Professional Documents
Culture Documents
(Kobold Press) Tome of Beasts 3 Lairs
(Kobold Press) Tome of Beasts 3 Lairs
AN EXTRA SPECIAL THANKS TO THE 9,438 BACKERS WHO MADE THIS VOLUME POSSIBLE!
Midgard and Kobold Press are trademarks of Open Design. All rights reserved.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities,
etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been
designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open content in this adventure includes the monsters referenced from Tome of Beasts 3. It also includes
Akefalos, dire lionfish spine, glowmold globe, plant eradicator, and plant revivifier. All other material is Product Identity, especially
place names, character names, locations, story elements, and fiction.
No other portion of this work may be reproduced in any form without permission.
HARVEST FANGS
INCIDENT AT WRACKWATER
AVOIDING CRUELTY TO ANIMALS This advice also applies to Fancy and the three
This adventure depicts a very real struggle facing sheepdogs, Lucy, Dart, and Priscilla. They can help the PCs
farmers—predators hunting their livestock. While it’s if they are struggling, but it is strongly advised that you
important to get the PCs to feel for Grumbo, the goal is avoid allowing the herd skulker to harm them. For his part,
never to graphically describe the death of animals. Give Grumbo refuses to send the sheepdogs into danger; if
the PCs hints and chances to catch the herd skulker in there’s a threat, he sends Fancy, but her Nimble Protector
the act before it harms the animals. If the PCs make a feature should allow her to help but avoid harm. In any case,
mistake or fail crucial checks, give them the opportunity the herd skulker does not go after her or the sheepdogs,
to confront the herd skulker and scare it off rather than focusing instead on the PCs or escape.
having it simply murder an animal. If that fails and the The herd skulker’s natural form bears similarities to that
herd skulker captures or kills an animal, leave details to a of wolves, but it should not be depicted as anything but
minimum, so as to avoid distressing players. Perhaps the the horrible monster that it is. If harming a creature that
PCs find a bit of wool, a feather, or a single drop of blood. resembles a real animal would distress your players, modify
Check with your players about their comfort level with this the herd skulker’s true form to something altogether alien.
and adjust accordingly.
Catching the
Herd Skulker
Each night the PCs stay at Grumbo’s farm, they
have a chance to catch the herd skulker in the act,
but it’s a clever and cautious foe with an uncanny
ability to disappear within herds, so it will be difficult.
Though the herd skulker possesses a dangerous bite,
it’s a coward and runs if it feels threatened.
GUARD DUTY
Any PCs on guard duty must succeed on a DC 16
check using one of the following skills: Wisdom
(Animal Handling, Perception, or Survival) or
Intelligence (Nature).
Success. On a success, the PCs
notice the creature entering
the chicken coop and arrive
in time to stop it before it
attacks. The herd skulker flees
(using its Spring Attack ability to
avoid opportunity attacks) when
the PCs arrive and attempts to hide amongst one
of the other groups of animals. If a PC blocks
the entrance to the chicken coop, the herd
skulker leaps at them, attempting to shove
them out of the way so it can escape.
1. VALLEY ENTRANCE
The camel tracks lead off the beaten path and into a small
valley. Steep escarpments shoot up at sharp angles, rising
to the flat butte that meets the skyline.
The harsh sun already sits high enough in the sky that it
Concluding
has already been beating down on the western dunes for the Adventure
several hours. From this vantage point, the PCs can see the Once the PCs lead the camels from the pool and back
camels resting in Area 8. to the caravan, a grateful (and perhaps a little surprised)
Hot Sands. PCs who arrived in the late morning must Tasnim shoots them an impressed and appreciative look.
make DC 10 Constitution saving throws the first time they Along the way to Onist, the PC with the highest passive
cross this area. On a failure, the PCs’ movement speed is Perception spies some bandits lurking along the caravan’s
reduced by 10 feet. PCs who fail by 5 or more also suffer path, but the presence of armed guards is enough to scare
one level of exhaustion. them off without a fight. The PCs and the caravan travel
The desert sun is even hotter for PCs who arrive midday; the rest of the way to the city without incident, and when
this increases the Constitution saving throw DC to 15. they arrive, Tasnim gladly pays them the agreed-upon
PCs who drank water from the oasis have advantage on amount.
this saving throw. If they brought water from the oasis,
you may suggest they feel the urge to take a sip at this time.
Adventure Background fighters and are afraid to help. “Shame about that boy,
but I’m not messing about with the likes of the Albacht
Following his escape from the local magistrate’s cells, the
gang,” one of them says. The merchant explains that
bandit Sben Albacht and his gang holed up in the Hundedel
Vandlewin is just about a half-day’s ride from here.
family’s farmhouse while they wait to escape the area under
cover of darkness. The family fled to the nearby village of
Vandlewin before the bandits moved in, but in the chaos of Hundedel Hostage
their rush to escape, they realized too late that their oldest Once the PCs arrive in Vandlewin, they are brought to the
child, Kristoph, had somehow gotten off their cart and had elderly local magistrate, Milliam Volstacker. When the PCs
been left behind. Kristoph is unharmed and is being kept are brought before him, he says, too loudly, “Adventurers!
prisoner, under guard, in his bedroom. Sben hopes he can Thank the gods!” then conveys the following details:
trade the boy’s life for his freedom should all other avenues
• After the Albacht Gang freed their leader, Sben Albacht,
of escape be lost.
from the magistrate’s cell, the bandits fled on stolen
horses toward the Hundedel family’s farmhouse located
Adventure Hook a half-day’s ride from town.
The following hooks start the PCs on this adventure: • Mr. Hundedel was out in the fields when he saw the
bandits riding hard in their direction. He recognized
• Harried Rider. A traveler on horseback who is pushing
Albacht and knew he needed to get his family to safety.
the animal to its limits waves down the PCs, then stops,
He hastily gathered his family into their carriage and
panting. He breathlessly explains that he’s from the
rushed to town.
village of Vandlewin, just a half-day’s ride up the road.
A group of blackguards broke their leader out of the • They’d put their oldest child, Kristoph (age 5) inside
magistrate’s cells and then took some poor farmer’s boy the carriage and closed him in; Mrs. Hundedel insists
hostage and are holed up at the family’s farmstead. that he didn’t know how to get the carriage door open.
They’d loaded several of their small animals into the cart
• Tavern Talk. At a tavern in the city the PCs are in,
with him, but he’d been crying because they couldn’t
they overhear a merchant talking about the events in
find his favorite, Ogyss.
Vandlewin. The people he’s speaking to aren’t capable
This once tidy room is now tracked with muddy boot prints.
4. PANTRY
The room has obviously been ransacked for valuables. The
wardrobe has been opened and rifled through. All of the Jars of pickles and preserves have been knocked off the
common woolen clothes that once hung within it now in a shelves and onto the floor of this pantry, soaking the bags
heap on the floor. On the bed is a bloody, brutally injured of barley, potatoes, and carrots below in fruit and pickling
woman who writhes in pain. brine. A few hams, links of smoked sausages, and sacks of
onions hang from hooks on the ceiling. It looks like there
On the bed is Sben’s sister, Marcella Albacht (N bandit was enough food in the pantry to carry the Hundedel
captain, with only 1 hit point remaining), who was family through the coming winter, but the bandits’
injured by the boar in Area 5. She only moves from the depredations have reduced their stores considerably.
bed if forced. Under her body, the bedding is a muddy,
bloody mess. Creatures. A barnyard dragonette is greedily eating
Development. If Sben flees into this room, after pickled asparagus and cherries off the floor. If the door is
using the wardrobe to block the door he then exits the opened, it uses its breath weapon to drive the interlopers
farmhouse through the window and heads north into the away and then returns to its meal. If further disturbed, it
tall grass where he attempts to hide until nightfall. becomes angry and attacks. If reduced to 10 hit points,
Sben trusts the good nature of the local villagers and the dragonette disengages and attempts to escape the
would sooner leave his sister so she can recover rather than farmhouse to lick its wounds behind the barn at Area 6.
risk her life—and his capture—by taking her with him.
Treasure. An ornately carved wooden case with silver 5. PIGSTY
hinges sits on a small table by the bed (worth 15 gp).
Inside is a silvered dagger with a mother of pearl hilt Wide, horizontal planks of wood fence in a pig sty. Filthy
(worth 75 gp). straw is scattered across the muddy ground and an empty
trough runs the length of the sty’s northern border. A door
3. KRISTOPH HUNDEDEL’S ROOM in the eastern barrier leads into the pigs’ stall in the barn.
The exterior of the barn has recently been painted a The paddock is empty as the Hundedels took their
bright red. The bandits have mostly avoided the dirt- horses when they escaped the farm. There’s loose soil in
floored building, due to the excitable shovel and barnyard one corner that indicates a very small creature had been
dragonettes lairing in it. digging here; a shovel dragonette burrowed down here
Development. If the PCs make it to the barn without and emerged into Area 13.
drawing attention to themselves, roll a d20. On a 1-4, two Development. If the PCs have the equipment, they can
of the bandits, Kel and Sora, are quietly mid-tryst in the expand the dragonette’s tunnel wide enough to squeeze
center stable. through to Area 13 with 30 minutes of work.
Creatures. Two shovel dragonettes and one barnyard
dragonette are napping in the stall to the northeast. If they 10. SHEEP AND GOAT PEN
are awoken by the PCs, they excitedly yip and jump at their
ankles, trying to initiate play. If this occurs, any bandits on Bleating ewes and lambs graze alongside stammering
watch near the barn investigate within 3 rounds. If the PCs nanny goats and their rambunctious kids.
misconstrue the dragonettes’ playfulness as aggression,
they will defend themselves; if any of them are killed or The grass here is kept short by the twenty sheep and
knocked unconscious, the remaining dragonettes will sixteen goats grazing in it. While an observer can see
attempt to flee, making a lot of noise in the process. clearly through the pen fence from one side of it to the
other, the beasts within provide cover from view.
7. WELL The corpse of Nitti, the Hundedels’ collie, has been left
unceremoniously by the bandits just outside of the fence
A large wooden pail hangs from the well’s free-spinning to the northeast.
crossbeam. It can be lowered and raised using the attached Development. The PCs can move undetected through
hand crank. the animal enclosure with a DC 10 Dexterity (Stealth) or
Wisdom (Animal Handling) check.
Development. Father Hundedel has long been terrified The barnyard dragonettes from Area 6 venture out to
that Kristoph might tumble down the well. Thus, he has this pen at sunup and sundown every day to check on the
secured rungs on the southern shaft of the well that allow livestock. If they notice unfamiliar humanoids in the pen,
one to easily climb up or down the 80-foot shaft. From they excitedly speak to the sheep or goats (via speak with
above, a successful DC 12 Wisdom (Perception) check is animals) to find out what is going on. If this happens, any
required to notice them. Creatures at the bottom of the checks made to move through the pasture without being
well have advantage on Dexterity (Stealth) checks when noticed are made with disadvantage.
attempting to hide from being seen from ground level. 1d4 bandits located in the farmyard investigate within 6
rounds if any of the sheep or goats escape the pen.
8. CHICKEN COOP
11. FARMHOUSE TUNNEL
A stout post at each corner suspends the floor of the
chicken coop. An occasional cluck can be heard from one A mild but unpleasant odor of ammonia lingers in this low,
of the hens roosting inside. recently dug tunnel.
