver splitting through the polished "Why do you not answer? Am I not yours? Have
surface like bolts of lightning. Yet, said col- I not served faithfully? These gifts wait for you as
umns have collapsed upon themselves, de- proof of my service, but with each passing day,
voured by a volcanic breach. Only a narrow gap I'm tempted to shatter them..."
between them allows passage forward.
A party that alerts Pelagaios misses the monologue, as
If Alcis is present, she recounts her battle with he hides in the water waiting for them to approach. A
Pelagaios and cautions the party to be careful us- successful DC 20 Wisdom (Perception) or Intelligence
ing magic. She also warns that the statues inside are (Investigation) check spots unusual ripples in the wa-
members of her Order and destroying them is akin to ter, negating Pelagaios' potential for a surprise attack.
murder. Otherwise, he attacks when the party is in range of the
altar.

137
Tactics: Pelagaios is an intelligent water elemental Peitho's wand of greater restoration, it can be used to
empowered by Poseidon. He opens with whelm on the save the monks, which rewards additional XP for each
closest party members. If hostile spells are cast on him, monk cured.
he uses the ability spell turn as a reaction. Grappled Without Pelagaios' influence, all magical traps
party members are a priority for his Slam attacks. disappear from the residential district, and the riled
gorgon is non-hostile if encountered. The trip back to
the surface can be made in half the time.
RESOLUTION When the party returns to the surface, Peitho
When brought to 10 hit points or below, Pelagaios rewards them according to the Peitho's Reward Table
attempts to negotiate for his banishment. He insists below.
his god has abandoned him and tries to bribe the party Thus rewarded, the party is politely asked to leave
with a pearl of great value enshrined inside the altar. A the Stonesea within a week. Any injured or killed party
cunning negotiator can make a DC 25 Charisma (Per- members can be healed at Panopti's temple free of
suasion or Intimidation) check and a success convinces charge, but the medusas value their privacy too much
Pelagaios to surrender additional gems worth 200 gp to welcome visitors for long.
in total. On a failure, Pelagaois only offers the pearl If Alcis was with the party and survived, she is
worth 500 gp. happy to be an ally in the future, promising to come if
If the adventurers accept Pelagaios' bargain, he re- they send for her.
veals the altar is binding him, and bids them to destroy
it, returning him to the Elemental Plane of Water. The
altar can be destroyed with a DC 15 Strength (Athlet- REWARDS
ics) check or by dealing 10 damage to it. Despite his Add the total XP of the obstacles overcome by the par-
bitter and cruel nature, Pelagaios will not break his ty, then divide by the number of characters to deter-
promise, and disappears with grim satisfaction as he mine individual rewards.
says the following:
XP REWARDS
"My lord ensured I could never serve my own
wishes, only corrupt those of others. His destruc- Encounter XP
tive nature even falls to his own servants. What Water Elemental 1800
good is a temple with no priests or worshippers? Earth Elemental 1800
What good is his blessing when I share its bounty Ochre Jellies 450 (per ooze)
with an empty cave? Let this all end." Gorgon 1800
Tunnel Collapse 300
If the party decides to kill Pelagaios after his attempt The Well 300
to negotiation, he is enraged, and attempts to shatter Stonefall Trap 800
the statue closest to him. Pelagaios makes an attack Explosive Glyph 650
roll and on a 10 or above demolishes the statue. If the Shattered Glass 100
avatar succeeds in breaking a statue before being killed, Pelagaios Defeated 2000
he moves onto another. (Death or Negotiation)
When he dies, a boom of thunder echoes around
the altar before it splits in two, exposing the pearl Peitho's Reward Table
inside. It is brilliant blue, the size of a fist, and worth Factor Reward
500 gp. Petrified Medusas 200 gp (per restoration)
Restored
Pelagaios Killed 1 Uncommon magical item
AFTERMATH Alcis Survived Gems (100 gp)
After Pelagaios is gone, there are several petrified me-
dusas remaining in the temple. If the party acquired

138
Other Treasure Rewards
Pelagaios Killed Amira's Pearl (500 gp)
Pelagaios Negotiated Amira's Pearl (500 gp) and
With 200 gp of additional gems
Peitho Met Wand of greater restoration
Gem Cache 1d10 gems worth 15 gp each

Wand of Greater Restoration


Wand, very rare (requires attunement)
The wand has 6 charges, and it regains 1d6 charges
daily at dawn. With the wand in hand, you can use
your action to expend 1 charge to cast greater resto-
ration (PHB, “Spells”).

Author's Notes
I saw this story as an opportunity to turn one of
the original myths of Poseidon and Medusa on its
head, reforming the isolationist aspects detailed in
the Monster Manual into a desire for privacy and
protection, one which women are often denied. The
monstrosity of the medusas become artistry when
their petrifying gazes are framed as a creative urge,
rather than a destructive one. For those who might
be interested in playing a Medusa, my homebrew
race is also available on DMs Guild: https://www.
dmsguild.com/product/264180/Mistresses-of-Stone-
A-Playable-Medusa-Race-for-Ravnica

About the Author


D.E. Chaudron resides in Chicago. Their back-
ground is in video games writing, including the
mobile app Lovestruck and the award-winning Love
on the Peacock Express. They can be reached
@sixfeetzen on Twitter.

139
Alcis Actions
Medium monstrosity, lawful good

Armor Class 17 Flurry of Blows. +7 to hit, reach 5 ft., 1d6+4


Hit Points 31
Speed 40 ft. Snake Hair. Melee weapon attack. +4 to hit, reach
5 ft., one creature. Hit: 1d4+2 piercing damage plus
4d6 poison damage.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 12 (+1) 16 (+3) 10 (+0) Unarmed Strike. +7 to hit, reach 5 ft., one creature.
Hit: 1d6+4 bludgeoning damage.
Skills Insight +6, Perception +6, Athletics
+3, Religion +4 Petrifying Gaze. You use your action to Paralyze a
Senses Blindsight 60 ft., passive Perception creature within 30 feet. This creature must be able to
16 see you, and must roll a Constitution saving throw.
Languages Common, Terran, Undercommon The DC for this saving throw equals 8 + your Consti-
tution modifier + your proficiency bonus. On a failed
save, the creature is Paralyzed until the end of its next
turn. On a successful save, it shakes off your gaze
Unarmored Defense. While the adept is wearing no
without effect. After you use your gaze, you can’t use
armor and wielding no shield, its AC includes its
it again until you complete a short rest.
Wisdom modifier.

Flurry of Blows. After you take the Attack action on


your turn, you can spend 1 ki point to make two
unarmed strikes as a bonus action.

Patient Defense. You can spend 1 ki point to take


the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take
the Disengage or Dash action as a bonus action on
your turn, and your jump distance is doubled for
the turn.

Unarmed Strike. When you use the Attack action


with an unarmed strike or a monk weapon on your
turn, you can make one unarmed strike as a bonus
action.

140
Pelagaios, Avatar of the Actions
Storm Multiattack. The elemental makes two slam attacks.
Large elemental, chaotic evil
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48) target. Hit: 13 (2d8 + 4) bludgeoning damage.
Speed 30 ft., swim 90 ft
Whelm (Recharge 4–6). Each creature in the elemen-
tal's space must make a DC 15 Strength saving throw.
STR DEX CON INT WIS CHA On a failure, a target takes 13 (2d8 + 4) bludgeoning
18 (+4) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 8 (-1) damage. If it is Large or smaller, it is also grappled
(escape DC 14). Until this grapple ends, the target
is restrained and unable to breathe unless it can
Damage Resistance Acid; Bludgeoning, Piercing,
breathe water. If the saving throw is successful, the
and Slashing from Nonmag
target is pushed out of the elemental's space.
ical Attacks
The elemental can grapple one Large creature or
Damage Immunities Poison
up to two Medium or smaller creatures at one time.
Condition Immunities Exhaustion, Grappled,
At the start of each of the elemental's turns, each
Paralyzed, Petrified,
target grappled by it takes 13 (2d8 + 4) bludgeoning
Poisoned, Prone, Restrained,
damage. A creature within 5 feet of the elemental can
Unconscious
pull a creature or object out of it by taking an action
Senses Darkvision 60 ft., passive
to make a DC 14 Strength check and succeeding.
Perception 10
Languages Aquan, Common
Challenge 6 (2,300 XP) Reactions
Spell Turn (Recharge 4-6). Pelagaios has advantage
on saving throws against any spell 7th level and
Water Form. The elemental can enter a hostile crea- below that targets him. In addition, if he rolls a 20 or
ture's space and stop there. It can move through a above on the save, the spell has no effect on him and
space as narrow as 1 inch wide without squeezing. instead targets the caster, using the slot level, spell
save DC, attack bonus, and spellcasting ability of the
Freeze. If the elemental takes cold damage, it par- caster.
tially freezes; its speed is reduced by 20 feet until
the end of its next turn.

141
Illustration by Satine Phoenix

142
Three Heads are Better
Than One by Fenway Jones
Creature: Chimera | Levels: 5 - 10

Synopsis • Delphyne (female human): The shapechanger


of the circus, Delphyne is unknowingly being con-
The adventurers are called to Dragons Breath to help
Echidna, the ringmaster of a circus. They are asked to trolled by the cyclopes, who were given the tech-
complete a series of tasks for the circus, talk to patrons nology by a rival circus to wreck the circus. She is
of the local tavern, and finally protect the main act able to turn into a brass dragon.
during the opening night of the circus. It’s all fun and • Medusas: The medusas—Medusa, Sthenno, and
games until the dragon shows up. Euryale—are sassy, cold, and demanding when
they want something, and vengeful towards any-
one who tries to tell them ‘no.’
Adventure Hook • Harpies: The harpies are three flying creatures
that cannot talk and can only communicate
The characters have been called to the Dragon Milk
Tavern in Dragons Breath. They were summoned by through motions. They can only open their magi-
someone called Echidna to assist with ‘the mother of cally sealed mouths for food. They serve as mimes
all monsters.’ for the show.
• Fates: Three older ladies whose names are Clotho
(the Spinner), Lachesis (the Alloter) and Atropos
Adventure Background (the Inflexible). They’re very blunt when asked ques-
tions. They have one eye to share between them and
The Mother of All Monsters Circus has arrived in the
village of Dragons Breath. The whole town has been all talk by finishing each other's sentences.
expecting the most exciting, thrilling, and daring per- • Dryads: The dryads are shy and nice, as long as
formance ever with the announcement of a new main nature is not harmed in their presence. They are all
attraction. There have been problems with the circus female.
workers in the past, but nothing like there is now. The • Sirens: The flirtatious sirens are the best vocal
characters must fix these problems and make sure no performers around, so they make a great opening
others arise, so that the circus can continue to come act.
back and maintain its amazing reputation. • Cyclopes: The cyclopes are the guards of the
circus. Unbeknownst to the characters, the cyclops
guards have recently learned that Echidna intends
Dramatis Personae to fire them because they have been too brutal with
• Echidna (LN female): Ringmaster of the circus, the guests and the circus acts. As retaliation, they
she is very protective of the creatures in her care are trying to wreck the circus with the help of a
and will not under any circumstances tolerate rival circus. To this end, they have placed a charm
them being hurt or killed. She uses the stats of a medallion around the neck of Delphyne, who is
marilith but has only two arms. Being half snake, actually a dragon, and intend to use her in their
and half human, Echidna’s form is tall and mon- scheme.
strous, but despite this, she possesses an intense,
sensual beauty. She is also highly intelligent.

143
Chapter 1: The Mother of all The camp smells slightly of sea water and dust, inter-
mingling with the smells of circus animals. The entire
Monsters camp is brightly lit from daylight, and, unless noted
otherwise, each tent has drift globes which provide
The characters arrive in the village of Dragons Breath
bright illumination to the tent’s interior.
on the first day of a tenday-long circus named the
Echidna wants the characters to check on six acts,
Mother of all Monsters, and promptly receive a request
in any order. Each of the six tents the characters may
to join the ringmaster at the local tavern: the Dragon’s
visit are 50 feet by 50 feet and 25 feet high. The con-
Milk Tavern.
tent and decor vary based on which act the characters
At just 40 feet by 50 feet, the Dragon’s Milk
are visiting.
Tavern is a small but cozy bar. Wooden floors line the
Having the characters complete all six parts may
inn with marble-topped tables placed haphazardly
take some time; if the players are ready to move on, or
throughout the taproom. On the wall facing the door
you are short on time, select a few to run, and briefly
rests an impressive marble-topped bar.
summarize the others. Keep track of the characters’
Echidna greets the characters with a warm, inviting
successes or failures during each of the challenges, as
smile, and asks for their help with a few tasks:
this becomes important later.
• She wants the townsfolk to be excited for the
The six circus acts are:
night’s show.
• Snake Charmers. Medusa and her sisters charm
• She does not want anyone to know what she has
snakes to the delight of the audience. They also
planned as the main event until it happens; howev-
perform hold person on volunteers from the audi-
er, she will tell the characters what it is if they agree
ence.
to help (a chimera that she thinks people will en-
• Mimes. A clamor of harpies serves as the circus’
joy). There are very few chimeras in the world and
mimes.
the fact that she has one in her circus will be a big
• Hypnotists. A harmony of sirens perform hypno-
draw. The people know that there is a new main
tism for the circus.
act, and she wants to capitalize on the excitement.
• Plant and Light Show. A brace of dryads performs
She asks them to do three things for her:
an act of plants and lights.
• Check in with each of the acts to see if they need
• Transformations. A human woman named Del-
anything and ensure they are ready for the show.
phyne changes her shape to that of a ferocious
She gives the characters a description of each act.
dragon to the delight of the crowd.
• Spread news throughout town about the show and
• Fortunes. The Fates spin their yarn and read the
its exotic new attraction.
possible futures of audience members.
• Attend the show that evening and make sure every-
When the characters enter most tents, the tenants are
thing goes as planned, especially when the chimera
very surprised.
is unveiled. Also, if something goes wrong, they are
to subdue, but not kill, the chimera.
Snake Charmers
Echidna offers each character 500 gp if they complete
The medusas' tent is filled with stone statues and tap-
her jobs.
estries depicting various Greek myths.
When the characters visit, Medusa and her sisters
Chapter 2: I’m Done Playing ask that the characters retrieve their favorite mango
drink from Addy’s ‘One in a Melon’ Drink Stand.
Games To obtain the drink, Addy, the store owner, insists
that they win the best two out of three in a staring
The characters attend to the first of Echidna’s requests:
contest between her and three characters chosen to
visiting each of the main acts to ensure they are ready
compete. Defeating Addy in a staring contest requires
for the show.
two contested checks: first a Wisdom check and then
a Constitution check. Do not reveal the checks before
the characters choose their champion.

144
Note: Medusa and her sisters have been changed Hypnotists
and cannot turn people to stone; if someone looks The sirens almost never stop singing, and as such, the
them in the eye, and fails the associated saving throw, characters hear the song as they approach their tent.
the character is affected as if by a hold person spell. • The inside of the tent is dimly lit.
• The song of the sirens is enchanting and when the
Mimes characters first enter the tent, each must succeed
The clamor of harpies includes three individuals: Alleo, on a DC 16 Constitution saving throw. On a
Ocypete, and Celaeno. The harpies cannot speak, as failed save, they gain advantage on any Charisma
their lips have been magically sealed. checks made while interacting with the sirens, but
The harpies are half-bird, half-woman creatures disadvantage on all other ability checks.
who are perched on a table spread with a full three- • The sirens complain of sore throats, and ask the
course meal which replaces itself if eaten. They can characters to retrieve an herbal remedy from I’m
still eat the food but Echidna has magically sealed a Little Horse, an herbal remedy shop that travels
their mouths (so they can’t sing to passersby). Echidna with the circus.
controls when this effect is active. The characters can A centaur named Nemon runs the shop, but before he
figure this out if one of them has a telepathic ability, will sell his remedy, he insists that the buyer defeat him
but only after they participate in the charades (see in a challenge to deliver the better pick up line!
below). The harpies can inform them of their act, and Nemon always initiates the game, and you can use the
the fact that they had their mouths sealed magically pickup lines on DM Handout 1 as inspiration. Each
because they kept bothering the circus-goers with their character can compete, with the players voting for
song but they’re not mad about the seal. the winner. Nemon always votes for himself, but the
To get them ready for the show, the characters must character competing against him does not get a vote.
help each of the harpies with a task. To win, a character must beat Nimon the best out of
• Alleo has a terrible knot in her shoulder that must three lines.
be massaged out. DM tip: If you have children, or someone that is
• Ocypete has a thorn in her wing that needs to be uncomfortable with the prospect of pick up lines, feel
removed. free to use jokes as an alternative.
• Celaeno is sick and needs medicine to feel better.
To discern this information, the characters play Plant and Light Show
charades. Split them into two groups. The first group The dryad tent is decorated with trees and murals of
assumes the role of the harpies. The second group rep- nature. Within, the brace of nymphs lounge, talking
resents the characters. Distribute Player Handouts 1, 2, and laughing amongst themselves. This air of careless-
and 3 to each of the harpy players and commence with ness is dispelled immediately if the characters ask if
the game of charades until the characters know what they need any help. The nymphs explain that they have
each harpy needs. been troubled by a group of monsters. They are not
The tasks can be completed with the following sure what they are, but they are not human and have
checks: been invading their training ground and started calling
• A successful DC 18 Strength check or Wisdom it their home. The monsters include four hellhounds
(Medicine) check soothes Alleo’s shoulder. and two minotaurs. To help the nymphs prepare, the
• A successful DC 18 Intelligence (Investigation) characters must defeat these monsters.
check locates the thorn in Ocypete’s wing. Once The dryads don't need anything else from them,
located, removing it is a trivial task. but reward the players with a bag of beans (DMG) and
• A successful DC 18 Wisdom (Perception) check wish them a very nice goodbye.
locates a small bottle of medicine labeled “Celae-
no.” The harpy’s mouth can be unzipped to feed Transformations
her the medicine. Delphyne’s tent is decorated with a snake scheme.
Upon entering, the characters are met by a gruesome

145
sight: a giant king cobra with two arms is locked in Once they return to the Fates with the yarn, the
combat with two cyclopes, three magma mephits, women give each character a piece of clothing made
and four ice mephits. The king cobra is Delphyne. from yarn attuned to their life force. The clothing is of
Echidna previously told the characters that Delphyne extraordinary quality and very comfortable, and allows
is a king cobra, but they may also realize she is not the the wearer to roll an extra 1d6 when spending hit dice.
attacker but the one being attacked. Delphyne asks for If it is ever destroyed, it causes the character to age at
the characters’ help as soon as she sees them. ten times the normal rate.
To help her, the characters must defeat the cy-
clopes and mephits. Once the monsters are defeated,
Delphyne thanks the characters profusely and explains Chapter 3: The Rumor Mill
they came in to try and steal her necklace. The characters travel around the village and spread ru-
DM info: In reality, the attackers simply wanted mors about the show. Echidna suggests that the tavern
to distract Delphine and get the necklace on her. They would be the best place to start.
succeeded in this, although the magic of the necklace
has made her think it was always hers. The necklace
will be used as a controlling device in the final com-
Objectives
The characters must think of one or more rumors to
bat. The necklace has a symbol of a three headed dog
spread about how amazing the circus’s finale will be,
with one head towards the ground, the second looking
and spread these rumors around town. Allow the char-
straight forward, and the third reared towards the sky.
acters ability checks that fit the rumors they concoct.
Detect magic shows the entire tent and circus as magi-
The number of tickets they sell depends on the result
cal, and the necklace specifically as compulsion mag-
of their check.
ic. Delphyne explains that it is just to keep her from
• DC 12: 1 ticket
transforming when upset. If asked what she transforms
• DC 15: 3 tickets
into she answers that the characters will see later.
• DC 18+: 5 tickets
Do not allow any checks until after the characters have
Fortunes
spread their rumors, and give advantage (or disadvan-
When the characters visit the Fates, their tent is filled
tage) for particularly good (or bad) rumors.
with objects made of a yarn that glows so brightly, it
Rewards: Characters get 2 gp for each ticket that
shines through the tent walls. The Fates only have one
they sell.
eye between the three of them, and occasionally one
will take it out and hand it to another. As they speak,
they finish each other's sentences.
The Fates are upset, as one of the circus performers
Chapter 4: Their Final Act
Once the party has seen to the needs of the acts and got-
stole their yarn of fate. They know it was Lingoth, an
ten the town excited about the circus, it’s time to skip
acrobatic tabaxi, who is always trying to bother them.
forward to the main event. The characters must make
Without their yarn, the Fates cannot perform.
sure that nothing happens to disrupt the show.
To retrieve the yarn, the characters must visit Lin-
The red and white striped tent is 80 feet tall and 120
goth’s wagon. The wagon proves to be much larger on
feet in diameter. A large stage dominates its center, with
the inside than outside, and it is packed full of yarn.
rows of chairs on risers surrounding it. The ground is
The yarn of fate is prominently displayed on a pedestal
packed dirt, with a few tufts of grass jutting up here and
in the middle of the room.
there. The tent's large entry flaps are tied open, provid-
Lingoth denies stealing the yarn, but is willing to
ing an overflow area when all the seats have filled. A
play a game for it. The game is called Malarkey, and
cyclops stands by these flaps, arms crossed before it and
the rules are detailed on Player Handout 4. The tabaxi
wearing a pendant with the same symbol as the one that
is willing to play best two out of three games.
Delphyne was wearing (a three headed dog with one
He gifts them a set of weighted dice.
head towards the ground, the second looking straight
forward, and the third reared towards the sky).

146
Sunlight pours into the tent. A few drift globes il- yarn of fate. One person in the party also get Lingoth’s
luminate what would be the darkest spots. The sounds magic dice as well as the bag of beans that the dry-
of people cheering and the smells of popped corn and ads give them, and one of the characters gets a set of
sugary desserts fills the air. weighted dice.
Each player also receives 500 gp from Echidna
(possibly less if they kill any of her precious creatures),
Development plus twice the number of tickets sold during Part 3.
The six minor acts of the show perform without event.
Finally, the chimera is introduced. The crowd goes
wild with excitement, but the loud noises and bright Pick-up Lines
lights cause the chimera to rampage. As the characters • Girl, I must be a paladin because I wanna lay
move to deal with it, Echidna shouts a reminder to my hands on you.
make sure that the chimera is not killed. • Hey girl, can I make a save vs. awestruck?
• Hey girl, are you a fighter? 'Cuz I never wanna
(c)leave your side.
Objectives • Hey girl, I hope you're a druid, 'cuz this animal
Characters must defeat the chimera and any other
wants to be… handled.
creatures that join without killing them (except the
• You must be a controller, because your AC so
cyclopes). If the characters failed all of the checks in
low I gotta hit that.
any creature challenge in Chapter 2, one creature from
• Girl, are those paladin pants? Because you're
each failed challenge joins the fight. A harpy joins if
looking lawful good in 'em.
they fail the harpies, all of the Fates join as one com-
• Baby, for you I'd turn a Bag of Holding
bined invisible stalker if they failed to retrieve the yarn,
inside-out.
and a dryad joins if they fail the dryads.
• Are those Astral pants you're wearing? Because
Any character with a passive Wisdom (Perception)
your ass looks out of this world.
of 12 or higher notices the cyclopes encouraging the
• Did someone cast Sacred Flame on your face?
crowd, and that the cheering is upsetting the chimera.
Your smile is radiant.
The chimera attacks anyone and everyone, causing
• Girl, you must be a gibbering mouther, because
the audience to panic, making the entire tent difficult
your voice drives me crazy.
terrain.
Delphyne joins if the characters attack the cy-
clopes. For Delphyne, use the stats of a young brass
dragon without the use of wings.
About the Author
Fenway Jones is a 16 year old dungeon master and
writer from Michigan. She is a Silver bestseller on the
Conclusion Dungeon Masters Guild with her adventure "Dead
Men Feel No Cold," and a Copper bestseller with
If the characters kill the chimera or any of the other
"Left Black and Blue." She is also the founder of
acts, they gain the bane of the creature that died. The
Jasper’s Game Day and known as ‘The Teen DM’ on
character who made the kill has disadvantage on all
Twitter. She can also be found at Jasper’s Game Day
Charisma-based checks when interacting with crea-
on Facebook.
tures of that type.
Echidna pays them but docks 100 gp for each crea-
ture killed (except the cyclopes).

