327335-Old Curio Shop Final

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HR CAS1

The Old Curiosity Shop


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HR CAS1: The Old Curio Shop
A Haunted Realms D&D Adventure for 3rd-Level Characters

What Are the Haunted Realms?


The Haunted Realms is a post-apocalyptic (or post-magipocalyptic, if you prefer) fantasy setting that combines the
Forgotten Realms with Ravenloft. The settings premise revolves around one question: what happens after the Mists
of Ravenloft engulf the Forgotten Realms? Sword & sorcery fantasy collides with gothic horror, infused with a dose of
the apocalypse to crank up the insanity.
Players assume the roles of explorers, wanderers, and outcasts who must survive a corrupted and altered landscape
in the Sword Coast region. Although the Haunted Realms setting fits into the grimdark fantasy subgenre, it
nonetheless contains hints of hope and heroism. A century has passed since the arrival of the Mists, forever altering
the landscape of Faern. Indeed, the Mists have warped and twisted the Weave itself. Are there any heroes left
standing to oppose the darkness? Will you accept the challenge and face near-certain doom?

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players
Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.
All other original text material in this work is 2016 by Nefarious Weasel Studios and published under the
Community Content Agreement for Dungeon Masters Guild.
Table of Contents
Introduction......................................3
Adventure Background........................3
Adventure Synopsis..............................4
Adventure Hooks.................................5
Running the Adventure........................5
Rumors and Recent Events....................5
Chapter One: A Curious Matter............6
Possible Rewards..................................7
Event: The Irate Customer....................7
Areas of the Curiosity Shop, 1st Floor...8
Curiosity Shop, 2nd Floor, Balcony.....10
Curiosity Shop, Basement....................11
Chapter Two......................................12
Encounter: Chaos Ensues....................12
Encounter & Room Elements................15
Encounter: Burglars! .........................15
Chapter Three: Shrine of Sorrows.......16
The Sewer Tunnel...............................16
Stirges Nest and Cesspool Chamber......16
The Shrine of Sorrows........................16
Areas of the Shrine.............................17
Chapter Four: To the Aid of Nubbles
Nine-Fingers......................................20
Encounter: Rooftop Chase..................20
Building Rooftop Key.........................21
Obstacles & Encounters......................23
Chapter Five: The Bastards..................24
Tymoras Blessing Inn & Tavern............24
The Bastards......................................24
Adventure Conclusion........................25
What Comes Next? .............................25
Scaling the Adventure........................25
Important NPCs..................................26
New Monsters....................................30
Appendix 1: New Options.....................31
New Divine Domain: Misfortune..........31
New Spells.........................................32
New Magic Items.................................34
Appendix 2: The City of Waterdeep........35
Introduction

A .

Inspiration for the eponymous curio shop and


several names in this adventure come from The
Old Curiosity Shop by Charles Dickens.
Note: This adventure uses creatures from Volos
Guide to Monsters (VGtM). Youll need that book
to get the most out of this product. This adventure
also includes a monster from the Curse of Strahd:
the broom of animated attack. If you dont have the
latter book, substitute a different animated creature
from the MM.

Adventure Background
Adventure Synopsis
Adventure Hooks

Running the Adventure

Rumors and Recent Events


Chapter One: A Curious
Matter
Meet Barnabus Trent

Your destination, a two-story wood building, sits at the corner


of an intersection. The structure leans left and creaks with
each gust of wind. Yellowed curtains cover the storefront
windows from the inside. A battered wooden sign hangs over
the front door, its faded lettering reads: The Old Curio Shop,
B. Trent, Prop.
The people passing in front of the shop ignore it in favor of
the nearby bakery or the Wicked Jacks tavern across the
street.
Two men lean against the store to either side of the main
entrance; perhaps they have nothing better to do, or perhaps
theyre keeping an eye on the place for some reason.