Inside, dirty straw litters the floor, while the straw filling As noted in Area 1, razorback crabs are tunneling into
the nesting beds is clean; twenty-four chickens amble the Hundedel farmhouse from here.
about, some of them taking umbrage at the intrusion. The
bandits ignore noise from the coop, as any loud sound
The walls of this rough-hewn cave are stacked with roe-like Hundreds of dormant young razorback crabs are resting
crab eggs. The odor of ammonia is almost overpowering. on the many earthen shelves of this nook. The smell of
ammonia is stronger here than anywhere else in the burrow.
Creatures. Three razorback crabs defend the nursery,
moving to intercept and dispatch any threats to the eggs. If the PCs enter this area with a light source, the juvenile
They fight to the death. crabs wake and tumble off the shelves toward Area 12 like
a wave. Any PC in the niche or the tunnel leading to Area
13. FOOD STORAGE 12 must succeed on a DC 12 Constitution saving throw or
be poisoned by the odor (and revolted by the sensation of
The smell of ammonia is strong in here. Piles of scuttling legs) for 1 minute.
unidentifiable organic matter are moldering next to stalks of Development. When the PCs arrive in this area, roll 1d6.
pale gray fungus. A dead shovel dragonette lays atop one On a result of 1 or 2, there is one razorback crab watching
of the piles. the niche. The crab fights to the death to allow the juveniles
to escape to Area 12.
A PC that makes a DC 13 Intelligence (Investigation)
check can determine from the soil scattered among Concluding
the piles and the state of the chamber’s ceiling that the
dragonette must have burrowed in from above. the Adventure
Development. If the PCs have the equipment, they can If the PCs rescue Kristoph Hundedel, his family gladly
expand the dragonette’s tunnel wide enough to squeeze gifts them with the mandolin in Area 1 and the dagger in
through to Area 9 with 30 minutes of work. Area 2. Likewise, the magistrate gladly pays the agreed
upon reward, and afterward the townsfolk insist on
throwing the PCs a big celebratory feast. Any bandits the
PCs didn’t kill are successfully captured and arrested.
Adventure Background it’s a jewel-encrusted dagger with the words “We Were,
We Are, We Will Be” engraved on the blade. He’s willing
Finlay Barrett was a notorious pirate and smuggler who
to pay 200 gp for its safe return.
sails the seas in his ship, the Dead Reckoning. Barrett was
an old salt, but even the most seasoned sailor runs afoul of
nature. The Dead Reckoning was wrecked during a terrible Arrival at Lonely Cove
storm, and part of the ship and its cargo are now washed
ashore in Lonely Cove, an isolated strip of beach at the base You arrive at Lonely Cove at low tide. This section of coast
of towering sandstone cliffs. Word spreads quickly about is comprised of sheer, towering sandstone cliffs. The interior
the wreck. Ambitious souls move quickly to gather what of the cove is a crescent of rocky beach surrounded by tidal
they can of whatever valuables Barrett was carrying. Time pools. You can see the front half of the Dead Reckoning run
is of the essence, because the next high tide or storm could aground on the rocks just offshore of the northern end of
carry away any treasures currently in Lonely Cove. the beach. To the south, a dark opening of a cave can be
clearly seen in the cliff wall. Debris from the ship, barrels,
crates, and other containers, float in the pools or lie washed
Adventure Hook up on the beach.
The following can be used to start the PCs on this adventure:
• Chance Encounter. The PCs are aboard a passing ship Within the confines of the tidal pools and beach, the PCs
and spy the wreckage. They convince the captain to only have to contend with the inhabitants of Lonely Cove
drop anchor so they can row ashore and investigate, as indicated in the numbered encounter areas. However,
or perhaps the captain commissions them to do so, in should they spend time in the deeper waters outside the
order for the ship to claim salvage rights. cove, they find that one of the reasons the cove bears its
• Rumor Has It. A survivor of the Dead Reckoning was name is that this area is known for its predators, which
brought into port aboard a naval cutter. Rumors are keep local fishermen and others away from the locale. For
flying around town about the wreck and the possibility every hour the PCs spend afloat, there is a 25% chance of an
that Finlay Barrett’s treasure is out there for the taking. encounter with 1d3 reef sharks or one swarm of quippers.
• Hired Hands. A merchant named Deverick Stanmore If anyone is actually in the water, the chance increases to
who was recently preyed on by Barrett wishes to recover 40%; if anyone is wounded and in the water, the chance
a family heirloom the pirate plundered from his ship; increases to 75%.
5. SODDEN TEXTILES
A corpse lies on the beach here, not far from the waterline.
6. SUNKEN TREASURE A pair of crabs, each easily as wide as a human is tall,
A large collection of flotsam—sundered planks, rope, scuttle around the corpse, snapping at one another with
sailcloth, and other debris—cover the top of this tidal pool. their claws.
Treasure. A chest sits at the bottom of this 4-foot-deep Creatures. The two giant crabs here discovered the
pool. A successful DC 14 Wisdom (Perception) check body of one of the pirates washed ashore and are currently
notices it without moving the debris or entering the water. fighting over the food. They don’t attempt to injure one
The chest is locked (but can be picked with a successful DC another; they are simply posturing in an attempt to drive
15 Dexterity check using thieves’ tools); inside are 50 1-lb. the other off and claim the prize. If the PCs approach, the
ingots of copper (worth 25 gp total). crabs abandon their argument in order to go after the new,
fresh sources of food.
This section of beach is littered with what at first looks like Judging from the seaweed and sand, this cave is at least
shards of wood, bleached white from exposure to sun and partially flooded at high tide. The smell of brine is strong, and
salt. Upon closer inspection, however, they are revealed the walls echo with the sound of chitin scraping on stone.
to be jagged, broken pieces of the shells of giant crabs.
Among the smaller pieces, you can see sections of legs and Creatures. There are currently four giant crabs lounging
even a couple of claws half-buried in the rocks. Nearby, to in the cave. They aggressively defend their home against
the east, a cave mouth looms in the side of the cliff. intruders.
Treasure. Among the seaweed and other debris in the
The giant crabs that reside and breed in the sea cave cave is an ebony walking stick, capped and inlaid with
here are the main prey of the talus flow that dominates silver, with a large, faceted quartz crystal set on top (worth
the beach (see Area 3). It catches them here as they make 40 gp). It was brought in by one of the crabs that was
their way from the cave out to the water, hence the signs attracted by its shine.
of carnage. This is also why this location is the most likely
spot for PCs to encounter the talus flow if they have not
already done so elsewhere.
Concluding
Creature. A guardian archaeopteryx wanders this the Adventure
section of beach, cautiously scavenging among the crab Once the PCs have overcome the various creatures in the
shells for any remaining scraps. This creature is the mate cove and collected what treasures they can find, all that
of the other archaeopteryx aboard the Dead Reckoning (see remains is for them to return to civilization and receive
Area 2) that that Barrett captured in the hopes of forming whatever compensation they’re due (or to find buyers for
a breeding pair in order to sell the offspring to collectors the merchandise if working independently).
of exotic creatures. It attacks despite being outnumbered
by larger opponents, as it is desperately hungry.
4. SUPPLY ROOM
5. TREASURY
Assorted loot is stored in chests and secured sacks in • Mira: 120 gp for reagents she had to replace after a magical
this room. Pinned to the southern wall are three sheets accident at the Academy;
of paper with words and figures written on them; upon • Hadad: 1,700 gp for an unspecified “magical treatment.”
closer inspection, they’re revealed to be lists detailing each
They’ve made very little progress paying down their debt
bandit’s debt. thus far, but they’ve paid off 78 cp each via legitimate work,
plus an additional 120 gp each with their banditry.
Each bandit owes 2,500 gp in tuition fees, plus an Treasure. In the various chests and sacks, there is
additional amount as follows: a collection of pottery (worth 50 gp total), a barrel
• Muhfaz: 500 gp for the components for a raise dead spell to containing 10 lbs. of saffron (worth 150 gp total), and
use on his brother; crates containing 10 sq. yd. of linen (worth 50 gp total).
A massive furnace has been carved into one wall of the cave
here, while rock formations have been flattened and beaten
into anvils and working surfaces. Hammers, tongs, barrels of
oil, and spare parts are scattered throughout the room.
7. STUDY ROOM
Adventure Background cursing his captors with his final breath. But the drake’s
spirit lingered, bent on revenge . . . yet he could not leave
The bakery drake, Amaranth, is the darling of the local
the rooms in which he died. Years later, when Amaranth
upper crust. Since her arrival in the city, the baked goods
took over the bakery, she discovered the hidden rooms and
she crafts have sold well among the nobility and other
accidentally unleashed Panifex’s ghost. The spirit possessed
wealthy citizens. Her culinary craft has been in high
Amaranth and began plotting his revenge, using his baking
demand, and the drake herself is known to be an excellent
skills—and Amaranth’s fame—to learn which of the city’s
conversationalist and an appealing figure to invite to
elite had caused his demise, then bake his way to sweet,
high‑profile events.
sweet revenge.
Recently, several notable figures among the city’s
elite have died under mysterious circumstances. Initial
investigations discovered they had been poisoned, but Adventure Hook
the method of delivery remained a mystery until a bright,
The following can start the PCs on this adventure:
young alchemist made the connection that all the victims
had eaten foods baked at Amaranth’s establishment. • Deputized. The PCs are hired to arrest Amaranth, as
The poison had been delivered as two or three separate capturing a bakery drake is not something typically in
components which, when combined, created the toxin. the purview of the average city guard.
Shocked officials now have a suspect, though her motive • Mercenaries. The next of kin of one of the murdered
remains unclear. elites hires the PCs to bring Amaranth to them before
What they do not realize is that the bakery drake is the city officials can get ahold of her, believing the drake
under duress. During renovations to her bakery, a hidden to be too popular to face true justice without their
room was discovered, previously walled off from the rest intervention.
of the bakery. When investigating this find, Amaranth was • To the Rescue. The PCs are friends and confidants of
attacked by the ghost of Panifex, the former owner and Amaranth. Having heard the news that she is the prime
another bakery drake. A decade ago, Panifex’s baked goods suspect in the recent murders, they head to the bakery
were the talk of the town. However, unlike Amaranth, to warn her and/or get more information about the
he was not simply a baker, but also a spy, using his place situation.
in high society to glean sensitive information to pass on In the “Deputized” and “Mercenaries” hooks, the hiring
to his masters. He was eventually discovered, and one party emphasizes that Amaranth should be brought in alive.
night agents of the nobility sneaked into the bakery, Either of these two hooks offer a reward of 150 gp per PC;
subdued Panifex, and walled him up in his own basement with the “To the Rescue” hook, Amaranth will offer the
as punishment for his treason. Panifex died a slow death, same amount as a reward if she is rescued from Panifex.
9. PROFESSOR’S STUDY
Ghostwriting
Heinrosch’s Final
Sonata
Heinrosch is obsessed with completing his magnum
opus, a final sonata his death left unfinished. As
the PCs speak to him, the ghost maintains perfect
control over Budanyek’s movement and actions,
though the boy still intermittently wrests back
control of his own body to cry out in pain before
Heinrosch regains control.