REWARDS
Each player receives 4,000 XP for this adventure. Each
character gets their article of clothing made out of the

147
Illustration by Sandy Jacobs-Tolle

148
The Serpent and the Sea
by Collette Quach
Creature: Naga | Levels: 6 - 8 | CWs: Theft of cultural artifacts

SYNOPSIS lations unless threatened. The crew of the Angkor are


the only known naga in this adventure.
Across the sea, through treacherous waves and winds,
The relic is a large, egg-shaped aquamarine. The
lies a temple. To the people of the coast it’s a cultural
inside is a clear blue green and staring into it is like
icon. To the adventurers it’s an ancient temple filled
staring into the ocean itself.
with treasure. The adventurers return with what they
found, among which is a large, aquamarine relic. The
relic, and by extension the temple, are tied directly to Dramatis Personae
the ocean. Those who wish to cross the ocean make a • Soriya Apsara: Captain of the Angkor. In human
pilgrimage here to ask for the blessing of the naga for form, she is a brown skinned woman with long,
safe passage. black hair. As a naga, she has nine serpent heads,
indicating her seniority. She has a strong sense of
justice and takes her role as guardian seriously. She
ADVENTURE HOOK uses altered stats for the yuan-ti pit master located in
The party can be returning to Ferris’ ship, the Or- the appendix for her human and naga form.
pheum, via a dinghy. Out of divine judgment from • Lai: First mate of the Angkor. In human form, they
the ocean, a storm hits suddenly causing the boat to are a dark-skinned individual adorned with various
capsize. The waves pull them under before they can trinkets of shells and sea glass. As a naga, they have
swim away. six heads. Curious by nature with a desire to see the
Alternatively, the party can simply be crossing the world. Whenever they are away from the inhabi-
ocean on their own and got caught in the storm. tants of the coast, they are typically in their serpent
form.
• Ferris de Longpre: Admiral of the Orpheum and
ADVENTURE BACKGROUND former adventurer. He enjoys the thrill of dun-
This adventure is a Tier 2 adventure, recommended geon-delving to find long lost treasures. Use the stats
for 7th level. This adventure focuses on narrative and for an assassin.
character reflection. Take the time to discuss with the
group about their characters’ regrets and those they’ve
lost. Characters are encouraged to explore the festi-
Reputation
How the characters are perceived by the people and
val and the temple to learn about the land. There are
the land itself is important, especially during the
optional combat scenarios that the DM can use if the
Harvest Festival. Characters can participate in various
party prefers more combat over puzzles or riddles.
events at the festival, making a good impression on the
Naga are half-serpent, half-human beings, taking
community.
multiple different forms: a human, a multi-headed
Reputation can help the party in Chapter 3. The
serpent similar to a cobra, or a mix. They are guardians
DM can state this explicitly to encourage exploration
of everything associated with water and the treasures
of the festival and temple.
that lie within. They pose no harm to humanoid popu-

149
CHAPTER 1 — Harvest Festival cuts through the land. The river is the area’s livelihood.
Food, water for farming, and transportation
The characters awaken in a cabin on the Angkor, the
all derive from the river.
ship of Soriya Apsara, a famed sailor in the area and
Soriya explains the festival if asked. She tells the
naga guardian. Not too long later, Lai enters, noting
party to partake in the festival as a way to show that
that the characters have awoken. They ask the party
the land isn’t just lost treasures and “ancient” temples.
follow them up to meet Soriya.
The festival goers do not know of the theft and are
If the party was on Ferris’ ship, she informs them
being kept out of the temple, for safety and to avoid
that their theft has caused the storm. Upon returning
panic.
the relic, it subsides and allows the party to return
Map #1 has the locations of all the events. Mer-
home.
chants mostly sell souvenirs of the festival such as toys,
If the characters were simply caught in the storm,
lanterns, etc.
in addition to the above, she says since an outsider has
stolen this relic; the ocean can only accept it if another
outsider returns it. She gives the party the relic. Ancestor Shrine
She tries to convince the party to return the relic. The shrine is set up with different trinkets, portraits,
She does not use force, attempting instead to appeal to and food offerings. A specific area is adorned with blue
the characters’ morality. She can also appeal to them by silk cloths in addition to the things usually placed. A
offering a reward, specifically an item from the ship’s marker reads:
armory, once they return the relic.
• Those proficient in Arcana may make a DC 15 To those we lost. We remember them as the harvest
Intelligence (Arcana) check to sense magic coming ends. May the nagas bring them safely to the afterlife.
off of Soriya and various crew members.
• Detect magic specifies that this magic is more dru- Talking with the various people around the shrine,
idic than arcane. they reveal that they have lost a partner, child, friend.
• A successful DC 20 Wisdom (Perception) check Talking to those near the area of the blue cloth reveals
party members looking overboard can see the out- that this is reserved for those who passed due to floods
line of a serpent/naga swimming near the ship or other water related disasters.
After, she brings the party ashore near the Temple. Characters may participate in this event by phys-
ically placing a memento they have of someone that
Soriya guides you east from the sandy beach has passed. They also can receive a white lily from the
into the dense jungle. The path opens onto a person running the shrine to place if they do not have
clearing with the Temple of the Coast at the far a momento.
end. The field is filled with celebration and peo- This event grants +1 reputation.
ple enjoying music, food, and other festivities.
Market stalls are aligned in rows displaying
various artisan goods.
The Theater
A large audience has gathered, many of them children,
On the northern end of the field past the
around an outdoor stage. The performance is shadow
stalls is a makeshift theatre filled with children;
puppetry—ornate cutouts of figures illuminated to cre-
the southern end, a shrine. A stone walkway
ate shadows. The shows tell various stories of heroes of
divides the two areas in the middle where you
their land. Sitting through a story grants +1 reputation.
see a crowd of children surrounding the famil-
iar face of Lai.
A Conversation with Lai
The party can find the first mate, Lai, with a group
Participating in the Festival of children. One child is asking Lai why they can’t go
This annual festival commemorates the autumn har- into the temple. Lai asks the characters what it’s like
vest, to honor and give thanks to the river that on the other side of the sea and ask to entertain the

150
Map #1 - The Festival

Map by D.W. Dagon


children, as they are interested as well. With a successful DC 12 Wisdom (Insight) check,
On a successful DC 10 Charisma (Performance) party members can learn from what the other festival
check, a character can tell a story that entrances the goers are doing. If a character has proficiency with
kids (advantage if the player delivers it well). masonry, carpenter, or smith’s tools they can make the
• If there are magic users, they can use their magic to check with advantage.
dazzle them. There are some sandstone blocks that have fallen
• A bard can perform for the kids (The DM can out of place. With a successful DC 15 Strength (Ath-
decide if they want a Performance check). letics) check, they can pick up one of the blocks and
Having at least two characters successfully interact put it back. Failing the check means the character
with the children grants +1 reputation. Five successes drops the block but can try again; on a five or less on
grant +2 reputation. the check, the block instead shatters and is irreparable.

Temple Upkeep Development


Various people are cleaning and repairing the sand- When the party approaches the entrance to the tem-
stone around the temple foundation. Characters may ple, they see Soriya with a priest of the temple. Before
help with the upkeep of the temple in various ways, the party enters, the priest warns of the changes in the
earning +1 reputation for each success: temple due to their transgression (or the transgression
There are some stones that are weathered down. of others) and cautions them against what now lies
With a successful DC 16 Dexterity check characters inside.
can wash and restore some of the details on the stone.
A result of 20 or higher restores the stone to pristine
condition, granting them one extra reputation.

151
CHAPTER 2 — The Temple of the The characters have to wash themselves with water
from the temple and spend a brief moment meditat-
Shore ing on past regrets. A DC 10 Intelligence or Wisdom
check can be used to give the characters a hint.
As the party enters the temple, they see the thick cov-
The piece can be removed by force (a successful DC
erage of vines, other foliage, and trees that have grown
18 Strength check is required); doing so results in -1
around the structure itself, just as the priest warned.
reputation point.
Combat Alternative: Characters still need to go
Relic Chamber Puzzle to all four of the rooms. Instead of looking for pieces,
Entering the inner sanctum, characters see two pools a lever is pulled to reveal the pieces. When the party
of water on either side of them. In front of the relic returns to the entrance, two bone naga appear.
chamber is a large square indented into the ground
where the puzzle is to be placed. To complete the puz-
zle, the party needs to find the pieces in the four cor-
Returning the Relic
Once assembled, the puzzle pieces reveal an image
ner rooms and assemble them correctly in the indent.
of what appears to be Soriya in her half serpent, half
The puzzle is available at the end of the adventure.
human form. The door to the chamber opens to the
If the characters are stuck with aspects of the
relic chamber. Once the party enters, they see a naga
puzzle, they may make a DC 10 Intelligence (History)
in its multi-headed serpent form. The party may recall
check for a hint.
that a statue of a serpent was there in its place. The
naga doesn’t attack the characters, but it watches them
Four Corner Rooms intently.
The southeast room contains two puzzle pieces that The party may walk up to the naga and present the
characters can find without a check. Examining the relic. The naga accepts the return of the relic and turns
room more closely, characters proficient in Intelligence back into stone. If the party asks for safe passage, they
(History) understand the carvings on the wall to tell a gain +3 reputation.
story of how sailors from this area use this temple to ask Killing the serpent results in loss of all reputation.
for safe passage when sailing. There are naga, some with Any attack roll of 14 or higher kills it instantly: the
multiple heads, swimming underneath the ships. serpent crumples to the floor, replaced by a pedestal.
The entirety of the southwest room is a 30 feet deep Upon leaving the chamber, the festival goers
pool of water. At the bottom lie two puzzle pieces, quickly head inside the temple for shelter. The pools of
which characters have to swim down to in order to water are now a clear blue as opposed to the previous
retrieve. green hue.
The northwest room is overgrown with spiky vines
and brambles. At the end of the room is one puzzle
piece wrapped in the greenery. Traversing the room
Development
When the party exits the temple, Soriya is waiting
requires a successful DC 13 Dexterity check to avoid
outside. There is a strong wind and the sky is grey. She
tripping on the plants. On a failure, the character takes
notes that the storm is not yet over. The festival goers
2d6 piercing damage from the sharp thorns.
quickly are heading inside the temple for shelter.
The northeast room is the room of reflection. Lit by
She urgently leads the characters back to the beach
candlelight and adorned in blue and green drapery, it
and up onto a cliff overlooking the sea. There the party
seems to be untouched by the changes of the temple.
can see the Angkor locked in combat with Ferris’ ship.
One puzzle piece is bolted down on a pedestal stand-
Soriya asks the party if they are still with her, but does
ing in front of a large multi-headed snake. An inscrip-
not wait for an answer before leaping off the cliff. She
tion gives a clue to the party:
shifts into her nine-headed serpent form and swims
toward the Angkor (100 feet away).
Like water, we are never still and ever changing. Wash away
the past without judgment.

152
Map #2 - Temple (above)
Puzzle (right)

Map by D.W. Dagon

153
CHAPTER 3 — Battle for the Relic D10 Result
1
Description
The enemy ship rams into your own.
Roll a DC 13 Strength saving throw or
Hydra: Fury of the Crashing Sea be knocked prone.
At the start of combat, a hydra appears from the water, 2 The enemy ship fires cannons at your
attacking both ships. The DM rolls a d10 to decide ship. Use the fireball spell at 4th level
which ship it attacks. On a result of 1-5, the hydra to determine damage with a DC 14
attacks the Angkor, on a 6-10 it instead attacks Ferris’ Dexterity save for half. Cannons can
ship.
not be fired at your ship for 2 rounds.
As you look above the skies begin to grey. Instead treat the roll as fire spreading.
Beneath the approaching ships there is a 3 A strong crosswind from the storm
rumbling from the depths. Erupting from the hits. For the next round of combat
waters a hydra appears, its multiple heads movement is halved.
gnashing at both ships. The fury of the sea is 4 The enemy crew fires a volley of arrows
here! at the party. Roll a DC 15 Dexterity
saving throw. Take 5d6 piercing
For the Encounter damage on a failed save. On a success,
Soriya can be played by the DM or placed under the characters may explain how they avoid
control of a player. Ferris does an additional 1d6 poi- the arrows for either half or no damage.
son damage to all attacks. 5 The party’s ship fires cannons at the
The characters, Soriya, the hydra, and Ferris are hydra. Follow rules of 2.
part of the initiative order. The ships themselves are 6 The party’s ship fires cannons at the
last in the initiative order. During the ship phase, use enemy ship. Follow rules of 2.
the table below for encounters. 7 Ships are at a stand still.
Once the hydra is at half health, the ships board 8 The crew fires a volley of arrows at the
one another. hydra. Follow rules of 4.
9 The crew takes aim at the enemy
captain. Follow rules of 4.
10 Your ship rams into the enemies.
Follow rules of 1.

Reputation
Depending on how well the party interacted with the
festival and temple there can be one of three boons.

Boon of the Naga (5+ Reputation)


The hydra prefers to attack Ferris’ ship over yours. If the
DM rolls to determine who it hits, roll with advantage.

You feel the waves rock the boat, the sea


breeze against your face. Even with the hydra
towering above you, you feel at peace with the
ocean.

154
Guardian (1- 4 Reputation)
During the ship/ocean initiative, roll at advantage/ben-
Rewards
Completing this adventure with Soriya grants the
efiting the player. party two items.

The boat rocks beneath you as you face the Dav-Vasuki


hydra. You braved these seas before and you Weapon (Any Sword), Rare (requires attunement)
can ride the waves against your foes. You gain a +2 bonus to attack and damage rolls. Ad-
ditionally, you can cast the control water spell through
Invaders (0 Reputation) the sword. You cannot cast it again until after your
PCs have advantage on hitting the hydra and any naga next long rest.
targets. This machete-like sword is used by Soriya and her
crew. While not ornate, these blades are reliable tools
You see the storm get closer to the mainland.
both in and out of combat.
Even with the relic returned, something else
has upset the seas. But that doesn’t matter,
Vestments of the Naga Guardian
you want to go back home.
Armor (Hide), Rare (Requires attunement)
You gain a bonus of +1 to your armor class while wear-
Development ing this armor. In addition, you gain a swim speed of
When the hydra is killed and the opposing ship is 30 feet if you do not already have one, otherwise your
defeated, the storm subsides. swim speed is doubled. You can also hold your breath
for an additional 2 minutes.
The armor is a mix of hide and serpent skin,
CONCLUSION adorned with blue and green fabrics similar to the ones
Soriya thanks the players for their dedication to help- seen at the ancestor shrine. The serpent scales glisten in
ing the people, despite being hired to steal from them. the sun.
She makes preparations for a ship to return the party
back across the sea. Read the following for Soriya: XP REWARDS MONSTER XP
Bone Naga 1,100 each
“Thank you, adventurers, for returning the relic, Completing all the Festival
especially when you didn’t know anything about events 100
it. As you’ve seen, something so small can mean Defeating the opposing ship 2,500
a lot.” She signals some of her crew. They nod Hydra 3,900
and head below deck, bringing up a sword and
armor. “For your help. It’s not every day we give
naga-crafted items to strangers. Take care of these
pieces, as a memento from this side of the ocean.”

Read this if reputation is low (less than 3 points):

Soriya speaks in a tone that feels distant.“I


arranged a ship to take you back across the sea.
While I appreciate your help, it’s best for you
to return home as soon as you can. Here.” She
signals some of her crew. They look at her with
some hesitation before heading below deck,
bringing up a sword and armor. “I shouldn’t
even be giving you these, but I pay my debts.”

155
Author’s Notes
I was inspired by Thai and Cambodian culture, where
nagas often appear in art and architecture. I have fam-
ily from those countries, though I never was immersed
in it until I learned about the naga. From there, I ex-
plored the culture on my own and quickly fell in love
with all of it.
Thank you to the entire Uncaged crew for being
such a supportive community. This was my first pub-
lished adventure and I appreciate every single person
who has welcomed me into this space.

About the Author


Collette is a California-based writer and game design-
er. She has a strong passion for diversity and inclusivity
either by creating or inspiring those to get into creat-
ing themselves. Follow her on Twitter @collettequach.

Frescoe from the Bangkok National Museum

156
Soriya Aspara

Cantrips (at will): eldritch blast (range 300
ft., +3 bonus to each damage roll), friends,
Medium humanoid (shapechanger), lawful neutral
guidance, mage hand, message, poison spray
Armor Class 14 1st-3rd level (2 3rd-level slots): command,
Hit Points 88 (16d8 + 16) counterspell, hellish rebuke, invisibility, misty
Speed 30 ft., swim 30 ft. step, unseen servant, vampiric touch

STR DEX CON INT WIS CHA


Actions
16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Multiattack (Naga Serpent Form Only). Soriya makes
two bite attacks with serpent heads.
Saving Throws Wis +3 Cha +5
Skills Nature +3, Perception +2 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunities Poison target. Hit: 5 (ld4 + 3) piercing damage plus 7 (2d6)
Condition Immunities Poisoned poison damage.
Senses Darkvision 120ft
(penetrates magical Scimitar (Humanoid Form Only). Melee Weapon
darkness), passive Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 +
Perception 13 3) slashing damage.
Languages Common, Draconic
Challenge 5 (1,800 xp)

Shapechanger. Soriya can use an action to poly-


morph into a naga serpent (see NPC description).
Her statistics are the same in each form. Any equip-
ment it is wearing or carrying isn't transformed. She
doesn't change form if she dies.

Innate Spellcasting (Naga Serpent Form Only).


Soriya’s innate spellcasting ability is Charisma (spell
save DC 13). She can innately cast the following
spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion

Magic Resistance. Soriya has advantage on saving


throws against spells and other magical effects.

Spellcasting (Naga Serpent Form Only). Soriya is a


6th-level spellcaster. Her spellcasting ability is Cha-
risma (spell save DC 13, +5 to hit with spell attacks).
She regains expended spell slots when she finishes
a short or long rest. She knows the following
warlock spells:

157
Illustration by Liz Gist
158
The Tale of the Sphinx
by Paige Leitman
Creature: Gynosphinx | Levels: 6 - 10

Adventure flowchart SYNOPSIS


Alephandrielat, a gynosphinx, doesn’t kill people who try to
raid the tomb she guards. Instead, she uses her lair powers
over time to de-age opponents to babies, and then raises
them “right” so they live upright lives. Sometimes nature
beats out nurture. One of the sphinx's charges has left
seeking revenge. The heroes can ask around with the local
fey and townsfolk to learn more. She has rejoined a former
adventuring partner and they are up to no good. The char-
acters will have to decide how to resolve this family drama.

ADVENTURE HOOK
The Tale of the Sphinx is for 6th-10th level characters. The
adventure starts with the characters in transit from one
location to another. They should be in a relatively wild area
with a few small villages nearby.

ADVENTURE BACKGROUND
The sphinx protects Porfindel’s tomb. Flynnad came to
the tomb sixteen years ago to try to rob it. Alephandrielat
couldn’t dissuade her peacefully, so she de-aged Flynnad and
tried to raise her to be a better person. Flynnad ran away and
teamed up with a necromancer who wants to steal Porfindel’s
bones in order to use her ghost as a military advisor.
This adventure references creatures that aren't found in
the Monster Manual; their stats can be found in the books
listed below:
• Archer, Volo's Guide to Monsters
• Drow House Captain, Mordenkainen's Tome of Foes
• Korred, Volo's Guide to Monsters
• Master Thief, Volo's Guide to Monsters
• Necromancer, Volo's Guide to Monsters
• Quickling, Volo's Guide to Monsters

159
Dramatis Personae • Greyanna (Grey-AH-nah) – a human woman in
• Alephandrielat (AL-eff-ann-dree-el-at) – Or her mid-fifties, Flynnad’s cousin, and a priestess of
“Alepha” (Ell-EFF-uh) for short. The sphinx who Eldath in Sweetwater Branch. She is a pacifist and
voluntarily guards Lady Porfindel’s tomb. She’s will heal anyone who needs her help.
bold, commanding, and has a sly sense of humor. • Carilindë (Kar-UH-lend-UH) – a wood elf
She loves her “kids” and does her best to raise them smith in Sweetwater Branch. She’s not the trusting
right. She has golden fur on her leonine body, and sort and she keeps grudges, but she’s good to her
gold, silver, and white wings. She wears an elaborate word and speaks her mind. She’s got strong arms
gold torc set with lapis lazuli and other jewels. Her and likes to show them off. Her red-brown hair is
eyes shine with a cerulean light. tied up in a ponytail, and her brownish skin has
• Lady Emillian Porfindel (Uh-MEE-lee-an small burns from sparks all over it.
POR-fin-del) – a venerated tactician who died
peacefully about sixty years ago. Her ghost is calm,
patient, and three moves ahead of everyone else. She CHAPTER 1 — The One That Got
cares deeply about Alephandrielat and the “kids”
and enjoys raising a second family. She looks like Away
a pale apparition of an elderly woman with long
braided hair, dark skin, and very good posture. Scene 1.1: Out Hunting
• Flynnad (FLIN-add) – a human tomb-robber
that Alephandrielat turned into a 2 year old child. Area Information
She’s 18 now and has broken Alepha’s “brainwash- This is a small forest clearing near a major road
ing.” She left Porfindel’s tomb to take revenge on through the area. It’s late fall, so the grass is brown and
the sphinx. She has freckles, blue eyes, sandy brown many trees are bare, though the area is mostly full of
hair, and the scars of a lifelong warrior. evergreen trees. A cold, rainy drizzle falls from over-
• Ghemar (GEH-mar) – a half-elven necromancer cast skies. Though technically brightly lit, the fog and
and Flynnad’s former and current compatriot. She drizzle limit vision to 100 feet.
has coppery skin, green eyes, and red-brown hair.
• Ardella (Ar-DELL-uh) – a gnome boy with curls, Creatures/NPCs
freckles, and green eyes. He’s ten and his magical Alepha has been looking for Flynnad and she’s wet,
abilities are just starting to flicker to life. tired, and concerned. She’s searching on foot because
• Benwick (BEN-wick) – a skinny 15 year old the evergreen trees block her sightline to the ground.
human boy with greasy, long, dark hair and a pen- Alepha wants to recruit the characters to help her find
chant for sarcasm. He’s very sneaky, and an excellent Flynnad and find out who took her. She suggests going
hunter. home to get Lady Porfindel’s advice, but the charac-
• Stollos (STALL-owes) – a hulking goliath boy ters are welcome to start tracking the kid now. She
with dark gray skin and vine-like markings. He searched the north side of the road and was starting on
thinks before he talks or acts and enjoys working the south side. She believes Flynnad must be within
with his hands. He’s 23 and about ready to leave ten miles of here.
home to apprentice with a carpenter in town. She tells Flynnad’s story; as an adult, she came to
• Peleen (PELL-een) – a handsome, good-heart- rob Lady Porfindel’s tomb sixteen years ago. Flynnad
ed, triton innkeeper in Sweetwater Branch. He’s could not be dissuaded so Alepha used her magic to
been here forever and knows all the gossip. He has alter the effects of time so that Flynnad became two
silver-blue skin and purple hair. years old. Alepha and the ghost in the tomb, Lady
• Tiranuil (TEER-uh-nool) – a wood elf ranger in Porfindel, have been raising Flynnad since. Their goal
Sweetwater Branch. He knows the local fey and is is to turn her into a good person. Flynnad has been
willing to consult for a fee. He’s older and has white moody lately (“You know, teenagers,”) and Alepha is
streaks in his auburn hair.