The moment the front door swings open, the mingled scents
of dusty books and stale tobacco waft over you. You also
notice a sharp, spicy fragrance. Once your eyes grow
accustomed to the dim lighting, it takes moments longer to
take in the crowded shelves and the clutter of objects
suspended from the ceiling. The array of items and their
variety overwhelms your senses. The shop has everything from
a pony-sized ceramic blue dragon to a half-size ballista, as well
as bookshelves overflowing with books, scrolls, vials, bottles, Tolbin the Cat
boxes, and pouches.
Perhaps most unusual, a rotund stuffed alligator hangs from
the ceiling by a length of rope. It sways from side to side,
nearly bumping into the nearby chandelier.
A wide staircase at the back of the shop leads to a balcony
level, upon which stand more shelves. Baubles and junk fill
every available surface.
The dwarf behind the front counter to your left looks up
from his ledger. He eyes you through thick spectacles, blinking
a few times and then tugging on his beard. Welcome to the
Curio Shop. Names Barnabus Trent, owner and your guide to
this wonderful collection. What adventure can we find for you
today? He smiles, revealing yellowed teeth.
Little Nell
At first, Trent remains polite. He explains he never deals in
stolen goods, and besides hasnt seen either item. Graymane
becomes annoyed and then irate, only aggravating Trents
temper. Soon, the two break into a shouting match. Finally, out
of breath and with cheeks flushed red, Graymane storms from
the shop.
To top it all, the merchant leaves behind a trail of muddy
footprints as he departs.
Trent, hands on hips, clucks in disapproval and shakes his
head. I hate people, he mutters.

Possible Rewards

Following Graymane

Event: The Irate Customer

An obese, middle-aged man with trimmed goatee strides into


the shop. He clutches a rosewood cane in one hand. Despite
brand new tailored clothes and a foppish hat, he smells faintly
of mildew.
Upon entering the store, the merchant spares you a
disinterested glance before puffing out his chest and
approaches Trent.
Without concern for social graces, the merchant announces
himself as Siggrian Graymane. He launches into an explanation
of his need: a couple of items stolen from him a week ago,
including a thick book and a pair of carved bone dice etched
with Tymoras symbol. He believes the thief sold these items
to Trent and now seeks to purchase back his stolen property
at a handsome price, if need be.
The longer he talks, the redder Graymane's face becomes,
and the paler Trent's complexion becomes.
Areas of the Curiosity
Shop, 1st Floor

Area Features:
Ceiling height: Approximately 12 feet.
Lighting: Varies. Sunlight filters into the shop
through the windows. Wall-mounted oil lamps and
candles provide some light during the day. The
rooms are dark at night.
Odors: The air is redolent with the smell of dust,
old books, mildew, and a hint of myrrh or similar
spice. This odor is strongest in the main shop area
and in Trents workroom.
Floor: The floors wooden planks, worn smooth,
are warped in places due to age and weight of
shelving.
Temperature: Chilly and drafty.

1. Front Entrance

2. Main Shop Area

3. Staircase to Balcony

4. Front Desk
5. Back Room

8. Cramped Office
6. Closet

9. Back Door & Steps to Cellar


7. Workroom

10. Staircase Up to 2nd Floor


Curiosity Shop, 2nd Floor
& Balcony

Area Features:
Ceiling height. Approximately 10 feet, unless a 3. The Vault
room description indicates otherwise.
Lighting. Varies. During the day, sunlight through
If Trents main shop was overcrowded with objects and odors,
the windows and wall-mounted oil lamps and
candles illuminate the shop. The rooms are dark at this room serves a cacophony for the eyes. The rooms shelves
night. are filled with trinkets and strange, exotic objects: jewelry,
Odors. The odors of dust and mildew are bones, skulls, urns, books, and more.
pervasive. There is the hint of myrrh or similar The room emanates a palpable sense of gloom, so much so
spice lingering outside of Trents bedroom and on
the balcony. that your lights flicker and dim when you cross the threshold.
Floor. The floors wooden planks, worn smooth, The rooms energy feels poised to suffocate or infect those
are warped in places from age and weight of who enter. In the background, a susurrus of barely audible
shelving. voices overlap one another, some pleading, some screaming
Temperature. Chilly and drafty.
many in unfamiliar, alien languages.

1. Staircase Down to 1st Floor

2. Barnabus Trents Quarters


4. Balcony Level

Curiosity Shop, Basement

Area Features:
Ceiling height. Barely 5 feet. Size Medium
characters must stoop while down here.
Lighting. None.
Odors. Mold, mildew, and the stench of old
sewer gas.
Floor. Uneven dirt floor. Treat as difficult terrain.
Temperature. Cold, damp.