If the PCs question Heinrosch, other than his
work, he doesn’t remember anything they might
ask about, such as how, when, or how long ago he
died. If they ask about anything else, he angrily
shouts that he doesn’t have time for idle chatter,
but he’s willing to listen to anything the PCs
offer that might help him finish his opus.
Here are three likely scenarios via which the PCs
can resolve the situation:
• Have a PC Finish It. Heinrosch can be convinced
to relinquish control of Budanyek if a PC offers to be
possessed instead; Heinrosch only agrees if the PC
The trail north curves east after 80 feet. A large gray To thwart or slow any do-gooders like the PCs from
boulder sits in the center of the path. interfering with their sacrifices, the cultists placed a pit
here where the path narrows just past Area 7.
Pit Trap. This simple pit trap is a 10-foot-square,
There are no signs of recent disturbance of the trees
10-foot-deep hole dug in the ground. The hole is covered
nearby, so the PCs can easily determine that the boulder
by canvas anchored on the pit’s edge and camouflaged with
has been where it is for a very long time; it perhaps once
dirt, leaves, and other debris. Spotting the trap requires
rolled down from some not-too-distant mountain and has
a successful DC 12 Wisdom (Perception) check. When a
remained there ever since. It’s completely innocuous—
creature enters the trap area, it must succeed on a DC 12
it’s just a big rock—but PCs may be suspicious of it, and
Dexterity saving throw to avoid falling into the pit.
this distraction may cause them to be less cautious when
A creature falling into the pit takes 3 (1d6) piercing
approaching Area 8.
damage from the few hastily carved wooden spikes at the
bottom, plus 3 (1d6) bludgeoning damage from the 10-foot
fall. To climb out of the pit, a PC must succeed on a DC 12
Strength (Athletics) check; using ropes or other climbing
gear grants advantage on the roll.
The dome-like buildings that comprise the Pavilion look The walls of this large, multileveled chamber arch upward
like a collection of huge orange and yellow opaque bubbles to a domed apex 50-feet-high. The center of the room is an
resting on gargantuan lily pads. The surface of the bubbles ornamental and elegant foyer with stone benches lining the
is harder than steel, perfectly smooth, and seems to contain walls. Throughout the entire chamber, 10 feet overhead small
no windows or doors when viewed from the outside. globes of magical light hang from ropes of braided silk like
The only visible entrance is the one connected to the an ornamental lattice. A metal plaque on the wall reads “The
bridge in Area 1. The other doorways are hidden by magic; Restful Hall of Lounging.” To the east, a curving platform
a successful DC 15 Intelligence (Investigation) check sees stretches from a doorway, and silver baskets of fruit hang on
through the illusion. Alabaster bridges, lavishly adorned the wall. To the north, a short flight of stairs descends 5 feet
with gold and ivory, connect the bubbles. to a recessed area that branches toward other chambers.
The interior of the Pavilion is brightly lit by magical
lights and richly appointed, though the style of the
When the PCs enter the chamber, the Butler, the
decorations seems odd, even horrific, to the common
Maestro’s majordomo, immediately notices their arrival.
eye. The walls, floors, furniture, and other accoutrements
Eastern Kitchen. The baskets on the walls magically
are formed of circles and gracefully flowing curves. The
produce a wide variety of fresh fruit, but cease functioning
circular doorways do not have traditional doors, but some
if removed from the wall.
have magical barriers in place to keep creatures out.
Creatures. The Butler is a lobe lemur (see Tome of Beasts
3) dressed in a yellow vest with brass buttons. While under
1. THE WELCOMING BRIDGE OF WELCOME the effects of The Mardom Codex, he lurks among the ropes
A ten-foot-wide bridge of ivory and gold leads up from above the PCs heads and attempts to ambush them with
the shore to an arched opening set into the side of the hit-and-run attacks.
towering amber bubble. A field of energy fills the archway
Add the following action to The Butler’s statblock:
Lightfall (Recharge 5-6). The Butler shakes the ropes
like a shimmering door. A small green shrub, with an orange
hanging above, dislodging a rain of the glowing lights.
bow tied on its topmost branch, sits in a decorative ceramic
All creatures in the central area of the room must make
pot to one side of the archway. An ornate sign on the
a DC 12 Dexterity saving throw; a creature takes 7 (2d6)
bridge reads “The Welcoming Bridge of Welcome.”
acid damage on a failed save, or half as much damage on a
successful one.
When the PCs approach, the shrub greets them and Treasure. In a pocket of the Butler’s vest is a small wand
introduces itself as Quince. It quickly adds that the that deactivates the barrier door to Area 9.
Maestro isn’t receiving visitors at this time.
Convincing Quince to allow the PCs entry requires a
3. THE EXUBERANT TREASURY
successful DC 12 Charisma (Deception, Intimidation, or OF WONDERFUL THINGS
Persuasion) check—with advantage if the PCs legitimately
have rare, secret, or important information that they can A short flight of stairs leads into a twenty-five-foot-wide
trade (Persuasion) or say that they have such information circular dome. A vast array of items hangs on the walls,
(Deception). displayed and organized with care. A glass cloche rests atop
Energy Field. The magical barrier in the archway was a stone plinth that stands on the end of a raised dais on the
created by the wall of force spell; it can be deactivated by the western side of the room. A metal plaque near the entrance
wand hidden in Quince’s pot. reads, “The Exuberant Treasury of Wonderful Things.”
Creatures. Quince (N awakened shrub) defends itself if
attacked but poses no real threat to the PCs. However, if it Displayed Items. The objects on the walls are a mixture
feels threatened, it alerts the household via an alarm spell of oddities and trinkets of no immediately apparent value,
set into its decorative pot. such as a ribbon from a child’s bow, half a broken teacup,
Treasure. A small wand hidden at the bottom of Quince’s or a drawing of a somewhat ferocious dragon, etc. Each
pot can be used by any creature to deactivate the energy is accompanied by a small, handwritten card with names
field in the archway to Area 2. like “Last Chess Piece of the Forgotten King” or
“Broken Sword of the Nearly Famous.”
The Glass Cloche. The glass cloche atop the plinth
initially seems to be empty, but when the PCs approach
it they can see that inside is what, from afar, looks to be a
small (about 3” x 5”) sheet of paper.
6. FLUFFY’S ROOM
Adventure Background into the jungle and are desperate to find a solution to the
situation they find themselves in.
The small, riverside jungle village of Bukofa is being
menaced by hostile fey. At first, it was just a herd of tiny
rainforest fey playing mischievous pranks on the villagers Adventure Hook
who were felling trees in the jungle. Now, something much The following can used to start the PCs on this adventure:
worse is killing—and eating—Bukofa’s inhabitants.
• Vexed Villagers. The PCs hear of the plight of Bukofa
The people of Bukofa have long relied on the jungle for
when they’re traveling in the area or when word of the
their livelihoods. They hunt deer and other forest animals
ogre attacks reaches whatever city they’re in.
for food and clothing, harvest fruits, nuts, and plants to eat
and for medicinal purposes, and gather wood to build their • Jungle Search. The PCs need—or are hired to retrieve—a
homes and to make crafts. rare plant needed for a spell component or alchemical
In the past few months, as Bukofa’s population swelled, project. The plant only grows in the jungle near the
the inhabitants began to chop down trees and burn back village of Bukofa. On their way there, they either pass
the jungle to grow crops and graze cattle. One of these through Bukofa, or someone from the village sees them
trees belonged to a dryad named Delande. She became so and flags them down. (This hook could also pair with the
distraught when her mahogany tree was cut down by the “Mercy Mission” hook from “The Pavilion of Whispers
villagers that she threw herself into the river and drowned. and Wonderment,” if you ran that adventure with your
Delande’s sister, Aminata, was enraged by her tragic PCs.)
death and sent a message to King Kashama, telling him • Explorer Escort. The PCs are hired to search for a group
that the jungle was being threatened and beseeching him to of missing explorers, who went searching for a rumored
intervene. In response, the fey lord sent a herd of aziza to lost dungeon in the jungle near Bukofa.
make life difficult for the loggers by befuddling them with Once in Bukofa, Mayifa, the leader of the village elders,
magic and stealing their tools. This worked for a while, but explains what has been happening, from the fey pranks
when the logging resumed it became clear to Aminata that to the recent slaughter of her people. The villagers are
more drastic measures were needed, so she appealed to King understandably now too frightened to hunt or gather food
Kashama again. This time, he commanded a rainforest ogre in the rainforest, and, as a result, their supplies are running
named Korug to travel there to frighten the villagers. dangerously low. She begs the adventurers to put a stop
Since then, the fearsome ogre has been regularly to the depredations of the fey before Bukofa’s inhabitants
sneaking into Bukofa to murder and consume its people. starve. Mayifa believes the hostile fey are living at Emerald
Unsurprisingly, the villagers are now too scared to venture Cascade, a waterfall a few miles from Bukofa.
Located five miles upstream from Bukofa, Emerald Three roughly shaped pyramids of earth stand in a row
Cascade is a grove of tall mahogany and kapok (silk cotton) between two tall silk-cotton trees. Each mound is around
trees grouped around the beautiful waterfall which gives ten feet in diameter at the base and nearly fifteen feet tall.
the glade its name. The borders between the material Several openings—each a foot and a half high—lead inside
plane and the fey realms are thin at Emerald Cascade, and the mounds at different heights.
visitors that cross over are common.
The fey grove has long been home to the dryad Aminata
These large anthills have been abandoned by their
who lives in a mahogany tree growing above the waterfall.
original occupants and are now inhabited by aziza. Inside
Following her appeal to King Kashama—a rainforest
each mound, a network of 1-foot-wide tunnels connects
king fey lord (see Tome of Beasts 3)—the dryad now shares
several tiny earthen chambers, each 3 to 5 feet in diameter.
Emerald Cascade with a herd of aziza and a rainforest
The three anthills are connected underground by more
ogre, as well as several other dangerous creatures.
tunnels, allowing the aziza to travel between them unseen.
Trees. The towering mahogany and kapok trees are
The anthills have AC 17 and 40 hit points.
between 100 and 150 feet tall and have 10-foot‑diameter
Creatures. There are five aziza—two with wings
trunks. Smaller palm trees are 30 feet tall with
(females) and three without (males)—in the anthills. With
3-foot‑diameter trunks. Trees can be climbed with a
a successful DC 12 Wisdom (Perception) check, as the PCs
successful DC 12 Strength (Athletics) check.
approach, they catch sight of a tiny fey peering out at them
Foliage. A huge variety of tropical bushes and other
from one of the tunnels.
plants grow in the grove; many have colorful flowers
The shy fey are curious (rather than hostile) about the
or fruits and provide concealment. Roll 1d6 any time a
PCs’ presence in the grove, but if a familiar, a wild-shaped
creature touches one of the bushes; on a 1, the plant has
druid, or a reduced-size PC enters one of the anthills—or
poisonous leaves, and the creature must succeed on a DC 11
a PC pokes a sword or the like inside or otherwise acts
Constitution saving throw or take 3 (1d6) poison damage.
aggressively—the aziza react angrily and attack.
