963235-TLHoR Preview
963235-TLHoR Preview
963235-TLHoR Preview
James MacMurray
October 2017
Disclaimer: While the Lord of Savagery doesn’t make his appearance in this volume of
the story, I suspect that Yeenoghu is watching events unfold from the Abyssal plane.
He probably isn’t too happy about a band of plucky adventurers heading out to put a
stop to his machinations, and he may be plotting his revenge. Stay vigilant.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 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 2017 by James MacMurray and published under the Community Content Agreement for Dungeon Masters Guild.
Table of Contents
Map: The Northeast of Faerûn...................................4
Introduction.................................................................5
Background..................................................................5
Overview......................................................................5
1: A Journey Begins...............................6
The City of Ravens Bluff..........................................6
The Shark Fin............................................................8
Map: The Shark Fin Tavern.....................................8
A Bad Hand...............................................................9
A Mother’s Plea.......................................................10
A Thief in the Night...............................................10
Map: Chi-chock’s Lair............................................11
Back on Track.........................................................13
Map: The Vast.........................................................14
Feldar’s Trail Encounters.......................................15
Supper Time............................................................15
Map: Supper Time/Bear Cave...............................15
Bear Cave.................................................................16
Danger!....................................................................17
Map: Danger...........................................................17
Highwaymen...........................................................18
Outside Highbank..................................................18
2: Dragon Falls or Bust................... 19
Highbank Forest.....................................................19
Map: Highbank Ruins............................................21
Wrong Turn.............................................................21
Trouble in Dark Hollow........................................23
The Fetid Fields......................................................24
The Witch’s Cottage................................................24
Map: The Fetid Fields............................................25
Serpentshield Manor.............................................26
Village Square.........................................................26
Map: Serpentshield Manor....................................27
Tremors....................................................................28
Appendix A: Monsters...................... 29
Appendix B: Special Items................ 31
Introduction
The Laughing Horde of Ruin is an epic story that Unknown Threat
takes characters from 1st level to 15th level and
beyond through an arduous and perilous overland The horde has taken the Endless Wastes and overrun
journey that culminates in a deadly face-off with the city of Almorel, which Plaguemane plans to
the legendary Demon Prince Yeenoghu. The ideal use as Yeenoghu’s seat of power upon his return.
party size is four characters. If your group is larger Murdering and devouring anyone they don’t keep
or smaller, you can adjust the number of enemies alive for torture or slave labor, they have begun their
present in any given encounter. invasion into the neighboring areas of Damara,
The Laughing Horde of Ruin is set in the Forgotten Narfell, Rashemen and Murghôm.
Realms in the northeastern area of Faerûn. Knowledge of the incursion is slow to spread as the
Characters will begin in the nation of Vesperin in initial areas of conquest are lightly populated and
The Vast, a green and temperate realm of wide open Gnolls don’t tend to leave survivors. Anyone they
spaces, rolling farmlands, expansive grasslands, haven’t killed has been sent to Almorel to toil under
isolated forests, and mountainous terrain, and travel cruel slave-masters until they are sacrificed in the
through several other nations including Impiltur, summoning ritual.
Thesk, and The Great Dale on their way to The
Endless Wastes and their final confrontation with the The Slave Trade
Beast of Butchery. While the Gnolls themselves have secured a great
Character Advancement. At your option, you can number of slaves to feed the summoning ritual, their
use the milestone experience rule. Under this rule, penchant for slaughter and their hunger for flesh
you pick certain events in the campaign that cause has necessitated the forging of alliances with various
the characters to level up. In The Laughing Horde criminal organizations to procure additional souls.
of Ruin, the characters gain a level after completing The Shadowmasters of Telflamm have ensured
each episode. their city’s safety by creating an extensive slavery
ring employing the services of local pirates, brigands,
Background bandits, and Goblinoids to abduct and deliver
The Gnoll tribes of Faerûn, while dangerous unsuspecting people from all around the Sea of
and savage, have never posed a serious threat to Fallen Stars. The result is a widespread increase in
civilization due mostly to their tendency to travel in disappearances as people are captured and funneled
small packs and fight amongst themselves. Lately, through Telflamm and along the Golden Way into
they have become unified and are spreading out from the Endless Wastes where death and despair await.
the Wastes in an all-out assault against everything
in their path with the ultimate goal of summoning
Yeenoghu to the material plane.
Overview
When a relative of someone close to the characters
goes missing from a nearby village, the players are
The Pack Leader asked to investigate, which begins a series of events
A powerful and enterprising Gnoll Warlock named that will take them on a protracted overland journey
Khyrrn Plaguemane has been marked by Yeenoghu through orc-infested mountain passes and dangerous
and granted his favor. She used this advantage to gain forests, following the chain of kidnappers, slavers,
control of the Butcher’s Brood Clan and has driven and pirates which eventually leads to Telflamm and
them to subjugate the other tribes of the wastes, the Shadowmasters.
forming one great, savage host in the pursuit of a In this first part of the campaign, they will travel
single, malevolent purpose. through the dangerous wilds of Vesperin to locate
After conquering the city of Almorel, the horde and rescue the missing acquaintance from a gang of
has turned it’s sights on the rest of the civilized lands, slavers. They will traverse the long forgotten ruins
bent on destruction and carnage with the ultimate of a lost dwarven enclave, destroyed centuries ago
goal of summoning their Demon Lord from the by an incursion from the Underdark. They will
Abyss to re-shape Faerûn and bring his vision of “A have to negotiate with city leaders, or explore the
world where gnolls are the last creatures left alive, ruins beneath the city in order to deal with a crew
tearing one another apart for the right to feast upon of pirates and cut-throats, all to discover the larger
the endless dead” to horrifying reality. events that are unfolding across the realms.
5
Episode 1: A Journey Begins
Ravens Bluff: The Living City
A bustling port city on the shores of the Dragon
Reach, Raven’s Bluff sits atop a broad, rounded cliff
Uptown District
The Uptown District is mainly residential and is
where the Fire River meets the Sea of Fallen Stars. home to the richest neighborhood in Ravens Bluff as
The natural, sheltered harbor formed at this estuary well as more moderate neighborhoods and even areas
comes alive at dawn as fishing boats set out for the with small residences and cheap apartment buildings
day and is busy throughout the sunlight hours as for common laborers. Home to a select few high-
merchant ships come and go carrying cargo and class shops and establishments, like an opera house
passengers to and from the city. Diverse throngs and the finest restaurants in the wealthier areas, it
of people: locals, tourists, travelers, and crewmen is also where one finds the most crafters who are
from the visiting ships crowd the docks and wander independent of the guilds, and features the highest
among the many shops and stalls that inundate the rate of racial minorities.
Harbor District. Ships of all sizes and purpose creak
lightly as they rock in their moorings and the sharp Notable Locations
cries of gulls soaring overhead are carried on the The Coliseum
cool, salty sea breeze over the sound of the rolling The High House of Magic - Wizard Guild, Potions
surf. Welcome to Ravens Bluff. Ravens Bluff Playhouse
As a thriving seaport, Ravens Bluff is host to a The Stane Opera House
myriad of people from all across Faerûn. With a Bendekar’s Mercantile - Spell Components
standing population that exceeds 40,000, as well as The Sparkling Edge - Gems
visitors and travelers arriving daily, it is possible to The Stardust Inn
meet representatives of almost any race in the realm. The Shod Talon - Inn and tavern
Players should be able to choose from a wide variety
of races and classes when creating their characters.
Ravens Bluff is divided into seven distinct districts,
each with their own unique characteristics and
attractions.