1. Junk Room

2. Storage
3. Well Room

4. Sewer Break-In

Encounter: Chaos Ensues

Chapter Two: A Night in


the Curiosity Shop Round 1:
Round 2: Considerations:

Round 3:

Round 4:

Round 5 & Beyond:

Considerations:
Thrown Merchandise
d% Item thrown
01-02 Half-wheel of death cheese (made with catoblepas milk) wrapped in wax paper
03-04 Quill pen and full ink bottle in wooden case
05-06 Stuffed ankheg doll
07-08 Battered mandolin
09-10 Gallon jug of cloyingly sweet perfume
11-12 Wooden beholder toy on a wheeled cart
13-14 Cast iron skillet
15-16 Belt pouch stuffed with 267 silver coins from old Zhentil Keep
17-18 Oversized folio of maps and navigation charts
19-20 Purple and gold silk robes with elaborate Maztican ceremonial headdress
21-22 Framed painting of an obsidian ziggurat surrounded by jungle
23-24 Loviatar cult ritual knife
25-26 Pouch filled with dried noxious herbs and seeds
27-28 Wooden globe of Toril (inaccurate)
29-30 Jade statuette of an elven bladedancer
31-32 Tiny rosewood chest
33-34 Thick stack of receipts and bills bound with cord
35-36 Green vase decorated with elaborate dragon illustration
37-38 Oversized drinking horn decorated with giants runes
39-40 Small wood display case with pinned animated butterflies
41-42 Balsa wood dragon model with articulated wings and tail
43-44 Flask of brandy from Amn
45-46 Sack filled with glass marbles
47-48 Fist-sized marble sphere etched with strange symbols
49-50 Chessboard with onyx and alabaster chess pieces
51-52 Troll skull with trephine hole
53-54 Bottle of Sembian red wine
55-56 Expensive top hat
57-58 Funereal urn filled with ashes
59-60 Pair of twisted black and red candles in copper candleholders
61-62 Jar of viscous, foul-smelling unguent, difficult to wash out
63-64 Stuffed bass mounted on a wooden plaque
65-66 Framed portrait of dwarf ship captain in uniform and tricorn hat
67-68 Wooden rack with half-dozen sealed vials of chemicals
69-70 Potted fern
71-72 Amphora filled with anointing oil
73-74 Brass safety goggles with glass lenses, former property of a Gondite inventor
75-76 Severed mummys hand
77-78 Fist-sized dragon head idol fashioned from brass, issues wisps of steam
79-80 Gold necklace with fake rubies
81-82 Half-dozen steel pitons wrapped in canvas
83-84 Brass and ivory mechanical clock for a mantelpiece
85-86 Pair of iron shackles and chains, etched with sigils
87-88 Thick, leather-bound book with metal lock
d% Item thrown
89-90 Set of self-playing dwarven bagpipes
91-92 Three (still blinking) demonic eyes trapped in hand-sized amber block
93-94 Two ivory bookends in the shape of rampant griffons
95-86 Handsomely decorated hurdy-gurdy
97-98 Oak walking stick with the head in the shape of a silver fist
99-00 Steel pot helmet forged for a dragonborn knight, large hole in the back

Encounter & Room


Elements

Aftermath

Encounter: Burglars!

Investigation
Chapter Three: The Shrine
of Sorrows

The Sewer Tunnel

Stirge Nest and Cesspool Chamber

After some distance, the sewer tunnel widens into a vestibule


four-way intersection. The chamber is square, 40-feet to each
side, with a vaulted ceiling rising 20 feet overhead. A sewer
grate at the ceilings apex allows a steady stream of water to
pour down from the streets above and collect here.
The floor, whether due to natural disaster or simple neglect,
has collapsed into a sinkhole. Over the years, this pit has filled
with a disgusting mix of muddy water, garbage, leaves, twigs,
and other detritus, all with a green scum floating on top. An
occasional air bubble bulges from the waters surface before
popping to exhale fetid air. Four bloated rat corpses bob on
the surface as well. The Shrine of Sorrows
A ledge, less than a foot wide and about three feet above
the cesspools surface, follows the rooms circumference. It
provides the only obvious way to avoid a messy swim through
polluted water.
The tunnel to the west has collapsed, while the tunnel to the
east is choked with cobwebs and gnarled tree roots. The
tunnel opposite yours remains intact and open.
Based on the sounds of flapping wings, a few birds have
built a nest near the ceiling sewer grate.
2. Tripwire

3. Foyer & Supply Room


Areas of the Shrine Wall-mounted oil lamps cast more shadows than light across
this rectangular room. Crates, barrels, and bags litter the room
in haphazard piles.
Two young men, garbed in mottled gray robes and each with
a crossbow strapped to his back, stand guard near a door along
the north wall.