Jungle Floor. Vines and roots trail along the jungle floor,
PCs who can speak sylvan can encourage the aziza to
offering an increased risk of tripping. Creatures that move
emerge from their hiding places by succeeding on a DC
at their normal speed must succeed on a DC 8 Dexterity
15 Charisma (Persuasion) check. The aziza insist that the
saving throw or fall prone; creatures moving at half speed
adventurers speak to their leader, Kabou, who lives in one
automatically succeed on the saving throw.
of the treehouses in Area 3.
A once-mighty fallen tree covered in moss and lichen The vines are strong enough to support the weight
forms a makeshift bridge across the stream. of PCs climbing to the top of the rock formation. The
climb is 40 feet and requires a successful DC 10 Strength
The log bridge is 50 feet long and 10 feet wide and is (Athletics) check, made with advantage.
treacherous to cross. A creature attempting to use the The top of the outcropping is covered in foliage, which is
slippery bridge must succeed on a DC 15 Dexterity saving considered difficult terrain. A 5-foot-diameter hole in the
throw or fall into the water below. ground on the western side of the stream looks down into
Creatures. One swarm of quippers always stays close the Hidden Cave (Area 12).
to the bridge; they have learned this is a good place to Creatures. The orange fruit serves to lure prey toward
find food. If a creature falls in, a second swarm arrives in the monkey’s bane vine (see Tome of Beasts 3) that lies in
1d3 rounds. wait amid the foliage. The vine lashes out with its tendrils
at any creature attempting to climb within 20 feet of it.
8. DEADLY CLEARING Several monkey skeletons tangled in the foliage—previous
victims of the plant monster—offer a warning to climbers.
The forest floor here is strewn with dead leaves in a riot of
autumnal colors: reds, oranges, browns, and yellows.
11. AMINATA’S TREE
Creatures. What looks like a pile of dead leaves here is A huge mahogany tree, over a hundred feet tall, with great
actually a leavesrot ooze (see Tome of Beasts 3), which lurks buttress-like roots, towers over the outcropping. An eagle-
in this area, ready to ambush any creature who ventures sized finch with mottled black, gray, and white plumage
too close. perches in its branches.
9. WATERFALL AND POOL Creatures. This mighty tree is home to the dryad
Aminata who watches over Emerald Cascade (see
A waterfall tumbles down forty feet from a rocky Adventure Background). The bird is a moon weaver (see
outcropping covered in lush vegetation into a deep pool Tome of Beasts 3) named Tayo and an ally of Aminata’s. Tayo
below. A sparkling rainbow forms in the spray where it calls out to the dryad as soon as he spots the PCs.
catches the sunlight overhead. Development. When the PCs approach, Aminata
appears from her tree and ask them why they have come
A successful DC 12 Wisdom (Perception) check spots to Emerald Cascade. She is prepared to listen to what
the opening to a cave (Area 12) behind the rushing water. they have to say, as long as they are sympathetic to the
Pool. The pool is 15 feet deep and is home to two destruction of the forest by the villagers and Delande’s
swarms of quippers. The hungry fish attack any creature tragic death.
that enters the water. The PCs can persuade Aminata to meet with Mayifa,
Treasure. A woodcutter’s axe and a set of carpenter’s the leader of Bukofa’s elders, with a successful DC 15
tools lie at the bottom of the pool, stolen from the loggers Charisma (Deception or Persuasion) check; consider
and dropped there by the aziza. granting advantage on the check (or waiving the need for a
roll) if the players roleplay the conversation well.
If the PCs win Aminata over, she tells them she doesn’t
think Korug, the rainforest ogre, will listen to reason. The
adventurers must slay the monstrous creature if they wish
to put a stop to its murderous ways.
If the PCs fail to convince Aminata to negotiate, or
upset her, the dryad orders them to leave her grove. If they
don’t acquiesce, she attacks, calling upon Tayo and two
awakened trees to defend her.
Concluding
the Adventure
The adventure concludes when the catamount is killed or
is otherwise no longer a threat to the area.
If the situation is resolved peacefully and the PCs
convince the catamount to relocate and/or provide it
with ways to protect its kits and survive without harming
townsfolk, the catamount considers the PCs friends
for life. If the PCs ever encounter the creature again, it
Adventure Background In truth, Gelarien is a fake name, and the wizard was
once wronged by Gorgo, and her true wish is that the
Spiteful Keep sits atop a small peak near a trade rode, amid
PCs go there and will kill the ogre, who will not view an
a small forest. It is the home of an ogre artisan of the arcane
uninvited visit kindly.
who self-styles himself as “Lord” Gorgo. Only the bravest
or most desperate dare to seek audience with the ogre.
Spiteful Keep
Adventure Hook This keep is the home of Lord Gorgo, a cunning artisan
ogre (see Tome of Beasts 3). The fortress is quite old, but well-
The following can used to start the PCs on this adventure:
maintained and well-fortified, with a curtain wall bolstered
• To Lift a Curse. A local knight named Veladra is cursed. by five round towers and a gatehouse.
She purchased a sword from Gorgo, years past, when she Approaching the Keep. As the PCs approach the keep
was an adventurer. Gorgo recently sought her aid and within sight of any of its towers, they hear the sound of a
was rebuffed. The ogre activated the curse, to make the distinctive whistle from above, clearly a signal of some kind
knight give in to his demands. Instead, she hires the PCs alerting the keep that visitors are approaching.
to take care of the problem, by killing Gorgo or bringing Keep Denizens. The keep’s denizens are utterly under
him the sword and getting him to remove the curse. the thrall of Lord Gorgo, and, indeed, they truly believe
• Vanishing Goods. Yintalyn, the head of a town council he’s a great man and a master artisan worthy of following.
at a nearby settlement, is concerned about a series of The keep denizens include: 16 hobgoblins, a bugbear, a
mysterious recent thefts. Rare and precious materials daeodon (see Tome of Beasts 3), 4 goblins, kobold ettin (see
simply vanish, disappearing from locked strongboxes Tome of Beasts 3), a dokkaebi (see Tome of Beasts 3), and Lord
in merchant wagons. There are no witnesses or clues; Gorgo himself. All of the denizens (except the goblins) are
things simply vanish. The authorities eventually realize loyal to Gorgo and won’t act contrary to his orders, even to
that all of the goods stolen are useful in magical save the life of one of their fellows.
crafting. Gorgo immediately comes under suspicion. Gorgo’s Jape. One day, years ago, Gorgo demanded that
The PCs are hired to investigate Gorgo’s keep and put a his followers always refer to him as “Lord Gorgo, my mighty
stop to these thefts. master”; he’d intended it as a jape that wouldn’t last more
• In the Market for Magic. A wizard by the name of than a day or two, but it pleased him so much he never
Gelarien is in need of a certain magic item and knows rescinded the order. As a result, any time any of the keep
that Gorgo is the only artisan skillful enough to craft denizens refer to Gorgo, they specifically use the words
such a thing. She hires the PCs to make the journey to “Lord Gorgo, my mighty master.”
Gorgo’s keep and convince the ogre to craft the item.
All five of the keep’s towers are identical. The stairs wind
up to the tower’s upper level (Area 16).
5. STABLE
6. BARRACKS
9. MAIN HALL
7. KITCHEN
A large fireplace dominates the wall opposite the door.
Iron pots bubble away in the large fireplace in the southwest
A long table stretches nearly the length of the room,
corner of this room. A large, metal sink, work table and tall
surrounded by tall-backed chairs. At one end of the table
stools, and a set of shelves take up most of the space. An
sits a large, throne-like chair of wrought iron, set with
iron rack hung with various cookware, utensils, and bundles
leather cushions. A massive chandelier festooned with
of drying herbs is suspended over the table.
candles hangs above the table.
11. PARLOR
12. BEDROOM
ENCOUNTER 2:
CLOUDHOOF ASSASSINATION
Abbey of the
Serene Lily
The abbey is built into the mountaintop and has no
external profile other than the doors leading into it.
Structure. The floor of the abbey is comprised of
1-foot-square sandstone tiles. The walls are smooth stone
and the ceiling is intermittently engraved with bas relief
hummingbirds and lilies.
Ceilings. The corridors are 5 feet wide and 8 feet tall. The
chambers have 15-foot ceilings.
Lighting. The abbey is dimly lit at all times through
some form of magical ambient illumination.
Incense. The abbey smells of frankincense, which
can be found burning in thuribles in each chamber.
The pervasiveness of the odor is such that creatures
The scent of frankincense is overpowering in this chamber, Orderly rows of bunks fill this chamber. Each monk’s
and the air swirls with a pall of pale smoke. Aspirants sitting belongings are rolled into a small bundle that sits at the
or lying on floor mats come here to take a moment to relax. foot of their cot. Censers set on low round tables burn the
A monk sits against the southwest wall idly playing a sitar. abbey’s incense through the day and night.
Rectangular 3-foot by 6-foot jute mats are evenly spaced The abbey’s aspirants and adepts rest here. Occasionally,
throughout this chamber, and it is rare for more than this chamber can be found empty during daylight hours.
half of them to be occupied at any given time. Two large Creatures. At night there are 15 + 1d6 aspirants and 1d6
thuribles are always kept burning. adepts present here.
The PCs are welcome to rest in this chamber, and if they Development. A PC that succeeds on a DC 17 Wisdom
spend the night in the abbey, they are given quarters here (Perception) check while looking for secret doors finds
rather than in the dormitory at Area 5. the secret door leading to Qudos’ chamber (Area 8). A
Creatures. The sitar player is Master Kethi (LE barbed successful DC 17 Intelligence (Investigation) check is then
devil). A successful DC 19 Intelligence (Religion) check needed to determine how to open the secret door.
recognizes the music being played as being from Hymns for If the PCs are detected searching or stealing in this
the Acquisition of Glorious Wealth, a prominent hymnal of a room, the aspirants and adepts attempt to detain and
god of greed and wealth. secure them in Area 7.
Development. If the PCs make trouble in Areas 2–7, the
barbed devil investigates and assists the monks. 6. CENTRAL CHAMBER
The Lighthouse
The mile-long approach to the lighthouse
winds along a rocky promontory. As the
PCs draw near, they discern sundry piles of
garbage, broken furniture and tableware, wine
casks, and much more of the same. It all appears
to have been scattered about the structure’s
base, seemingly thrown willy‑nilly from
broken‑out windows above. The
lighthouse exterior also appears
somewhat worse for wear, its outer
walls streaked with bright stains of
unknown origin.
Once the PCs approach within 300 feet of the
lighthouse, they easily spot several malformed,
winged shapes taking flight from one of the
lighthouse windows (Area 4).
Creatures. Flying toward the PCs are six gullkin
(see Tome of Beasts 3). The gullkin don’t reply if any
attempt is made to converse. Once the PCs get to
about 150 feet of the island, the gullkin attack. Their
shrieking calls summon two swarms of maddened
sea birds (use statistics for swarm of ravens) en
route. The swarms fight to the death. Once there are
only two gullkin remaining, they retreat to Area 4.
Making an Entrance. Upon arriving at the lighthouse,
Dozing Dangers. On the building’s western face, a single
the PCs find it has been barricaded, battered down, and
salt-crusted window that has been nailed shut looks into a
then re-barricaded. Breaking through the boarded-up
darkened, recently ransacked bunkroom. Forced entry via
doorway (or the western window) requires a successful
this window or the main entrance awakens the creatures in
DC 12 Strength (Athletics) check.