6
The Temple District The Crow’s End District
One of the most visually impressive and striking Perhaps the busiest neighborhood in Ravens Bluff
districts of the city, the Temple District is a prestigious and the center of its trade. The most diverse area of
neighborhood which features the main buildings of the city, many call it the heart of Ravens Bluff itself,
various guilds, noble families, and merchant houses as though this claim is far more common with workers
well as important sites like civic temples and DeVillars than with nobles or priests. Home to the poorest and
Park, the largest park in the city. People of all kinds most desolate neighborhoods inside the city walls,
visit the district and the neighborhood is heavily most buildings are made of wood, often recognizable
patrolled by the Watch, who swiftly remove would-be as the remains of wrecked ships. Refuse and vermin
street merchants or musicians. are abundant throughout the district.
Notable Locations Notable Locations
The House of Bountiful Harvest - Temple of Chauntea Trade Favors - Shrine of Waukeen
The Turning Wheel - Temple of Gond The Posh Paladin Hotel - Inn
The Citadel of Protection - Temple of Helm The Black Lotus - Apothecary
Halls of the Morning Light - Temple of Lathander Black Dugal’s Music Shoppe - Musical Instruments
The Halls of Mystery - Temple of Mystra
The Moonflame - Temple of Selûne The Harbor District
The Hall of Luck - Temple of Tymora The Harbor District sits outside the city walls on
The Silver Halls - Temple of Tyr the water’s edge and is home to the city’s lighthouse
The Cradle of Pain and Redemption - Temple of Ilmater island, the wharf, and businesses that cater to seamen
The Tower of Holy Revelry - Temple of Liliira and merchants; mainly small shops dealing in
The Crescent Moon Inn nautical merchandise and seafaring gear, warehouses
The Open Window - Scholars of Magic and storage rental, marine insurance, dry-docks, and
Leaf in Root - Tobacco shop shipwrights. You can also find short term housing
Jhuedele’s Fine Fletching - Arrows and food and drink establishments of varying
quality, as well as a thriving fish market from noon to
The Market District sundown every day.
The Market is a busy place that never sleeps. Notable Locations
Countless businesses make shop in stalls both on Davy Jones’ Lock-Up - Storage Rental
the street and inside massive, open halls that were Buftooroo’s Dry Goods - Mercantile
once warehouses. At night, jugglers, musicians, Talton’s Ivory and Scrimshaw - Carved novelties
illusionists, acrobats, and other performers work the Akashar’s Accessories - Expensive curio shop
streets trying to earn some coin. Tym’s Supple Leather Shoppe
Notable Locations Talon’s Tattoo Parlor
The Mad Dolphin House - Pawnbroker High Seas Shipwrights
The Spill and Swill Tavern
The Southside District The Shark Fin - Restaurant and Tavern
This district is home to the Ravens Bluff Sanitation The Lucky Coin Inn
Facility and the huge House of War, the local The Dark Dancer - Shrine of Eilistraee
temple of Tempus. The most unpleasant feature of
this neighborhood is the smell, which can be quite
intolerable on a bad day. Traditionally favored as a
The Foreign District
Slangily referred to as Outlander Town, The Foreign
place of residence for mages with many shops here District is walled off from the rest of the city with
catering to their needs entrances on the east and west ends. It is home to
Notable Locations diplomats and embassies, built in the distinctive
The Academy of Arts architectural style of their homeland, from nations
House of War - Temple of Tempus all across Faerûn. Watch patrols frequent the streets
Brothers Galgolar Pawnshop and while entry isn’t prohibited, anyone lingering
Ye Who Dares - Armor shop will soon be challenged about his business, giving the
The Sapient Sorcerer - Spellcrafting supplies impression that curious wanderers are not welcome.
7
Coming Together Important Characters
The adventure begins, as many do, in a busy tavern. Pearl Finn. Owner and proprietor of the Shark
The players may have known each other for a long Fin. Pearl is a kind-hearted, slightly plump Human
time, or they may simply recognize each other as woman who always helps her regular customers
regulars of the tavern. They may live in the Harbor through tough times, usually with a free meal or an
District, or they may work on the docks and enjoy the odd job for some coin. Players are familiar with Pearl
hospitality of the Shark Fin after a long day. Perhaps and have most likely benefited from her matronly
they work at one of the temples in the Temple District care at one time or another in the past. She has
and simply prefer the rustic ambiance of the Shark Fin been running the Shark Fin since her husband Earl
and it’s patrons. disappeared at sea twelve years ago.
As they sit enjoying an evening meal, or perhaps Granz Stronghand. Granz is a short Human male
just a few pints of ale, among the usual crowd, four with a beautifully carved, walnut peg leg below his
unfamiliar sailors sit at a table in the back of the tavern right knee. He lost the leg to a shark five years ago
playing at cards with a local when a fight erupts. after being pushed into the harbor by an unknown
assailant. He currently works as bartender and bouncer
The Shark Fin at the Shark Fin and is extremely loyal to Pearl.
A well kept restaurant and tavern located in the Harbor
Charlene. Charlene is a Human female who tends
District of Ravens Bluff, The Shark Fin is a converted
to flirt with male customers and act coldly toward
warehouse on the waterfront offering an assortment of
the female customers. She works the tables, paying
soup, fish, bread, and ales for a reasonable price. The
special attention to the finer dressed men in hopes of
Shark Fin is a favorite among locals as well as repeat
finding a wealthy suitor.
visitors from the merchant ships that frequent the city.
Warmth, laughter, and music in a cheerful nautical Doris. Doris is a Human female with exceptional
themed atmosphere make the Fin a welcome place to strength for her small stature. She enjoys talking to the
have a meal and relax at the end of a long day. guests, hearing the stories of passing adventurers, and
arm-wrestling with the more spirited patrons.
8
Flaux. Flaux is a Half-elf female who is an honest
employee when she’s on the clock, but she keeps an Suddenly, one of the sailors leaps to his feet and
eye out for wealthy travelers that might make easy lunges across the table to grab Eobert by the collar,
targets to pickpocket after hours. overturning the stool he was sitting on. As the music
and conversation come to an abrupt stop and all
Sydney. Sydney is a particularly beautiful young heads turn to see what’s happening, you hear one of
Human female. She’s fairly clumsy and a disastrous the sailors snarl, “Well, we say you are cheatin’. An,
barmaid. Regardless of that fact, she is much loved this is wha’ happens to folk that cheat where we come
and protected by the regulars of the Shark Fin. from!”. Before anyone can react, the sailor lifts his
tankard off the table and uses it to club the young
A Bad Hand man over the head, rendering him unconscious.
A loud crash breaks the silence when one of the
Four sailors (see appendix B), three of them Human waitresses screams and drops her serving tray,
and one a half-orc, sit at a table in the back of the spilling food and shattering dishes on the floor.
tavern playing cards with a Human commoner As three of the sailors begin scooping up the coins
and local named Eobert. They are obviously drunk from the table, the largest drops his tankard, points at
and have been losing to the young man. Unhappy the patrons as he looks around the room, and shouts,
with their bad luck, they accuse the young man of “Whatcha lookin’ at’? Someone got a problem?”
cheating (although he isn’t) and begin a fight unless
the players intercede. Violence is uncommon in the Shark Fin, and there
is a general sense of chaos as customers make a
You find yourselves sitting in the Shark Fin tavern, a rush towards the exit and Pearl attempts to herd the
warm and inviting place where you have whiled away barmaids behind the bar. Granz produces a small
many an evening. Four attractive young barmaids club from behind the bar somewhere and stands in
flit about the large sitting room, which is adorned front of the women defensively.
with old figureheads, nets, and other nautical decor; If the players do nothing, the sailors will take the
including a large chandelier, crafted from an old coin and make their way out of the tavern before
ship’s wheel, hanging above the center of the room.
disappearing into the night.