160
Map 0

161
convinced Flynnad went out for a long walk to get • Stollos – He heard Flynnad grumbling about
away from the “family” and someone took her. going back to Sweetwater Branch, a little town
nearby that was where Flynnad originally grew up.
• Porfindel – In the kindest way possible, she says
Development that she is concerned that Flynnad might have
Alepha suggests going back home to talk to Lady
remembered some of her old life and might be
Porfindel because she always has good advice (Scene
looking for revenge. She suggests that looking for
1.2). The characters are welcome to search for Flynnad
Flynnad in the forest or in Sweetwater Branch are
on their own (Scene 2.1) or go to the small town near-
the best options.
by to ask after her (Scene 2.2).

Scene 1.2: Home Development


The characters might choose to search the forest (Scene
2.1), check for Flynnad in Sweetwater Branch (Scene
Area Information
2.2), or look for the camp of well-armed people (Scene
An imposing monument in red and white marble
3.1).
memorializes a woman with a particularly calculating
look on her face. Religious iconography shows the
Red Knight advising Tyr, Lord of Battles. A cozy set
of small wooden buildings houses “the kids” (Ardella,
CHAPTER 2 — Finding Flynnad
Flynnad, Benwick, and Stollos, all former grave
robbers), and the sphinx. Scene 2.1: Fey Friends
Creatures/NPCs Area Information
Lady Porfindel is concerned about Flynnad. She’s The forest here is densely covered with evergreen trees.
supervising Ardella, Benwick, and Stollos in getting Cold rain mixed with some sleet makes the day misera-
dinner ready and teaching them reading, writing, and ble. The rain and sleet limit vision to 50 feet.
school lessons as they do.
Alepha wants Porfindel’s advice on how to find Creatures/NPCs
Flynnad and wants the characters to help her search. If the characters set out a saucer of milk, a group of
The family all have bits of useful information about sprites will show up in 15 minutes. If they add cookies
Flynnad: or sweets, the sprites will show up in 5 minutes and
• Alepha – Her magic that de-ages people causes the characters will have advantage on all Charisma
their brains to revert to their childish state. Mem- checks with them. Unfortunately, any offering draws
ories of one’s life prior to that point are lost in the the attention of darker fey. A group of quicklings,
transition or are fuzzy and half-remembered. That’s redcaps, and/or korred show up after 20 minutes. The
what gives Alepha and Porfindel the ability to sprites leave when the dark fey arrive and return when
raise good people without whatever traumatic past they are gone.
caused them to turn bad. The sprites want all of the milk and sweets they
• Ardella – Flynnad was angry, particularly at Ale- can beg out of the characters. The dark fey want warm
pha. If the characters are going to look in the forest mortal blood for their redcaps.
nearby, they should leave a saucer of milk out The sprites know Flynnad by description. She killed
for the fey. He heard Flynnad mention them and a sprite with a slingshot months ago, so they don’t go
they’re very friendly. anywhere near her. They are heart-seers that can sense
• Benwick – He’s seen a group of about ten heav- whether a creature is good or evil and they know for a
ily-armed people camped to the west. They were fact that this kid is evil. They steer clear of evil charac-
also packing up camp and leaving, so he’s not sure ters as well. The characters can, with advanced culinary
where they are now. bribery, get the sprites to rouse up the bright fey in the
area to help them.

162
Development
The characters can go on to Sweetwater
Branch (Scene 2.2) or to the camp (Scene
3.1).

Scene 2.2: Sweetwater Branch


Area Information
This crossroads stop has about ten homes
of local farmers, foresters, and townsfolk
and an open-air shrine to Eldath (or any
other deity of forests and peace). A black-
smith, an herbalist, a purveyor of general
goods, and The Dance of the Merfolk inn
take up the four corners of the crossroads.
A large creek (Sweetwater Branch) flows
through the hamlet. The town is a tiny
stop along a secondary road.

Creatures/NPCs
There are perhaps a dozen townsfolk
around during daylight hours. At night,
all buildings other than the inn are
closed.
The townsfolk want no trouble. Grey-
anna wants the characters to save Flyn-
nad from both the sphinx and Ghemar.
Here's what the townsfolk have to say
If the characters manage to talk the dark fey out of about Flynnad:
a fight or keep one alive for questioning, the dark fey • Peleen knew Flynnad from “way back then.” She
say they knew Flynnad. A DC 13 Intelligence (Ar- was a competent fighter who was working with a
cana, Nature, or History) check or a DC 15 Wisdom half-elf wizard named Ghemar. The pair were out
(Insight) check will suggest the dark fey can be bribed for gold and glory and bragging about exploring
with blood, raw meat, or sufficient gold. She used to dungeons and slaying monsters like any other
steal sheep from some of the farmers and bring them adventurers. Flynnad’s cousin Greyanna tends the
to the fey. Flynnad was trying to get them to fight Ale- town shrine.
pha, but the fey refused because they didn’t think they • Tiranuil knows that Ghemar is a half wood-elf wiz-
would survive. Both groups of fey know that there is ard with a mean streak and a thirst for power. She’s
a sizeable encampment of people a few miles to the been in the area lately, hiring mercenaries. Tiranuil
south west near the swamp, and can tell the characters declined her offer. He can tell the characters where
how to get there. her camp is for 50 gp. That fee is waived if the
characters express a wish to stop Ghemar. He also
Level adjustment: knew Flynnad as a young braggart back in the day,
• 3 level 6 characters: 2 redcaps and 3 quicklings but one with a quick sword-arm and a penchant
• 5 level 8 characters: 1 korred and 3 redcaps for violence.
• 7 level 10 characters: 3 korreds and 3 redcaps • Greyanna is angry that the sphinx took Flynnad’s
choice, agency, and memory and calls the sphinx a

163
Development
The characters can go on to look for
Flynnad in the forest (Scene 2.1) if
they haven’t already or to the camp
(Scene 3.1).

CHAPTER 3 — My Old
Life
Scene 3.1: The Guards
Area Information
The forest here is densely covered with
evergreen trees. Cold rain is pouring
harder. Wisdom (Perception) checks
for things that are more than 30 feet
away are made with disadvantage due
to the rain. The sun is setting, and the
forest is dimly lit. Rain limits vision to
30 feet.

Creatures/NPCs
A half dozen or so guards (archers,
veterans, spies, master thieves, and/
or an assassin) patrol the outside of
the camp, alert and wary. Their ob-
jectives are to tell passerby to get lost,
and if they refuse to leave, to subdue
monster. She cast greater restoration (from a scroll)
them and bring them to Ghemar for questioning.
to return Flynnad to her late thirties. Flynnad de-
They know someone named Flynnad is back, is
serves to be able to decide her own fate; the sphinx
an old friend of Ghemar’s, and is in Ghemar’s tent
has no right to control her. Flynnad stormed off
right now planning something big. Whatever they’re
talking about revenge. Greyanna wants the charac-
planning is secret because the guards have been sent to
ters to talk Flynnad out of revenge.
keep a watch on the perimeter where they can’t over-
• Carilindë remembers making Flynnad’s first shield
hear.
for her a couple of decades ago. She was as wild as
This is a very hard fight. However, the characters
any other young adventurer. Flynnad’s group of
can make things easier in several ways:
adventurers were having a hard time making mon-
• If the characters assure the sprites that they are
ey. Her elderly parents passed away in poverty after
working for the good of the entire forest, and
the bank took their home due to unpaid debts.
supply them with some delicious people food, the
Flynnad was trying hard to find anything to help
sprites can harass the guards and lead them off into
her family, including dangerous enterprises like
the woods for hours.
robbing Porfindel’s tomb.
• If the characters were cordial with the dark fey, the
redcaps are delighted to hunt these guards down
and silently murder them in a gruesome fashion
one by one.

164
Development
Once the guards are dealt with, the
characters can face off against Ghe-
mar and/or Flynnad (Scene 3.2).

Scene 3.2: The Necromancer


Area Information
The forest here is densely covered
with evergreen trees. Cold rain is
pouring harder. Wisdom (Percep-
tion) checks for things that are more
than 30 feet away are made with
disadvantage due to the pouring
rain. The sun has almost set, and the
forest is dimly lit. Rain limits vision
to 30 feet.

Creatures/NPCs
Flynnad and Ghemar are in Ghe-
mar’s tent discussing plans to attack
Porfindel’s tomb and steal Lady
Porfindel’s bones.
Flynnad wants revenge on Ale-
pha for trying to brainwash her, but
doesn’t want the other kids hurt
(“wasn’t their fault that they fell in
the same trap I did.”) She doesn’t
care what happens to Lady Porfindel.
• The characters can patiently stalk the guards in- Ghemar is a necromancer and has
dividually and take them out silently in groups of rites and rituals that will bring Lady Porfindel under
one or two. Tiranuil can be hired (for 200 gp) to her control and bind Porfindel to serve as Ghemar’s
help do this. (He has the same stats and abilities as military advisor. Ghemar doesn’t care about the sphinx
a master thief for weaker parties, an assassin for av- or the kids.
erage parties, or a drow house captain with wood Flynnad tries to explain to the characters how she
elf racial features for strong parties.) has been wronged and get them to agree to go hunt
• Roleplaying some sort of massive distraction. Lady Alepha with or without her. Ghemar offers to give the
Porfindel is happy to help them plan it. Alepha is characters 200 gp worth of jewelry if they will slay
happy to help them execute it. The townsfolk and the sphinx. If they refuse, she agrees to give them a
the fey are also willing co-conspirators. Outright periapt of proof against poison to sweeten the deal. If the
bribery works as well; these guards are hired mer- characters still refuse, but indicate they won’t interfere,
cenaries and demand significant coin (DM’s discre- Ghemar and Flynnad let them go. If Ghemar and
tion as to what is significant) from the heroes. Flynnad notice their sentries have been hurt, killed, or
driven off, they attack.
Level adjustment:
• 3 level 6 characters: 1 archer, 1 veteran, and 4 spies
• 5 level 8 characters: 3 archers and 4 veterans
• 7 level 10 characters: 1 assassin and 6 master thieves

165
Development
The characters have an important
choice to make here. Do they:
• Subdue Flynnad and take her
back to Alepha? If they do, do the
heroes suggest that Alepha de-age
Flynnad again?
• Kill Flynnad?
• Let Flynnad go free?
• Join Flynnad to hunt down
Alepha?

CONCLUSION: The Choice


Afterwards, Alepha and Lady Porfin-
del desperately want to know what
happened and why it happened.
They want to engage in a deep dis-
cussion about free will and the power
of nature versus nurture. If Flynnad
is killed or left free they are deeply
saddened.

Rewards
If the characters bring Flynnad back
alive Lady Porfindel gives them each
a small book of military history that’s
she’s written posthumously. The
characters can sell it for 500 gp. If
Level adjustment:
they choose to keep it, they roll Intelligence (History)
• 3 level 6 characters: 1 veteran (Flynnad) and 1
checks about military history with advantage if they
mage (Ghemar)
take 10 minutes to look for the answer in the book.
• 5 level 8 characters: 1 gladiator (Flynnad) and 1
necromancer (Ghemar)
• 7 level 10 characters: 1 warlord (Flynnad), 1 nec-
romancer (Ghemar), and 1 minotaur skeleton
Author’s Notes
Thank you, beloved husband, first and always. Thanks
If the fight is too easy, the undead that Ghemar has
also to the women and nonbinary folks who are learn-
buried nearby rise up to assist her:
ing to play D&D right now. I’m SO happy you’re here!
• 3 level 6 characters: 1 or 2 skeletons per round.
• 5 level 8 characters: 1 or 2 ghasts per round.
• 7 level 10 characters: 1 or 2 minotaur skeletons
per round.
About the Author
Paige started playing D&D in 1982-ish and has been
a DM and player her whole life. She runs conventions
(mostly in Atlanta, Georgia) and writes adventures
with her husband. Her other hobbies include travel,
goats, progressive politics, and making the online
D&D community a nice place for good people.

166
Illustration by Dean Spencer

167
Illustration by Liz Gist

168
The Fall of Pygmalion
by S. T. Mannell
Creature: Medusa | Level: 7 | CW: Implied parental abuse

SYNOPSIS CHAPTER 1 — A Sudden Summons


Pygmalion, an ancient ruined city, sits at the heart of The tale begins during the characters’ downtime be-
a blighted wasteland. Beneath the dead city’s palace, tween adventures. Wherever they are—perhaps rest-
there lies a vault with great, unclaimed riches within. ing in a tavern—they receive a letter from a flustered
Upon receiving a letter containing half of the vault's courier. Galatea carefully secured her anonymity while
key, the characters are drawn to Pygmalion, and find it hiring the courier, and they cannot confirm the letter’s
filled with statues and deadly constructs. Soon enough, sender.
they meet the letter's author—a medusa named
Galatea. If they want the treasure, they must help her
find revenge on the one who laid the medusa’s curse
The Letter
upon her, uncovering the ancient secrets of the lost city The edges of the stiff white envelope are
in the process. stained green, like bone dipped in algae. A wax
seal pins the envelope shut, scintillating dully

ADVENTURE HOOK between drab copper and silver tones. Hefting


the envelope back and forth, you feel a heavy
This adventure is intended for player characters of 5th- thumb-sized object within.
7th level. The more players are present, the lower their
level can be.
Characters must make a DC 15 Intelligence (History)
The characters receive a direct invitation in the
check to identify the letter’s seal as the royal seal of
form of a letter. The specifics of the delivery depend on
Pygmalion. On a success, they know that Pygmalion
the campaign the DM integrates this adventure into.
collapsed over two thousand years ago, and they are
aware of the many different accounts of what befell the
ADVENTURE BACKGROUND city. Historians argue over the exact details, but gen-
erally agree that a war was fought over the marriage of
There are a few key secrets that you need to know up-
Pygmalion's beautiful princess, Galatea.
front. First, that the Augur-King of Pygmalion, Ovid,
cursed his daughter, Galatea. Second, that Ovid died
thousands of years ago after locking himself inside of a
vault while his kingdom crumbled.
Third, Galatea’s perception of the passage of time
is frayed, and she does not know that she is immortal
and much older than she realizes.
Finally, Galatea’s curse caused Pygmalion’s collapse.
Her petrifying gaze unintentionally dismantled the
ecosystems surrounding and supporting the city, and
now the countryside is a lifeless wasteland.

169
When they open the letter, read or paraphrase the Keep to the roads! If the party leaves the road, they
following: risk falling into quicksand. Rules for quicksand can be
found in Chapter 5 of the DMG.
"Greetings, heroes. Word of your deeds has Eventually, the party arrives at the open gates and
reached me, and I ask that you lend me your skill. crumbling stone walls of Pygmalion.
Enclosed in this envelope, you will find half of the
key to the lost vault of Pygmalion, which I offer as Development
proof of its existence. I await your aid within the The next chapter begins when the characters enter the
throne room of Pygmalion’s ruined palace, where, ruins.
together with my half of the key, we will open the
vault and claim its riches.
I have included a map to the palace. Stick to
the roads, for the way is dangerous. Your timely
CHAPTER 2 — Meeting Galatea
arrival will prove your worth.” Upon entering the city you find it empty save
The letter is signed simply with the letter for the many statues dotting the streets.
“G.” Half of a clock-winding key remains in the Some are frozen in terror, as though fleeing
envelope. for their lives. Others are locked in eternal
battle, leaping toward some unseen foe. Here
Any character who succeeds on a DC 10 Intelligence and there, you see statues which have toppled
(History) check is familiar with the vault. Additionally, over, cracking into pieces. You stop before a
characters with criminal contacts in the area may have perfectly recreated human face lying amidst
heard of the lost treasure. the cobbles.
Note: As a Tier 2 adventure, the characters are From the gates of the city, you can see the
making names for themselves as heroes of the realm. shape of the palace looming through the fog.
This adventure might be their first taste of their repu-
tation preceding them!
These statues are victims of Galatea's petrifying gaze.
She was forced to petrify many of the guards in self-de-
The Wasteland fense when they turned on her out of fear of the curse.
Galatea is still haunted by accidentally turning hundreds
The characters are a full day’s ride from the wasteland.
of her own citizens to stone as she tried to flee the city.
They know when they’ve arrived, as the earth quickly
turns grey and lifeless, and the trees become withered
and twisted. Rangers and druids do not gain any ter- Streets of the Lost City
rain or environmental benefits while in the wasteland. The characters must prevail over the dangers of the
city streets to reach the palace. Several of the mad
The air grows cold, still, and eerily quiet. There king Ovid’s constructs prowl the streets amongst the
are no birds here, nor even insects. You hear crumbling statuary. The rusting metal that makes up
the faint pulsing of your own blood inside of these automatons squeaks and screeches loudly as they
your head. A green fog descends on the party, patrol.
thickening as you press on, until you can barely If the characters fight the constructs, use the
see the road a few feet before you. animated armor stat block. The constructs appear in
groups of 1d4 + 1.
Rangers or druids who succeed on a DC 15 Wisdom
(Nature) check can tell that the wasteland is part of a
magical curse that has severed the connection between
Galatea's Fountain
The party comes across a statue of a beautiful wom-
flora and fauna. On a roll of 20 or higher, they spot
an standing in the center of an ornate fountain at
evidence—a tiny stone bee lying by the roadside.
the base of the palace. The base of the fountain is 30

170
feet in diameter and dry. A message in the ancient
"I was princess here, long ago. I was young. I
Pygmalion language is carved into the bottom of the
had suitors. They came in droves from neigh-
fountain. Characters with an Intelligence score of 20,
boring kingdoms. Most of them were tiresome,
the Linguist feat, or who succeed on a DC 20 Intel-
but a few were not." She sighs. "But... it was
ligence (History) check, can translate the message. It
decided that I was an embarrassment. That I
reads: “Dedicated to the King's fair daughter, Galatea.
was immoral. A libertine. The court-wizard did
May she continue inspiring the sudden pilgrimages of
this to me as punishment." The snakes coiling
princes from afar for many years to come!”
around her neck and shoulders hiss, but her
anger subsides quickly. "I’d never wished harm
The Throne Room on anyone in my life, but it wasn't long before I
brought the whole kingdom to its knees. I stayed
A single, lit torch welcomes you to the palace, here, exiled from the world, in a great cemetery
and you swiftly notice more—a path left for of my people." She laughs, light as a feather. "I
you to follow through the ruins. As you go, think... that my punishment may have been too
you find more and more statues. Some of great."
these statues are less eroded than others, and
you recognize styles of clothing from different
What Does Galatea Sound Like?
nations throughout history. Eventually, you
Galatea sounds tired. She speaks clearly and succinctly,
push through a narrow corridor crowded with
but hundreds and hundreds of years of self-imprison-
stone figures, and find yourself in the throne
ment wear on her.
room.
Here, there are easily a hundred of the
What Does Galatea Want?
eerie sculptures, and all seem as though they
Galatea wants to kill the one who cursed her, and
have been petrified in the midst of battle.
she is convinced that their death will lift the curse.
Archers eternally knock their arrows. Mages
She tells the party that as the city fell, she saw the
permanently recite words from tomes. And
court-wizard lock himself in the vault, to escape Pyg-
at the back of the room, a woman sits on the
malion’s destruction. She is convinced that his magic
throne.
has kept him alive. Furthermore, she takes her contin-
ued curse as evidence that he lives.
Roleplaying Galatea
Your depiction of Galatea is a major part of the ad- What Does Galatea Know?
venture and the characters’ conversation with her is an She knows that it was really her father, Ovid, who
opportunity for your group to stretch their roleplaying cursed her, but she does not share this with the party,
muscles. as his betrayal embarrasses her.
You may describe Galatea however you want, but The world progressed without Pygmalion, but
there are a few key points to note: She is unarmed— Galatea thinks that only a few decades have passed, not
her sword and shortbow are behind the throne—and two thousand years. The party must prove this to her,
wears a blindfold. Galatea only uses her Petrifying or else she does not believe them.
Gaze in self-defense. Galatea’s sudden immortality is a severe burden on
First, she asks the party to listen to her story. If her memory and perception of time. She attempts to
they refuse, they are free to leave, but she demands distract the characters with talk of treasure if they force
they return the fragment of the vault key. If they ask the subject of her timeline’s inconsistencies.
about the petrified adventurers in the throne room, she
explains with genuine sadness and regret that many of What Does Galatea Need the Party For?
them tried to kill her the moment they saw her. Her This will likely be the party's number one concern.
story is thus: Why does Galatea need them if she has both parts of
the vault key?

171
First, she needs help navigating the palace because The door is magically sealed, two-foot thick marble,
of her blindfold. She has become extremely attached and can be opened without the key, but this is dan-
to it, and hates taking it off, even when alone. While gerous. A glyph of warding is inscribed on the door
wearing the blindfold, she is considered blinded. and any attempt to tamper with it triggers the rune to
Second, and more importantly, she cannot get past erupt with magical energy in a 20-foot sphere centered
the guardian of the vault’s entrance alone. on the glyph. Each creature in the aura must make a
successful DC 15 Dexterity saving throw or take 5d8
fire damage, or half as much on a success.
Development The two halves of the winding key stick together
Reaching an agreement with Galatea, or taking her
magnetically. Once the key is placed in the keyhole
piece of the key, prompts the next part of the adven-
and turned, the mechanisms on the face of the door
ture.
shift. The grinding, ratcheting noise of the door open-
ing can be heard for three hundred feet. It takes thirty
CHAPTER 3 — The Vault seconds to unlock the door, after which it swings open
silently.
The final part of the adventure takes place in the vault
room beneath the palace. Galatea knows the way, but
she needs the party to guide her around the statues Development
littering the hallways. Entering the vault prompts the conclusion of the
adventure.
The Vault's Guardian
A lone shield guardian guards the vault. Augur-King
Ovid was an accomplished spellcaster, and he stored a
CONCLUSION
single casting of the wall of fire spell within the shield You enter a long, narrow stone room beyond
guardian, which it can cast as an action after it is re- the vault door. Coins and gemstones sparkle
duced to half of its total hit points. brilliantly in the dim light within. A skeleton
A larger party is liable to steamroll the shield guard- adorned with a thin crown rests on a pile of
ian before it can challenge them, even if they are far gold at the far end of the vault.
below the recommended tier for this adventure. If the
party has more than three members, consider adding
a group of the same automatons that patrol the city Galatea's Reaction
streets to this encounter. If Galatea has her blindfold on she asks the charac-
If Galatea joins the party in combat, you can offer ters to describe what they see. Galatea immediately
her role to a player, using the medusa stat block from understands that the skeleton is her father and takes
the Monster Manual. While blindfolded, she is con- this as evidence of how much time passed without her
sidered blinded. Also note that a medusa’s Petrifying noticing. With horror, it dawns on her that even if she
Gaze feature works against all creatures, including could remove the curse, she might immediately suc-
constructs. cumb to her old age.
Put yourself in Galatea’s position and imagine
realizing you are unjustly cursed forever. It is a difficult
Opening the Vault role to play, so don't worry if it doesn't come across
exactly how you want it to!
A ten foot tall circular marble door stands The party is free to ignore or help Galatea however
before you, set into the stone. Its face is pat- they wish. She does not stop them from leaving, but
terned with tarnished brass and copper cogs, fights back if they attack her for any reason. If the
wheels, and springs. In the very center of the party searches for another way to lift the curse, she
door is a small circular keyhole. goes along with it, even if you decide that stripping

172
away her immortality will kill her. Galatea is liable to
befriend the party if they convince her to live on as a
Author’s Notes
Thank you to Ashley Warren for the wonderful oppor-
medusa.
tunity to work alongside so many other great writers
and artists! The organization of the Uncaged anthology
Ovid's Remains was a massive undertaking, and it’s been fantastic to see
The king's skeleton is so old that it turns to dust the so many people working hard to pull it together.
moment it is touched or moved. This adventure was heavily inspired by the Autom-
He still wears the shield guardian’s command amu- ata episode of the BBC podcast "In Our Time." In it,
let, but the magic of the vault door has suspended its one of the guests talks about how Mary Shelley’s Fran-
control. With the door opened the characters can now kenstein twists the gender politics of ancient myth. In
command the construct, if it is still intact. Ovid’s Metamorphoses, Pygmalion’s male gaze brings a
By his left hand is his spellbook. Much of the paper female statue to life. In the myth of the Gorgon, the fe-
has cracked under the weight of time, but a few pages male gaze turns men to stone. The guests in the podcast
may be saved. Characters can examine the spellbook’s posit that this sort of gender politics is always present
contents with a successful DC 19 Dexterity check to in stories about automata. Male engineers try to create
gently turn the pages. It contains the spells wall of fire, life and displace females in the process, and this leads to
mass suggestion, and delayed blast fireball. Characters ‘catastrophe for the human race.’
must copy these spells into their own spellbook while This was at the back of my head when writing Fall
inside the vault, as the pages are too old to move very of Pygmalion. It’s a bit on the nose, but my general
far. goal was to take all of the above and use it to comment
less on automata, and more on autonomy, something
that women constantly have threatened. In this story,
The Lost Treasure of Pygmalion Galatea’s autonomy is taken away once the curse is
Use the “Treasure Hoard: Challenge 5 - 10” table on
placed on her, and I wanted to give players the challenge
p. 137 of the DMG to decide the treasure within the
of finding ways to give it back to her.
vault. You can even ask the players to roll on this table
More than anyone else involved in the project,
themselves.
I would be remiss not to mention my partner, Julia
If you would rather not leave the reward up to
Holden. She reads everything I write, in keeping with
chance, the vault contains the following:
the commonly forgotten law that no male writer should
• 2d6 x 100 cp
ever publish anything without non-male editing. When
• 2d6 x 1000 sp
she heard about Uncaged, it was her idea to tell a story
• 4d6 x 100 gp
about Medusa as a woman unfairly punished by her
• 2d6 x 10 pp
own father for promiscuity. This work is hers more than
• 3d6 100 gp gemstones
it is mine.
• 1x necklace of fireballs
• 1x cloak of protection
• 1x spellguard shield
Feel free to add or remove items as you see fit.
About the Author
S.T. Mannell currently writes from a demiplane known
as Auckland, New Zealand. You can find more of their
Experience Points work on DM’s Guild, crypticparlour.com, or follow
The experience points gained in this adventure depend them on twitter at @crypticparlour.
on the method your group has chosen for levelling up.
If using standard rules, use the values given in the core
books. If using milestone experience, consider allowing
the party to gain a level once they have opened the
vault.