Area 3, alerting them to intruders.
Carefully removing the boards and entering quietly
Down to the Depths. Diving off the western side of the
requires the PCs to work at it for 5 minutes and to make
island and swimming 30 feet down leads to Sea Caves Area
a successful DC 14 Dexterity (Stealth) check to do so
9, though the cave opening is in no way visible from land.
without making noise; a PC proficient with carpenter’s
tools makes the check with advantage.
1. MAIN STOREROOM
3. WORKROOM
9. TIDAL CAVE
The encampment is surrounded by a fifteen-foot-tall A 25-foot-tall stone building forms one side of the gate
palisade that collapsed in a few places in the past and has complex of this encampment. The floor is covered in with
been hastily patched more recently. Dark scorch marks hay and detritus, and the air is stagnant with the strong
and slashes from powerful claws are obvious on most odors of rotting food. The tattered remains of dwarven
defensive surfaces that haven’t collapsed or been covered banners still adorn the walls, now too damaged and worn
over by vines. The sounds of a loud argument in Area 6— with age to read.
which might eventually erupt into a fight—cover much of
the noise the PCs might make while infiltrating the camp. The building can only be entered from within the
Aside from Area 6 (which is lit by a campfire) and Area encampment. A successful DC 12 Intelligence check using
15 (which is lit by the forge), all other areas of the camp are mason’s tools or Dwarven Stonecunning determines that
quite dark. though the structure presently shows significant signs
For creatures who are noted as being asleep, have the of wear and neglect, it was once very well-crafted and
PCs roll a group Dexterity (Stealth) check against the suffered an attack sometime in the past.
creature’s passive Perception. Creatures. Two ogres are currently napping in this
chamber, one wears a blue headband and the other has a
1. SOUTH WALL single pauldron decorated with the skull of a large bird.
They have a passive Perception of 8.
Vines rise from the forest floor to cover much of a
fifteen‑foot-high wooden palisade. A stone building marred
by large swaths of scorch marks stands at one corner of 3. FRONT GATE AND RUINED BUILDING
the wall. The center of the palisade in this area collapsed The front wooden gate is 15 feet tall and shows signs of
sometime in the distant past and has been more recently recent repair work done by unskilled hands. The connected
filled with stone boulders that are stacked ten feet high. stone building north of the gate is missing a corner and
Two orcs wearing blue headbands crouch near the pile of shows signs of being burned. The inside is a mess of
boulders playing a game of dice. blackened, damaged rubble. A set of double wooden doors
is the only exit from this ruined building, which leads into
Getting Through. The PCs can attempt to get through the encampment.
this section of the structure by scaling the palisade with a
successful DC 14 Strength (Athletics) check or squeezing Getting Through. The front gate and the ruined
past the boulder barrier with a successful DC 14 Dexterity building’s double doors are both barricaded from the
(Acrobatics) check; a failure by 5 or more alerts the inside, requiring a successful DC 20 Strength (Athletics)
creatures in Area 6 who come to investigate the source of check to break through.
the noise. Hunting Traps. A poison-laced hunting trap has been
Creatures. Two orcs have been assigned as lookouts in hidden in the rubble of the ruined tower. A creature that
this area outside the palisade, but both are currently playing steps onto the trap must succeed on a DC 13 Dexterity
a game of dice by the boulder barrier to pass the time. They saving throw or take 1d4 piercing damage and 1d6 poison
wear blue headbands. If they see any trouble, they attempt damage. A successful DC 15 Wisdom (Perception) check
to run to the main gate in Area 3 to warn the camp. reveals the hidden trap.
Hostilities. An orc with skulls adorning the pauldrons The Ancient Attacker. A successful DC 15 Intelligence
of his armor approaches after the most recent round (Investigation or Nature) check reveals the damage marks
of dice has completed to ask (in Orcish) for a report of on the inside are claw marks. A success by 5 or more also
any sightings. During the interaction, PCs can make a reveals the claw marks and burnt stones were caused by a
successful DC 12 Wisdom (Insight) check to discern that dragon (probably red, given the burn marks).
the new orc is not welcomed by the others and there is a
sense of hostility between them.
6. FIREPIT LOUNGE
Two stone outhouses stand in a state of disrepair along The entrance of this towering stone building has two heavy
the southern palisade with the wooden doors of both stone doors etched with depictions of dwarven blacksmiths
displaying indications of advanced rot. kneeling before the sky. Two stone statues flank the
doorway. The statue on the left is an armored dwarf with
Creatures. One orc wearing a blue headband is currently a maul raised to the sky; the head of this statue has been
napping on the western side of the outhouses. The orc has crudely removed and lies on the ground nearby. The statue
a passive Perception of 10. If a battle takes place in Area 6, on the right has been partially melted by an intense source
he wakes and joins after 1 round. of heat.
10. CONVERTED STABLES The two statues once bore the likenesses of the
dwarven deities of the forge; the one to the north was
An expansive stone building with two solid wooden doors destroyed during the dragon attack long ago, and the
still stands strong despite the scars from the destructive one to the south has been defaced by the followers of the
attack in the past. The floor is covered in hay, and it’s clear twin warlords. The double doors are currently shut, but
it was once a stable, but now it’s been converted into a not locked.
makeshift living space. A desk stands against the southern
wall, and a worn wooden sits on the floor between a pair of
12. CHAMBER OF ARMOR
bunk beds against the eastern wall.
Unlike what you’ve seen elsewhere in the encampment,
This large stone building was used as a stable by the this chamber is spotless and kept in a state of impeccable
dwarves, but it’s now being used as sleeping quarters by repair. Eight stands holding armor forged of dark metal
followers of Kadal. Once the occupants are dealt with, this and adorned with skulls line the walls in rows as straight
room can be used by the PCs to safely have a short rest if as the finest honed edge. There are no light sources in
the doors are barricaded. this darkened chamber, except for a glowing light—and
Creatures. Four orcs and one veteran (orc) are currently oppressive heat—straight ahead coming from the forge.
slumbering. You also hear the ringing sounds of someone hammering
Creature Change. For the veteran, replace all mentions on metal.
of “longsword” with “battleaxe” and “shortsword” with
“handaxe.” Kadal prefers a clean workplace and has his followers
Entering the Room. The orcs have a passive Perception routinely clean the building to his standards.
of 10; the orc veteran’s is 12. If a PC attempts to open the Forging in Progress. When the PCs enter this area, Kadal
door quietly, their Dexterity (Stealth) check is made with is standing north of the forge, by the anvil (see Area 15),
disadvantage due to the doors creaking loudly when they hammering out a greatsword blade. He is initially just out
open. If the PCs just open the door without any concern of view, though the PCs can see the end of the anvil and the
for quietness, the guards awaken, but are surprised for the sparks flying off of it as the hammer comes down. Due to
first round. the hammering, it’s possible Kadal won’t notice the PCs
Treasure. The chest contains a pouch of eight rubies until they get quite close.
(worth 200 gp total) and a silver chalice (worth 45 gp). Treasure. The suits of armor lining the hall are 8 suits of
splint mail adorned with skulls, forged by Kadal and sized
for 9-foot-tall (Large) creatures; it weighs twice as much as
regular splint mail.
The wide river separating the banks from this modest island
The desk is clear of items except for Zelen’s journal
in its center proves easy to navigate. Thorny grasses cover
open to its final entry, dated three weeks ago; the entry
much of the sandy soil surrounding the building.
reads: “I’ve sent my assistant to find one of the last known
specimens of the alaguara, which has faced eradication
The island stands 30 feet from the nearest bank and the from people unkindly disposed to its invasive qualities.
water reaches a maximum depth of 15 feet halfway between While he is out on his mission, I shall undertake my own
the bank and the island. Near the island, the depth varies quest to retrieve a rare flowering plant that climbs the
from 5 to 7 feet. Zelen left the native grasses alone apart Blackrock Cliffs.” The journal spans a month prior to the
from those she cleared prior to the sanctum’s construction. last date and features discussions about a species of orchid
Creatures. Two vine-covered owlbears, trained and that spits poisonous thorns and a plan to seek out the
altered by Zelen, patrol the beach. Without hearing the flower later.
proper series of whistles known only to the druid, the Treasure. A set of goggles of night hang from a hook
owlbears attack any creatures that set foot on the beach. behind a heavy cloak in the wardrobe.
They do not pursue creatures that move more than 10 feet
from the beach.
5. PLANT-LINED HALLWAY
Creature Change. Once per short or long rest, the
owlbears can use their action to produce an effect similar Numerous flowering shrubs and bushes thrive in this
to the entangle spell (spell save DC 13). It has a range of hallway and fill it with sweet fragrances. The temperature
only 20 feet, but requires no concentration. The vines drops significantly as the hallway proceeds north.
covering the creatures shoot out to the point within range
to create the effect. As the corridor turns east, a set of double doors on the
eastern wall stand open (to Area 6); opposite that, on the
2. SANCTUM ENTRANCE western wall, is a closed single door (to Area 7).
Creatures. Two alpine creepers (see Tome of Beasts 3),
As you enter the sanctum, you see a long hallway stretching
which typically dwell in the arctic sanctum, lurk in the
ahead north; in the immediate vicinity, to the east and west
colder northern section of this hall, just south of the doors
are closed wooden doors. The flooring is cool to the touch
leading to Area 6. The plants ignore the dust mephits, but
and looks to be natural stone, polished mostly smooth.
they attack anyone else, fighting to the death.
If the PCs arrive during the day, the light that shines
through the dome in Area 6 provides enough illumination
through the Observation Pane (Area 3) to be notable even
from the entrance.
A blast of cold hits you as you enter this room. Ice coats
most of this domed, circular room’s surfaces, but the plants
within clearly thrive here. The frost on the dome above
dims the light shining through it.
7. STORAGE SHED
A grand oak table surrounded by mahogany chairs fills Neatly stacked piles of books and papers cover the floor.
most of this square chamber.
The material in this chamber contains mundane details
A single sheet of paper as well as a cup that once about nature and plants.
contained coffee are on the table; the paper seems to be Secret Door. A successful DC 17 Wisdom (Perception)
notes from a meeting, from one druid to another. The check detects the seams of the door.
room is empty apart from the table and chairs.
14. RESEARCH VAULT
11. MOSS-COATED HALLWAY
The secret door opens to reveal a dark, cool chamber.
Different strains of moss and lichen fill every inch of this Against the north wall stands a table, against the west wall
hallway, including the ceiling and floor, deadening sound a bookcase. Numerous tomes fill the bookshelf, and the
within it. The plants glow with blue and green iridescence desk has an array of journals and papers arrayed across it.
when blocked from sunlight.
Zelen stored important correspondence, research
These plants are all just common mosses and lichen. tomes, and her own journal in this secret room.
Treasure. Zelen’s journals contain an array of
12. DARK ROOM information useful for those who study plants (worth
150 gp total to the right buyer). A creature who spends
A riot of fungi covers a table along the southern wall of
this lightless chamber. Shelf fungus covers most
of the northern wall.