The air is thick with the mouth-watering aromas of
stewed fish, rich chowders, and fresh-baked bread. If the players attempt to intercede, the sailors fight
The girls are busy taking orders, delivering plates of without their weapons, utilizing improvised weapons
food, and refilling mugs of ale amidst the laughter and grapples to gain advantage when possible.
and chatter of the customers. Murder is generally unwelcome in towns and cities
At a table in a back corner, a group of sailors and the encounter should be used to demonstrate
is playing at cards with a regular of the tavern non-lethal options in combat. Improvised weapons
named Eobert. They’re probably crewmen for some abound in the busy tavern; mugs, chairs, and
merchant vessel or transport ship in port for the even the chandelier which can be dropped onto
night. You note that they seem to be fairly deep in combatants doing 2D6 Bludgeoning damage on a
their cups and that their discussion appears to be
failed DC 15 Dexterity save. If all of the other sailors
growing heated.
are defeated, the last one standing will surrender.
Rewards. Award standard XP for defeated foes,
If the players succeed on a DC 15 Wisdom
including any that surrender or agree to leave.
(Insight) check, they will get the impression that the
If the situation was resolved violently, Granz
argument seems ready to escalate into violence.
and the barmaids will begin cleaning up the mess,
If the players attempt to de-escalate the situation
righting tables and chairs and sweeping up broken
diplomatically, they can make either a DC 15
dishes and spilled food. After tending to Eobert,
Charisma (Persuasion) or a DC 18 Charisma
Pearl will agree to let the sailors leave rather than
(Intimidation) check as the sailors are inebriated
calling the city watch if they agree to leave the coin
and are convinced that they have been cheated. On
behind as punishment for their misconduct. She
a successful check, the sailors begrudgingly agree to
gives half of the money to Eobert, keeps one quarter
leave but cast glaring looks at Eobert and shove their
for damages to the tavern and gives the rest to any
way through the crowd angrily as they make their
players that lent aid. The party’s share totals 9 gp.
way out of the tavern.
The conscious sailor rouses his friends and helps
On a failed check, continue as if the party had done
them stagger out of the tavern.
nothing and read the following:
9
A Mother’s Plea When the party agrees to the task, Pearl bustles off to
a back room and returns with a bulging belt pouch
Pearl asks the characters to wait a moment. She and a long, leather wrapped item. Teary-eyed, she
announces that the Shark Fin will be closing early, hands one of the players the pouch, which contains
ushers any remaining patrons out and locks the door 20 gp, 60 sp, 3 azurite worth 10 gp each as well as an
behind them. If the players assisted with the sailors, engraved silver locket worth 10 gp and a silver ring
read all of the following: set with a pearl worth 30 gp. She gives the leather
wrapped item to one of the other players, preferably a
“Thank you for the help tonight. It’s always nice to
martial character, and says:
have people you can rely...”
Her voice cracks as she breaks down into heavy
“Take this as well, it’s been in the family for years.
sobs. Sydney puts a consoling hand on her shoulder,
It belonged to Dutch’s father and it’s always brought
saying “What is it, Pearl. The damage isn’t that bad.”
luck. Although he’s already been missing for days,
Pullings herself together and wiping at her cheeks,
maybe you can find a trail to follow? May it see you
Pearl answers, “Oh, it isn’t that.”, absentmindedly
safely on your journey and lead you to my boy. Thank
waving away the mess. “It’s just that I got some
you all, so much! Please, find my son.”
troubling news this morning, is all.” Turning to the
characters, “In fact, that’s why I asked you all to stay
behind a moment.” The leather wrapped item is a silvered shortsword
decorated with finely carved ivory scrimshaw and
If the characters did not assist with the sailors, begin: detailed with natural coral worth 120 gp.
10
Without warning, a squat figure draped in dirty rags After asking a few of the people that you pass on
darts from the shadows looking frantically back over the street, you spot the figure hurrying into a small
his shoulder and careens into you. Stumbling back, alleyway. Following after, you take several twists and
the figure points urgently toward the back of the alley turns before the alley ends abruptly.
and quickly rushes off along the sloping street and
through a gate into the busy Crow’s End District. If the characters search the alley, they don’t find any
signs of the thief. However, as they make their way
It requires a successful DC 25 passive Wisdom back towards the main street, a successful DC 12
(Perception) check to spot the theft, and even if the Wisdom (Perception) check reveals a small wooden
players make an attempt to secure the pouch by placing door leading down into the cellar of one of the
it in a backpack, Chi-chock notices the tactic which buildings which seems to be ajar and a discarded
only makes him more determined. When the characters padlock lying in the trash nearby.
search for the pouch, they will find a hole cut into the When the characters climb down into the cellar, they
bottom of the pack and the pouch missing. find themselves in a storage room filled with rotting
barrels, broken crates, and piles of moldy fabric.
Pursuit
A successful DC 10 Wisdom (Survival) check reveals 1. Storage
bizarre, three-toed footprints on the mud and gravel This abandoned storage area contains a trapped
road which can be followed directly to Chi-chock’s hatch that hides a ladder leading down to a lower
lair and a successful DC 10 Intelligence (Nature) level. See “Crate Trap” below for details. There are
check will reveal that the footprints belong to a also two giant centipedes nesting underneath the
Kenku, as well as basic information about the race. crates in the northeast corner.
Otherwise, the guard at the gate and other people on If the characters perform a general search of this
the street can point the characters in the direction of room or a specific search of the crates, the centipedes
the fleeing thief if questioned. are disturbed and they attack.
11
4. Chi-chock’s Den
At the base of the short, steep staircase, you find
yourself in a dark and musty room. Very little light This is Chi-chock’s (see appendix B for statistics)
filters down from the alley above, but you can make personal living space. Aside from some shabby
out the faint shapes of rotting barrels and crates piled second-hand furniture and a flea-ridden bedroll in
about the room. The air is thick with the musty scent one corner, the room is lined with makeshift shelves
of mildew and rot. which are cluttered with an astonishing array of
knick-knacks and small, glittering personal effects set
A successful DC 10 Wisdom (Perception) check up for display.
reveals a circular print in the dust on top of a barrel If the characters surprise Chi-chock, he is sitting on
placed at the entrance to the room. Chi-chock took his bedroll beside a low-burning lantern, delightedly
the lantern that is usually there to traverse this area. poring over the contents of the stolen pouch.
Otherwise, he has doused the lantern and hides quietly
Crate Trap
in the darkness, ready to attack with his shortbow
The hatch leading down to Chi-chock’s lair is hidden
using his Ambush ability if the characters enter.
beneath a pile of moldy fabric lying between tall
Chi-chock knows that he is outnumbered, but he will
stacks of crates. The crates have been rigged to fall if
fight desperately to protect his collection.
the fabric is moved. The first character who moves
After his surprise round he uses his Cunning Action
the fabric must make a DC 10 Dexterity saving throw
ability to dart in and out of combat, or hide in order
or take 5 (1d10) bludgeoning damage.
to gain advantage on an attack whenever possible.
A successful DC 10 Wisdom (Perception) check
Chi-chock Surrenders. Chi-chock is not a fighter
reveals the trap and a successful DC 10 Intelligence
and is not above groveling. Once he falls below half
(Investigation) check allows a character to disarm it.
hp, he will drop his weapons and beg the characters
for mercy, offering to return Pearl’s pouch and its
2. The Lower Level contents if the players agree not to take anything
The ladder down into the sub-cellar leads into a else. He puts on quite a performance, appealing to
central chamber with empty doorways on either side. the character’s sympathy by painting himself as a
If the crate trap was triggered, or there was combat poor wretch who has been abused and mistreated his
in the upper level, Chi-chock is aware of the party’s whole life. Chi-chock has secreted one of the azurite
presence and both rooms are dark. Otherwise, there in his pocket and tries to keep it unless the characters
is a very faint light visible inside room 4. check the pouch and demand its return.