173
174
Tier 3
175
Illustration by D.W. Dagon

176
Call of a Mother
by Anthony Beal
Creature: Penanggalan | Level: 10 - 12
CWs: Themes of arson, infanticide, and body horror

SYNOPSIS Nyari lay dormant until Kar’heeta, a former priest-


ess of Lolth, arrived. Despising Lolth, Nyari pushed
The distant hospice of Mother's Hope has been de-
against her bonds, causing the uneasiness Eleana felt
stroyed. For centuries it was a safe haven for expectant
near Mother’s Hope. As less children were born at the
mothers and their newborns. The destruction of the
hospice, her influence grew, until Eleana’s attack inad-
hospice above has awakened something below, for
vertently freed her.
Mother's Hope held a secret. An ancient evil stirs, her
This adventure works best when you slowly build
name lost to time, but soon to be whispered anew.
the tension and dread. The room descriptions are
functional, but feel free to embellish them to your own
ADVENTURE HOOK tastes. This includes adding additional rooms, but be
careful not to tax player resources too heavily.
Call of a Mother is for 3-4 characters at 10th-12th
As a final note, this adventure can be deadly. The
level. The adventurers must unravel the secret hidden
danger should be emphasized to players. The informa-
below the remains of Mother's Hope before it claims
tion in the Priest’s Journal is essential. If your players
their lives.
find a way to circumnavigate the ghoul tunnels, be
sure to give them an opportunity to find the journal,
ADVENTURE BACKGROUND or have Kar’heeta or Eleana find it for them.
The creature in this adventure is an undead called a pen-
anggalan. She appears as a humanoid woman during Featured Characters
the day but at night, her head and her entrails separate • Kar'heeta: A female drow nearly 400 years old,
from her body. She flies out in search of blood, prefer- she was a midwife at Mother's Hope. Kar’heeta
ring new mothers and infants. She returns to her body was once a priestess of Lolth, but gave up her faith
before daybreak, soaking her swollen organs in vinegar and left the Underdark when her son was taken
before reattaching her head to her body. away from her.
The penanggalan in this adventure is Nyari. Once a • Eleana: A human woman in her mid-forties.
powerful celestial, she believed that morals would soon Tough and grizzled, Eleana is still grieving the
overrun the Material Plane, and began a sacrificial cult. death of her only daughter. She is unknowingly
At the moment of her execution, Orcus saved her body descended from the priests that sealed Nyari.
and soul, and she became the first penanggalan. Only • Nyari (spirit): The first penanggalan. She is
Nyari can create new penanggalan. vicious, intelligent, and devoted to Orcus.
She was imprisoned by the Order of Sacred Light, • Seeta, Brianne & Ventra: Midwives who fled
who built Mother’s Hope above her tomb to keep her Mother's Hope during Eleana’s attack.
sealed. Each time a child was born in the hospice, the
divine energy released renewed the magic binding her.
The Order hunted her penanggalan daughters to extinc-
tion.

177
CHAPTER 1 — Scourge of New Life eral smaller sets of tracks leading into the cave as well
as heavy boot prints. No tracks exit the cave.
The interior of the cave is shallow. Along the back
Each of you was awakened in the night by
of the cave there is a doorway that Kar'heeta says was
the same lucid nightmare. A tide of blood.
not there before. The entrance is framed by three piec-
Screams of women and infants. A cold, mon-
es of stone, each carved with arcane runes which are
strous presence pressing against your minds.
now cracked. A successful DC 16 Intelligence (Arcana)
In the morning, black smoke rises over
check identifies the runes as a potent illusion spell.
the treeline, portending something dreadful.
Something happened that shattered the magic.
Mother’s Hope, a hospice for the care of preg-
The entrance leads to a dark corridor of smooth
nant women and newborns, is burning. You
worked stone. A successful DC 16 Intelligence (Histo-
move as swiftly as you can, uncertain of what
ry) check identifies the tool marks and techniques used
horrors you will find when you arrive.
for this construction to be from more than a millenni-
um ago.
Arriving at Mother's Hope, the party find the husk of
the building, ravaged by fire and collapsed in on itself.
A female drow in a smock is near the building. Her Development
body is covered in small cuts and abrasions, and her The party enters the corridor to continue searching for
smock is smeared with dirt and plant matter. She pulls the lost midwives.
a large chest from the rubble and opens it with a key.
When the party approaches, she panics and draws
a rapier from the chest. Realizing that the party is not CHAPTER 2 — Mother of the
who she thought, she lowers the rapier. She introduces
herself as Kar’heeta, one of the midwives. Headless Maidens
Mother's Hope was destroyed by a woman named The corridor continues for 100 feet before opening
Eleana, the leader of a mercenary company. Eleana had into a small chamber. Two arches lead out of the
claimed for years to feel an evil presence on the hos- chamber on the left and the right. To the right, anoth-
pice grounds, warning away everyone she could from er corridor leads deeper beneath the hill while on the
seeking their aid. left is a round room with murals on the walls.
Three days ago, Eleana’s daughter went into labor, A massive 8 foot tall statue sits against the far wall,
and Eleana hesitated to call the midwives. When she the figure a bloated, winged demon holding an im-
finally did, it was too late, and both mother and child posing weapon in its right hand. A successful DC 12
died. Drunk and lost in her grief, Eleana and her Intelligence (Religion) check identifies the figure as
soldiers burned down the building and the midwives Orcus, Demon Prince of the Undead.
scattered into the woods. There were ten midwives in
total, including Kar’heeta.
As upset as she is, Kar’heeta understands Eleana’s
Mural Room
The murals are as beautiful as they are grotesque,
pain and so far no one has come to harm. She asks the
stretching from floor to ceiling, moving clockwise in
party to help her find the other midwives and make
four panels. In the first, an impossibly tall woman
sure Eleana doesn’t hurt anyone. She has a pretty good
stands at the center of a group of women. Her features
idea of where to look for the others. There’s a small cave
are demonic and her expression evil, yet the women
nearby that they might have taken shelter in.
kneel in reverence. On the second, the tall woman’s
head separates from her body along with her internal
Cave of the Mother organs. The heads of the kneeling women do the same.
It takes an hour to reach the Cave of the Mother on The third shows these severed heads brutally attacking
foot. The entrance is in the side of a hill that resembles a village, mostly women and infants. The final panel
the belly of a pregnant woman. With a successful DC mirrors the first.
14 Wisdom (Survival) check, a character discovers sev-

178
Dead End the intent to destroy a powerful undead creature and her
The corridor continues for 50 feet before turning minions. He refers to her only as the Mother.
sharply to the left for another 20 feet. This shorter To defeat the Mother, they constructed four golden
corridor has several collapsed side corridors and small lances imbued with divine power. They knew that the
tunnels positioned near the floor, about 4 feet wide Mother, as a servant of Orcus, was too powerful for
and 2 feet tall. It then opens into another chamber. them to destroy. Instead, they intended to prevent her
The sounds of battle echo from within. from returning to the Abyss by using the lances to trap
In the chamber, Eleana stands at the center of a her in her physical body. To ensure that she was forgot-
bloody mess. Three of her men and one ghoul lay dead ten, the priest gathered all known records of her and
on the ground as she holds off two more ghouls. destroyed them.
Once the ghouls are dealt with, Eleana spots
Kar’heeta. Kar’heeta demands to know what Eleana has The undead they hunted were called penanggalan,
done with the other midwives. Eleana says that she has daughters of the Mother. The journal contains basic
done nothing to them, but that obviously her instincts information about the penanggalan as well as the
were right. Eleana long suspected the midwives were following.
hiding something. • They are resistant to turning and grant that resis-
While this is happening, have the party make a DC tance to other undead in their proximity.
20 Wisdom (Perception) check. A success means that • Their entrails can infect a person with a deadly
they see the ghoul that scurries out of the tunnel in the disease if touched.
corridor behind them, dart up the wall and remove a • Destroying their bodies while their heads are
stone from the ceiling. Regardless, the entire corridor detached limits the penanggalan’s regeneration and
collapses behind them, burying the ghoul and their only ensures that at sunrise the creature will die.
exit. A long, low laugh echoes throughout the chamber. Kar’heeta remembers a legend told among the drow
Realizing that they face some new danger, Kar’heeta about an entity from long ago that set itself against
and Eleana form a shaky truce. It would take days to dig Lolth. The legends are unclear as to what started the
out the corridor. The only way out is through the small conflict, but the entity in the stories was called the
tunnels. Mother.

Ghoul Tunnel Development


The tunnels eventually connect together. This new After finding the priest’s journal, the party moves
tunnel continues for more than 100 feet, and progress through the corridor to the final chambers.
is slow and tense. The skeletal remains of a priest await,
50 feet down the corridor. His hand rests atop a journal
and a small medallion hangs around his neck. CHAPTER 3 — Exalted Priestess
The medallion is made of steel, and a successful DC
14 Intelligence (History or Religion) check identifies the of Orcus
symbol as the Order of Sacred Light. The Order has not The corridor is short, with a smaller doorway on the
existed for several hundred years. Curiously, the symbol left and a set of descending stairs at the end. In the
of Eleana’s mercenary company shares many similarities, center of the corridor is the body of a small gnome
though she is unaware of any connection. woman being consumed by a ghoul. As it hears the
The journal takes some time to go through, but pro- party, the ghoul darts into one of the small tunnels,
vides a lot of useful information. dragging the body with it. Only a bloody smear re-
mains. Kar’heeta recognizes the body as that of Seeta,
one of the lost midwives.
Priest’s Journal
The priest was part of the Order of Sacred Light and
came to this place as part of a large hunting party with

179
Feeding Room or body, Nyari laughs, explaining that she is using her
This room is nearly 70 feet long, the floor stained former body as a conduit to speak, but her spirit has
brown with blood. Lining each side of the room are a returned to the Abyss.
series of wooden beds equipped with stirrups. These Nyari thanks Kar’heeta and Eleana for freeing her
stirrups have an iron cage intended to lock the legs in from confinement and allowing her to return to the
place, as well as iron bands to immobilize the head and Abyss. When Kar’heeta and Eleana deny helping her,
arms. Several of them contain skeletal remains. There Nyari is bemused. She tells them that once the lanc-
are more of the small tunnels in this room as well. es pierced her body, the priests knew the magic was
Kar’heeta stares as if lost in some distant memory. already weakening. Cleverly, the Order of Sacred Light
She wonders out loud “if he is in such a place.” While built Mother's Hope directly above this chamber. They
she still lived in the Underdark, she had a son who was linked the building to the same magic as the lances.
taken from her the day he was born. She searched for Every time a child was born, the release of divine ener-
him for years but never found a trace of him. Dis- gy renewed the magic of the lances.
gusted with the depravity of drow society, she left the Over the centuries, Nyari became dormant. When
Underdark for the surface. Kar’heeta arrived at Mother's Hope, Nyari’s hatred of
the drow and Lolth woke her from dormancy. Eleana
“I hold no illusions as to his fate. Most likely is a descendent of one of the priests who bound Nyari,
he is dead, or transformed into some abomina- and it was her evil that Eleana sensed at Mother’s
tion beyond recognition. Still, a mother always Hope. When Eleana burnt the building, she shattered
hopes.” the bonds holding Nyari.
Tactics: Nyari engages the characters in conversa-
A moment passes between Eleana and Kar’heeta, both tion for as long as she can.
recognizing that they are more alike than they thought. If pressed as to why she is sharing this, or when
she finishes her tale, Nyari says she was stalling for
sundown. At that point two things happen. First, both
Throne Room doors in the chamber lock with an audible click. Sec-
The stairs descend to a set of double doors that are nei- ond, the two giant stones in the corners descend, their
ther locked or trapped. They lead into a square cham- chains throwing clouds of rust, and raising thick metal
ber, 80 feet on each side with ceilings 50 feet high. In doors over each alcove. The doors each have a 1-inch
the far corners, two massive stones are set, attached to wide slit in their center.
rusted chains, suspended in the air.
The left and right sides each hold four small al- “I’d prefer you all die here. Anonymity has its
coves. In the farthest of these alcoves, one on each side, advantages. If you live, well, then my name will
Brianne and Ventra kneel in silence. They do not re- be whispered in hushed tones once again.”
spond to either verbal or physical interactions. More of
the small tunnels are positioned between the alcoves. The sound of claws on stone mixed with terrible
Centered on the back wall is a large stone throne screams rises from the tunnels, but is overpowered by
atop a platform. Seated on the throne are the mummi- the wet, tearing sound coming from the alcoves. The
fied remains of a woman. At her full height she would disembodied heads of Brianne and Ventra, now pen-
have been nearly 10 feet tall. Her head rests in her lap. anggalan, squeeze through the tiny gaps in the door
Four golden lances pierce her body and the throne. To just as the first ghouls emerge from their tunnels.
the right of the platform is a door.
Once they enter, the party is welcomed by a raspy,
feminine voice that booms around the room. She in- Combat
troduces herself as Nyari, Scourge of New Life, Mother Brianne and Ventra’s penanggalan forms attempt to de-
of the Headless Maidens, Exalted Priestess of Orcus. stroy the strongest characters first. If someone destroys
Her voice is coming from the mummified head but their body, the penanggalan fly into a rage, and target
it is not moving. If the party tries attacking the head the party member or members responsible.

180
The ghouls attack anything that they can get to One of them gives the party one half of a pair of send-
and flee when both penanggalan are slain. An option- ing stones to relay any information they find.
al wave of four ghouls can be added. They enter on The party watches as the woman or women disap-
initiative count 20 (losing ties) during the third round pear into the dark.
of combat.
Kar’heeta is an assassin but uses a rapier (1d8+3
piercing damage). She moves to intercept the ghouls, Rewards
knowing she is immune to their paralysing touch. El- Enemies Defeated XP (per defeated)
eana is a knight with an additional 40 hit points. She Ghoul 200
positions herself to make use of her Leadership ability. Penanggalan 10,000
If reduced to 0 hit points, both Kar’heeta and Eleana
make death saving throws. Challenges Completed XP
The chains attached to the large stones are old Kar'heeta lives 2,000
and brittle, with an AC of 10 and 10 hit points, and Eleana lives 2,000
resistance to piercing damage. They can be targeted by
melee or ranged attacks. Breaking a chain causes the Items Value
alcove doors on that side of the room to retract. Throne Room Golden Lances
x4 (2,500 gp each)
Kar'heeta or Eleana Sending stone
Development
When both penanggalan are dead, any remaining
ghouls flee the area.
Author’s Notes
The penanggalan is a horrifying creature, both in
CONCLUSION appearance and in the fears that she represents. Giving
birth, during any time period, can be a dangerous,
After the battle, a quick search of the room reveals a
harrowing time for both mother and child. Infection,
lever in the far right alcove that releases the locks on
toxic shock, birthing complications, and even S.I.D.S.
the doors. The lances can be pulled from Nyari’s body.
are frightening realities. Those fears are given a face in
Characters who make a successful DC 12 Intelligence
the penanggalan.
(Arcana) check realize the magic in them is broken,
In Malaysian folklore, penanggalan are women
but they still look valuable.
who are cursed into becoming a monster, by making a
Each of the alcoves has a series of arcane runes
demonic pact for eternal life or beauty, and failing to
inscribed inside. A successful DC 16 Intelligence
uphold the bargain. With Nyari, I rejected that notion,
(Arcana or Religion) check deciphers their meaning.
creating instead an undead matriarch powerful enough
These runes channel Abyssal energy for some purpose,
to tangle with entities like Lolth without fear. Nyari
most likely to create penanggalan.
represents the same fears as all penanggalan, now or-
Exiting the chamber through the far door, the party
ganized and focused. She is completely devoted to the
moves through a short corridor that splits left and
ideals that Orcus embodies.
right. The left leads further into the dark. A breeze
Women have been measured throughout history by
comes from the right where a circular shaft leads up to
their willingness and ability to have children. Societies
the surface. Some of Eleana’s men are near the top and
have often seen those women who can’t or won’t have
lower a rope.
children as somehow abnormal or broken. Mother-
If Kar’heeta and/or Eleana survived they tell the
hood, like all things to do with a woman’s body, is a
party that they will continue to explore beneath Moth-
choice. It belongs to her, despite history and society’s
er’s Hope, hoping to find the other midwives, who
attempts to say otherwise.
they believe (correctly) have been transformed into
Nyari represents an alternative, albeit a dark and
penanggalan. They ask the party to scour the surface
twisted one. Her emergence in a larger campaign
for any information that might still exist about Nyari.
setting can have a direct impact on the world. How

181
do societies that place women
in a subservient role react when
some flee to join Nyari, hoping to
become one of her penanggalan
daughters? Does it cause massive
societal changes or do they react
by trying to re-enforce those tradi-
tional roles more harshly?
Special thanks to Alec, Aman-
da, Annie, Jeremy, and Peter for
playtesting and feedback for this
adventure.

About the Author


Anthony Beal lives in Northern
Ohio. A relative newcomer to the
world of D&D, he has enjoyed
the creative freedom the game
offers and the diversity of people
involved in play. This is his first
published adventure. He can be
reached @ajbeal85 on Twitter.

182
Penanggalan body is reduced to 0 hit points it is destroyed and
she loses her Regeneration and Legendary Resis-
Medium undead, chaotic evil
tance. The penanggalan dies at sunrise if her body
Armor Class 16 has been destroyed.
Hit Points 144 (17d8 + 68)
Speed 0 ft., fly 40 ft. Actions
Multiattack. The penanggalan makes one tongue
STR DEX CON INT WIS CHA attack and one gut attack.
14 (+2) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 8 (-1)
Tongue. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Saving Throws Dex +9, Wis +7 one creature. Hit: 10 (1d8 +4) piercing damage. Make
Skills Perception +7, Stealth +9 a Constitution saving throw, DC 17. The target creature
Damage Immunities Poison takes 2d8 necrotic damage on a failed save, or half as
Damage Resistances necrotic; bludgeoning, much on a successful save. The penanggalan regains
hit points equal to the amount of necrotic damage
piercing, and slashing
dealt.
from nonmagical weapons
Condition Immunities charmed, diseased, Gut Attack. Melee Weapon Attack: +9 to hit, reach
poisoned 5ft., one creature. Hit: 9 (1d8 +4) acid damage. Make
Senses darkvision 120 ft., passive a Constitution saving throw DC 17. On a failed save,
Perception 17 the target creature is considered diseased. While
Languages Common, Abyssal diseased, the creature loses hit points at the start of
Challenge 13 ( 10,000 XP) its turn equal to 5 minus its Constitution modifier
(minimum 1) and has disadvantage on attack rolls
and saving throws. The creature can repeat the save
Slip Through. The penanggalan can use an action at the end of each of its turns, ending the effect on a
to squeeze herself through a space as small as 1 success. If the creature fails the saving throw three
inch wide. times, the disease take hold and must be cured by
some other means.
Legendary Resistance (3/day). If the penanggalan
fails a saving throw, she can choose to succeed Legendary Actions
instead.
The penanggalan can take 3 legendary actions, choos-
Regeneration. The penanggalan regenerates 20 ing from the options below. Only one legendary action
hit points at the start of each of her turns. option can be used at a time, and only at the end of
another creature's turn. The penanggalan regains
spent legendary actions at the start of her turn.
Turning Resistance. The penanggalan and any
undead within 30 feet of her have advantage on
Move. The penanggalan moves up to her speed with-
saving throws against effects that turn undead.
out provoking opportunity attacks.
Body Vulnerability. The penanggalan’s body is
Gut Attack. The penanggalan makes one Gut Attack.
vulnerable to attack while the head is detached.
Her body has an AC of 12 and 35 hit points, and Tongue Attack (Costs 2 actions). The penanggalan
is considered paralyzed. If the penanggalan’s makes one Tongue Attack.