4. Barracks
Area Features:
Ceiling height. 9 to 11 feet. Several bunk beds line the north and eastern walls of this
Lighting. Wall-mounted oil lamps in each room. rectangular room. Five creatures, all dressed in gray robes,
Odors. Mold, mildew, and old sewage.
bicker with one another. Two appear human, while the other
Floor. Cracked and worn flagstones.
Temperature. Cold, damp. three, their hoods pulled low to obscure their features,
resemble the small, shadowy creatures who attempted to rob
Trents shop.

1. Old Sewer Tunnel

A stone archway pierces the north wall, dimly lit by flickering


oil lamps on the other side. The cloying smell of incense wafts
through the opening and masks the sewage stench.
On the wall to the right of the archway, someone has affixed
a set of red-stained antlers. The bricks around the antlers are
likewise splattered red. Underneath the display sits a bronze
offering bowl, half-filled with copper coins, some silver pieces,
and a handful of tiny animal bones.
8. Beshabas Altar
5. Hall
A dais dominates the chambers north side, separated from
This triangular hallway angles south where a stone staircase your part of the room by a 10-foot high stone ledge. Two sets
descends to a landing. The only other feature here, tucked into of narrow steps, on the ledges ends, ascend to the dais.
the northern corner, is a crude 8-foot tall wicker man statue. A Farther back on the dais stands a marble altar draped in red
set of crimson-splattered antlers jut from its forehead. cloth. An impressive set of red-smeared antlers hangs over the
altar, suspended by a pair of ceiling chains.
A man and a woman, garbed in crimson robes and strangely
ill-fitting white wigs, kneel on either side of the altar, hands
raised over their heads. After a moment, you recognize the
man as the rude customer from the Curio Shop, Siggrian
Graymane.
Graymane stands and, offering you a vulpine smile, bows in
6. Shrine Entrance your direction. Welcome, honored guests, to the Shrine of
Sorrows. It may prove small comfort, but know that your
sacrifices will appease our goddess and bring her pleasure.
The young woman steps in front of Graymane. She weaves
her hands in a strange pattern, casting a spell.
7. The Nave
A barrage of hissing and squeaking fills the room. As your eyes
adjust to the flickering lamplight, the source of the noise
becomes obvious. A dozen crude wicker cages sit on the floor
at the base of a ledge on the chambers north side. Each cage
contains over a dozen sleek, oily rats, crammed in tight. The
vermin gnaw at the wicker bars and snap at each other in
hungry, rabid rage.
Four humanoids in mottled gray robes, their faces hidden
beneath hoods, ladle blobs of green ichor from a slop bucket
into the rats waiting mouths.
Capturing A Cultist

DMs Note
With his combination of jackalwere abilities and
clerical spell power, Siggrian Graymane poses a
lethal risk to the party. (His CR is high enough to
qualify him as a solo monster encounter in his own
right.) Use caution with him in this fight, especially
since the characters may be weakened or low on
hit points by the time they encounter him. Use him
in the first round or two to hamper the party with
spells or his sleep gaze, and then have him escape.
The characters will get their chance to defeat him
in a future adventure.

9. Secret Escape Chamber

Beyond the secret entrance lies a small, triangular room. A


battered iron chest sits against the north wall. A door to the
west, hanging open in the wake of Graymanes escape, leads to
a dark, narrow passage. A cool breeze blows from the west.
Chapter Four: To the Aid
of Nubbles Nine-Fingers

Encounter: Rooftop Chase

You climb the last set of steps leading to the buildings top
floor. The odors of sweat, sour liquor, and stale cooking
pervade the air.
A halfling, loaded hand crossbow in his grip, opens the door
with a look of suspicion on his pale features. Not interested,
he growls, waving you away. He moves to slam the door in
your faces.