A successful DC 5 Wisdom (Perception) check
reveals a single silver coin lying on the ground just Treasure
outside room 3 and sounds of movement inside. Chi-chock has a large assortment of trinkets and
Chi-chock is aware of the room’s occupants and souvenirs that he’s pilfered over the years. Aside from
avoids them. He placed the coin near the door to lure the contents of Pearl’s pouch, many of the items in his
any intruders into the room. hoard are shiny, sparkling baubles of little monetary
value. Pieces of costume jewelry and bits of sea glass,
3. The Rat Trap a single silver cuff-link with no mate, a broken snow
globe depicting a white dragon in a fearsome pose,
A large pile of broken furniture and crates just inside a few coins, etc. The total value for the assemblage is
the doorway necessitates entering the room to get a about 26 sp.
proper view of it’s contents. This chamber is cluttered
with debris and ankle-deep filth. Two giant rats
occupy this chamber and attack anyone who enters. Rewards
A swarm of rats emerges from a hole in the wall, Award standard XP for defeated foes including
near the doorway, to join the combat on round three. Chi-chock if he surrenders. Award 25 bonus XP for
successfully deactivating the Crate Trap.
12
Role-playing Chi-chock Back on Track
Like all Kenku, Chi-chock cannot speak except
The players should have time to rest and purchase
through mimicry. A conversation with him is made
any supplies they require before leaving the city at
up of short, disjointed snippets of conversations
this point. Feel free to make any social interactions
he has overheard at some point in his life, spoken
with shop-keepers as simple or as in-depth and
in the voices of the people who originally spoke
interesting as you’d like. The city of Ravens Bluff can
the words, intermingled with eerily accurate
be an exciting place.
impressions, such as a baby’s cry, a wolf ’s howl
Feldar’s Trail is an access trail originating from
or coins clinking in a pouch, where applicable.
the small town of Mossbridges, just east of Ravens
During conversation, his head shifts in quick, jerky
Bluff, which supports and maintains the bridge over
movements as his gaze darts between characters.
the Fire River. It runs through miles of pleasant,
If he is forced to surrender to the characters, it
sun-drenched farmland before climbing up into
may sound something like this:
the rocky, boulder-strewn highlands and eventually
coming to the village of Highbank Forest about sixty
Sound of a Watchman’s whistle miles east of the city. It then runs another fifty miles
(Voice of a City Watch Guard): “Hold it right there!” northeast through miles of rolling grasslands before
(Voice of an angry wife): “I don’t deserve this, you descending into a shaded valley and connecting with
know! All I do for you, you should treat me better!”
the Hlintar Ride in the village of Dark Hollow.
Motioning at his shelves of items
The trail between Mossbridges and Dark Hollow
(Voice of a young lady): (Giggling) Hands off the passes through some dangerous places and the
merchandise, honey. paladins of the Citadel of Protection in Ravens Bluff
(Voice of a child): This one’s mine! even offer an escort service to merchants making the
perilous journey.
Brandishing the stolen pouch
(Voice of an old woman): Well, isn’t she precious?
(Voice of a drunkard): (Slurring) Go on, take it and
General Features
go! (Voice of a Dwarven merchant): It’s a fair deal...
The trail is fifteen to twenty feet across for most
you won’t find better anywhere in the Bluff! of the journey and is wide enough for travelers
I guarantee it. moving in opposite directions to pass each other
comfortably, but narrows to eight feet and is treated
as difficult terrain where it climbs into the highlands
or descends into the valley.
You head out of the bustling city and pass long lines
of richly dressed merchants and visitors waiting to
enter. You make your way down the road and into the
quaint town of Mossbridges. Horse-drawn wagons,
laden with goods, and pedestrians are already
crowding the busy Coast Road, moving in both
directions. You turn eastward onto Feldar’s Trail and
look out over miles of farmland. Golden wheat and
lush, green cornstalks stretch as far as the eye can
see before climbing into the distant, rocky highlands.
13
14
Encounters on Feldar’s Trail This campsite was set up by the jackalwere as an ideal
Nothing much needs to happen on the trip to Dark spot to ambush tired travelers and make off with
Hollow besides the scripted events which follow. whatever food and valuables that he can.
You can narrate through it quickly. At your option, A successful DC 15 passive Wisdom (Perception)
use the random encounters below to spice up the will alert the players to the presence of the pack
journey. Roll a d20 each day and use the indicated creeping up on their camp through the tall grass.
encounter. Otherwise, they are surprised. If they have meat
cooking, two jackals will spend any surprise round
Encounters on Feldar’s Trail trying to steal the party’s dinner while the others will
d20 Encounter attack whoever is closest to them.
The jackalwere has immunity to non-silvered
1-14 No encounter weapons. Hopefully, the player carrying the
15 merchant caravan shortsword they received from Pearl remembers this
“lucky” item. You may have to remind them.
16 Citadel of Protection convoy
17 2 giant wasps By late afternoon, the farmland has given way to
rolling plains and hard scrabble sloping into the
18 2 giant badgers uplands. Looking for somewhere to break for supper,
19 3 human bandits and 1 mastiff you find a quiet clearing off to one side of the trail
where you can rest. A nearby creek brings fresh, cold
20 4 goblins water down from the highlands, old logs are pulled
up next to a ring of stones for a fire and it looks as
Supper Time though this is a rest area commonly used by travelers.
As you finish your preparations and sit down to
Some time after mid-day, as the sun begins to go enjoy your evening meal, several small, dog-like
down and the characters take a short rest for their creatures burst out of the tall grass surrounding the
evening meal, they are assaulted by a jackalwere and camp and rush towards you.
four jackals.
15
Bear Cave A successful DC 10 Wisdom (Perception) check
reveals the existence of a cave mouth not too far from
The characters continue their journey up, out of the the trail. It looks like a good place to sleep through
pleasant, rural farmland surrounding Ravens Bluff the evening, however, a successful DC 15 Wisdom
and into the wilderness of the barren highlands. (Survival) check will alert the players to bear tracks
Rocky hills border the trail as it winds its way around the immediate vicinity of the cave.
upwards. Vegetation is scarce, and the wind off the Inside the cave mouth, the interior is a natural cavern
sea is constant and strong. As night falls they spot about thirty-five feet across and forty feet deep with a
a cave entrance, a little way off the trail, in the side fifteen foot high ceiling.
of a small cliff. The cave is home to two black bears A successful DC 10 Wisdom (Perception) check
who are out foraging for the evening, but will return reveals some scarred bones scattered near the back
before morning. wall and a successful DC 12 Intelligence (Nature)
check reveals them to be mountain goat bones with
A cold, steady rain begins to fall as the sun slowly
fairly recent scarring from large teeth.
fades from the sky. You clamber up the, now muddy
and somewhat slippery, trail into the highlands. Your
If the characters stay in the cave overnight, the
clothes are damp and the chill is beginning to creep bears return before sunrise. If someone is on watch
into your bones. The idea of a night exposed to the when they arrive, he sees them approaching as
elements does not sound pleasant. soon as they enter his range of vision and has time
to rouse the party, but not enough time to flee
before the bears arrive. Otherwise, the characters
are surprised by the bears and are awakened by a
deafening roar.
If they abandon the cave and sleep in the open, roll
on the random encounter table once for the evening.
Rewards
Award standard XP for defeated foes, or if the party
discovers the presence of the bears and decides
to abandon the cave as a resting spot. However,
sleep does not come easily out in the open and the
characters should all receive one level of exhaustion.
16
Danger!
In the morning, as the characters continue the slow
climb through the rocky hills, they pass a small,
recently formed and easily missed way trail and an
upturned sign warning of danger ahead.
A mating pair of cockatrice have nested upon a low
rise, close to the trail, as it goes through a pass and
they attack anyone who comes too close.
A successful DC 13 passive Wisdom (Perception)
check reveals the sign lying off to the side of the trail
which reads: “Danger ahead. Go around.”, as well as
tracks that are recognizable as cockatrice tracks with
a successful DC 13 Intelligence (Nature) check.
The way trail takes characters around the area with
the cockatrice and back onto the main trail at a safe
point up ahead. If they miss the sign, the characters
stumble upon the nest and a fight ensues.