183
Illustration by 1manstudio

184
Something This Way Slithers
by Paul Keiter
Creature: Erinyes + Naga | Levels: 10 - 12

SYNOPSIS Mishara’s daughters if their hearts remained pure and


they continued to protect the village. Dominah was
Jalambad was once a peaceful village nestled between
willing, but Kelexa felt the deal stripped her of her
the Dirus River and the Vasha Forest, but peacefulness
freedom of choice. Mishara agreed to the deal without
has been replaced by fear. It began with the disappear-
her daughter's consent, which Kelexa resented.
ance of one of the villagers. Days later, a large serpent
Years passed; Mishara passed away and Kelexa’s
was spotted nearby. The village priest is looking for
resentment grew. Dominah tried to convince Kelexa
help to find the missing villagers and solve the mystery
to accept their duty but this deepened Kelexa’s resent-
of the disappearances. Will the adventurers be able to
ment, which became directed at Dominah. One day,
free the village from the coil of fear suffocating it and
Kelexa was approached by a strange man who offered
prevent the serpent from striking again?
her power and immortality without being bound to
Mishara’s deal. In return, Kelexa had to attack the
ADVENTURE HOOK village and break her mother’s promise. With her
resentment boiling over, Kelexa agreed. Dominah tried
Something This Way Slithers is intended for characters
to stop Kelexa, but Kelexa turned her sister into a giant
of 10th-12th level. The party could hear a rumor about
snake. Dominah drove Kelexa away and retreated to
the missing villagers of Jalambad from tavern gos-
a nearby temple, where she protected Jalambad from
sip, from a passing merchant, or by stumbling across
afar. It wasn’t long before Kelexa realized she had been
Jalambad while adventuring. Alternatively, the party
tricked by the strange man. She aged, died, and found
could hear rumors of an erinyes they are tracking.
immortality in the Hells. Anger and hate fueled her
as she worked to become an erinyes. She aimed to
ADVENTURE BACKGROUND become as powerful as Zariel and Glasya so she could
punish all who wronged her.
Long ago, Mishara protected the village of Jalambad.
Generations continued to pass, and the story of
Generations benefitted from her protection. Some
the three women faded into legend even as Kelexa
thought Mishara was chosen by the gods, and a few
schemed. She formed a small cult near Jalambad by
thought she was a god. After years of longing, Mishara
striking a bargain with Chhaya, a priest who shared
decided she wanted her own children and prayed fer-
in her rage. Chhaya agreed to help gather victims for
vently. The gods answered her prayers, and she birthed
a ritual which would allow Kelexa to gain power; in
twin daughters, Dominah and Kelexa. Having a
return, Kelexa promised Chhaya power and freedom.
mother whose time was divided between them and the
Their plan was working until Dominah disrupted their
village impacted the two girls. Dominah considered
third kidnapping. Dominah took the villager to her
the villagers as part of the family, while Kelexa felt ne-
temple to protect him.
glected having to share Mishara with the villagers. As
her daughters entered their teen years, Mishara worried
about their safety. She prayed again for her daughters’
protection. The gods offered immortality for

185
Dramatis Personae
Chhaya (LE female human priest)
CHAPTER 1 — Jalambad
• Pushed by parents who wanted higher standing in You are travelling through a forest of neem
the caste system trees which tower over you. The leaves shade
• Resents the position you from the hot sun, and rustle due to a slight
• Desires power and freedom breeze, which helps cool you. As you travel, the
• Outwardly tries to fit the part forest thins and you see many circular stone
• Sometimes can betray true feelings through facial homes with thatched roofs that extend a foot
expressions beyond the walls of the houses. Many have a
• Can promise special healing potions/salves in smooth outer wall, while a few show the brick-
return for help (acts as potion of greater healing) work from which the houses were made.
Some of the villagers tend to aloe vera and
Lomash (NG male human) ashwagandha, an evergreen shrub that stands
He is a sadhu—someone who has surrendered all fam- a few feet tall and is thick with leaves that have
ily, social responsibilities, and material possessions to reddish-orange berries scattered among them.
pursue enlightenment by meditation, devotion, study As you enter Jalambad, the villagers stop their
of sacred texts, self-mortification, and pilgrimage. work and gather around you, talking excitedly
• Dedicated life to studying history of Jalambad and slowing your pace.
• Knows the true story of Mishara Suddenly, a woman bursts through the
• Is wary of Chhaya, feels she is not devoted enough crowd and throws herself at you. Her face
• Older, balding spot on head, surrounded by long is tear-streaked and she cries, “My Dada!
white hair My grandfather! He has been missing for days!
• Every time he ends a sentence, he trails into soft Please, you must find him!” The woman contin-
mumbling/chanting ues to cry and plead with you.
• Returned from pilgrimage two days ago and has After a few moments, the crowd parts and
no knowledge of recent events another woman approaches. “I am Chhaya,
priest for the village. Some of our people have
Preetha (NG female human) disappeared. Could you help us find them?”
Mother who approaches the party to ask for help.
• Grandfather is missing Although similar on the exterior, each building interior
• Traumatized, almost hysterical has its own unique decoration including mirrors.
• Suggests party speaks to Lomash Around the village are large aloe plants, ashwagand-
• Offers all she owns (family heirloom: hand-carved ha, turmeric, and other vegetation that can be used for
obsidian elephant) healing. On a successful DC 10 Intelligence (Nature)
check characters know aloe can be used to heal burns,
ashwagandha can be used to help reduce anxiety, and
both ashwagandha and turmeric powder can be used
to make healing potions.
Three individuals (Suresh, Leela, and Madhan)
have gone missing recently. If the party speaks with
Preetha, she suggests they speak to Lomash. Preetha
offers a small hand-carved obsidian elephant (value
100 gp) as a reward if needed. The party can speak
with other villagers, but they give few clues, other than
who was kidnapped and where. Roll a d8 on the table
on the next page for a rumor. Although incorrect, each
villager believes these rumors to be possible.

186
1. Snakes came out of the ground and carried them Lomash’s hut
away
2. Eaten by tigers You walk east through a lush forest of neem
3. Tired of village life and left for another village trees that stretch upwards over forty feet.
4. Taken by the Nambe tribe who live by the Tansi Their long, green leaves shade you from the
Hills sun above. A small path branches to the north
5. Punishment by gods for secret transgressions and the larger path continues to the east.
6. Carried off by giant eagle, which lives in Mount
Buresh The path to the north leads to Lomash’s (see Drama-
7. Each of the missing left on a pilgrimage tis Personae) hut. His hut is similar to those seen in
8. Wandered into the forest at night and got lost Jalambad, though a little more sparsely decorated. If
the characters approach and are friendly, he welcomes
Talking with Chhaya them into his small abode and offers them tea. He
Chhaya is responsible for the disappearance of Suresh relates the story of Mishara and her daughters if asked
and Leela at the behest of Kalexa, but no one in the about the history of the village. If persuaded on a
village knows this and she does everything possible to successful DC 15 Charisma (Persuasion) or Wisdom
hide it. Madhan was protected by Dominah after she (Insight) check, he says he thinks Chhaya should be
learned of Kelexa’s plot. Chhaya takes advantage of this doing more because a priest’s duty is to the village and
and accuses Dominah, helping Kelexa get vengeance the priest should be the one protecting the village, not
on her sister. If the characters are willing, Chhaya outsiders.
brings them to the temple courtyard. The characters The journey to Dominah’s lair takes another three
are given food and Chhaya tells them the following: hours from where the path splits.
• There are three missing villagers
• The first (Suresh, the grandfather) went missing Outside Dominah’s Lair
seven days ago, the second (Leela), five days and
the last (Madhan) three days ago You have walked for a few hours and the trees
• There are no witnesses for the first two kidnappings have thinned around you. Through the trees,
• A large snake creature was seen near the third the side of a small mountain rises to the east.
kidnapping As you approach, a structure appears to be
• She can give them general directions to Dominah’s carved into the side of it. Although the stone
lair appears, you can see time has not erased all
of the details.
Development Four stone elephants support columns
Once the characters have spoken to people in Jalam- spaced five feet from each other. Under the
bad and decide to go to Dominah’s cave or Lomash’s stone roof, about five feet behind the col-
hut, proceed to Chapter 2. umns, is a carved wall decorated with detailed
carvings of humans and animals. Centered in
the wall is an opening.
CHAPTER 2 — Naga’s Temple If the characters search the outside, on a successful DC
Roll a d6 on the random encounter table below.
1. 2 elephants crash through the forest 10 Wisdom (Perception) check they find molted snake
2. A small herd of chital/spotted deer (white spots on skin.
body/fur), which will run when spotted
3. 2 giant apes
4. 6 ankheg
5. 1 venom troll
6. 1 gnoll fang of yeenoghu and 1 shoosuva

187
Inside the Naga’s Lair ritual, leaving it a normal item. If the characters give
her such an item, the ritual takes an hour and Domi-
You enter into a large chamber, which appears nah is able to tell them the location of the other villag-
to be the inside of an ancient temple. A large ers. If they choose not to, she points them to the north
stone altar 10 feet long and 5 feet wide sits in of Jalambad, but does not have a specific location.
the center of the room. The base of the altar
has carvings of tigers, snakes and elephants Development
on it. The walls of the chamber have bas-relief This can advance in one of two ways. If the charac-
carvings as well. ters kill Dominah and return Madhan to the village,
You see a passage in the northeast part of Chhaya claims Madhan’s story of the Naga saving him
the east wall. In the southeast corner of the is due to a charm by Dominah. Chhaya rewards the
chamber is a large serpentine figure. Its eyes characters with two potions of greater healing each.
lock with yours. Continue to Conclusion - Alt.
If the characters talk with Dominah, they can look
There is no lighting inside the naga’s lair, which is a for the other villagers. Continue to Chapter 3.
square, 90 feet to a side. Treat as darkness unless a light
source is used.
Dominah, the guardian naga (modified to 175
HP) resides in this temple. To the northeast is a 10
CHAPTER 3 — Erinyes Trouble Now!
If Dominah performed the ritual, the party can find
feet long corridor that leads to a 10 feet square room. the way to the kidnapped villagers easily, which is
In this room, Madhan, one of the missing villagers, is located roughly 5 miles north of Jalambad. Otherwise
resting. they are given a general direction and have to find it,
Tactics: If the party attacks Dominah, she yells, which can take many hours. If desired, the random
“You won’t harm my people as long as I live, vile c encounter table from Chapter 2 can be used.
ultists!”
If Dominah wins initiative, she holds her action to
see what the characters do. Ambush!
Dominah’s strategy is to end the conflict quickly. Kelexa (erinyes) has protected her lair. When the char-
She uses command to disarm the characters, banish- acters come within half a mile of it, they are ambushed
ment to send one away, and geas to order the characters by six cultists, led by a cult fanatic. On a successful
to guard Madhen. DC 15 Wisdom (Perception) check, the characters
The sounds of battle alert Madhan, who arrives notice the ambush.
at the end of the second round. If Dominah is still
alive, he yells at the characters, “Leave her alone! She Every step you make through the forest seems
saved me!” If the party has killed her, he cries, “What to echo against the eerie silence. Unlike other
have you done? She was protecting me!” and rushes to parts of the forest, this one appears to be void
Dominah’s body. of life. Suddenly, leaves and small branches
If the characters speak with Dominah first, she tells shower you from above as many figures drop
them that Madhan is safe here and she took him to from the trees and attack.
protect him after she heard some cultists planning the
kidnapping. She explains her relationship with Kelexa. Along the way, Kelexa placed traps. One quarter of
Dominah is trying to find where the other kid- a mile from the entrance, there is a 20 foot deep pit
napped villagers are but has not had luck. There is a in the path. An identical pit is located roughly 500
ritual she can perform to locate them, but it requires a feet from the entrance to the lair. The party notices
magic item. The item must have at least a +1 enchant- either pit on a successful DC 20 Wisdom (Perception)
ment (sword, armor, ring of protection, etc.) or be of check. Each pit is triggered by someone stepping on it.
equivalent power. The item’s magic is consumed in the Anyone triggering a pit must make a DC 10 Dexterity
save. On a successful save, the character avoids the

188
trap. On a failed save, the character falls into the pit, The figure in the back is Kelexa. She fights, but
taking 11 (2d10) points of damage. because of her ultimate plans, does not fight to the
Once the party makes it past the last pit, they see death. Instead she flees if she falls below half her max
the temple. hit points. If this happens, she summons 1d6 bearded
devils to distract the characters while she escapes.
The characters can easily open the cage and free the
Kelexa’s Temple villagers once combat is over.
Neem trees towering over 50 feet tall cast
shade over the forest. The light pink flowers Development
of the Indian Rosewood break the monotony If the party defeats Chhaya and Kelexa and rescue
of green. Through gaps in the leaves, a rocky the villagers, they all return to Jalambad. Continue to
hillside peaks through. As you continue, the Conclusion.
trees look less healthy and vines become
more common, wrapping themselves among
the branches, seemingly choking the life out CONCLUSION
of the trees. If the party defeats Kelexa:
The forest breaks and the hillside rises
above you. Carved into the hillside, six stone Upon returning to Jalambad with the kid-
columns spaced ten feet apart support a napped villagers, you are greeted by a joyous
stone ceiling ten feet above it. Stone snakes crowd. As Suresh and Leela reunite with their
and green vines encircle the columns, slith- families, Dominah approaches you. “Thanks
ering to the top. The stone appears old and to you, the villagers accept me again. To express
worn and needing repair in spots. To the my gratitude, I would like to give you something.
north lies an opening into the structure. Madhan, would you bring it here?” Madhan
approaches and holds forth an amulet.
If the characters enter the temple, they see the following: Domianah says, “This amulet was worn by
my mother, Mishara. I would like you to have it.
The temple goes on for as far as the eye can You have made it possible for me to continue to
see. In the middle of the temple, a hooded watch over the village.”
figure stands at the altar with six other figures
surrounding it. Back along the north wall, you If the party killed Dominah:
can barely make out a large cage with two
figures in it. The floor of the cage is lined with As you return to Jalambad, you are met by Ch-
straw. haya. “Well done! I see you have rescued one of
Beside the cage is an armored figure who the villagers! Here is the reward I promised you.”
says, “It looks like we may have more souls Chhaya hands you each two vials.
to offer after all.” The hooded figure looks at
you. As your eyes meet, you recognize her as Chhaya is courteous but tries to send the characters off
Chhaya. “Kill them!” she orders the others. while answering as few questions as possible. The vials
“Kill them, and I can be free of my shackles to contain the equivalent of a greater healing potion.
Jalambad!”

There are six cultists and Chhaya. If questioned,


Chhaya is tired of being used by her parents to main-
tain their standing and tired of serving the village. She
wants to make choices for herself instead of having
them made for her.

189
Rewards Author’s Notes
Characters who complete this adventure may earn the One of the themes of this adventure is predefined
following rewards: roles. Historically, women have been looked at as the
caretakers of family. Related to this, oftentimes people
are forced into paths or roles. Although in this adven-
XP Rewards ture, some characters are defined as “good” vs. “evil,”
Add the total XP of creatures defeated by the party, then
this should not be taken as comment that accepting
divide by the number of characters to determine indi-
predefined roles is good and not accepting them is bad
vidual rewards.
or evil. Instead, my hope is that it makes one consider
the unanticipated effects of forcing people into prede-
Obstacle XP
termined roles. Even if done with good intentions, it
Ankheg 450
might have unintended consequences.
Cultist 25
Thanks to Kathryn Kovalcik, Elizabeth Merritt,
Cult Fanatic 450
David Cutler, Heather Johns and Matthew Johns for
Elephant 1,100
playtesting, and Kathryn Kovalcik, John Tetzlaff, and
Giant Ape 2,900
Cameron Blair for helpful feedback.
Venom Troll 2,900
Gnoll Fang of Yeenoghu 1,100
Shoosuva 3,900
Dominah (Guardian Naga) 5,900
About the Author
Paul has been a fan of D&D since the boxed set/1st
Kelexa (Erinyes) 8,400
edition days. He is in awe at how widespread D&D is
Chhaya 1,800
now and hopes to help contribute to the community.
This is his first publication, and he is extremely hon-
Amulet of Mishara
ored to be part of this collaboration.
Wondrous item, rare (requires attunement)
While wearing this amulet, you gain a +2 bonus to
AC and saving throws. Once attuned, the amulet has
the Guardian minor property and the Blissful quirk
(DMG, “Treasure”).

190
Chhaya Shoosuva
Medium humanoid (human), lawful evil Large fiend (demon), chaotic evil

Armor Class 17 (chain shirt, shield) Armor Class 14 (natural armor)


Hit Points 68 (9d8 + 18) Hit Points 110 (13d10 + 39)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 13 (+1) 16 (+3) 11 (+0) 18 (+4) 13 (+1) 17 (+3) 7 (-2) 14 (+2) 9 (-1)

Saving Throws Wisdom +7, Charisma +4 Saving Throws Dex +4, Con +6, Wis +5
Skills Religion +5, Medicine +7 Skills Religion +5, Medicine +7
Senses passive Perception 17 Damage Resistances cold, fire, lightning; blud
Languages Abyssal, Common geoning, piercing, and
Challenge 5 slashing from nonmagical
Attacks
Damage Immunities poison
Spellcasting. Chhaya is a 9th level spell caster. Her Condition Immunities charmed, frightened,
spell casting ability is Wisdom (spell save DC 15, +7 poisoned
to hit with spell attacks). Senses darkvision 60 ft., passive
Cantrips (at will): light, sacred flame, thaumaturgy, Perception 12
resistance Languages Abyssal, Gnoll, Telepathy
1st level (4 slots): guiding bolt, command, shield of 120 ft.
faith, healing word, charm person, disguise self Challenge 8
2nd level (3 slots): hold person, spiritual weapon,
silence, mirror image, pass without trace Rampage. When it reduces a creature to 0 hit points
3rd level (3 slots): spirit guardians, meld into stone, with a melee attack on its turn, the shoosuva can
bestow curse, blink, dispel magic take a bonus action to move up to half its speed
4th level (3 slots): guardian of faith, banishment, and make a bite attack.
stone shape, dimension door, polymorph
5th level (1 slot): flame strike, dominate person, Actions
modify memory
Multiattack. The shoosuva makes two attacks: one
Channel Divinity. Chhaya can use her channel with its bite and one with its tail stinger.
divinity (2/rest) to create a perfect illusion of her or
to become invisible until the end of her next turn. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
(PHB, “Classes”) target. Hit: 26 (4d10 + 4) piercing damage.

Divine Strike. Chhaya can infuse her weapon with Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15
poison once on each turn to deal an extra 1d8 poi- ft., one creature. Hit: 13 (2d8 + 4) piercing damage,
son damage to the target. and the target must succeed on a DC 14 Consti-
tution saving throw or become poisoned. While
poisoned, the target is also paralyzed. The target
Actions can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Attack. Mace +4 to hit, Hit: 1d6 bludgeoning
damage + 1d8 poison (from divine strike)

191
Venom Troll Actions
Large giant, chaotic evil
Multiattack. The troll makes three attacks: one with its
Armor Class 15 (natural armor) bite and two with its claws.
Hit Points 94 (9d10 + 45)
Speed 30 ft. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8)
poison damage, and the creature is poisoned until the
STR DEX CON INT WIS CHA
start of the troll’s next turn.
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-7)
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Perception +2 target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8)
Damage Immunities poison poison damage.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Venom Spray (Recharge 6). The troll slices itself with a
Perception 12 claw, releasing a spray of poison in a 15-foot cube. The
Languages Giant troll takes 7 (2d6) slashing damage (this damage can’t
Challenge 7 be reduced in any way). Each creature in the area must
make a DC 16 Constitution saving throw. On a failed
save, a creature takes 18 (4d8) poison damage and is
Keen Smell. The troll has advantage on Wisdom poisoned for 1 minute. On a successful save, the crea-
(Perception) checks that rely on smell. ture takes half as much damage and isn’t poisoned. A
poisoned creature can repeat the saving throw at the
Poison Splash. When the troll takes damage of any end of each of its turns, ending the effect on itself on a
type but psychic, each creature within 5 feet of the success.
troll takes 9 (2d8) poison damage.

Regeneration. The troll regains 10 hit points at the


start of each of its turns. If the troll takes acid or fire
damage, this trait doesn’t function at the start of
the troll’s next turn. The troll dies only if it starts its
turn with 0 hit points and doesn’t regenerate.

192
"A Lady Awaits Her Lover in the Forest," Kangra Painting

193
Illustration by David Markiwsky
194
Whatever It's Worth
by Morgan Geiss
Creature: Erinyes | Level: 12 | CW: Slavery

Synopsis • Orlond: A lesser chief who opposes Zaran.


• Ferod: Braakbergen’s craven and avaricious
The valley country of Dalemeade suffers under the
Braakendrake clan of dwarves, who rule from the near- treasurer.
by Braakbergen mountain range. A lone exile readies • Olba: The chief of a once mighty clan, Sifgir’s
herself to stand against these tyrants, but her schemes mother leads the resistance efforts against Braaken-
have drawn her into an infernal alliance with an army drake.
of fiends ten thousand strong. Devils do nothing for
free, however, and what your party takes for a mage’s Sifgir spent centuries searching for the means to
treasure hunt might be prelude to a massacre. overthrow the conquerors until she met the erinyes
Irae, who convinced her that only a massive show of
force could accomplish her goal. Irae offered Sifgir her
Adventure Hook army’s services in exchange for souls. Sifgir accepted
Irae’s offer and gave the fiend her own soul in return
Whatever It’s Worth is intended for characters of 12th
level. The party encounters a cart transporting young for her personal pledge of support.
people marked for slavery while traveling a lonely road Meanwhile, the Braakendrakes subdued Daleme-
in the shadow of a foreboding mountain range. ade and demanded regular tribute in human slaves.
Zaran now secretly trades slaves to his duergar allies in
return for access to their mines. Sifgir promised Olba’s
Adventure Background resistance a mighty army without sharing its infernal
nature.
Centuries ago the Braakendrake dwarf clan conquered
all of the other clans of Braakbergen. The clan’s victo-
ry was ensured by a secret pact between their leader,
Zaran, and the hated duergar dwarves of the Un-
derdark. The wizard Sifgir was one of a few dwarves to
escape death or subjugation at the hands of the Braak-
endrake.

Cast in Order of Appearance


• Loosh: A plucky, but morbid peasant.
• Canute: Dalemeade’s titular ruler.
• Irae: The laconic leader of the erinyes army, Irae is
devoted to Sifgir.
• Sifgir: A reserved, but generous, dwarf who re-
members and avenges every wrong done to her.
• Zaran: Braakbergen’s ruthless tyrant.

195
CHAPTER 1 — MEETING THE DEVIL Dwarf NPCs
All dwarf NPCs, including Sifgir, share statistics with
The party encounters a cart bound for the village of
Horsehead Hill in the shadow of Drakesdoom, the their counterparts in Appendix B of the Monster Man-
tremendous mountain hold of the Braakendrakes. A ual except that their speed is 25 feet, and they possess
peasant named Loosh drives the cartful of young cap- the Dwarven Resilience, Dwarven Combat Training,
tives. Loosh freely explains the situation if the charac- and Dwarven Armor Training features.
ters stop them. The slaves resist and protest that worse The townsfolk of Dalemeade share the following
will come if the party attempts to free them. information:
When the party arrives in Horsehead Hill, they find • The dwarves overran the valley countless genera-
a crowd of villagers ringing a dozen dwarf veterans tions ago and demand tribute to this day.
guarding a group of young people outside of Sheriff • Sheriff Canute conducts the valley’s census every
Canute’s hall. The crowd parts for Loosh, and the year and gives a small number of healthy young
dwarves quickly pull the slaves out of the cart. people to the dwarves as slaves.
Canute steps forward and addresses the crowd. Read or • Dwarves took Canute’s son twenty years ago. Some
paraphrase the following: say the boy volunteered in order to prove there
were no favorites.
An overworked figure with a thick gray beard • A pair of folk heroes called the Magus and the
steps forward. Two masked dwarves wielding Knight is rumored to roam the valley and offer aid
heavy hammers and shields loom menacing- to the weary and oppressed. Some believe that they
ly behind him. The man raises his head to will one day lead Dalemeade against their oppres-
speak. sors.
“Our sad business is done for another ten • Any citizen or guard can take the party to see Ca-
years. Again our hearts break, but our lives and nute about securing free food and board in his hall.
our homes remain. Know that each lost child of If the party visits Canute, he asks after their purpose in
yours weighs on my heart. Remember that the Dalemeade and accepts them as guests, provided they
rest are safe. Remember that the lords will take are not openly hostile towards him. Canute rewards
tenfold of what is not freely given. Remember the party for freeing the slaves with his heirloom ring
that I love you, though you may hate me. En- of warmth (DMG p. 193).
dure, my people.”
A Show of Strength
Canute returns to the hall and the crowd disperses as A child approaches the party with a message asking for
the dwarves lead the slaves away toward the moun- a meeting at a crossroads about a mile west of town.
tains. The child believes that the very tall hooded woman
The slavers are hostile and attack the party if they who gave him the message is the Knight.
try to free the slaves, or otherwise antagonize the Irae waits for the party at the crossroads. She is
slavers. Canute begs the party to stand down, but does transformed into a human warlord by means of true
not intervene. The townspeople are grateful for the polymorph. She seeks powerful warriors on behalf of a
characters’ heroics, but they fear reprisal. The next day, client offering 1,000 gp for help retrieving a lost book
a human slave delivers a message to Canute demand- of magic. If the party is interested, Irae tests them by
ing that he deliver twice the number of slaves within releasing a nalfeshnee from an iron flask.
the week. Irae asks the party to meet with her client after they
pass her test. She leads them into a stand of trees and
opens the door to Sifgir's magnificent mansion.