Adventure Background The following hooks can used to start the PCs on this
adventure. The PCs:
The fur trader Whippet has been lost. Presumably due to a
• Already helped Wrackwater in the “Incident at
non-functioning lighthouse and the foggy shoals outside of
Wrackwater” adventure and are recruited by their
Wrackwater Cove (see “Incident at Wrackwater” adventure
contacts from that previous adventure.
for additional background). Wrackwater locals have
recently found confirmation of a nearby wreck location. • Are asked by one of their allies or patrons—who has a
Undoubtedly, it’s Whippet, but the ship’s investors and friend, relative, or colleague among the investors and/or
underwriters must have incontrovertible proof. They’re town council—to travel to Wrackwater to investigate the
also eager to recover some specific items that will confirm, strange goings-on there.
document, and perhaps mitigate their financial losses. • Are traveling in the vicinity and hear of the plight of the
people of Wrackwater.
Adventure Hook The Job. The investors wish to discuss enlisting the PCs
There have been many strange occurrences in the region for ship identity confirmation (by retrieving the ship’s bell),
recently, including the appearance of strange, dangerous insurance assessment (by retrieving the ship’s manifest),
creatures, and now the merchant schooner Whippet, which and to report any other salvage opportunities at the recently
didn’t arrive in port when expected, is no longer merely confirmed wreck site. The town council is naturally most
“overdue” but officially “lost at sea.” concerned with the PCs putting an end to the threat posed
The Wrackwater town council, with funding provided by by the strange creatures that have been lurking about
a group of maritime investors and guarantors, are looking of late, but the investors are footing the bill and so their
for the assistance of “heroes” to recover the lost vessel. concerns are at the forefront of the negotiations.
Given other recent events, it’s entirely too dangerous for a If the PCs agree, the guarantors propose a total payment
mere salvage crew (though they tried and no one could be of 2,000 gp for the job. With the generous funding of
convinced to take the job), clearly a job for heroes. the guarantors, the council offers transportation to and
from the wreck site, with necessary diving and salvage
equipment provided.
Several crates and barrels are strewn about this area, the Both of these rooms are identical crew quarters for 6
wood on several of them shattered, spilling their contents. individuals.
Some bits of grain float in the water here, remnants, Creatures. One bilge gremlin sleeps in each of these
perhaps, of one of these broken barrels or sacks, the rest rooms. If any combat ensues anywhere in Areas 6-9, they
already washed out to sea. awaken and join the fray.
the Wrackwraiths This area was clearly the ship’s galley. Chairs, cutlery, and
In Areas 12-14 lurk five wrackwraiths (see Tome of Beasts dishes are scattered about; the tables the crew ate at
3). If combat ensues in any of those areas, all of the hanging above you, attached to the deck. Through the
wrackwraiths converge and attack as a group. open door to port, you can see a smaller room that is
When the PCs first encounter one of the wrackwraiths, clearly the galley’s kitchen.
read or paraphrase the following:
Inside the galley and the kitchen, the PCs find about
Out of the corner of your eye, you detect motion, and you what you’d expect in such places, nothing more.
turn to see, rising in the water, a humanoid shape formed
by torn fabric and sundered wood, shorn hair and shattered 12-13. PASSENGER STATEROOMS
bone. Then you hear a sound, almost as if from inside
This cabin was once nicely appointed, seemingly for
your own head—a sound reminiscent of the last gasp of a
passengers. Naturally, now it’s a total ruin. A bloated
person drowning.
corpse floats in one of the corners.
Looking up, you can see the main deck above you, along
with half of the splintered mainmast—the other half
sundered on the seafloor. Broken gear, tangled rigging,
and shattered spars and yards are littered about this
area. In the center of the deck above, you can see a
closed cargo hatch. Among the debris on the seafloor,
the overturned ship’s boat lies capsized, partially
embedded in the sand. Of more immediate
concern, however, are the figures before you.
Festooned in nudibranchs, starfish, and anemones,
an amphibious troll leads two large, clawed and
finned humanoid creatures with merfolk-like tails
toward the sterncastle.
Lengths of anchor shanks and chain lie on the seafloor Rainbow-hued colonies of anemones, sponges, and
nearby a barrel of harpoons lying on its side. Portside, starfish drape the glistening walls and carpet the deck and
the ship’s binnacle—a wooden and brass pedestal about overhead in this room that was once the captain’s quarters.
three-and-a-half feet tall—protrudes from the seabed, A grotesque humanoid figure floating in the center of the
partially embedded in the sand, its brass and glass dome room—with blue, bloated, dead-looking skin, and hair
cracked and filled with water. Aftward, you see the inverted resembling kelp—looks up at you as you enter. From the
sterncastle, a large cabin that stands atop the aft end of north, another figure comes around the half-wall, draped
the deck. in seaweed and slime, encrusted with barnacles. This one is
also humanoid, but has scaled skin and eel-like tail instead
The Compass Array. The binnacle contains the ship’s of legs. On her face is a terrifying smile, which falters
compass array. Salvaging the compass array, which weighs into a momentary look of confusion upon seeing you,
275 lbs., requires Barnacle’s boom winch, clever planning before recovering. “You are not who I was expecting. But
and teamwork, and/or magic. welcome,” she says, moving toward you and gesturing for
Treasure. The PCs can also collect 8 harpoons (use you to enter. “Come in, come in.”
statistics for spear).
Adventure Background bubbling with magma and Mount Magra was leaking toxic
volcanic gas. Using her magic and knowledge gained by
Centuries ago, the great wyrm red dragon Soriantathalga
her lifelong study of volcanoes, Ferriahn sensed a planar
laired in the heart of Mount Sagur. Mount Sagur was one
rift in the magma of the caldera and that it was somehow
of two small, adjacent “twin” volcanos at the edge of a large
causing its twin volcano to become unstable. Troubled, she
mountain range near the coast, the other being Mount
returned to Dorma after narrowly escaping an encounter
Magra. Adventurers slew the dragon in a cataclysmic battle,
with a fire elemental.
which caused Sagur to erupt, killing them and everything
After some research and prayer, Ferriahn determined
else for miles.
that the rift was unstable, and that it’s likely that if a certain
A small caldera formed where Mount Sagur had been.
amount of explosive energy—fire, lightning, thunder, or
Only about 100 feet in diameter, it has been little more than
force—is used in the caldera, it may cause Mount Magra to
a blasted pit for centuries; meanwhile, Mount Magra has
erupt. Using the scrying spell, she observed fiends, dragons,
remained dormant.
and elementals emerging from the rift, any of which could
In the aftermath of the cataclysm, the plains to the west
employ such explosive energies. She believes the planar
of Mount Magra and the Sagur caldera became incredibly
rift will remain open as long as any of the creatures that
fertile. Over time, plants grew again in the ground and
came through it survive or remain on this plane—and that
people settled there, founding villages and cultivating
closing the rift will render the volcano and caldera dormant
farmland. The closest village is Dorma, about 5 miles away,
once again. If that is not done, she fears the volcano will
situated on a burbling stream fed by mountain springs.
erupt, causing incredible devastation.
Over the course of the last week, several farmers in the
area heard strange sounds coming from the caldera—and
others reported sightings of monsters, though none of the Adventure Hook
creatures attacked or approached any of the farms. The following can used to start the PCs on this adventure:
Upon learning of this, Ferriahn Colvane—a cleric of
• Hired Heroes. Ferriahn met the PCs once and has
Volund, god of earth and fire—went to investigate. She
heard much of their accomplishments since. She casts
inspected the caldera and its surroundings, finding no sign
sending to them, imploring them to come to Dorma,
of volcanic activity in the caldera or Mount Magra, nor did
offering a reward if the PCs slay the creatures and
she find any creatures, though she did find some scorched
prevent the eruption. If she finds them honest and
trees. Unsatisfied but out of leads, Ferriahn returned to the
forthright, she also offers one uncommon magic item
village to research and await further developments. After
of the GM’s choice.
hearing more of the same from the farmers, she returned
to investigate again only to discover that the caldera was
ENCOUNTER DIFFICULTY
The encounter at the caldera can prove extremely deadly • Give the PCs a hint, suggesting they might benefit
depending on the encounter table results. Here are some considerably from drawing the battle away from the
ways to reduce the threat level, should you feel the battle caldera. This is particularly reasonable if a PC has the
has become too lethal. History skill or a military or tactical background.
• If you roll a 10 on the encounter table during the
If, however, the encounter proves too easy, here are
battle, simply ignore it.
some ways to amp up the difficulty:
• Have the creatures kill each other. Do this sparingly, • Change the die you roll on the encounter table to
but the creatures present might gang up on one of determine if there’s an encounter from a d10 to a d8.
the other creatures. Or it could be that two of the Or lower the die size by one step each round: d10,
creatures particularly hate each other. d8, d6, d4, d2. You would still roll a d10 to determine
• Make the volcanic eruption require more damage which creature appears.
to trigger it. • Instead of rolling on the encounter table, pick one of
the higher CR options.
Adventure Background he is ready to set forth. The ensuing trek takes Pol and
the party six days through mountainous terrain before
The Eclipse of the Sun Chapel is a legend shared across
finally reaching the chapel. Complications during the trek
generations. In the story, a priesthood devoted to the sun
are minimal. Pol always seems to know where to go to
god Khors (see Midgard Worldbook, or use another god
avoid danger or hostile creatures. When asked about his
of the sun or light appropriate to your setting) lost their
prescience, Pol simply responds with “I had a vision.”
home when ooze cultists attacked during an auspicious
solar eclipse. The cult defiled the chapel, creating a planar
gate from which oozing horrors spilled forth. Amidst the The Chapel of the Sun
massacre, a cleric sacrificed themself to seal the portal and The Chapel of the Sun faces east on a mountaintop
block part of the chapel with a magical wall, but the damage overlooking Pol’s hometown. The chapel was built to
was done and the chapel was lost. observe the rising sun and, with its brilliant stained glass
Now, a third-generation painter named Pol is visited windows, was a shining beacon for travelers. The mountain
by an angel who shows him visions of his ancestor at the range around the chapel grew rich with alpine berries and
chapel’s fall. The angel then anoints Pol, blessing him flowers which the priests used to make dyes and pigments
with divine authority and proclaiming him an apostle— for blessed works of art.
chosen to reconsecrate the chapel through the working of Pol and the PCs arrive first thing in the morning, just as
a miracle. As outlandish as this may seem, Pol accepts his the sun is rising behind the chapel.
charge with conviction and sets forth on his quest. The Nave Beckons. Upon arriving at the chapel, Pol leads
the PCs directly to Area 3, so he can immediately begin his
Adventure Hook work. He is certain—thanks to his visions—that the nave
doesn’t contain any creatures, traps, or hazards inside it,
Pol (CG human apostle, see Tome of Beasts 3), who works
and, unwilling to waste any time, he is unwilling to wait for
miracles through his art, is guided by visions to seek out the
the PCs to clear any rooms. He goes directly to the altar and
PCs and ask for their help. He has nothing with which to
starts his work on his miracle.
pay the PCs, but claims they have been—like he himself—
The Work Begins. After surveying the nave for several
chosen to save the lost chapel. If the PCs demand payment,
minutes, Pol explains that he will paint a great mural on the
Pol reluctantly offers them his painting studio, a property in
wall behind the altar. It will be a triptych, he says, and points
a mountainside town worth approximately 8,000 gp.
out the three central sections of wall between the window
When the PCs agree to help, Pol takes them to where he
panes that he intends to use as his canvas. He believes that
has a horse-drawn cart laden with supplies and declares
Creatures. Four gray oozes come up the stairs of Areas Pol takes one last break to have a small meal with the PCs.