The path runs between ledges that are 5 feet above
the ground and the western side of the trail has
begun to crumble, resulting in scattered rubble which
should be treated as difficult terrain.
Rewards
Award standard XP for defeated foes, or if the party
discovers the sign and avoids the altercation. Award
50 bonus XP if the party clears the trail of danger.
17
Highwaymen Outside Highbank
By mid-day, the characters have come down from Now mounted, the characters should be able to make
the pass and reached a large, grassy plain dotted with it to Highbank shortly after nightfall. However, with
small copses of trees and shrubbery leading into the village in sight, they will have to contend with
thick forest in the distance. The Fire River is visible four wolves that attack from the darkness of the
far off to the right. The trail has leveled off and the forest just before they reach the safety and security of
going is easy. civilization.
Four bandits on horses are watching the party,
and are moving to close on them, while four more You come around a bend in the trail, the way through
bandits await in the forest to waylay travelers. Once the forest opening up ahead of you as the timbers
the characters reach the edge of the forested area, begin to spread out. Off in the distance you can see
the four mounted bandits will close in, tie-up their the welcoming lights of a village glowing in a clearing
mounts, and approach from behind. They join the between the trees. You instinctively pick up your
pace a little at the anticipation of a warm fire, a hot
combat on round 4.
meal, and a soft bed, but those prospects are quickly
A successful DC 10 passive Wisdom (Perception) dashed by the sound of a low, ominous growl from
check reveals the quartet of humanoids on horseback somewhere in the darkness to your right. The growl
about a mile or so away to the west, keeping pace is answered by a vicious snarl from your left, and you
with the characters. quickly realize that you are surrounded.
The cool shade of the forest is a welcome relief If the party is currently mounted, read the following:
from the blistering mid-day sun. Birds flit through
the trees and twitter happily as you make your way The horses sense the danger lurking in the shadows
between the trees. You’re just beginning to enjoy the just beyond the torchlight and begin to whinny
peace and solitude when the pleasant atmosphere is nervously and dance sideways, unsure of which
broken by two human brigands wielding scimitars direction to go.
that step out of the forest from either side of the trail
ahead and bar your path.
A successful DC 13 Charisma (Animal Handling)
The other two bandits, armed with light crossbows, will allow a character to control the frightened horse
are hidden behind trees off the path and are noticed and stay mounted. Otherwise, the horses panic as
with a successful DC 13 Wisdom (Perception) check. soon as the wolves attack requiring a successful DC
The second group arrives on round 4, appearing on 12 Dexterity save versus being thrown. On a fail, the
the trail behind the party and boxing them in. character is moved five feet back and lands prone.
The horses will not bolt into the darkness and will
“G’day travelers. I reckon you probably aren’t aware try to defend themselves from the attacking wolves.
that this is a toll-road yer walkin’ on. If you want to Developments
pass through, you’ll be needing to pay us. Whatever If the encounter goes badly, hunters from the village
you have in your coin purses should be enough, I
may be able to arrive and offer assistance. If any of
think. What do you think Drava?”
“Yeah, that sounds like a reasonable sum, Garreth.
the characters are seriously wounded when they
Everything you lot have on ya sounds about right.” arrive in the village of Highbank Forest, Wythrop
Thistlebrand, a Human Druid at the shrine of Eldath
Following combat, the party should be able to can provide some basic healing.
backtrack to locate and procure the four horses that The village is a sleepy, quiet place in general, but at
were left behind by the second group of bandits, if this late hour the only place that’s active is the local
they remember them and make an effort. This will inn, called the Wanton Dryad, where the characters
speed up the remainder of their travel significantly can rent rooms for the evening and have their
as mounts can travel thirty miles a day. Each of the mounts stabled.
horses is equipped with a pack saddle.
Rewards
Treasure Award standard XP for defeated foes. If you are using
Between them, the bandits have amassed 29 cp, 31 the milestone experience rule, the characters reach
sp, 19 ep, 17 gp and two potions of healing. 2nd level after arriving in Highbank Forest.
18
Episode 2: Dragon Falls or Bust
Highbank Forest You awake refreshed and well rested after a night
Highbank Forest is a peaceful village nestled against in a real bed. In the light of morning, the village
a steeply sloped and wooded hill to the north. The of Highbank Forest is charming; secluded as it is
amongst the trees and nestled at the base of a high,
village is known for its talented woodcarvers and
steep hill. The villagers go idly about their business
quality wooden goods, including furniture and toys in a carefree and unhurried manner. You see people
of exceptional design. carting timber in from the forest and others working
A successful DC 15 Intelligence (History) check large sections of wood with planes and chisels. A
reveals that the area was originally home to a school toy shop displays a variety of intricately carved and
of wizardry which stood atop the hill but was impressive wooden toys.
destroyed by a band of brigands. The ruins where it Atop the hill, old stonework indicates the ruins of a
once stood were used as a base by the brigand “Lord once grand edifice. A group of raucous children run
Wolf ” until the combined armies of Ravens Bluff and to and fro, playing hide-and-seek near the ruins.
Tantras stopped him. As you finish saddling up your mounts and securing
your equipment and supplies, you hear a commotion
What people do not know is that the ruins are
and look up to see a group of children charging down
home to a gibbering mouther that has been trapped the hill toward the village, shouting and waving their
there since the school was destroyed. arms, obviously distraught. The village erupts into
In the morning, the characters may want to take chaos as men and women drop what they’re doing
the opportunity to resupply or outfit their mounts and begin rushing desperately up the hill.
before continuing on to Dark Hollow, before they
have a chance to get on the road however, an incident If the players succeed on a DC 15 Wisdom (Perception)
at the ruins will require their attention. check, they can hear that the children are crying for
If your players decide to investigate the well before help and that a boy named Liam is in danger.
you read the following narrative, their actions could
draw the curiosity of the nearby children who swarm
them with questions, allowing Liam to fall over the
edge or through the rotting boards into the well.
19
Upon reaching the ruins, you find a group of villagers At the base of the pile, off to one side, a boy lies
standing around a ten foot wide, circular, stone-lined injured but conscious. Frozen in horror, he stares
chimney descending into the earth. They stare down mutely at a writhing mass of grey flesh that slowly
into the darkness anxiously through a jagged hole in advances toward him in the darkness, babbling
the old, dry-rotted well cap. incoherently from a multitude of mouth-like orifices
One of the women calls down into the shaft and the that appear and disappear, seemingly at random.
terrified screams of a young boy echo up in response
over the rising buzz of babbling voices from below. Treasure
Searching through the ruined chamber reveals
The villagers are obviously terror-stricken and, if the several crumbling spellbooks containing the spells:
characters don’t immediately offer to help, they beg the chromatic orb, mage armor, burning hands, sleep,
party to intercede. The players have 4 rounds to engage charm person, and detect magic as well as 117 cp,
the gibbering mouther before it reaches Liam. 14 sp, 26 gp in coins.
The debris pile is difficult terrain and navigating it Developments
requires a successful DC 12 Dexterity (Acrobatics) The three corridors leading out from the central
check. Failure indicates that the character tumbles chamber are blocked by permanent wall of force spells.
down the pile in a random direction, landing prone. If the party rescues Liam from the ruins, he is
injured, but not seriously so, as his fall was broken
The shaft descends forty feet and ends in a huge,
circular chamber. Directly beneath the shaft stands
by the pile of refuse at the base of the shaft. Wythrop
a large pile of refuse. Located around the room are immediately begins administering healing while
ruined desks, chairs, and skeletal remains. Three Liam’s angry mother chides him about all the times
darkened corridors lead away from the chamber. he’s been warned not to play near the “well”.
If Liam is rescued award 100 bonus XP and the
villagers are extremely grateful. They offer the
characters an exquisitely crafted Huntmaster Bow.
(see appendix C).
20
Masterwork Items
The woodcarvers of Highbank
are renowned for their
exceptional craftmanship and
the town offers a variety of
woodcrafted items that exceed
the normal quality that you
would find in the inventory of
an average merchant.