196
The stranger opens an unseen door into a
Bigger on the Inside
The first time a character enters the demiplane, read or
grand hall of soaring columns and blazing
paraphrase the following:
torches. Long tables piled high with food run
the length of the hall. An ephemeral statue
Your feet strike stone with a jolt. Ancient,
bows to you just inside the doorway.
crumbling walls enclose you in a humid
A tired dwarf with shocks of iron gray
chamber that reeks of decay. A stone basin
streaking her dark brown hair and beard
crafted in the shape of a gaping mouth and
approaches you down a lane framed by two
filled with foul, murky liquid sits on a squat
tables. The fine make of her robes is faded
pedestal in the center of the space. A soft
and frayed.
clinking sound draws your gaze up to the
Sifgir invites the party to make themselves comfortable dozens of rotting bodies dangling out of the
and introduces herself. She offers them time to rest darkness from chains.
and recuperate before talking business. The mansion's
servants appear in the form of dwarf-sized stone go- The demiplane is dimly lit from an indistinguishable
lems. source. The room is thirty square feet with an infinitely
tall walls. Draconic runes carved into the lip of the
basin read, “Life is my meat, Death my wine. Love is
Development my fruit, Hate my sweet.”
Before or after discussing business with Sifgir, the party An object corresponding to each requirement must
may eat as they please, avail themselves of the servants' be placed inside the basin. The first time any require-
services, and take a short or long rest in comfortable ment is satisfied, the liquid changes color as follows:
conditions. Proceed to Chapter 2. • Satisfying Life changes the color of the liquid to
red.
• Satisfying Death changes the color of the liquid to
CHAPTER 2 — READ BEFORE SIGNING black.
Irae sends a servant to retrieve Sifgir as soon as the • Satisfying Love changes the color of the liquid to
party is ready. Sifgir summarizes the Braakendrakes’ gold.
conquest and explains that the book she is after is • Satisfying Hate changes the color of the liquid to
kept in a demiplane created by a long-lost wizard. She silver. Hate: silver.
feigns ignorance of what the party can expect to face Anything placed in the basin disappears forever. The
within. liquid drains into the basin when all of the require-
Characters can reach the demiplane through a ments are satisfied, after which the party is transport-
three-inch wooden cube that Sifgir keeps on her per- ed to a room that is 60 feet square with walls that are
son. Only humanoid creatures with souls may enter 30 feet tall. They appear in front of an enormous door
or exit the demiplane and may only do so by speaking in the center of awall. A robed nothic wearing winged
the command words, but to learn the command words boots cowers upon a throne in the middle of the room,
the characters must sign a contract specifying terms of facing the door. The demiplane’s command words do
payment. The contract also demands that the party pay not work in this room.
a fine equal to the value of the intact book should they Read or paraphrase the following:
damage or attempt to read it. Objects native to the
demiplane reform within seconds of being damaged. The hideous, one-eyed wretch points a
gnarled claw at you and shrieks a warbling,
piercing, wail makes your brain spasm. With
a brilliant blast of green light, the wall behind
the throne explodes into a cloud of dust.

197
A beholder emerges at the opposite end of the room
from the party. The disintegrated wall reforms behind
CHAPTER 3 — PAYING THE BILL
Sifgir dispels Irae’s polymorph spell with a scroll of dispel
it and combat begins. The room behaves as the behold-
magic after leaving the mansion. She opens a portal to
er’s lair.
Hell using a scroll of gate, through which the erinyes
The nothic spends its turn trying to evade the party
army emerges. Read or paraphrase the following:
while using its action to shriek at the nearest hostile
creature that it can see. This creature becomes the be-
You hear a low pulsing and rustling that rises
holder’s target until the start of the nothic’s next turn.
to the roar of crashing thunder. A dark whirl-
The beholder acts on its own accord if the nothic fails
wind of shadows climbs in a column up to the
to designate a target for any reason.
sky. At its peak near the clouds, the cyclone
Characters can uncover the door’s key on a chain
spreads and now you behold uncountable
around the nothic’s neck with a successful DC 14
knights in dark armor, bearing enormous
Intelligence (Investigation) check after the battle. A
batlike wings.
similar check reveals a luckstone (DMG p. 205) in the
beholder’s stomach.
All erinyes, including Irae, possess ropes of entanglement
Placing the key in the door returns the party to the
and the summon devil ability. Sifgir explains her idea
entrance where the basin has now been replaced by a
to intimidate the chiefs into negotiations before being
dais, upon which sits the book they have been sent to
carried off to Drakesdoom by erinyes.
collect. The book is latched shut, but not locked, and
The hold’s citadel is warded against Irae’s army and
the first creature to touch it activates a glyph of warding
she offers the party another 2,000 gp and any of the
storing a disintegrate spell cast on the front of the dais.
characters’ souls in her possession if they agree to guard
A successful DC 17 Wisdom (Perception) check on
Sifgir. If the characters decline Irae’s offer, she is joined
the book reveals the glyph before it is activated.
by two erinyes per player character and they attack the
party until all of the characters surrender or fall uncon-
The Book of Stolen Lives
scious. Any erinyes who fall are replaced by two more
Each page of the book contains a soul represented by
at the start of the next round. The erinyes stabilize any
an image of its owner and a summary of their life.
unconscious characters and carry those who cannot fly
Tearing out a page frees that soul, but does not return
to Drakesdoom.
the person to life. Sifgir intends to commission Irae’s
army by giving the fiend this book. A successful DC
20 Intelligence (History) check allows a non-magical Reckoning
appraisal of the book, deeming it an art object worth The erinyes batter down the gates of Drakesdoom and
1,000 gp. flood the hold. Irae and the party catch up with Sifgir
just outside the citadel, which is impenetrable to fiends
and undead.
Development Zaran waits with the other chiefs in his office with-
Sifgir pays the party on delivery of the book and in-
in the citadel. Three stone golems stand guard out-
vites them to rest in her mansion for one more night.
side of the office door. These guardians do not attack
In accordance with the contract, Irae owns the souls of
except to defend themselves. Most of the Braakendrake
any characters who damaged the book or glimpsed its
armies are gathering in the citadel in preparation for a
contents. Proceed to Chapter 3.
counterattack. Meanwhile, Olba’s resistance occupies
the hold under the erinyes’ protection.
Zaran refuses to allow the party entrance, enforc-
ing his will with the golems if need be. Sifgir asks that
the party stand ready in the citadel common during
talks. Soon after, the petty chief Orlond emerges. After
explaining that they expelled him for accusing Zaran

198
of corruption, Orlond asks the party to accompany
him to his office. He admits to believing that Zaran is
CONCLUSION A
The chiefs arrest Zaran and submit to Olba. Read or
bribing the treasurer, Ferod. He offers the party his +2
paraphrase the following:
battleaxe to find out why.
Orlond directs the party to Ferod's office where the Olba calls an assembly of the clans to the cita-
treasurer keeps a coded ledger documenting Zaran’s del, addressing them regally.
illicit business in a safe beneath his desk. Finding the “We come through darkness to find the
safe requires a successful DC 14 Intelligence (Inves- hearth again. Let those who repent their crimes
tigation) check and a successful DC 14 Dexterity be humbled and restored through work and
(thieves’ tools) check to unlock it. trust.”
Unless Orlond is given the ledger to decipher, The proud queen turns her steely gaze
Zaran calls Sifgir’s bluff after two hours of deliberating toward you, her eyes settling on her daughter.
with the chiefs. In either case, he and Sifgir emerge “You have our love and gratitude for your part in
into the citadel common with the chiefs. Zaran (dwarf breaking our chains, but the abominations you
warlord) denounces Sifgir and the party, and he and unleashed is unforgivable. Rid us of these dev-
the stone golems attack. ils in penance, then take your folk and go, and
The common is a 100 foot diameter hexagon with never return.
a 50 foot high ceiling. Sifgir has the statistics of an “Folk of the hold, celebrate and rejoice, and
archmage with the dwarf NPC traits mentioned in let your hearts rest warm beside the hearth.”
Chapter 1, except that she has the shield spell in place
of mage armor and the true polymorph spell in place of
After Olba emancipates the human slaves, the dwarves
time stop. She wears half plate +1 and wields a staff of
politely encourage the party to take them and leave
power (DMG).
immediately.

Development
Olba arrives after the battle with her cohort. The CONCLUSION B
resistance has complete control of the hold outside the After three days of fighting against the erinyes, Zaran’s
citadel. Proceed to Conclusion A if the party exposed loyal chiefs and their armies are crushed, leaving Olba
Zaran or Conclusion B if they did not. in control. Read or paraphrase the following:

The weary queen gathers her surviving people


to the citadel and addresses them.
“We come through darkness and find a
hearth of cold ash. The Braakbergen is a cursed
tomb, and its denizens corrupt slaves. I will
abide it no more, but seek out a new hearth in
some other depth.”
Olba passes her ferocious gaze over you
and her daughter. “Your lives are spared for your
part in breaking our chains, but condemnation
upon you for the abomination you unleashed.
Go, and be damned with your devils.
“You who still love me, join me. The rest can
perish for all I care.”

199
Olba departs with most of the clan’s remnants, aban-
doning the human slaves. The remaining dwarves are
Author’s Notes
The erinyes in this adventure were inspired by their
hostile and insist the party leave immediately.
counterparts in The Eumenides, an ancient Greek play
with an infuriating ending for anyone who likes to
EPILOGUE think of women as people. This module is my attempt
to take the coolest part of that story, an army of righ-
Sifgir reopens the portal to Hell with another scroll of
teous demon-god-women, and let them be as awesome
gate and as the army of erinyes departs, she thanks the
as that sounds.
party for their help. As a reward for exposing Zaran,
It wasn’t easy. D&D lore makes erinyes pure evil,
Sifgir gives the party 5,000 gp and her staff of power.
and myth casts them as bloodthirsty gods of ven-
Sifgir and Irae embrace fondly before entering the por-
geance. In either case we’re left with ostensibly pow-
tal together, hand in hand, as it closes behind them.
erful women who are in fact just types and functions.
If the party returns the prisoners to Dalemeade,
To escape that, the erinyes had to have freedom of will
Canute holds a public feast in their honor.
and agency, while remaining recognizable for what
they are. “Goth mercs doing something noble but
REWARDS mainly for the cash” is where they ended up in this
story. I’ll take it.
Characters who complete this adventure may earn the
Thanks first to Ashley Warren for accepting me into
following rewards:
this project alongside so many talented writers, artists,
and gamers. Thanks to my parents for supporting my
XP REWARDS
coming out as a huge damn nerd (I know you always
Add the total XP of challenges overcome by the party,
knew). Thanks to my brother who helped us fight
then divide by the number of characters to determine
dragons until he had to go save the world. To you, you
individual rewards.
know who you are: thank you for driving across town
for playtests, feeding us tons of lumpia, and that face
Challenge XP
you made when the army of devils showed up. And
Beholder 10,000
to my wife, our DM: thank you for your incalculable
Erinyes 8,400
help in figuring out what worked and what sucked,
Nothic 450
even if what worked for you sometimes was near-TPK.
Priest 475
You tell such wonderful stories. Thank you for letting
Stone Golem 5,900
me play such a big part in yours.
Veteran 700
To the players and DM: Thank you for reading
Warlord 8,400
and playing this adventure. I hope you had fun. That’s
Solve basin puzzle 10,000
really all I want in the end. You’re the best.
Expose Zaran 20,000

TREASURE REWARDS
About the Author
Morgan’s preferred pronouns are she/her. She lives in
Beholder: luckstone
Texas with her wife and cat.
Canute: ring of warmth
Nothic: winged boots
Orlond: axe +2
Sifgir: 6,000 gp, staff of power

200
"Fallen Angels in Hell" by John Martin

201
Illustration by Sammy Ward

202
Scales of Truth
by Jacky Leung
Creature: Naga | Level: 12

Synopsis Dramatis Personae


Legends speak of a relic inside a mysterious shrine,
hidden within the jungles of Numot and protected • Professor Haltz – Professional scholar and
by two guardians.Though many locals dismiss tales of archaeologist. Egotistical, erratic, but brilliant field
the shrine as myth, there are those who continue to researcher. He is eager to explore and learn, which
explore the uncharted undergrowth. Your adventuring often leaves him short-sighted of dangers and
company is recruited by an archaeologist who claims social cues.
to have clues to the shrine’s location. In reality, the • Captain Scalia – Captain of a riverboat and has
archaeologist works for a trio of medusa sisters who worked with Haltz in the past. Scalia is a brash but
seek the relic inside the shrine. The trio has failed on a jovial young woman. Very protective of her boat
multiple occasions to secure the relic from the nagas and doesn’t believe in the stories about the lost
who guard it and so they lure adventurers to complete shrine.
their goals instead. Your party unearths the truth upon • Stone Sisters – A trio of medusas (Akurra,
their discovery of the shrine and its contents. Egle, Ungla) who believe the relic within may re-
move their curse and lured adventurers to solve the
shrine’s puzzles in the past.
Adventure Hook • Yessire – A spirit naga who acts as one of the
guardians of the relic. Gloomy, meek, and spiteful.
Scales of Truth is intended for characters of 12th-14th
level. The legend of the shrine is well-known to the She does not enjoy being goaded or tricked.
locals of Port Gebralt, a port city along a river that leads • Leilyra – A guardian naga who acts as one of the
further into the jungles of Numot. The party is recruited guardians of the relic. Patient and calm, Leilyra
by the archaeologist upon their arrival in the city. shows compassion if she believes an individual
worthy.
Professor Haltz (true neutral human mage) notices-
Adventure Background the party upon their arrival to the local tavern in Port
Gebralt as new potential adventurers for hire. Haltz
Port Gebralt is a port city on a peninsula in Numot. It
is a port of call for hundreds of races, nationalities, and states to the party that he discovered the possible loca-
creeds. Many individuals seek to strike business deals, and tion of the shrine deep within the jungle. He desper-
others hope to explore the lush jungles of Numot in the ately seeks to prove his theory true but lacks resources
pursuit of treasure or new resources. Many adventurers and the workforce to organize such an expedition.
have sought this shrine and while some return emp- Once the party locates the shrine and overcomes its
ty-handed, others are never seen again. An old tale about many challenges, the Stone Sisters plead their case to
the shrine mentions important landmarks to guide the acquire the relic to free them from their curse. Haltz
way. Professor Haltz recently deciphered the clues to the learned the location of the shrine from the Stone
shrine’s possible location but needs a group of adventurers Sisters and agreed years ago to help lift their curse.
to escort him through the dangers of the jungle. Whether the party agrees with the sisters’ demands

203
or not, they ultimately face the two nagas, and a trial but all consistently mention guardians and wards
called the Scales of Truth. protecting the artifact.
After accepting Haltz’s offer, he suggests they locate
his friend Captain Scalia, who owns a riverboat to help
CHAPTER 1 — Journey through traverse the river through the jungle. A DC 15 Wis-
dom (Insight) check reveals Haltz is not forthcoming
the Jungle on how he acquired the information about the shrine’s
location.
You arrive in the bustling city of Port Gebralt.
The sun is high and the air is warm from a
coastal breeze. The town square is full of mer- Traveling through the Jungle
chants, travelers, and locals partaking in the While the party travels through the jungle, roll a d6
rush of daily life. You make your way to one of for possible encounters within the jungle and river.
the nearby taverns to secure lodgings and rest The party can roll either a single or group DC 15
after your journey. Intelligence (Nature) or Wisdom (Survival) check to
The exotic herbs hung to dry around the assist Haltz in navigating the jungle. On a failed check,
main door, combined with the smell of cook- the group becomes lost and double back to the starting
ing food, creates an inviting aroma. A tavern point. For each success, consult the table and incorpo-
worker greets you and promises food and rate one of the three landmarks into your descriptions.
drink. • The Monolith—a black monolith of jagged stone
After your meal is placed in front of you, an rests in a stone-lined grove
older man with grey hair and odd spectacles • The Serpent Falls—the rock formation resembles
introduces himself. “Greetings. You all look a serpent and water is pouring from its mouth
to be very capable individuals. I could use your • The Dais—remnants of an ancient altar wrapped
talents for an expedition deep into the jungle. in vines
You will all be paid well, and perhaps we may After the party finds all three landmarks, they arrive at
find some interesting treasures. Does that offer the shrine.
interest any of you?”

When the characters meet Professor Haltz, the eccen-


tric man is ecstatic at the prospect of the party joining
his expedition into the jungle. This is what the Profes-
sor knows about the lost shrine:
• The shrine has been lost for centuries. Many other
expeditions returned empty-handed, and some
never returned at all.
• Three major landmarks in the jungle lead to the
shrine’s location. According to Haltz, he deci-
phered the clues from a map he inherited from a
deceased cartographer.
• Haltz’s research on the relic suggests it grants the
user insight into the ultimate truth, though he
does not know what kind of truth it portents. He
believes it could be a religious artifact from a lost
civilization.
• Haltz is willing to pay the party 1,000 gp along
with any treasure they may find in the shrine.
• Many conflicting stories exist about the shrine,

204
d6 Obstacles
1 The characters stumble on a patch of quick-
CHAPTER 2 — Shrine of the


sand covering a 20 foot radius. At the start of
each turn, the characters must make a DC 15
Twinned Serpent
Strength saving throw. On a failure, their
speed is 0 until the start of their next turn, and The Stone Garden
sink 5 feet into the quicksand to a maximum As the party enters the shrine, the entrance opens into
of 50 feet. On success, the character’s speed is a large antechamber full of stone structures and bones.
halved until the start of their next turn. A Read the following:
character needs to succeed a DC 15 Strength
(Athletics) check to climb out of the quick The winding tunnel leads you into a dimly lit
sand. chamber. The ground is littered with bones,
2 The vines in this area become thick, be care- weapons, and other debris. Odd stone statues
ful not to get tangled. The area is considered populate the room.
difficult terrain. A successful DC 14 Strength
saving throw keeps an adventurer from be- The bones belong to various races and large vermin on
ing restrained. On a failed saving throw, a a DC 15 Intelligence (Nature) check. The statues are
shambling mound ambushes the party. victims of the Stone Sisters, but some are also gar-
3 A group of water weirds ambush the party. goyles. A group of bone naga animates and ambushes
4 The characters find an abandoned campsite. the party upon entry. The interior of this chamber is
A successful DC 15 Intelligence (Investigation) dark and dimly lit.
check uncovers a pouch of gemstones worth
300 gp. The Three Goddesses
5 The party discovers several burial mounds. If When the party continues further into the shrine, read
anyone searches them, a group of wraiths the following:
attacks the party.
6 The group hears a rumble from the jungle, the As you pass another darkened tunnel that
ground shakes and quivers. A giant ape and opens into a second large chamber, you are
tyrannosaurus rex are battling each other, and greeted by large stone doors with two large
the party is now in the middle of it. snake carvings on it. A large pedestal with
When the party arrives at the shrine, read the following: three figurines rests in the center. Broken
stone columns and bones line the edges of
You emerge in a clearing. A large stone struc- the room.
ture as high as the canopy is covered in vines Three hooded figures surround your party
and trees. Nature has reclaimed the stone and Haltz. Each is adorned with a golden
and rock. You notice a large opening ahead; mask. Two of them stand by the exit, and the
the air is cool and moist. third glides past the pedestal. They speak in
unison with a discordant harmony.
“We seek your aid travelers, and promise you
Development no harm will come to you.”
When the party explores the shrine, they find traps
and the Stone Sisters waiting for them. Proceed to
If the party becomes hostile, see tactics on the next
Chapter 2.
page. Otherwise, the sisters plead their case to the
party. The trio introduce themselves as former beauties
and truth seekers who found the shrine years ago, but
in their attempt to uncover its ancient secrets, they
became cursed.

205
If asked about their curse, the sisters explain they
were unable to solve the riddle on the pedestal and
CHAPTER 3 — Hall of Two Truths
Once the party walks past the stone doors, read the
were afflicted with hideous forms. They believe the relic
following:
beyond the stone doors may cure them. Haltz reveals
he met the sisters years ago in a previous expedition and
Behind the stone doors, a long hallway with
wished to help them.
several rows of columns stretches forward.
Read the following description when the pedestal is
There are more carvings with the two ser-
investigated:
pents coiled together until you reach the end.
Two large serpents, one emerald green and
The three figurines resemble cloaked women.
the other a dark charcoal grey, slither and coil
Their features are obscured. You notice three
near a large carving etched with gold.
circular rings with carved words and snake
icons.
The Twinned Serpent Trial
Underneath the figurines are three rows of stone circles While in this hallway, the adventurers are subjected to a
arranged as such: zone of truth spell (DC 15 Wisdom saving throw). The
two nagas are be aware of anyone who saved against the
Left Goddess Middle Goddess Right Goddess effect and view them with distrust.
Truth [snake icon] [snake icon] If the party becomes hostile, see tactics below. Other-
Wisdom [snake icon] Liar wise, the nagas challenge the adventurers with a riddle.
When the party reaches the end of the hallway, read
Solving the pedestal: The figurines on the pedestal rep- the following:
resent three goddesses on a DC 12 Intelligence (Reli-
gion) check, and a DC 15 Intelligence (Investigation) “Greetings seekers,” the emerald serpent hiss-
check reveals the word “Wisdom” with two snakes on es, “there is one final test to prove your merit
either side of it. Investigating the door reveals there is no and determination.”
obvious way to open it. The party must determine the “You shall be judged like those before you.”
nature of the goddesses on the pedestal: “the left one is The grey serpent hisses. “If you prove worthy,
wisdom, the middle is the liar, and the right goddess is you shall claim what you seek. A final query,
the truth.” seekers. You may only produce one answer.”
The emerald serpent hisses a short pas-
sage. “You faced truth, lies, and wisdom. All
Development to test a theorem. The solution, of course, falls
If the party fights the Stone Sisters: The Stone Sisters are
under criticism.”
each a medusa and Haltz is a mage.
Tactics: One of the Stone Sisters removes her mask
The final trial is a riddle. Their solution should relate to
to reveal her true nature, forcing the characters to save
the following:
against their Petrifying Gaze or avert their eyes and be
• There is a “fourth” perspective, as truth, lying, and
unable to see them. The other sisters stay out of the
wisdom are the first three (as the three goddess
30 foot range of the revealed sister. Each employs their
pedestal).
snake hair and longbow effects to great advantage. Haltz
• The fourth perspective is tied to utilizing truth, lies,
joins the medusas and casts fireball and cone of cold if at
and wisdom together.
least two of the party members are close together. He
• “Intentions” often fall under criticism.
uses counterspell on powerful or restorative spells.
On a successful DC 15 Intelligence or Wisdom ability
If the party accepts the sisters’ plea to lift their curse:
check, you can provide the following as a clue: “There
Haltz accompanies the party into the Hall of Truths in
were three figurines in the previous chamber, each a
Chapter 3.
goddess representing a use of truth.” If Haltz is with
Once the pedestal is solved, the stone doors open.