4 and 5, two on each side. At the meal, he confides that he’s afraid of what will happen
Once the oozes emerge into Area 3 to attack, a spirit next, what is contained below the chapel, and what his fate
rises through the altar and steps forward: a ghost, the will be when his quest concludes. At the end of the meal,
spirit of one of those interred in the undercroft, awoken Pol has another vision, warning of an undulating horror
and corrupted by the ooze defilement. It seeks to defend waiting beneath the chapel that must be destroyed.
the chapel from Pol and the PCs and sees the oozes as After the meal, the PCs have 1 hour to prepare for the
its allies. It does not use Possession, as it seeks to oust, final encounter while Pol finishes his work.
not control, the intruders. It doesn’t know who it was Reward. The PC that reassures, supports, and engages
anymore and can’t be reasoned with. with Pol the most during this discussion (as adjudicated by
After 2 rounds of combat, on initiative count 20, four the GM) receives the benefits of the protection from evil and
more gray oozes come up the narthex stairs and join the good spell in perpetuity whenever they are on the chapel
fray. grounds; this blessing adds oozes to the creature types
affected by the spell.
11. DUSK: BURIAL GROUNDS
Pol has another vision, this time of hungry undead Pol’s Miracle
clawing and biting him after bursting up from below. After all four encounter phases are complete, Pol stands
He asks the PCs to search the chapel to find if there are and triumphantly states that he is finished and reveals to
dead buried below or on the chapel grounds. Each PC you his miracle.
must make a DC 17 Intelligence (History, Investigation, Pol’s mural is truly an astonishing work, employing
or Religion) or Wisdom (Perception) check, made with vibrant colors and remarkable skill. The triptych, from
advantage if the PC has a religious background or one left to right, depicts the adventure: The PCs arriving at the
associated with the dead. Tally the number of successes chapel, a scene showing whichever encounter the players
and consult the “Chapel Search” table to determine what enjoyed the most, and the culmination of their work. The
the PCs learn; a higher result finds the items from lower GM is encouraged to try to make it feel meaningful for
results as well. the players.
After showing off the mural, Pol falls unconscious.
Chapel Search Simultaneously, the chapel fills with a brief flash of light as
Successes Information Learned the light barrier in the undercroft is dispelled.
Creatures. After the light barrier is dispelled, the
1-2 There is a graveyard nearby, and the
sinoper ooze and two ochre jellies use their Spider
enchantments in place to prevent undead
Climb and Amorphous abilities to ooze up through the
from rising there are still intact.
floorboards in the nave and attack. After 5 rounds or when
3 The room behind the light barrier is called the sinoper ooze is reduced to half its hit point maximum,
the Sanctum of Saints. it Disengages and retreats, again using its Amorphous
4 or more The Sanctum of Saints contains six dead ability to slip through cracks in the floorboards to return
priests and a saint and seems to be the to Area 7, to heal itself within the cesspool.
primary source of evil and corruption
defiling the chapel.
Concluding
Reward. Any PC that succeeds on this roll gains a the Adventure
blessing of inspiration, which allows them to add 1d4 to When the sinoper ooze is defeated, all of the remaining
one ability check using Intelligence. evil is driven out, and the chapel’s reconsecration is
complete. Pol regains consciousness and makes good on
any deal agreed upon at the beginning of the adventure.
He also blesses some of his leftover paint, gifting it to the
PCs. The paint is 1 pot of marvelous pigments or interplanar
paint (see Vault of Magic). Pol remains in the chapel, and
within a few months he recruits followers who work to
repair the chapel and the priesthood.
Adventure Background • Find the Halfling. Desperate city officials offer the
PCs 500 gp to put a stop to the rash of thefts, murders,
The Veiled Mannequin is a tailor’s shop for discerning and outright terrorism plaguing the city. The only lead
customers run by the gnome couturier Yofi Whorthaus. they have is the description of a halfling spotted by
Unbeknownst to the inhabitants of the city, Yofi and her guardsmen at the scene of three of the incidents. An
halfling assistant Naver guard the secret entrance to the hour or two spent investigating points the PCs at three
Twisted Sanctuary, the safehouse of a rakshasa cult hidden halflings fitting the description, including Navar, the
in the heart of the city. apprentice at the Veiled Mannequin.
The Cult of the Claw secretly corrupts and manipulates
city officials as part of a wide-ranging plot designed
to enhance their own power and influence. Narga
Kan‑Sorkis, the leader of the cult, needs several key
The Veiled Mannequin
components to complete a magical pool that will give him An elegantly carved sign above the door reads, “The
the ability to dominate minds from a distance. The cult’s Veiled Mannequin. Fashions for Discerning
rakshasas (and their other minions) have been ordered to Lords, Ladies, and Lieges. Y. Whorthaus,
acquire the final components at all costs. Over the past Couturier/Designer.”
three weeks, a spree of vicious crimes has rocked the city,
shrouding the otherwise thriving community in a fog of 1. SHOWROOM
frightened paranoia.
Fanciful dresses and sharp-looking coats hang on racks
along the east wall, and three mannequins along the north
Adventure Hook wall are draped in partially constructed garments. On the
The following can used to start the PCs on this adventure: long wooden counter to the west are several garments laid
• Missing Child. Looking into the kidnapping of a young out, as well as a book open to a page showing a sketch of a
child, the PCs follow the evidence to the door of the dress design.
Veiled Mannequin.
• Grisly Murder. While investigating the crimes in the city, This room is the primary workspace and showroom for
or while involved in other city matters, the PCs come Yofi Whorthaus.
upon the scene of a grisly murder of a city guardsman. A Creatures. The proprietor, Yofi (NE gnome cult fanatic)
fragment of silk in the dead man’s hand is of a type only and her assistant Naver (NE halfling cultist) can usually
sold in a few establishments in the city, including the be found here during the day. At night, Naver sleeps in a
Veiled Mannequin. hammock in the Northwest corner while Yofi retires to Area
2. Both Yofi and Naver are fanatically loyal to the cult and
would never willingly betray any of its secrets.
3. SPIRAL STAIRS
5. AUDIENCE HALL
The walls of this hallway feature beautiful—but upsetting— Creatures. Three rakshasa servitors (see Tome of Beasts
artwork depicting tiger-headed humanoids oppressing and 3) labor here. They attempt to flee to Area 8 if confronted,
torturing all manner of other races. A carved pillar stands in taking the Disengage and/or Dash action if necessary.
the center of an intersection to the north, the floor around Treasure. The crates contain supplies of food, wine,
it decorated with exquisite mosaic tilework. mundane gear, and construction supplies. A successful
DC 12 Wisdom (Perception) check uncovers a leather
Pillar Trap. Snarling tiger heads decorate each face of bound spellbook (see Development) in an unlocked chest.
this diamond shaped pillar. Any non-rakshasa that steps The incantations in the book appear to be formulae for the
on the mosaic floor around the pillar (10 foot radius) must following spells: dominate person, disintegrate, finger of death,
succeed on a DC 14 Wisdom saving throw or suffers the dominate monster, power word kill and wish.
effects of the confusion spell for 1 minute; any creature Development. The tome is actually a rakshasa
wearing a ruby claw pendant (see Area 4) automatically pustakam (see Tome of Beasts 3) who was napping in book
succeeds on the saving throw. A successful DC 17 Wisdom form when the PCs entered. The fiend waits until it is in
(Perception) check notices glyphs hidden on the mosaic the possession of a PC, then, at an opportune moment, it
tiling on the floor. A successful dispel magic (DC 14) uses its suggestion and dominate person spells to sow chaos
removes this enchantment for 1 hour. among the party.
The damp air in this room is heavy with the heady scent A graceful bridge arches across a subterranean river here.
of incense, strange spices, and the metallic tinge of blood. Crystals atop a pair of pillars on each side of the span shine
Embroidered fabrics line the walls, arching up to gather with an orange light, casting distorted reflections on the
near the ceiling, giving the interior a pavilion-like facade. black waters below.
Piles of rich cushions festoon the area, with elegant side
tables groaning beneath the weight of full wine pitchers, The crystals shine with a continual flame spell but are
platters of sweetmeats, scattered playing cards, candied otherwise merely decorative.
fruits, and curried meats on long skewers. The northern
wall of the chamber is a series of arches and pillars, draped
11. THE CHIROPTERAN STEPWELL
with diaphanous silks, opening onto the shore of an
underground lake. A huge, inverted step pyramid descends three levels down
to a circular dais topped with two rings of freestanding,
When not disguised as mortals and advancing their ornamentally decorated pillars. Each step is 15 feet below
foul plots or participating in evil rituals, the rakshasa the one above it, the final level resting 50 feet beneath the
member of the cult lounge here, waited on by lesser ceiling of the chamber. An archway on the northern wall
rakshasas and imps. is carved to resemble a snarling tiger’s head with a large
Creatures. Six rakshasa myrmidons lounge here, metal door set into its mouth. The air in the chamber bears
waited on by three rakshasa servitors and two imps. If the musky scent of incense and guano.
warned by the servitors in Area 7—or by any active fighting
in Area 6—the rakshasas lurk along the southern wall,
ready to ambush the PCs. Otherwise, they relax in the
chamber, feasting and drinking.
Treasure. A search of the area finds 5 bottles of very fine
wine (worth 500 gp total). 1d6 of the playing cards found on
the various tables are random cards from a deck of illusions.
9. UNDERGROUND LAKE
These chambers are all 15 feet long and 10 feet wide, with
no light inside. At the far end of each is a simple stone
sarcophagus that holds human remains and grave goods.
The sarcophagus lids are made of thick stone. They
have 17 AC, 27 hit points, and a damage threshold of 10;
they can be pushed aside with a successful DC 15 Strength
(Athletics) check.
The contents of each sarcophagus follows:
5. A skeleton wrapped in decayed leathers, a longbow, a
quiver containing 10 +1 arrows, and a silvered dagger.
6. A skeleton wrapped in moldering cloth and a ruby
ring worth 300 gp. The ceiling in this chamber has
mostly collapsed, and the room is filled with rubble.
It is considered difficult terrain, and the debris must
be removed in order to access the sarcophagus.
7. A skeleton wrapped in decaying furs and a silver
decanter carved with intricate scrollwork of
grapevines worth 150 gp.
8. A skeleton wrapped in stained crimson silk robes
and a staff of healing.