If you want to offer master
crafted items to your players,
they must be made primarily
of wood. They weigh half
the normal weight listed in
the Player’s Handbook and
grant a +1 bonus to attack
rolls in the case of weapons
and ammunition (ie: arrows,
bows, crossbows, blowguns,
quarterstaves and spears).
These items cost three times
the standard value listed in the
Player’s Handbook.
Wrong Turn
The valley descends into a dark, crowded forest, very
After leaving Highbank forest, the characters will different in nature from the wood at Highbank. The
travel over miles of rolling plains before descending chill and deepening gloom fills you with a sense of
into a heavily forested and shaded valley before foreboding. You get the impression that the forest is
reaching the village of Dark Hollow. watching you and that you are intruding into a place
A successful DC 15 Intelligence (History) check where you may not be welcome.
reveals that the village, and the valley it resides in, You’ve been traveling through the murky woodland
have a reputation as a strange place where faerie for some time when the trail begins to twist and wind,
almost comically, between the closely spaced trees.
dragons play, intruders are often the victims of
Eventually becoming so narrow and contorted that
practical jokes by resident fey, and crazed wizards you’re forced to dismount and lead the horses on foot,
conducting dangerous experiments are common. single-file. The trail finally comes to an end, not at the
Unfortunately for the characters, four faerie village of Dark Hollow as you expected, but instead at
dragons have decided to lead them off track and a large, circular clearing, roughly eighty feet across.
directly into the grove of a corrupted awakened tree Standing alone in the center of the clearing is a huge,
using their hallucinatory terrain (see spell description) gnarled and twisted tree with skeletal branches and
ability in the hopes that the characters will rid them thick, scaly bark, as black as pitch.
of the dangerous nuisance.
A character who specifically attempts to examine the As you enter the clearing, a deep groaning sound
emanates from the tree and resonates through the
trail will realize that it is an illusion with a successful
clearing, slowly resolving into a semblance of a voice.
DC 13 Intelligence (Investigation) check, granting In the common tongue, you make out words: “More
players the option to backtrack to the real trail. intruders slashing and burning their way through my
forest. Always they come. Come to my grove to laugh
at my despair? Very well... I will crush you as I have
the others. Let us see who laughs then, shall we?”
21
As the tree begins to move, soft giggling can be heard Faerie Dragon Allies:
faintly throughout the clearing. At any time during the events in Dark Hollow, the
party may call upon the faerie dragons for assistance
Developments: if they have procured their oath. They need only call
After the tree is defeated, the faerie dragons reveal out for aid and they may only ask for help once.
themselves if the characters act in a friendly manner. If they ask for assistance in defeating Anastasia,
If the characters are hostile, the faerie dragons leave one orange faerie dragon will appear and join in the
without revealing themselves. Out of gratitude for their combat. He will ask that the party allow Anastasia to
actions , they will maintain the hallucinatory trail for the live and suggest destroying her spellbook, and notes
characters to follow back until reaching the real trail. after forcing her to relinquish her prepared spells.
If they request advice regarding whether to side
You hear a bright, tinkling sound that seems to
with Anastasia or Abnyr, a violet faerie dragon will
come from the deepest recesses of your mind rather
appear and suggest that the players dig near the apple
than the air around you. It resolves into several soft,
high-pitched voices, full of mirth and mischief. “You tree behind Abnyr’s home, where the evidence is
have helped end our friend’s suffering, strong ones. hidden. Abnyr’s crimes did not go unnoticed by the
Granted sentience by a powerful wizard long, long denizens of the forest.
ago, he was once a kind and benevolent being who If they seek assistance in gaining a confession from
played with us and guarded the forest. We called him Abnyr during the meeting in the village square, both
Greenbough. One day, something dark crept into our a green faerie dragon and a blue faerie dragon will
forest and though Greenbough managed to drive it appear and offer their magical assistance. Creative use
away, the evil taint of it affected him.” of major image and suggestion may help convince him
“When it was gone, he shunned us, hiding himself
to admit his misdeeds.
away. Years of isolation twisted his mind and
corrupted his heart. His sentience had become a
curse rather than a blessing, but we could not bring
ourselves to do him harm. We are grateful for your
actions today and, while you dwell in our forest, you
may call on us, once, for aid.”
22
Dark Hollow Anastasia Nettlebrew was a successful apothecary
and mid-wife making a good living by selling spell
Dark Hollow is a small hamlet nestled in the valley components as well as various poultices and salves to
from which it takes its name. This heavily forested the residents of Dark Hollow. That is, until thirteen
region of the Fire River uplands is consistantly years ago when Lord Abnyr Serpentshield, the
shrouded in shade. The warm, damp air that rolls current mayor, turned the village against her.
through the valley from the nearby river produces When his daughter Amelia became pregnant with
a persistent mist that makes it an ideal location for the child of a lowly laborer named Efram, Abnyr
growing grapes, and Dark Hollow boasts several of demanded that Anastasia terminate the pregnancy,
the most renowned vineyards in Faerûn. but the girl protested. Anastasia refused, and when
The area is also home to a variety of hedge witches, Amelia ran away with Efram, Abnyr was furious.
and wizards, that appreciate the solitude that the He began spreading false rumors that Anastasia’s
valley provides for conducting their experiments. concoctions were poisons used to control the minds
of her victims and that she harvested lost fetuses from
The village of Dark Hollow is similar to other villages the women of the village to perform dark rituals.
throughout the region, marked only by the persistent The rumors were very effective. Anastasia quickly
gloom and the odd nature of the surrounding forest found herself ostracized by the people of Dark
and its denizens. The inhabitants of the village are Hollow and vowed to exact her revenge upon Abnyr.
a notoriously superstitious lot, due mostly to the To that end, she has actually taken up the darker arts
prevalence of bizarre and supernatural occurances in and spent the intervening years studying necromancy
the area; the results of strange magical experiments and plans to raise a small army of undead to assault
as well as mischief performed by local fey. the town as soon as she has the ability.
Lately, a blight has begun to spread throughout The players will have to choose a side in the conflict
the lands around the village. Crops are withering and either put an end to Anastasia’s plans, or confront
and livestock have taken ill. The trees and plants Abnyr and expose his deception to the village.
themselves appear sickly and diseased. As the players
approach the town, they should begin to notice signs After the diversion with the tree, it is evening by the
of the corruption. time you arrive at the village of Dark Hollow. As
you enter the village, you find a group of men and
Important Characters women, angrily brandishing torches and farming
Lord Abnyr Serpentshield. Abnyr is a Human tools, clustered in front of a large building where an
male in his early sixties. He is the current mayor of older man with greying hair addresses the crowd.
Dark Hollow and the wealthiest of the local lords. “Please, people... I assure you that I understand
A descendant of the retired adventurer, Malath your frustration, but there’s only so much that I can
Serpentshield, he seems a kind, and benevolent old do. I don’t recommend charging off into the forest at
man. But in truth, Abnyr is an entitled, pretentious night to confront the witch. Who knows what evil
magicks she has prepared? If we just...”
sociopath. He looks down upon those beneath
People in the crowd boo as others shout over him
his social level and uses deceit, manipulation, and about lost crops and sickly, or dying, livestock.
coercion to get what he wants from people.
Anastasia Nettlebrew. Anastasia is a Human At this point, the man notices you riding into the
woman in her late forties. She lives in a cottage square. He gestures in your direction and calls out to
several miles outside the village proper where she the crowd, “Look here, good people! The Gods have
heard your pleas and sent a solution. Let me speak
studies necromancy. Once a kind and charitable
to these adventurers and explain our plight. I’m sure
woman, life has made her bitter and she holds a that, once they hear our tale, they will gladly assist
resentment towards Abnyr and the villagers of Dark us and I promise you, the witch will not trouble us
Hollow that borders on mania. much longer.”