206
the party, they have advantage on this check. The hint
relates to the fourth perspective.
CONCLUSION — PATH B
If the party provides a satisfactory answer, read the
description below:
Development
If the party fights the two nagas: Yessire is a spirit naga, The two serpents rear their heads and look at
and Leilyra is a guardian naga that defends the shrine, each other for confirmation. They both nod
its contents, and their sanctum. and then give you a bow. The large snakes
Tactics: Leilyra first uses geas to command a strong hiss low, and a small tremor erupts as the wall
character to protect her. Should that fail, she uses ban- with the gold inscription begins to separate
ishment the following turn. She casts flame strike if the to reveal something inside wrapped in a red
party is grouped close together. Leilyra uses ranged spells cloth.
and features such as sacred flame or spit poison to stay out “Take it. It is yours.” Yessire hisses.
of melee combat while casting cure wounds on herself or “May you find more wisdom in your travels
Yessire if needed. Yessire casts lightning bolt if the party and life’s journey,” Leilyra gives her blessing.
is grouped close together and follows up with dominate
person to gain a strong character as an ally in combat. The item is a book. An identify spell or DC 15 Intel-
Yessire uses hold person to make her Bite attack more ligence (Arcana) check reveals it to be a tome of under-
effective. While in the shrine, the nagas have access to a standing (see Rewards on the next page). Upon reading
group lair action (see below). If both nagas are defeated, the text, the party learns of a ritual to cure the Stone
proceed to Conclusion, Path A. Sisters of their curse. The party returns to Port Gebralt
If the party attempts the trial: Proceed to Conclusion, with stories of their adventures and exploits.
Path B. If the party did not provide a satisfactory answer,
read the description below:

CONCLUSION — PATH A Leilyra gives an endearing gaze to you, like a


Read the description below: mother to a child. She hisses, “There is wis-
dom in your words, and I believe you will gain
With the dying breath of the last naga, the more along your life’s journey.”
hooded sisters thank you for clearing the last “Yes, learn from these lessons and find your
of the obstacles to be free of their curse. They truth.” Yessire hisses.
approach the wall with the gold inscriptions “Read the inscriptions. Read and under-
and chant in a foreign language. A flash of stand.” Leilyra hisses.
light and the sisters turn to face you. They
unveil their hoods to reveal beautiful women The inscription is a tale of the Three Goddesses and
with emerald eyes. One of them steps toward their meeting with a fourth. Through it, they gained
you, “Thank you for your understanding and greater understanding of the truth from the kindness
kindness. We failed the trials and in our foolish- and intent of their actions. Haltz deciphers the wall and
ness, overstepped our bounds. Our punishment learn the incantation to remove the Stone Sister’s curse.
was those hideous forms. You have our eternal The party returns to Port Gebralt with stories of their
gratitude.” adventures and exploits.

The sisters are restored to their humanoid form. The


party returns to Port Gebralt with stories of their adven-
tures and exploits.

207
Rewards Author’s Notes
Characters who complete this adventure may earn the This adventure was largely inspired by the Egyptian
following rewards: myth of the deceased being judged by the scales of truth
by the god Anubis. Taken into different context with
XP REWARDS nagas serving as the literal and figurative scales to the
Add the total XP of the creatures defeated by the party, path of truth and enlightenment. Special thanks to my
then divide by the number of characters to determine Team BAJA players who served as playtesters and their
individual rewards. continuing love and support.

Obstacle/Creature XP
Guardian Naga 5,900 About the Author
Spirit Naga 3,900 Jacky Leung resides in sunny Florida, land of endless
Medusa 2,300 sunshine and all things Disney. A longtime fan of D&D,
Bone Naga 1,100 owner of the "Death by Mage" blog, and columnist on
Mage 2,300 "Encounter Roleplay." He loves learning about other
Gargoyle 450 cultures and their cuisine, in other words, a major food-
Quicksand Pit obstacle 500 per person ie. He can be reached on Twitter at @deathbymage or
Shambling Mound 1,800 by email: [email protected].
Water Weird 700
Wraith 1,800
Giant Ape 2,900
Tyrannosaurus Rex 3,900

TREASURE REWARDS

Item Value:
Pouch of gems 300 gp
Expedition Reward 1000 gp per person

Tome of Understanding
Wondrous Item, very rare
This book contains intuition and insight exercises, and
its words are charged with magic. If you spend 48 hours
over a period of 6 days or fewer studying the book's
contents and practicing its guidelines, your Wisdom
score increases by 2, as does your maximum for that
score. The manual then loses its magic but regains it in a
century.

208
"The Temple" by David Roberts

209
Illustration by June Heo

210
Demon block party
by Ryan Servis
Creature: Marilith | Levels: 12 - 16

SYNOPSIS CHAPTER 1 - WELCOME TO WOLFWATER


Demons hate mortals, almost as much as they hate be-
ing enslaved. A spellcaster must be very foolish indeed Before you even saw this cozy seaside town,
to call forth these fiends, for their chaotic nature chafes you heard it. A cacophonous roar of hellish
at the strict terms of their summoning. Unfortunately music, laughter, breaking glass, and dancing
for the nearby town of Wolfwater, the local wizard has feet echo far and wide. As you draw closer,
failed to treat demons with the level of caution they locals move sluggishly about their business,
deserve, enslaving them for increasingly trivial purpos- clearing suffering from exhaustion due to lack
es; theatrical entertainment, menial labor, and exper- of sleep. Many have covered their ears with
imentation. Such arrogance inevitably led to catastro- whatever they could find, while others shout
phe when a powerful marilith was called forth. at each other in a vain hope of being heard
above the din. At the center of the community
stands a large stone keep, the clear source of
ADVENTURE HOOK all the noise. Its windows shine with flashing
This is an adventure for characters of 12th-16th level. multicolored lights and, even as you watch, a
There are various ways the party may come to know few bricks slide loose, victims of a catastroph-
of Wolfwater’s plight. Perhaps they stumble across the ic party being held inside.
town, are drawn by the sounds of an epic party, or
have some connection to a local. The exhausted and sleepless locals can only point to
the mayor’s residence when questioned about what is
going on. Norn Von Skell (LN male half elf noble) is
ADVENTURE BACKGROUND quick to meet the party as soon as he learns they are
The wizard of Wolfwater is dead, and the marilith in town. He explains the situation (he knows nothing
Lilitrixis holds court within his keep. The frustrated about the marilith, only that the demons have gotten
demons are still magically bound to the fortress and out of control), stating the town has little to offer pow-
have elected to throw a party of epic proportions, erful heroes in terms of money, but they are welcome
tearing the structure down to dispel the magic binding to keep anything they find in the wizard’s keep as fair
them to the material plane. The townsfolk are quite compensation. The mayor doesn’t care what happens
thankful the demons are unable to escape, but the par- to the demons, just as long as the noise stops and the
ty has been raging for three days straight with no signs fiends never leave the keep.
of stopping. Sleepless nights and rampant exhaustion
have put the mayor, Norn Von Skell, in a difficult
position. Any adventurers willing to speak with Lili-
trixis and politely ask her to “turn it down” will grant
the people of Wolfwater some much needed peace and
quiet.

211
The Wizard's Keep

Map by June Heo

212
CHAPTER 2 - THE WIZARD’S KEEP fallen asleep. If attacked, they will be surprised, but
successful DC 15 Dexterity (Stealth) checks allow
The keep is a modest stone fortress, with 2 foot thick
the party to easily sneak past without disturbing the
outer walls and completely encompassed by a power-
fiends. If the demons detect the party as they sneak
ful forbearance spell (9th level, undead) that prevents
past, they drunkenly inquire as to who the party are,
teleportation into and out of the structure. This same
acting in a menacing manner but not attacking imme-
spell prevents the demons from going home. The only
diately. Unless convinced otherwise, the demons will
entrance is a pair of large double doors. These doors
always want to bring the group to Lilitrixis so she can
are locked (DC 20 Dexterity (Sleight of Hand) ability
decide what to do with them. Should the demons be
check to unlock), are objects (AC 20, 100 HP), and
killed and Lilitrixis finds out about it, the party has
are trapped by a glyph of warding (spell save DC 20,
disadvantage on Charisma ability checks against her
8th level fireball) that triggers if the doors are damaged.
until amends are made.
The windows have no glass, but are instead protected
by panels of magical force that repel any damage. The
entire keep is lit by magical torches that shed bright A – 2: Drinking Hall
light in every room.
The keep has suffered greatly under the mariliths’s What remains of this room is a testament of
stewardship. The original owner was clearly a person of how hard demons party. The walls are plas-
posh tastes, filling the keep with elaborate decorations, tered with paints, alcohol, and food, with the
art, furniture, and magical tools. Only the most sturdy furniture pushed aside to make room for a
of these items still survive, defiled by demons eager for massive pile of presumably empty kegs. All
revenge. Every inch of the building is cracked, burned, about, demons of various shapes and sizes
scratched, and shattered, with the interior splattered are singing, dancing, and throwing objects at
with garbage and debris. The smell is intense; equal the body of a robed old man suspended from
parts sweat, intoxicating fumes, and blood. the ceiling by thick chains. The body has two
A map of the keep’s layout is provided in the Ap- swords thrust into it, likely belonging to the
pendix. massive demon coiled around a makeshift
throne. Each of her hands is filled with a con-
fection or fancy drink, which she daintily con-
A – 1: The Foyer sumes, a fanged smile never leaving her face.

What was once an opulent foyer is now a Creatures: Lilitrixis x1 (marilith with maximized hit
rest room for demons who drank too much. dice, 270 HP, Skill Proficiencies: Insight, Persuasion),
Splinters of furniture, silks, and broken bottles Hezrou x5, Succubi/Incubi x3
are scattered about. Four demons lie passed Special Traits: All the fiends in the room besides
out in this room; three of which are massive Lilitrixis have been branded with an arcane sigil that
apelike fiends with blue skin and red hair, belongs to the wizard that once owned the keep.
while the other is a dog headed monstrosity Terrain. 12x10 + 6x2 grid, carved stone, 25 foot high
with a pair of pincers making up one of two ceiling.
sets of arms. As soon as the demons become aware of the party’s
presence, everything freezes comically. The silence is
Creatures: Glabrezu x1, Barlgura x3
deafening as each demon turns to stare at the intrud-
Special Traits: The demons have disadvantage on at-
ers, their faces cracking into wide, menacing grins.
tack rolls and ability checks due to their drunkenness.
Before they can act, however, Lilitrixis raises one of her
Additionally, each of the demons is branded with an
hands and speaks with a soft voice, commanding her
arcane sigil that belongs to the wizard that once owned
“subjects” to hold. Beckoning with that same hand, she
the keep.
gestures for the party to come forward and holds up a
Terrain. 14x5 grid, carved stone, 15 ft. high ceiling.
bottle of wine invitingly. Lilitrixis speaks the following
These demons are completely intoxicated and have

213
in a clear voice, presenting an air of sophistication and • Exhaustion. In order to partake in the celebration
danger: a character must succeed on a DC 20 Constitution
check or gain one level of exhaustion over the course
“Well this is a surprise. Just when things were get- of the merry making.
ting boring, here new entertainment has arrived. • Demon rampage. Upon the destruction of the keep,
I’m no stranger to the ways of adventurers, so I the Nalfeshnee from area A - 5 and the ten Quasits
know why you are here and how such encounters from area A - 3 decide to remain in Wolfwater and
typically end. Before things get too uncivilized let go on a collective rampage. Lilitrixis doesn’t approve
us see if you have the fortitude to drink with a of her minions taking such action, but is far too
demon of the Abyss? I’ll wager you’ve never done tired to do anything about it and returns home.
that before in your long careers of slaughtering Disabling The Forbearance Effect. Disabling
my kind.” the crystal involves both slaying the iron golem in
room A – 6 and solving the puzzle in A – 8. Once the
Lilitrixis is telling the truth here, and wants to explain forbearance effect ends, the demons voluntarily return
the situation to the party in hopes they will help her. home, honoring their agreement at Lilitrixis’ behest.
She wants nothing except to go home to the Abyss Should the adventurers agree to aid Lilitrixis in this
and would like to avoid a fight if at all possible. This manner, she will order her demons in A – 2 to not
is because the forbearance effect prevents a fiend from assault them, but makes no promises for others carous-
returning to its home plane when killed, ensuring its ing throughout the keep.
death is permanent rather than inconvenient. This is
a risk she would rather avoid, as the crystal powering
the spell is guarded by a deadly iron golem and magi-
Development
If the party chooses to disable the forbearance effect,
cal traps. Lilitrixis suspects that if the keep is destroyed
proceed with the adventure through the rest of the keep.
the crystal will no longer function (she is correct), but
If the party chooses either of the other options, play
disabling it is far more expedient. Lilitrixis will not call
them out and then proceed to Conclusion.
off the demon party until the keep is destroyed, leaving
the adventurers with the following options.
Slaying Lilitrixis and all the demons in the Roleplaying Lilitrixis
keep. This is brutally difficult, as Lilitrixis is already a Lilitrixis is far more subtle than other demons. When
stronger than average marilith, and has many demons at summoned by a foolish wizard and learning his in-
her disposal. Make it clear through roleplaying with Lili- tentions, she slew him immediately. Seeing her fellow
trixis that this option would be nearly impossible unless demons branded and exploited in such a manner drove
the party are willing to risk everything just to spite the Lilitrixis into a rage. While she has little affection for
demons. her fellow demons, the idea that a puny mortal could
Partying Hard. Should the party chafe at the think to use other beings in such a manner was infu-
idea of disabling the crystal, Lilitrixis will offer them riating. What began as a rage fueled rampage quickly
the chance to party with the demons and help tear the turned into a large party, which Lilitrixis decided was
keep down. This is a dangerous and exhausting course an acceptable alternative to her unending anger. When
of action, involving five continuous days of drinking, roleplaying Lilitrixis, emphasize her conversational man-
dancing, and general mayhem. The people of Wolfwater ner and personability, which is very inconsistent with
will not take kindly to this decision, and will treat the how a marilith is expected to behave. She will use her
adventurers with all the hostility they can muster. Addi- Wisdom (Insight) skill to detect any deception from the
tionally, some demons may not choose to return home party, and her Charisma (Persuasion) skill to emphasize
when the forbearance effect ends, instead rampaging the fact that while evil, both she and her fellow demons
through the town. If the group chooses this option, you are victims of a foolish wizard who held no respect for
can introduce the following mechanics to help play out their power.
the scenario.

214
Lilitrixis has the following personality A – 4: Changing Room
traits:
• Demon Background. Demonic Nobility Costumes of all shapes and sizes line the walls
• Demon Personality Trait. I will become an of this narrow room, enough to put on a dozen
abyssal lord someday, and everything I do works different plays. Many of them are still in ac-
toward that goal. ceptable condition, with a pair of incubi squab-
• Demon Ideal. Ambition. We reach the station in bling over the grandest pieces.
the cosmos that we deserve due to our drive and
talents. Creatures: Incubus x1, succubus x1, apprentice
• Demon Bonds. I am a perfect product of cre- (hidden, CG male human conjurer)
ation, destined to one day shape the cosmos to my The fiends have failed to notice the apprentice hid-
whims. Everything I do verifies my destiny. ing behind the costume racks, who has been camped
• Demon Flaws. I rage, but I use anger to distract out for many sleepless days. The apprentice requires
from my fear of confrontation. a successful DC 16 Wisdom (Perception) check or
passive Perception of 16 or higher to spot. If the party
A – 3: Performance Hall exposes the apprentice’s location while the fiends are
in the room, the creatures will immediately attack the
Before the demons had their way, this private apprentice and attempt to enthrall him. Otherwise,
theater would have been quite elegant. Now, the fiends will ask the party to kindly depart, mocking
the curtains are torn and the stage is slightly them for their failure to observe proper mortal eti-
on fire. Quasits race around the room, play- quette in the changing room.
ing with the remains of what must have been The apprentice has five levels of exhaustion and
dozens of fine costumes. To the south the is in no shape to fight alongside the characters, but
grand stage is adjacent to a door that provides can explain how the puzzle in room A – 8 works (but
access to a changing room, while to the north not its solution). This character is intended as a blank
another door is ajar and emits the gurgling slate for the DM, to use according to the needs of the
rumble of someone guzzling an extraordinary adventure. If the party is having a hard time empathiz-
amount of booze. ing with Lilitrixis, have the apprentice detail the many
poor choices his master made that lead to this scenario.
Creatures: Quasits x10 Consult the Author’s Notes section of this adventure for
Terrain. 9x12 grid, carved stone, 10 foot high ceiling. examples of talking points and questions the appren-
The quasits here are having fun while they avoid the tice can bring up when engaged in conversation. The
larger demons. They will poke and harass the party, young man is having an emotional crisis on multiple
using their Scare trait to startle them. If attacked, the levels and is full of doubts about the current situation.
quasits retreat to A – 2 and complain to Lilitrixis. Use these doubts to subtly discuss the moral dilem-
mas of the situation without leading the players by
the nose. Consider an encounter with the apprentice
a success if it provokes some healthy conversation at
your table.

215
A – 5: Wine Storage A – 7: Wizard’s Bedchamber
Kegs are stacked in this room from floor to This bedchamber is completely untouched,
ceiling. They are filled with countless fine safeguarded by the golem. Inside is a wealth of
wines, some centuries old if the labels are to be fine fabrics, magical materials, and other accou-
believed. At the center of it all is a large piglike trements, all of which are yours for the taking.
demon guzzling an entire keg in between thun-
derous belches. Terrain. 10x3 grid, carved stone.
Treasure. 5,000 gp in rare alchemical and spellcasting
Creatures. Nalfeshnee x1 materials, 3 diamonds worth 1,000 gp each, deck of
Terrain. 7x4 grid, polished wood illusions (20 cards), hat of wizardry, staff of power.
Treasure. 7 kegs of fine wine, each worth 1,500 gp.
The nalfeshnee jealously guards the wine store here
and attacks any non-demons on sight. Belligerent and
A – 8: Forbearance Crystal Chamber
angry, the demon cannot be reasoned with, and is so This room is completely empty save for a mag-
disliked by its fellows that none will come to its aide ical crystal about the size of a human head
when fighting breaks out. suspended in the air. The crystal is a flamboyant
purple and wreathed in a magical glyph in the
A – 6: Golem Chamber shape of a pentagon. The clearly magical device
glows with a soft blue light and sparks with
This large room is barren save for a single arcane energies. Some of the pentagon’s sides
massive suit of armor standing in the middle and corners are emblazoned with numbers, but
of the room. Unscarred by demons, the area other spaces are unfilled and await some kind of
is sweltering hot, the air scalding your throat input to complete.
with each breathe. As you approach, the armor
lurches to life, hefting a massive blade with The crystal is an object (AC 12, 30 hit points), shield-
considerable menace. ed inside a magical puzzle that protects it from all
damage. If the crystal is destroyed, the forbearance
Creatures. Iron golem x1 effect enchanting the keep immediately ends. The
Terrain. 11x12 grid, carved stone. puzzle cannot be dispelled or suppressed (such as via
Special Effects. When a creature starts its turn antimagic), and instead must be solved. The details of
within the room, it takes 7 (1d12) fire damage. the puzzle are found below.
The golem is hostile to everything that enters the area
and attacks relentlessly. The golem will pursue crea-
tures that flee from combat, sending any surviving
demons scrambling and greatly upsetting Lilitrixis.

216
Puzzle Puzzle Solved

Solving The Pentagon Puzzle. When any char- tremely displeased and lay the blame for the entire affair
acter touches one of the empty areas on the pentagon, at the party’s feet. A mob of eight knights lead by a
a magical series of numbers (1-20) appear. When a warlord are tasked with delivering capital punishment
character touches one of those numbers, the number be- to the party unless reparations are made.
comes assigned to the empty slot. The goal of the puzzle Disabling The Forbearance Effect: This
is to have each side of the pentagon (5 sides total) have option, while morally questionable, leads to the best
a sum total of 19. This is hinted by the 19 in the center. outcome for all involved. Wolfwater gets its peace and
If the party inputs the incorrect number into the slot quiet back, Lilitrixis and the rest of the demons stick to
(when compared to the solution), they take 26 (4d12) the bargain and go home, and the adventurers receive all
lightning or fire damage (at the DM’s discretion). Once their just (and not-so-just) rewards.
solved, the pentagon dissipates and the forbearance crys-
tal can be accessed. If your players are struggling to find Rewards
a solution, you can offer them a hint by filling in one of Characters who complete this adventure may earn the
the numbers, taking the time between each hint to give following rewards:
them a chance to work it out.
XP REWARDS
CONCLUSION Add the total XP of creatures defeated by the party, then
divide by the number of characters to determine indi-
How the adventure ends depends on what the party vidual rewards.
chose to do when they encountered Lilitrixis.
Slay Lilitrixis and all the demons: Assuming Obstacle XP
the party is successful and isn’t simply killed outright, Barlgura 1,800
they have brought welcome peace and quiet to the town Glabrezu 5,000
of Wolfwater. While they will still get all the Treasure Hezrou 3,900
Rewards, they will only receive the XP Rewards for Iron Golem 15,000
monsters slain. They will not receive the Puzzle or Story Lilitrixis (Marilith) 15,000
Awards. Nalfeshnee 10,000
Playing Hard: As expected, the people of Wolf- Quasit 200
water do not take kindly to this option. Not only did Succubus/Incubus 1,100
the party add to the problem instead of solving it, but
some demons chose not to return home and rampaged
through the town. The citizens of Wolfwater are ex-

217
PUZZLE REWARDS cessful running of this adventure involves thoughtful
Solving the puzzle awards the party 11,000 XP. For each discussion and the changing of perspectives.
hint the players received for solving the puzzle, reduce
the puzzle’s XP reward by 1000 XP.
About the Author
STORY REWARDS Ryan Servis lives in Davis, California and works full
If the party successfully aids Lilitrixis in a manner that time for 2CGaming LLC, a tabletop RPG design com-
meets with her satisfaction, award the party 15,000 XP. pany. He has contributed writing and design work to
5th Edition 3rd party books Fate of the Forebears: City
TREASURE REWARDS of Stands, Fate of the Forebears: Lion’s Vault, Tyrant and
Item Value Hellions and authored The Epic Legacy Core Rulebook: A
Rare alchemical Guide To Epic Level 5th Edition. He can be reached at
and spellcasting materials 5,000 gp [email protected].
3 diamonds 1,000 gp each
7 kegs of fine wine 1,500 gp each
Deck of illusions (20 cards) N/A
Hat of wizardry (XGE) N/A
Staff of power, DMG N/A

Author’s Notes:
Of Demons and Feminism
This one shot intends to present the longstanding
struggle women face from those who attempt to
control their bodies through institutions of power,
but with a fantasy twist. It has been a longstanding
tradition in Dungeons and Dragons that fiends can be
summoned and subjugated with no real ethical con-
cerns being raised about doing so. Sure, demons are
evil, but that doesn’t mean it is okay to enslave them.
By focusing on Lilitrxis (mariliths are always women
according to the Monster Manual) and her desire to re-
turn home, you can make the adventure about not just
a demon escaping enslavement, but a woman regaining
her agency.
However, because Lilitrixis is an evil being with
more than a few bad deeds to her name, how the play-
ers interact with her can be quite a conundrum. Do
they help the marilith return home (and if so, how?),
or slay the fiend on the spot? Is Lilitrixis justified in
what she did? Can (or should) she be reasoned with?
When running this one shot I hope you do your best
in bringing these questions to the forefront. Finding a
moral and adequate resolution that is consistent with
the Players and their character’s beliefs is part of the
challenge and should be a teaching moment. A suc-

218
appendix A:
featured creatures
These creatures are featured prominently in this anthology. those denoted with an asterisk
are new or reskinned creatures whose stat blocks are provided in this book. The page
numbers below correspond with the adventures the creatures are found in.