Nubbles, face glistening with sweat, abruptly stops talking. He


holds up a palm for silence. Did you hear that?
The sounds of heavy boots on wooden steps filter through
the apartment door. The halfling glares at you. What have you
done?
A heavy thud shudders the door in its frame. A deep,
booming voice calls out, Open in the name of the Watch!
With a muttered curse, Nubbles grabs a vial from inside his
jacket and chugs the contents. He lurches for the nearby
window, slides it open, and climbs through. He offers a quick
glance back your way. Trust me, you dont want to be caught
even if they really are the Watch. I suggest you run. Now.
He scurries out of sight, followed by the sounds of scrambling
up to the rooftop.
4. Cobbler Shop

5. Moneylender & Exchange


6. The Grape Vine

7. Opals Tavern

8. Brynway Boarding House

9. Undertaker

10. Koldaras House of Joy

11. Butcher
12. Netmaker
13. The Steamworks
Building Rooftop Key

14. Carpenter Shop


15. Blue Moon Apothecary

1. Redbrick Apartments
16. Boarding House
2. Sovels Mercantile 17. Spice Merchant
18. Wilmarths Orphanage.

3. The Tobacco Hut

19. Tinks Workshop


20. Cheese Shop 34. Mother Jathas Herbal Remedies
21. The Lucky Gold

35. Tymoras Blessing


22. Tenement Building
23. Madame Akathas Fortunes

36. Squigs Pawn Shop

Elements To Consider

24. Laundry
25. Meigs Mercantile

26. Tenement Building


27. Barber & Leech

28. Candlemaker
29. Abandoned Building

30. Boarding House


31. Adelards Breads & Sweets

32. Tenement Building


33. The Black Cat Tavern
Obstacles & Encounters What Nubbles Knows

What Nubbles Knows


Chapter Five: The Bastards

The Bastards

Tymoras Blessing Inn & Tavern


What Comes Next?

Trents Research

Scaling the Adventure

Adventure Conclusion
Important NPCs Overview

Barnabus Trent
Medium humanoid (dwarf, hill), neutral good

Class Rogue (Lvl 5)


Background Sage
Armor Class 13 (leather)
Hit Points 38 (5d8 + 15)
Speed 25 feet

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 15 (+2) 16 (+3) 13 (+1) 8 (-1)

Saving Throws Dexterity +5, Intelligence +6


Skills Arcana +9, Deception +2, History +6, Insight
+4, Persuasion +2, Sleight of Hand +5, smiths
tools, thieves tools
Senses Darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish, Thieves Cant

Dwarven Resilience. Trent has advantage on saving


throws against poison, and resistance to poison
damage.
Stonecunning. When Trent makes an Intelligence
(History) check related to the origin of stonework,
hes considered proficient in the History check and
adds +6 to the check.
Cunning Action. Trent can take a bonus action on
each of his turns in combat. This action can be
used to take the Dash, Disengage, or Hide action.
Uncanny Dodge. When an attacker that Trent can
see hits him with an attack, he can use his reaction
to halve the attacks damage against him.
Fast Hands. Trent can use the bonus action granted
by his Cunning Action to make a Dexterity (Sleight
of Hand) check, use thieves tools to disarm a trap
or open a lock, or take the Use an Object action.
Second-Story Work. When Trent climbs, it doesnt
cost him extra movement.
Sneak Attack. Once per turn, Trent can deal an extra
3d6 damage to one creature he hits with an attack
if he has advantage on the attack roll.

Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Overview
Nubbles Nine-Fingers
Small humanoid (halfling, lightfoot), neutral

Class Rogue (Lvl 4)


Background Criminal
Armor Class 15 (leather)
Hit Points 18 (4d8)
Speed 25 feet

STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 10 (+0) 13 (+1) 12 (+1) 14 (+2)

Saving Throws Dexterity +6, Intelligence +3


Skills Acrobatics +8, Deception +4, Perception +3,
Persuasion +4, Sleight of Hand +6, Stealth +8,
cards (gaming set), thieves tools
Senses passive Perception 13
Languages Common, Halfling, Thieves Cant

Lucky. When Nubbles rolls a 1 on the d20 for an


attack roll, ability check, or saving throw, he can
reroll the die and must use the new roll.
Brave. Nubbles has advantage on saving throws
against being frightened.
Halfling Nimbleness. Nubbles can move through the
space of any creature larger than size Small.
Naturally Stealthy. Nubbles can attempt to hide even
when obscured only by a Medium or larger creature.
Cunning Action. Nubbles can take a bonus action on
each combat turn. This action can be used to take
the Dash, Disengage, or Hide action.
Fast Hands. Nubbles can use the bonus action
granted by Cunning Action to make a Dexterity
(Sleight of Hand) check, use thieves tools to
disarm a trap or open a lock, or take the Use an
Object action.
Second-Story Work. When Nubbles climbs, it
doesnt cost him extra movement.
Sneak Attack. Once per turn, Nubbles can deal an
extra 2d6 damage to one creature he hits with an
attack if he has advantage on the attack roll.

Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit,
range 30/120, one target. Hit: 7 (1d6 + 4) piercing
damage.
Overview
Little Nell
Humphreys
Small humanoid (human), chaotic good

Class Rogue (Lvl 1)


Background Urchin
Armor Class 13
Hit Points 9 (1d8 + 1)
Speed 30 feet

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Dexterity +5, Intelligence +4


Skills Acrobatics +5, Deception +3, Insight +3,
Perception +3, Sleight of Hand +7, Stealth +7,
disguise kit, thieves tools
Senses passive Perception 13
Languages Common, Dwarvish, Thieves Cant

Sneak Attack. Once per turn, Nell can deal an extra


1d6 damage to one creature she hits with an attack
if she has advantage on the attack roll.
Magic Initiate. Nell has some innate bardic magic
she can call upon. She has two cantrips and one
1st-level spell from the bard spell lists; she can cast
the 1st-level spell once, after which she requires a
long rest to recover it. Her spellcasting ability is
Charisma (spell save DC 11, +3 to hit with spell
attacks).
Cantrips (at will): mage hand, mending
1st-level (1 slot): charm person

Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Throwing Knife. Ranged Weapon Attack: +5 to hit,
range 20/60, one target. Hit: 5 (1d4 + 3) piercing
damage.
Siggrian Graymane Actions
Medium humanoid (shapechanger), chaotic evil
Bite (Jackal or Hybrid Form Only). Melee Weapon
Armor Class 16 (chain shirt) Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4
Hit Points 58 (9d8 + 18) + 3) piercing damage.
Speed 40 ft. Scimitar (Human or Hybrid Form Only). Melee
Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA
Sleep Gaze. Graymane gazes at one creature he can
12 (+1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 14 (+2)
see within 30 feet. The target must make a DC 13
Wisdom saving throw. On a failed save, the target
Saving Throws Wisdom +6, Charisma +5 succumbs to a magical slumber, falling un-
Skills Deception +5, Insight +9, Intimidation +8, conscious for 10 minutes or until someone uses an
Perception +6, Persuasion +5, Religion +4, action to shake the target awake. A creature that
Stealth +6 successfully saves against the effect is immune to
Damage Immunities bludgeoning, piercing, and Graymanes gaze for the next 24 hours. Undead and
slashing from nonmagical attacks not made with creatures immune to being charmed arent affected
silvered weapons by it.
Senses passive Perception 16
Languages Common (cant speak in jackal form)
Challenge 5 (1,800 XP)

Shapechanger. Graymane can use his action to Overview


polymorph into a specific Medium human or a
jackal-humanoid hybrid, or back into his true form
(a Small jackal). Other than size, his statistics
remain the same in each form. Worn or carried
equipment isnt transformed. Graymane reverts to
his true form upon death.
Keen Senses. Graymane has advantage on Wisdom
(Perception) checks relying on hearing or smell.
Pack Tactics. Graymane has advantage on an attack
roll against a creature if at least one of his allies is
within 5 feet of the creature and that ally isnt
incapacitated.
Channel Divinity: Blessings of Bad Luck. Graymane
can use Channel Divinity to corrupt a nearby
enemy's luck. As an action, he can choose a
creature he can see within 60 feet. For the next
minute, that creature suffers disadvantage on its
next ability check, attack, or saving throw. If the
disadvantaged roll fails, then Graymane doesnt
expend a use of Channel Divinity. In addition, the
target's next attack roll automatically does
minimum damage . This effect lasts for up to 1
minute. If, however, this attack hits and is a critical
hit, then the damage is rolled as a critical.
Spellcasting. Graymane is a 5th-level cleric. His
spellcasting ability is Wisdom (spell save DC 14, +6
to hit with spell attacks). Graymane has the
following cleric spells prepared:
Cantrips (at will): guidance, resistance,
thaumaturgy, vicious mockery
1st level (4 slots): bane, cure wounds, flawed
crafting, jinx, misstep, twisted words, sanctuary
2nd level (3 slots): blindness/deafness, hold
person, shatter, silence
3rd level (2 slots): bestow curse, capricious
defense, protection from energy
New Monsters Mischief. As an action, the curse imp can
telekinetically grab and hurl an unattended Tiny,
Fine, or Small object it can see within 60 feet
Curse Imp weighing less than 10 lbs. The hurled object is a
Tiny fey, chaotic neutral thrown missile with a maximum range of 30 feet.
Objects inflict 1 point, 1d3, or 1d4 points of
Armor Class 13 bludgeoning damage based on size and weight.
Hit Points 13 (4d4 + 3)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA Overview