Trouble in Dark Hollow The crowd turns to survey you and seems to accept
the man’s suggestion. Several people call out thanks to
When the players arrive in Dark Hollow, they are you for coming to aid them and, after a few moments,
dragged into a decades-long feud between the mayor the crowd begins to break up into smaller groups of
people who head off into the night. Although, a few
and a local woman which is on the verge of boiling
individuals linger to get a better look at you, hoping
over into violence.
to overhear something exciting.
23
The man is Abnyr Serpentshield, and he asks the
characters to come into his office where he can You travel through the eerily silent and blighted
explain the situation in more detail, privately. forest, noting the peculiar absence of the normal
If the players agree, he brings them into a posh office sounds of wildlife. You eventually reach the path that
inside the building and explains the current situation: leads to the witch’s abode.
Fields of dead, dry corn flank the path, guarded by
sagging straw effigies mounted upon wooden frames
You enter a richly furnished office and the man
and rustling in the gentle breeze. Past the fields,
introduces himself as Abnyr Serpentshield, the mayor
a small, lonely cottage stands, fronted by planters
of the village. “Adventurers,” he begins, “our village
brimming with an array of vibrant plants.
has been set upon by a terrible force of darkness and
depravity. A witch has taken up residence just outside
the village, and her evil machinations have unleashed The dead cornfields are highly flammable. If they
devastating forces upon the lands nearby. Crops catch fire, Anastasia emerges from the cottage in a
have withered, livestock have taken ill, the cows are fury 4 rounds later and joins the combat.
producing milk that’s gone sour. The people of this The only thriving flora in the area can be found in
village; poor peasant folk, are quite understandably small herb beds fronting the cottage. A successful DC
distraught and I fear that their frustration may lead 10 Intelligence (Nature) check reveals that the plague
them into doing something rash. Who knows what on the local wildlife is not natural and that the herb
dark minions and defenses she has at her disposal? beds are full of briar and nightshades; toxic plants
But you are all obviously experienced in dealing
used in many poisons.
with such agents of corruption, and stamping out
evil wherever it may take root, no? Please, I beseech
you, drive her away from these lands to bedevil these
The Witch’s Cottage
people no more.” Anastasia Nettlebrew (see appendix B for statistics)
lives in this cottage with her homonculous. It’s a
At first, Abnyr simply appeals to the character’s sense small dwelling that serves as a living space as well as
of justice for assistance, but if pushed he will agree to an alchemical and magical laboratory. Aside from
pay the characters 25 GP each for their aid. a tiny bedroom and kitchen area, the remainder
A successful DC 15 Wisdom (Insight) check reveals of the cottage is cluttered with a variety of magical
that there is more to the story than Abnyr is telling you. experiments. Every surface piled high with papers,
The party can find rooms at the inn, and in the books, jars containing a myriad of substances, and
morning, the villagers are more than happy to bubbling cauldrons.
regale them with horrific stories of the ills they have As the characters approach the door, Anastasia is
suffered and the rumors about Anastasia. Some of alerted to their presence by an alarm spell. Before they
the older residents will acknowledge knowing her have a chance to knock, she calls out for them to enter.
before the rumors started and grudgingly admit that When they do, they find her behind a table housing
she was once a very lovely and helpful young woman, one of her experiments with a wand aimed at them.
much beloved and trusted by the people of Dark The homonculous sits on a table near the door and
Hollow. They won’t recall who began the rumors, but is only noticed by characters who make a successful
they remember that they started just after the mayor’s DC 15 passive Wisdom (Perception) check. If combat
daughter ran off. occurs, the homonculous has advantage on its first
attack if the target is unaware of it.
The Fetid Fields
The air inside the small cottage is hazy and tinged
If the players choose to confront Anastasia, they will with the acrid smell of chemicals. Standing behind
have to journey several miles to her home. On the a table overflowing with instruments, and piled high
approach, the characters will find the landscape bleak with books and papers, stands a disheveled human
and lifeless. Plants are faded and ashy and there is a woman in her late forties. Her hair is in disarray and
curious absence of animal life within a mile of the her eyes have a wild, intense look to them. She peers
abode. Fallow fields of dead corn stalk crowd either at you curiously and says, “How did you get here?
side of the path leading to the cottage and contain Did you destroy my straw-boys? Do you know how
two scarecrows that attack anyone who approaches. difficult it is to make one of those? Do you?
Abnyr sent you didn’t he? You look like hired thugs,
The tall stalks grant total cover versus creatures
you do. Not from the village, that’s for sure. Well...
more than 5 feet away, but cancel stealth and reveal a
what do you want? Can’t you see I’m busy?”
creature’s position upon movement.
24
If the party explains the situation, Anastasia scoffs To assist with this goal, she will reluctantly proffer a
at Abnyr’s accusations and, after informing the candle of truth (see appendix C) which she possesses.
characters of the events from thirteen years ago, On a failed check, she orders them to leave her
freely admits that she is planning her revenge house. Refusal to do so promptly initiates combat.
against him. She concedes that her experiments have
produced results that she hadn’t expected but insists “Hmmmm... perhaps, perhaps. Maybe the truth is a
she’s very close to a breakthrough that will facilitate worse punishment than death? It would be entertaining
Abnyr’s comeuppance. to watch. Stripped of his office and his reputation,
forced to live as an outcast, like I have. Perhaps there’s
some proof hidden in his manor?
“Witch? If I’m a witch, he made me one. He stole my
Fine, I’ll give your plan a chance. If you can get him
life with his lies, he did. Because I refused to take that
to admit his lies in front of the villagers... In fact, I
which wasn’t offered just because he demanded it.
may have something that can help.
Turned the village against me because I wouldn’t do
<She rummages through a cupboard> This candle
as he commanded.
compels candor upon anyone within its glow.”
Life can be stolen, but it cannot be created, dearies.
Merely borrowed... redirected. The villagers, those
weak minded fools, got what they deserved. But
Treasure
Abnyr... he’s going to get a lot worse. Thirteen years! A search of Anastasia’s cottage reveals stacks of
I’m so close. Then they’ll see. A few sick cows and musty tomes and piles of scrawled notes. Aside from
some spoiled crops will be the least of their concerns.” 12 gp, a successful DC 15 Intelligence (Investigation)
check reveals a worn spellbook containing the 1st
If the party attempts to dissuade Anastasia from level spells: alarm, mage armor, ray of sickness,
carrying out her plan, it will require a successful chromatic orb, identify and witch bolt; and the 2nd
DC 20 Charisma (Persuasion) check. If they suggest level spells blindness/deafness and ray of enfeeblement.
achieving her revenge by exposing Abnyr’s deception A successful DC 20 Intelligence (Arcana) check
to the village however, the DC drops to 15 and they reveals notes that show partial progress on the 3rd
gain advantage on the check. level spell: vampiric touch. But, it is not complete.
25
Serpentshield Manor Village Square
The party may decide to investigate the Mayor’s home When the party returns from Anastasia’s, they find
for more information. If they knock on the door, it is Abnyr Serpentshield (see appendix B for statistics)
answered by a human maidservant, named Hilda, who in the mayor’s office with the village constable. Abnyr
informs them that the mayor is not currently at home. will be anxious to call a village meeting to announce
Abnyr is an unpleasant boss and his employees aren’t that Anastasia has been dealt with.
particularly fond of him. A successful DC 18 Charisma The players may decide to use this opportunity to
(Persuasion) check will convince Hilda to let the party deceive Abnyr in an attempt to have him confess his
search the manor for evidence of his crimes. crimes before the assembled villagers. In this case,
If they decide to use stealth, they should be able to find make a Charisma (Deception) check contested by
a time when the mayor is away from home to make the Abnyr’s Wisdom (Insight).
attempt. The manor is locked and requires a successful If the party ended up killing Anastasia, destroying
DC 15 Dexterity (Lock-picking) check to gain entry. her spellbook and all of her work, or successfully
However, the manor is staffed by a live-in maid and cook, convince him that Anastasia is dead, then Abnyr will
both commoners, who may discover them. call a meeting in the village square for the following
If the characters are discovered in the manor, a morning to announce the news to the people of Dark
successful DC 20 Charisma (Persuasion) check will Hollow and he asks the characters to attend.
convince the employees not to call the constable.