Harpy — pg. 7, 15 Penanggalan* — pg. 183


Dryad — pg. 7, 15 Erinyes — pg. 185
Witch — pg. 21 Naga — pg. 185
Banshee* — pg. 37 Chhaya, Priest* — pg. 191
Banshee — pg. 39 Shoosuva, Demon* — pg. 191
Dryad — pg. 45 Venom Troll* — pg. 192
Banshee — pg. 53 Erinyes — pg. 195
Sea Hag — pg. 61 Naga — pg. 203
Bone-Sailor* — pg. 69 Marilith — pg. 211
Flotsman* — pg. 70
First Form Jetsam Golem* — pg. 71
Final Form Jetsam Golem* — pg. 72
Lamia — pg. 75
Harpy — pg. 83
Landon the Conjurer* — pg. 89
Yuki-Onna — pg. 91
Shahmaran* — pg. 103
Yochlol — pg. 105
Colchia the Red* — pg. 117
Atalanta, Warrior Hero* — pg. 117
Medea the Sorcerer* — pg. 118
Jason, the Argonaut's Leader* — pg. 118
Castor and Pollux, the Twins* — pg. 119
Theseus, Slayer of the Minotaur* — pg. 119
Nukekubi* — pg. 130
Alcis, Medusa Monk* — pg. 140
Pelagaios, Avatar of the Storm* — pg. 141
Chimera — pg. 143
Naga* — pg. 157
Gynosphinx — pg. 159
Medusa — pg. 169

219
appendix B:
maps for players
the temple (from The Brewster's Daughter, pg. 21)

Map by Charles Van Slambrouck

220
sea hag stadium (from Seven Tears by the Sea, pg. 61)

Map by D.W. Dagon

221
The Spellburned tower (from Lamias, Tigers, and Weres, Oh My!, pg. 75)

Map by KM Kovalcik

222
The Temple (from The Serpent and the Sea, pg. 149)

Map by D.W. Dagon

223
The Festival (from The Serpent and the Sea, pg. 149) Map by D.W. Dagon

The Puzzle
(from The Serpent and the Sea,
pg. 149)

224
Map 0 (from The Tale of the Sphinx, pg. 159)

225
home (from The Tale of the Sphinx, pg. 159)

226
Fey Friends (from The Tale of the Sphinx, pg. 159)

227
Sweetwater branch (from The Tale of the Sphinx, pg. 159)

228
My Old life (from The Tale of the Sphinx, pg. 159)

229
the necromancer (from The Tale of the Sphinx, pg. 159)

230
The Wizard's Keep (from Demon Block Party, pg. 211)

Map by June Heo

The pentagram puzzle


(from Demon Block Party, pg. 211)

231
appendix c: handouts
The following handouts go with Three Heads Are Better Than One by Fenway Jones (pg. 143).

HANDOUT 1
Alleo
Her charade: Back rub
Check: DC 18 Strength check to see if the other char-
acters can get the giant knot out of her back.
Personality: She is very angry and scary. She will
growl if someone gets close to her besides for the back
rub.

Ocypete
Her charade: Thorn in wing
Check: DC 18 Intelligence (Investigation) to find the
thorn.
Personality: She does everything in a fast manner
but gets tired very quickly.

Celaeno
Her charade: Requires medicine
Check: DC 18 Medicine (Wisdom) to administer the
correct medicine.
Personality: She seems much darker than the rest of
them and will not get off of the table for anything.

232
HANDOUT 2

RULES OF GAMBLING:
Your tabaxi friend has challenged you to a game of Malarkey!
To play this game you will need three d6s.

• Roll your dice. DON’T show them to anyone!


• Everyone is trying to get as close to 18 as possible.
• The DM goes around the table, and asks you how much you are betting, but there is a catch - you are bet-
ting years of your life.
• After you hear the person before you bet what they are betting you say “I see your ____ and I raise ___
years.”
• Say “Malarkey!” when you think you've reached the limit of what you want to bet.
• Once everyone has bet, go around the table again and again until everyone says “Malarkey!”
• For a final time, go around the table to see who got the closest to 18. That person wins everything. They
keep their life, get however many years it added up to be added on to their lives, and win the special item
and yarn that the tabaxi was betting.
• The lives lost are distributed evenly between everyone else.
• In case of a tie, roll the three d6s again and whoever gets the highest (no betting this time) wins.

233
acknowledgments
and biographies
We are indebted to everyone who playtested Kalimah Patricia Carter, Kara Baker, Karla Zimonja, Kat
a module in our anthology series, including Willott, Kate Jordan, Katie Assarian, Katie Ileki, Katie Tregs,
the following: Katiequixotic, Kathryn Kovalcik, Katherine Lusk, Katherine
S. Raine, KaylaRPG, Khadizha Laila Lunn-Wilder, Kikka
“The Princess” Delarose, Kimber Streams, Kosta Sideropou-
Aaron Dull, Aaron Quick, Adam Blinkinsop, Alex Abbott,
los, Kris Giere, Kyle Gould, Kyle McCordic, Lauren Hard-
Alex Grant, Alex LoCurto, Alex Misner, Alexander Mi-
esty, Leigh Lunsford, Liseanne Pierson, LittlestCrouton, Liz
rams-Harrison, Alice Carstairs, Alison Huang, Allen Engle-
Gygax, Logan Treglia, Lottie Turner, Louise Edwards, Luciel-
son, Andre Campeau, Andrew Florea, Andrew Sinsheimer,
la Scarlett, Luvy Mann, M. Wilkins, Maggie Darrah, Marissa
Andrew Beharelle, Anthony Booros, Artur Augustyniak,
Oudshoorn, Martin Katz, Mary Jo Creaney Stockton, Mat
Arwen Connolly, Aviva Geretz, Azhaiel, Batty the Toon, Bec
Pimz, Matis Kleidman, Matt Monasch, Matt H. Taylor,
Scane, Bek, Benjamin Adelman, Beth Watson, Bex Bugois,
Matthew Johns, Max Churak, Maxine Henry, Melanie
Bill Manning, Blunders & Brigands, Bob Curry, Bonnie
Murphy, Meghan McGinnis, Michael B., Michael Graham,
Shaw, Brian Forbis, Britt Monday, Caitlandia, Caitlin Col-
Michael Plautz, Mick Wilder, Mike Pisani, Molly Segale,
lins, Caleb Jones, Callan Stein, Cameron Calka, Cara Judd,
Morgan Bate, Morgan G., Morgan Goin, Morgan Treglia,
Carl Lister, Carolyn Petty, Cas, Catherine Lowry Franssen,
Mr. Handsome, Natalie Mulder, Nathan Reyes, Nailya
Chance Clement, Charles Vanslambrouck, Chris, Chris
Shamgunova, Nick Hammer, Nightelyn, Nomi “Progamer”
Booth, Chris Creasing, Chris Ogren, Chris Tressler, Christian
Lastname, Nola Pfau, Olivia Noble, Paige Turner, Pat, Patrick
Harris, Christopher Mason, Colin Arnott, Connor Urwin,
Eaton, Paul Charvet, Paul Hackett, Paul S. Washburn, Pearce
Corin Kumamoto, Craig Friedman, Crista Megee, Curtis
Truesdale, Pedro Pagés, Phil Hanley, Philip R Spence, Polar
Voelker, D.E. Chaudron, D.W. Dagon, Dani Bar-Lavi,
Bear, Potato Hollow, Purnacandra Sivarupa, Rae withabrickk,
Daniel Moller, DarkBlade, Dave Eisinger, David Corne-
Rachel Snyder, Raphael Grimes, Rebeccah Shumway, René
lius, David Cutler, David Gibson, David Leverton, David
L Karkut, Rhea Anne Myers, Rob Loweson, Robert Laedle-
Warshawsky, DCSTABOS, Derek Fisher, DoctorCube,
in, Robin Farndon, Robin Gibson, Robin Michele, Robin
Don-Brainhook, Doug Thomas, Drake R. Finney, E. Forney,
Schadel, Roll for Trouble, Rudolphus SamSquatch, Samantha
Elena Chiovaro, Elizabeth Meritt, Emily Beebe, Emma
Darcy, Sam Olgilvie, Sam Alberts, Sam Sullivan, Sam Tregs,
Power, Enoki, Erin Vickers, Esra-Lynn Fife, Evan Gornick,
Sammy Ward, Sarah Dompkowski, Sarah Gray Harker, Sarah
Gabriel Negrete, Grace Fuller, Grace O’Hair-Sherman, Grace
Lanaway, Sarah Pavlich, Sarah Mazul, Scott Bullock, Scott
Willsmer, Grant Ellis, Greg Twentyman, GremlOlgilviee,
Tatum, Seph Steel, Shamini Bundell, Shannon Bebel Shawn
Griffin DiStasi, Guillermo Garrido, Gwen MacDonald,
Gillikin, Shoshana Yaswen, Simon Goudreault, Sith Witch,
Gwendy B., H. “Ink” Kugler, Harvey Smith, Hermod,
Stakehater, Stefan Turner, Steven Assarian, Steven Barrett,
Horse, Heather Johns, Heather Wells, HobbleDragon, How-
Suzy Deacon, Taran Winnie, tiakall, Timothy Bryant, Tim
ie Boyd, Ignacio Santander-Alfonso, Isaac Kindel, Jack Garst,
Kardaras, The_Bird543, The Sharkofironwill, Thomas
Jacob S. Wible, Jake Parisse, James Cooper, Jamie B.B.,
Karkut, Tory Lynch, Tom DeFrancisco, Tom Powell, Thom-
Jay Andromeda, Jessica L. Washburn, Joan “Jay” Bedinger,
as Gray Hurdle II, Thomas Jancis, Thomas Worsley, Tony
Jayden James, Jean Adaser, Jean-Francois Lacelle, Jeff Braun,
Molinet, Trever Haugen, Tristen, Wes Valley, Willy Abeel,
Jeff Ellis, Jes Schrodinger, Jess Buttriss, Jess Prudent, Jesse Jor-
Willy Seaman, Will “The Worst” Hagen, wing_newlimit, W.
dan, Jessica R, Jessica Waters, Joel Russ, John Tetzlaff, Johnny
Graham Bishop Jr., Wyatt Warner, Xavier Rodriguez, Xinyi,
Kuzmanovski, Jon Peters, Jonathan Robb, Jono Mammel,
Yaakov Kuperman, Zach Gartner, Zach Lee, Zach Prince,
Jordan Richer, Jordan Thomas, Joseph Tennant, Josh Knapp,
Joshua Graves, Joshua James Gervais, Joshua Robinson, JR, Zoë Pryce

234
Stock art credits: find her scribbling furiously and consuming copious
• Arthur Rackham / Public Domain amounts of pastries under piles of blankets.
• susannp4 / Pixabay
• Critical-Hit! / DriveThruRPG Kayla Cline
• BarbaraALane / Pixabay Kayla Cline is an illustrator and graphic novelist,
• Mysticsartdesign / Pixabay whose work frequently invokes gaming culture, the
• Purple Duck Games / DriveThruRPG occult, and science fiction. Her work can be found at
• Daniel Comerci Stock Art / DriveThruRPG her website kaylacline.com.
• b-design / DriveThruRPG
• Frank Preston Stearns / Wikimedia Commons
Liz Gist
• David Roberts / Wikimedia Commons
• 1manstudio/Critical-Hit! / DriveThruRPG Liz is a hobbyist, artist, and freelance editor. They grew
• "Nukekubi" from Bakemono no e (c. 1700), Harry up fascinated with mythology and look for any excuse
F. Bruning Collection of Japanese Books and Manu- to burrow into that part of their psyche. Follow them
scripts, L. Tom Perry Special Collections, Harold B. Lee on Twitter @crit_liz for puppy photos, mini painting,
Library, Brigham Young University. and far too many tiefling PCs.
• Desert Rider © 2015 Dean Spencer, used with permis-
sion. All rights reserved. Luciella Elisabeth Scarlett
• Drow Warlock © 2015 Dean Spencer, used with Luciella Elisabeth Scarlett is an aromantic and asexual
permission. All rights reserved. author and illustrator based in Melbourne, Australia,
who obnoxiously publishes under a name the length
of an entire alphabet. You can follow her on Twitter or
artists Facebook @luciellaes or at luciellaes.wordpress.com.

Alison Huang Ma'at Crook


Alison Huang, who lives in Australia, has a deep love Ma’at (ma ought) Crook has been a D&D fan since
for narrative, especially non-violent and queer nar- the 80s but didn’t find a table to play at until her 40s.
ratives. She usually expresses this through works of Since then, she’s written modules and tools, served
interactive fiction, which can be found at Drazillion. as an Adventurer's League coordinator and DM, and
itch.io. Her Twitter handle is @Drazillion. plays D&D and Pathfinder actual plays. Web:
maatcrook.com, Twitter: @MaatCrook
David Markiwsky
David is a writer and artist in Edmonton, Canada, Sammy Ward
with a moderate to unhealthy obsession with horror Sammy is a freelance illustrator and independent com-
and all things Fey. You can find all his other D&D ics creator. Her work tends to delve into the world of
content on the DMs Guild and he can be reached on fantasy and horror inspired by folklore and mythology.
Twitter @DavidMarkiwsky In between work and playing D&D, Sammy is con-
stantly drawing skulls and drinking excessive amounts
Gwen Bassett of tea. You can follow her adventures online
Gwen (“gwendybee” across the web) is a freelance @sammywarddraws.
fantasy illustrator who will take any excuse to paint
bright colors, flashy magic, and dramatic lighting. In Sandy Jacobs-Tolle
her spare time, she likes to eat inadvisable quantities of Sandy Jacobs-Tolle got into video gaming with an
dessert and pet other people’s dogs. Atari 2600, tabletop gaming with AD&D 2nd Edition,
and art since she ate a blue crayon in the first grade.
Jennifer Peig She’s done illustrations for Choice of Games, Thread-
Jennifer Peig is a freelance illustrator and artist special- bare, Motobushido, Circle of Hands… too many indie
izing in fantasy and folklore. She resides in Chicago games to count. She’ll also knit you a pair of socks if
with her ever-exuberant chiweenie pup. You can often she likes you well enough. Portfolio at https://www.

235
artstation.com/racerxmachina, Twitter: Samantha lives in a tower of toadstools and teeth,
@racerxmachina located somewhere in the strange wilds of Indiana.
She dwells there with her loving husband—a musical
Satine Phoenix clockwork filled with bartered voices, and their darling
Satine Phoenix is the founder of Gilding Light, Dun- son—who she made herself, using only the finest twigs
geon Master of Sirens of the Realms, host of Dungeon and glamours.
Master’s Guide & GM Tips Season 2, as well as the
author and creator of the New Praetorians graphic nov-
el series and The Action Heroine’s Journey (non-fiction) Editors
and the founder of CelebrityChariD20.com. Artist,
author, entertainer and storyteller. Dr. A. Kelly Lane, Ph.D.
Dr. A. Kelly Lane is a biologist and education re-
Wouter Florusse searcher by day, a TTRPG player, GM, and streamer
Wouter Florusse is a freelance illustrator with a passion by night. Kelly loves playing games both live and in
for history, fantasy and nature. He lives in Rotterdam, person. Being an avid promoter of all things inclusive,
the Netherlands with his wife and two sons. In his she couldn’t pass up the opportunity to be involved
spare time he engages in Historical European Mar- with this wonderful project. The talent and kindness in
tial Arts, plays tabletop roleplaying games and can be this group have been astounding and Kelly has learned
found wantonly drawing trees anywhere. a great deal from those involved. You can find her @
AKellyLane on Twitter where she discusses higher edu-
Xan Larson cation, gaming, and inclusivity.
Xan Larson is an illustrator, comic artist, mythological
creature enthusiast, DM, and more. Artist of If Dragons Ashley Warren
Were Horses, SVN, Deep False Waters, and creator of Ashley is the founder, creator, and producer of the Un-
the teacup almiraj and teacup wolpertinger. Follow on caged Anthology. She writes for Wizards of the Coast,
Twitter @PaleWhiteRabbit or Instagram Onyx Path Publishing, and more. Ashley is a cast
@pale.white.rabbit. member on Tales from the Mists, which airs on WotC's
official Twitch channel. Additionally, she is the founder
of the RPG Writer Workshop and the author of nu-
About our Cover Artist merous titles on Dungeon Masters Guild. Her website
is ashleywarrenwrites.com; Twitter, @ashleynhwarren.
Samantha Darcy
Crafted from only the finest twigs and glamours, Bianca Bickford
Samantha Darcy was well-nurtured in exchange for her Bianca is a lifelong geek living deep in the Heart of
father’s freedom. She was beloved by all her neighbors, Texas. She can be found running around the jungles
though her presence would frighten the livestock and of Chult or pulling off the biggest heist in Waterda-
cause the room to chill. The families would vie for her vian history. Bianca DMs for friends and one-shot
attention on the hot summers’ days, and found they adventures for girls ages 9 to 12 to introduce them to
preferred the taste of soured milk. Samantha saw her the imaginative world of Dungeons & Dragons. Her
first artistic inspiration behind their straining smiles, module “Maid in Waterdeep” was a part of Uncaged
and delighted in drawing all their prettiest nightmares. Volume 1. Find her on Twitter at @BiancaBickford.
An illustrator for tabletop roleplaying games,
Samantha has risen far above those humble begin- Brent Jans
nings. She has contributed to works both great and Brent has worked as a freelance fiction and TTRPG
small, including the Uncaged Anthology, Rolled & Told, editor for the last thirteen years. He is currently an
and countless commissions. She currently labors on editor for On Spec Magazine, a Canadian quarterly
the Adventurer’s Fashion Primer, a book sorely needed publication of speculative fiction, and has edited for:
by creatures of every type. Wayfinder (a magazine for the Pathfinder RPG); the

236
Space: 1889 line for Clockwork Publishing; and the rights, and prison abolition. She is also very gay.
RPG Foreign Element for Mystic Ages Publishing. #RampUptheLesbians. Twitter: @irreverendjamie.
He is also the founder and curator for the Canadian
Library of Roleplaying Games, and you can read more Jeff Ellis
from him at renaissancegamer.ca. Jeff has written and published multiple adventures
using the Dungeons & Dragons 5th Edition Open
Catherine Evans Gaming License to the Dungeon Masters Guild and
Catherine has been playing and running RPGs since is happy to be working as a contributing editor for
1997, and she somehow always finds her way back to the first time on Uncaged. He is humbled by all of the
D&D. You can find her shamelessly self-promoting on talent present in these anthologies and is honored to
Twitter (as @perpetualgloom) and writing dark fairy have helped in what little way he could. You can find
tales and outright horror on DMs Guild. out more about him on Twitter @manyeyedmonster.

Christopher Walz Jessica Washburn


Christopher is the Dungeon Masters Guild creator Jessica is an aspiring writer and copy editor who looks
of The Midnight Revelry and An Ogre and His Cake, a forward to releasing more projects and supplements for
children's charity project. He is also a freelance ta- D&D 5e. You can find her on Twitter as @HealthPak-
bletop roleplaying game editor, currently working on Stream. She may or may not be a halfling bard.
Cubicle 7's Adventures in Middle-earth. His journey
into roleplaying games began before he could read, Jessica Ross
stealing away his brother's Monstrous Manual to look Jess is a teacher, editor, and podcaster. You can listen to
at the pictures. He resides in central Kentucky with his her play D&D with some of her favorite ladies on d20
son, who is most certainly a crafty kobold. Connect Dames and tune in while she GMs Blue Rose for some
with him on Twitter @DMChristopherW. of her besties on Bitches & Liches. Check in with her
shenanigans on her website writejess.com or on Twitter
Echo Roanoke @writejessr.
Echo Roanoke (they/them) is a writer, editor, game-
master, and game creator in Indiana. They graduated Joe Nehmer
in 2011 from Eastern Illinois University with an MA A nine-year-old boy in 1983. Glorious red box basic
in Literary Studies with Creative Writing Emphasis. D&D. Elmore cover. What? No board?... what. is.
They can be found on Twitter and Instragram at @ this. So many summer days making spell books from
echoroanoke. chopped up looseleaf, and seeing dungeoneer and cru-
sader alike fall to glorious AD&D deathtrap dungeons.
Hannah Rose Thrilled to be a contributing editor for the Uncaged
Hannah is a professional nerd with two cats, several Anthology!
hundred books, and never enough time for D&D. She
co-produces the actual play show Worlds Apart, where Liz Gist
she also plays the strong barbarian mom Mara. DMs Liz is a hobbyist, artist, and freelance editor. They grew
Guild credits include the College of the Opera (gold up fascinated with mythology and look for any excuse
bestseller), the Temple of Shattered Minds, and upcoming to burrow into that part of their psyche. Follow them
projects — follow her on Twitter (@wildrosemage) for on Twitter @crit_liz for puppy photos, mini painting,
updates, cat pictures, and general geekiness. and far too many tiefling PCs.

Jamie O'Duibhir Lynne M. Meyer


Jamie O'Duibhir is an atheist minister and writer. Her Bisexual interfaith and diversity educator and activist
writing includes content for the DMs Guild, indie Lynne M. Meyer holds a Master of Theological Studies
TTRPGs, nerdy news articles, poetry, and essays. She from Harvard Divinity School, and a Master of Jew-
is an activist focused on trans liberation, immigrant ish Studies from Spertus Institute. Lynne is a chronic

237
illness warrior, devotee of Hekate, and lover of cats and
good coffee. Her adventure appears in Uncaged
donors
A heartfelt thanks to those who donated to our project.
Volume I. Connect with Lynne on Twitter
@Lynne_M_Meyer.
Alex Clippinger
Alex is a best-selling creator whose work can be found
Maryska Connolly
on DMsGuild.com.
Maryśka Connolly is a writer, librarian, and game de-
signer in central Virginia. She spends much of her time
David McDonough
designing escape rooms, hosting murder mysteries, and
David is a writer, editor, and creator for DMsGuild.com.
running D&D campaigns for college students. You can
follower her on Facebook @queenofthegoblins and on
Glenn Magas
Twitter and Instagram @maryskaconnolly.
Glenn is a financial analyst, social media expert,
screenwriter, and D&D fan based in Los Angeles.
Michael Haney
Michael Haney is currently finishing his creative
Joe Nehmer: Joe also served Uncaged as an editor;
writing degree from the University of South Florida.
learn more about him on pg. 233.
When he isn't writing about the occult or editing, he
is devoting his free time to playing ttRPGs. You can
John Jusayan: John is an app developer and veteran
find him on Twitter @michaelhaneyc.
DM. Learn more at treeness.com.
Stephanie Lee
M.T. Black: M.T. Black is a prolific creator with nu-
Stephanie Lee is an editor, aspiring author, and
merous best-selling RPG titles to his name. Get a peek
perpetual GM. You can find her work at
into the world of RPG creation via his newsletter:
scribblesandknots.com or on Twitter @scribblesnknots.
bit.ly/mtblacksignup
TK Johnson
Phil Beckwith: Phil is the owner of P.B. Publishing,
TK is a full-time southern gothic/dark fantasy writer
which produces immersive content for Dungeons &
and part-time eldritch horror. They have been derail-
Dragons 5e. Learn more at www.facebook.com/
ing campaigns since early childhood, but their most
PBPublishing
diabolical plans are unveiled every Friday evening as
DM in the Twitch actual play, Tales From the Mists.
Sersa Victory: Sersa Victory is a designer of death-
Their spooky stories can be found at www.tkjwrites.
trap dungeons for dark fantasy tabletop and video
com. Legends say that you can find TK lurking in the
games. His work includes Tomb of Mercy, Necropolis of
hills of Kentucky with their familiar, Samson, when
the Mailed Fist, Testament of Malice, and the upcoming
the moon is full, the fog is thick, and the harvest is
text adventure game Ember Undying.
ripe for the Ancient Ones' return.

238
Every creature in the multiverse
has a story to tell —
Even the monsters.
Uncaged is a collection of original adventures designed for Dungeons
& Dragons 5th Edition. Each adventure subverts and reinvents the
tropes around female mythological creatures, monsters, and figures. 
This ambitious project features creators from across the globe.

25 original adventures for Tiers 1 - 3

239

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