9. A mostly-decayed body wrapped in a rope of
entanglement. If the PCs remove the rope, a wraith
emerges from the sarcophagus and attacks. A
Cultist Combat. If the PCs attack, the psychophant and successful DC 18 Intelligence (Investigation) check
her cultists fight to the death. reveals scuffs on the interior of the sarcophagus lid,
Chained Púca. If the púca is present, it fights against indicating that individual was interred alive.
the cultists if combat ensues. Due to the cultist’s ritual, 10. A mostly-decayed, small body and a wooden toy.
the púca cannot use its Beguiling Aura until it takes a 11. A mostly-decayed body in corroded chain mail, a kite
long rest, and, because its own chains have bound it to the shield, and a longsword of life stealing.
brazier, it can’t use its Chain Whip attack. It can use its 12. A mostly-decayed body in gray and while silk robes
action to make one of its Hooves attacks, but it’s chained and a pouch containing 25 pp.
tightly enough that its speed is 0, and its attacks are made 13. A mummified corpse in decaying clothes, and a +1
with disadvantage. cloak of protection draped over the corpse.
Freeing the Púca. If a PC attempts to free the púca, 14. A mummified corpse in pristine +1 leather armor.
combat ensues if it hasn’t already. If it’s freed, it attacks the 15. A mummified corpse in musty furs and a pouch of
cultists and is able to use its full array of attacks. gems worth 300 gp.
The shape of the brazier prevents the chains from being 16. A mummified corpse in decaying cotton robes
slid up over the top, and attacking the chains injures the wearing a medallion of thoughts.
púca. But the brazier itself is a viable target: It has 17 17. A mummified corpse wearing a robe of useful items
AC, 27 hit points, and a damage threshold of 10. If it is that is missing one dagger patch and one hempen
destroyed, the púca is freed. It’s almost impossible to rope patch, but also has the following additional
lift and/or flip the brazier over, but a PC can do so with a patches: 10 gems worth 100 gp each, bag of 100 gp,
successful DC 30 Strength (Athletics) check. iron door, mastiff (2), pit, a scroll of magic missile (3rd
The easiest way to free the púca is to quench the ritual level), rowboat, silver coffer, potion of healing (4), and
flame in the brazier. The flame is producing a magical wooden ladder.
DOMAIN ACTIONS
The Deep King can use the standard cave sovereign lair Inciting Madness. The target must succeed on a DC
actions in Area 7. But it also has special “domain” actions 18 Wisdom saving throw or suffer a random short term
that function in areas beyond which it can see; they are madness for 1d4 rounds.
similar to the cave sovereign’s lair actions, but work a little Altered Perception. The target must succeed on a DC 18
differently as noted below. Wisdom saving throw or perceive the Area it is presently in
This entire cavern complex is considered the domain as difficult terrain for 1d4 rounds.
of the Deep King. It is aware of the presence of any Dimmed Vision. The target must succeed on a DC 18
living creature within its domain unless the creatures are Wisdom saving throw or treat all areas of bright light as dim
protected by spells that block divination magic such as light, areas of dim light as darkness, and areas of darkness
nondetection or mind blank. Otherwise, the Deep King as magical darkness for 1d4 minutes. This doesn’t affect the
detects the PCs as soon as they enter Area 1. light shed by the Deep King’s Deathlights.
Domain Actions. The Deep King can use a domain Not Illusory. The domain actions alter the target’s
action on any creature it is aware of in its domain. understanding and perception—they aren’t illusory effects.
When the PCs enter each area (except Area 5), select or
randomly choose a PC to experience one of the Deep
King’s domain actions.
The tunnel spills into a circular cavern with a high, curved This cavern tunnel appears less trafficked than the other
ceiling held aloft by a large, natural stone column in the areas you’ve encountered. Thin, gray metallic lines run
center of the area. The walls are choked with glowing fungi, through the stone floor and walls while glowing fungi cling
and the ground bears a carpet of moss studded with large to various surfaces as the passageway slopes gradually
clumps of fungus. A fog-like miasma of spores that carries upward.
the odor of rotting, moldy vegetation fills air. At the far side
of the chamber, another passage leads north. The Deep King’s domain actions do not function within
this area.
Terrain. Due to the slippery moss on the floor, the area This tunnel leads to a small ledge high above the Deep
is difficult terrain. During combat, a creature that moves King’s throne room in Area 7. The Deep King does not use
more than half its speed on a turn must make a DC 12 this passageway often as the veins of lead running through
Dexterity saving throw. On a failed save, the creature falls the walls partially block its psionic awareness.
prone and their speed drops to 0 until the beginning of Lead-Lined. The metallic lines in the floor and walls
their next turn. appears to be a heavy, shiny gray metallic ore. A successful
Fire and Water. This area is very humid and damp, so DC 10 Intelligence (Nature) check allows a PC to identify
any attempt to burn out the fungus will not work without the substance as lead.
liberally covering the area with a flammable accelerant Overlook. The curving passageway leads to a small ledge
such as oil or naphtha. 25 feet above the floor of Area 7. PCs observing the room
Creatures. Among the clumps of fungus are four fungal from the overlook easily spot the Deep King (see Area
mounds (use statistics for shambling mound). They are 7). It does not notice the PCs until they do something to
indiscernible from normal fungus until they move. attract its attention.
Treasure. Among the other fungi in the cavern are three
witch’s gift mushrooms, which are gold-colored sac fungi
with black streaks; eating a witch’s gift within 1d4 days
of its harvesting provides the same effect as a potion of
superior healing.
4. OSSUARY
The stench of rotting flesh fills this long cavern as more MANAGING DIFFICULTY
than a dozen animated corpses shuffle around the The encounter with the Deep King is very dangerous
southern end of the room. An untold number of remains lie (particularly if the party only has 4 PCs), so it’s essential
trampled on the floor, including a few that still occasionally to have the Area 6 encounter before the PCs encounter
twitch. Beyond, a golden glow emanates from the short the Deep King, as having those additional foes would
passage to the south. make the combat too deadly. If the PCs manage to get
to Area 7 without dealing with the Area 6 creatures,
perhaps the creatures are the thralls of the Deep King
Here, the past victims of the Deep King gather to await
but will not step foot in Area 7.
their master’s orders.
Terrain. The crushed remains of no-longer animated If, on the other hand, it seems like the PCs are doing
zombies makes for treacherous footing and the entire extraordinarily well against the Deep King, you can
floor is considered difficult terrain. make some of the remains in Area 6 reanimate as one
Domain Actions. Any PC targeted by one of the Deep or more of those creatures to join the fray.
King’s domain actions in this location has disadvantage
on the saving throw.
Creatures. Guarding the passageway to the south are The Deep King fights to the death.
five ogre zombies, five zombies, and five ghouls. The
undead try to keep any foes from entering Area 7, and all Glowing Sword. The glowing sword is a sentient magic
fight to the death. These creatures all wander about this weapon (see “Akefalos” sidebar). Presently, it wishes
area, and at any given time there’s at least one located in nothing more than to kill the Deep King, who slayed
the passages west and north of Area 6, where they would and devoured his beloved former owner, the great hero
see PCs passing by. Harnac Stormcrow; as such, it begins vibrating slightly
with excitement when the PCs enter Area 7 and can
attune instantly to any creature it feels is capable of
7. THE DEEP KING’S HALL wielding it to destroy the Deep King. If none of the PCs
A knee-high swirling mist of water vapor and fungal spores are likely to want to use a longsword, change its initial
lies thick upon the ground in this wide, 30-foot-high form to some other bladed melee weapon and adjust the
cavern. The walls have been cleverly carved into closely read-aloud text accordingly.
spaced towering columns. Two floor-to-ceiling pillars are Sentience. Akefalos is a sentient neutral good weapon
carved in the shape of stacked bulls’ heads, though the with an Intelligence of 12, a Wisdom of 14, and a
features have been defaced, scratched, and marred. A soft, Charisma of 17. It has hearing and normal vision out to
golden light fills the cavern from a longsword stuck point a range of 60 feet. The weapon cannot speak, but can
first into a heap of gold and other treasures in the middle
convey emotions to the creature attuned to it. Its special
purpose is to destroy aberrations.
of the chamber.
Kobold Press logo is a trademark of Open Design LLC. ©2022 Open Design LLC.
TM
TM
TM
M ID G A RD H
DBOOK
HEROES HAN TM
TM
WO R L D B O O K
ER O ES H A N
TM
DBOOK
w spells!
TM
IS
CH RIS HA RR
GR EEN , AN D
N, RIC HA RD
BY DA N DIL LO
3
kland WA 9808
press.com
BY WO LFG AN
G BA UR AN D
RIC HA RD GR
EE N
VENTURE FORTH IN A
DARK WORLD OF DEEP MAGIC
The Midgard Campaign Setting is here! Now all it needs is heroes—to discover its wonders,
battle its horrors, and forge new legends in a dark world of deep magic for 5th Edition Fantasy.
©2020 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
Tro v e
Op e n a
n d e rs !
o W
f o
Amaze your players and spice up your 5th Edition campaign with
fresh, new enchanted items from Vault of Magic. It’ll turn that next
treasure hoard into something . . . wondrous!
©2022 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
Dare You Tread
the Twisting
Paths of Shadow?
In the Shadow Realm, mysterious places abound,
guarded by denizens both strange and wondrous. From
woods dark and eerie to courts of noble fey, all paths
lead to haunts, ruins, machinations, and subterfuge.
Tales from the Shadows delivers fast, memorable 5th
Edition adventures on the dark side!
Inside this 192-page tome, find:
• 14 new adventures, suitable for levels 1–8,
playable separately or in sequence
• Heroes must defeat cunning creatures, solve
enigmas, and thwart malevolent intrigues!
• A background plot thread surrounding a
fabled item, the Shadow Grimoire, which
ties these adventures together
• 28 full-color maps and dozens of illustrations
• New monsters, NPCs, magic items,
and easy prep for your next game!
Gather your courage and turn a
wary eye toward the gloaming!
4. Grant and Consideration: In consideration for agreeing to use this Midgard Worldbook for 5th Edition © 2021 Open Design LLC;
License, the Contributors grant You a perpetual, worldwide, royalty-free, Authors: Wolfgang Baur, Dan Dillon, Richard Green, Jeff Grubb, Chris
non-exclusive license with the exact terms of this License to Use, the Harris, Jon Sawatsky, Brian Suskind.
Open Game Content. Vault of Magic © 2021 Open Design LLC; Authors: Phillip Larwood, Jeff
5. Representation of Authority to Contribute: If You are contributing Lee, Christopher Lockey.
original material as Open Game Content, You represent that Your Con- Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein,
tributions are Your original creation and/ or You have sufficient rights to Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott
grant the rights conveyed by this License. Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee,
6. Notice of License Copyright: You must update the COPYRIGHT Christopher Lockey, Sarah Madsen, Ben McFarland, Jonathan Miley,
NOTICE portion of this License to include the exact text of the Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind,
COPYRIGHT NOTICE of any Open Game Content You are copying, Mike Welham.
modifying or distributing, and You must add the title, the copyright date, Tome of Beasts 3 Lairs © 2022 Open Design LLC; Authors: Eytan
and the copyright holder’s name to the COPYRIGHT NOTICE of any Bernstein, Benjamin Eastman, Kelly Pawlik, Jeff Lee, Basheer Ghouse,
original Open Game Content you Distribute. Sebastian Rombach, Brian Suskind, Richard Green, Sarah Madsen,
Robert Fairbanks, Jonathan Miley, Mike Welham
FEARSOME
FOES IN EVERY
CORNER!
$39.99
KOB 9429
PO Box 2811 | Kirkland WA 98083 Printed in China
www.koboldpress.com ISBN: 978-1-950789-42-9