6 (-2) 17 (+3) 13 (+1) 14 (+2) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4,


Sleight of Hand +7, Stealth +7
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons that arent
silvered
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 1 (200 XP)

Watcher in the Dark. Magical darkness doesnt


impede the curse imps darkvision.
Magic Resistance. The curse imp has advantage on
saving throws against spells and other magical
effects.
Gifted Animator. When the curse imp casts animate
object, its animated creatures use the statistics
provided in the MM for animated objects. City Watch
Innate Spellcasting. The curse imps innate Medium humanoid (human), any alignment
spellcasting ability is Intelligence (spell save DC 12,
+4 to hit with attack spells). The imp can innately Armor Class 13 (chain shirt)
cast the following spells, requiring no material Hit Points 16 (3d8 + 3)
components: Speed 30 ft.
3/day: bane, silent image
1/day: animate object STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Actions
Curse Sting. Melee Weapon Attack: +5 to hit, reach Skills Intimidation +2, Investigation +2, Perception
5 ft., one target. Hit: 4 (1d3 + 3) piercing damage. +3
If the target is a creature, it must succeed on a DC Senses passive Perception 13
12 Charisma saving throw or be cursed. Languages Common
The cursed target suffers disadvantage on saving Challenge 1/4 (50 XP)
throws. The target can repeat the saving throw at
the end of each of its turns, ending the effect on Actions
itself on a success. Otherwise, the curse lasts until Club. Melee Weapon Attack: +3 to hit, reach 5 ft.,
removed by the remove curse spell or until after one target. Hit: 3 (1d4 +1) bludgeoning damage.
the creature completes a long rest.
Invisibility. The curse imp magically turns invisible Shortsword. Melee Weapon Attack: +3 to hit, reach
until it attacks or until its concentration ends (as if 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
concentrating on a spell). Any equipment the imp Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
wears or carries is invisible with it. range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Appendix 1: New Options The Path of Misfortune
New Divine Domain: Misfortune

Channel Divinity: Blessings of Bad


Luck

Channel Divinity: Blundered


Attack
Design Note: In its description of the Trickery
domain, the PHB specifically mentions Beshaba as
one of the associated deities. With regards to
Beshaban priests in this and other Curseweaver
adventures, feel free to either use the Trickery
domain or the new one presented here, Misfortune.
In the Haunted Realms setting, the aspects of ill Divine Strike
luck, curses, and spreading misfortune fit especially
well with Beshabas outlook and philosophy.

Misfortune Domain Spells


Level Spells Aura of Misfortune
1st bane, misstep
3rd flawed crafting, shatter
5th bestow curse, capricious defense
7th confusion, fumble
9th contagion, missfire
New Spells

Beginners Mind

Flawed Crafting

Capricious Defense

Fumble

Displaced Magic
Jinx Twisted Words

Misfire

Misstep
Lanthorn of Luck
New Magic Items

The Book of Mishaps & Misfortune

Necklace of Strangulation

Slippers of Irresistible Dance

Bracelets of Borrowed Time

Dagger of Curses

Lanthorn of Luck
Appendix 2: The City of
Waterdeep
Introduction

The Rebirth of Waterdeep

The Incursion

The Ritual of the Archlich


Silverhands Lament The Lords of Waterdeep

Life in Waterdeep

The Forsaken

The Lords of Waterdeep


Religion and Faith

Threats and Hazards


Laws and Punishment

Night Life

The Vigilant Skulls Watch


The Gray Hands Enforcers

The Tel'Teukiira

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