A successful DC 15 Intelligence (Investigation) Abnyr’s countenance lights up with satifaction as
check reveals a hidden storage space in Abnyr’s home he listens to your story about the witch. “Excellent,
excellent! I knew you were a blessing sent from the
office. Inside, the players find a dusty journal which
gods themselves to aid us in these dark times.”, he cries.
describes the events of thirteen years prior and the “I must alert the villagers. You should rest. You’ve
murder and burial of both Amelia and Efram. earned it. Meet me in the village square in the morning
and we can give the townsfolk the good news together.”
“What choice did I have? The bitch refused to do her
job... to make things right. It’s all her fault. None of this With that, he quickly ushers you out of his office and
would have ever happened if that silly woman had just onto the street, turning away to close the door abruptly
done what she was told! with a malicious grin spreading across his face.
I didn’t intend for Amelia to die. The poison was
supposed to cause a miscarriage, that was all. Perhaps
If the players attempt to deceive Abnyr and fail, he
I got the dosage wrong? No. That con artist that sold it
senses that he’s being lied to and challenges the party,
to me must have lied about it’s potency. What’s done
is done. Though it saddens me greatly, I couldn’t have threatening to have them locked up unless they leave
my own daughter cheapen the Serpentshield name town immediately.
by bearing the child of some peasant filth.
I will simply tell everyone that she ran off. People Abnyr’s brow furrows as he listens to your tale. His gaze
will believe that, and they might even feel sympathy passes over each of you, taking in your expressions and
for a father’s plight. Eventually, she’ll be forgotten. body language as you describe Anastasia’s defeat.
But, what to do about the father? I’ll have to think Before you can finish, he cuts in, “Enough! I know
on that.” a lie when I hear one. You say you’ve dealt with the
witch, but you’ve done no such thing, have you? You’re
And a later entry: just a bunch of charlatans and frauds, trying to take
“It is done. A little more of the poison on a dagger advantage of the poor, suffering people of this town.
blade. He never saw it coming, so grateful was he that I should have the constable lock you up for this
I was finally giving my blessing for their marriage. shameful affront! I want you gone. Leave Dark Hollow
HA! The gullible oaf, as if I would ever allow immediately, and never step foot here again.”
something so distasteful.
The bodies are dealt with, buried ‘neath the Producing evidence of Abny’r guilt at this point,
apple tree behind the house along with the vial and such as the journal or murder weapon, is enough to
the weapon. I am nearly too old for this type of
convince the constable to take Abnyr into custody.
skulduggery, but I managed the job regardless. Thank
the gods for a moonless sky last night. Any payment agreed upon with Abnyr is forfeited
Rest well daughter. I am... sorry. The midwife will however, and though the constable informs the
pay dearly for her crimes against you. I swear it, on locals of Abnyr’s crimes, the villagers are never truly
my honor as a Serpentshield.” convinced of Anastasia’s innocence.
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Legend
A Ground Floor:
B J A - Kitchen
B - Dining Room
C - Pantry
D - Foyer
E - Guest Bath
E F - Coatroom
C G - Servant’s Quarters
D K H - Guest Rooms
I - Study
F
Top Floor:
J - Private Office
(DC 15 lock on door)
G H I K - Master Bath
L - Master Bedroom
L
If Abnyr calls a meeting in the village square, the If the party succeeds in exonerating Anastasia and
players can use this opportunity to expose him exposing Abnyr’s history of lies and deceit to the
before the entire village. residents of Dark Hollow, the villagers will call for his
Abnyr will not willfully admit his crimes, and immediate resignation and attempt to atone for their
he cannot be intimidated into doing so. However, mistreatment of Anastasia over the years.
creative use of spells, the candle of truth, any evidence If the murder was discovered, the village constable
the players have acquired, or assistance from the faerie will take Abnyr into custody to stand trial for his
dragons may be enough to draw the truth from him. crimes. Abnyr is furious at this turn of events and swears
vengeance against the characters for their interference.
You approach the village square to find it crowded
with people, their faces a mix of weary apprehension “All you had to do was obey your superiors and do as
and hopeful anticipation. When they notice your you were told. You were told to kill the witch!
arrival, the villagers point and whisper to each other. You haven’t seen the last of me, mark my words.
Standing beside the constable, in front of his office, I will remember each of you and I will repay you.
Abnyr sees you and waves you to him. “Ladies and You will rue the day that you stepped foot in Dark
gentlemen,” he begins, “your worries are over! These Hollow! I swear it, on my honor as a Serpentshield!”
valiant heroes heard my desperate plea and agreed to
help us all. And they have destroyed the source of the
corruption in Dark Hollow! But don’t take it from me.
Rewards
I’ll let them tell you the good news themselves!” Award standard XP for defeated foes. Award 200
With that, he steps back and the crowd turns its bonus XP for successfully convincing Anastasia to
attention to you. abandon her plans to assault the town with an army
of undead. Award an additional 500 bonus XP if the
Developments: characters reveal Abnyr’s deceit to the villagers and
If Anastasia was defeated, Abnyr pays any coin that was restore Anastasia’s reputation.
agreed upon and the villagers thank the party, hailing If the players successfully exonerated Anastasia, she
them as heroes as they make their way out of town. will offer them her spellbook and comment that she
will not need it any longer.
27
Tremors The sound of anxious bellowing draws your attention.
With the situation in Dark Hollow settled, the As you look over, the herd spooks and abruptly
characters head southwest on the Hlintar Ride for the charges in your direction. Though you quickly avoid
last fifty miles of their journey to Dragon Falls. the oncoming stampede, you are surprised to notice
After leaving the gloom of the unnatural forest, they that the rumbling not only continues after they’ve
emerge onto a bright stretch of plains dotted with passed, but intensifies.
pastures and farmland. Along way, they pass through You turn back towards the sound in time to see
the ground before you erupt in a shower of dirt and
the hunting grounds of an ankheg which has located
rocks. Rising up out of the earth is a giant, armored
a herd of cattle and lurks beneath the soil, waiting for insect. Its huge mandibles clack together violently as
prey to stray too close. its antennae twitch as it focuses in on you.
28
Appendix A: Monsters
Abnyr Serpentshield Anastasia Nettlebrew
Medium humanoid (human), neutral evil Medium humanoid (human), chaotic neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 11 (+0) 12 (+1) 16 (+2) 16 (+2) 9 (-1) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 10 (+0)
Saving Throws Int +3, Wis +4 Saving Throws Int +5, Wis +3
Skills Deception +5, Insight +5, Persuasion +5 Skills Arcana +5, History +5, Insight +3, Investigation +5
Senses passive Perception 12 Senses passive Perception 11
Languages Common, Languages Common, Draconic
Challenge 1/8 (25 XP) Challenge 3 (700 XP)
Grim Harvest. Once per turn, when Anastasia kills one or more
creatures with a spell of 1st level or higher, she regains hit points
equal to twice the spell’s level, or three times its level if the spell
belongs to the School of Necromancy. She don’t gain this benefit
for killing constructs or undead.
Arcane Recovery. Once per day when she finishes a Short Rest,
Anastasia can choose expended Spell Slots to recover up to a
total combined level of 2.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1)
bludgeoning damage if used with two hands.
29
Chi-chock Sailor
Medium humanoid (kenku), chaotic neutral Medium humanoid (any race), any non-lawful alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
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Appendix B: Special Items
Candle of Truth
Wondrous item, uncommon
Huntmaster Bow
Weapon (any bow), uncommon
Sincerely,
James MacMurray
31