Tomeofquests 5 e
Tomeofquests 5 e
Tome of
volume one
Quests
Tome of
2| T ome of Q uests
Carnivorous Ape.................................................... 116 Giantslayer. ........................................................... 129
Carnivorous Tree................................................... 116 Helm of Underwater Action................................. 129
Chasm Bat............................................................... 116 Ichor of the Worm................................................. 129
Chasm Gnome......................................................... 116 Iron Gauntlet and the Strangler........................ 129
Chasm Gnome Leader. ........................................... 116 Javelin of Piercing. ................................................ 129
Cryptfiend............................................................... 117 Libram of Proficiency. ........................................... 129
Cryptstalker .......................................................... 117 Miraculous Egg. .................................................... 130
Cryptstalker’s Trap . ............................................. 118 Oil of Armor. ......................................................... 130
Death God Statue. ................................................. 118 Pearl of Wisdom. ................................................... 130
Drake, Ice............................................................... 119 Potion of Delusion. ............................................... 130
Dread...................................................................... 119 Potion of Memory Control................................... 130
Felogre. .................................................................. 119 Potion of Polymorph............................................. 130
Fire Giant Mummy.................................................. 120 Potion of Regeneration......................................... 130
Forge Lich. ............................................................. 120 Potion of the Giant............................................... 130
Gem Spider . ............................................................ 120 Pure Heart Necklace. ........................................... 130
Goblin Shaman....................................................... 121 Ring of Dexterity................................................... 131
Goblin Captain....................................................... 121 Ring of Life Protection. ........................................ 131
Harowen Illusionist. ............................................. 121 Ring of the Fire Giant........................................... 131
Heavy Guard.......................................................... 121 Ring of the Frost Giant......................................... 131
Human Cleric 7 (Hestnavar)................................. 121 Ring of Wizardry................................................... 131
Human Paladin 9 (Anastasia)............................... 122 Rod of Dispelling................................................... 131
Illusionist, Human (Phranst)................................ 122 Sleeping Gas Potion............................................... 131
Lizard, Giant Draco.............................................. 123 Spellbreaker. .......................................................... 131
Living Statue, Bone................................................ 123 Staff of the Leech.................................................. 132
Mist Wolf............................................................... 123 The Vampire’s Curse............................................... 132
Piercer. ................................................................... 124 The Vampire’s Heart.............................................. 132
Raptor Demon. ....................................................... 124 The Vampire’s Soul. ............................................... 132
Raptrika ................................................................. 125 Wand of Light. ...................................................... 132
Shade Troll............................................................ 125 Wand of Secrecy.................................................... 132
Skeleton, Abyssal................................................... 126 Weapon of Bleeding............................................... 132
The Thing. .............................................................. 126
APPENDIX 3: TREASURES AND ITEMS.133
Tick, Giant. ............................................................ 126
Trolling.................................................................. 126 APPENDIX 4: THE BLACK CULT.............134
Wraith, Greater..................................................... 127 Giantkin Form........................................................ 134
Stone Strike............................................................ 134
APPENDIX 2: NEW MAGIC ITEMS.........128
Blade of the Vampire............................................. 128 APPENDIX 5: PLAYER MAPS....................134
Bolo of Trapping.................................................... 128 The Valley of the Lake of Dreams Player Map... 135
Cloak of the Cavern.............................................. 128 Eruptor’s Lair Map Unnumbered).....................136
Cloak of Missile Deflection. ................................ 128 Screaming Temple Player Map. ............................. 137
Cloak of Poisonous................................................ 128 Harrowen Cavern Player Map. ............................ 138
Crossbow of Accuracy........................................... 129 Lost Caravan Player Map. .................................... 139
Deepcrest: Circlet of the Deep.............................. 129 Tome of Quests Character Record....................... 140
Dragonslayer......................................................... 129
Table of C onte nt s |3
T he T hing in T he V alley
This adventure module is designed for use with the 5E rule found its way home. Not having a grasp of time, the greater
set. The scenario is best played with 4 to 6 players and charac- wraith did not know it had been dead for nearly 70 years. On
ter levels ranging from 3rd to 5th level with a total of about 20 returning and finding its family gone and its manor house
total levels. No particular classes are required, but at least two in ruin, the greater wraith slipped further into madness and
melee combat types are recommended. chaos.
The adventure is set in the realm of the Misty Isles within the The greater wraith, now quite evil in nature, still clings to
world of Dagmore (the official Pacesetter Games campaign vague memories and the shards of the honorable codes from
setting) and specifically located in the valley south of the Lake its former life. Its mind has twisted severely. Consequently, the
of the Lost near the village of Riversmeet. greater wraith slays the living but abstains from knowingly
Simply changing the names of a few specific geographic creating other wraiths; it will create lesser undead in order to
locations, such as the Lake of Secret Dreams, will allow this further its ends and conceal its true legacy. As a greater wraith,
adventure to be played in other published campaign settings this monster maintains a physical presence, whereas standard
or those of your design. wraiths are primarily noncorporeal. Therefore, it wears decay-
ing adventuring garb, armor, sword, and other magical items.
GM’s Introduction Since returning two months ago, the greater wraith has ter-
rorized the valley. It has killed more than a dozen people and
The Thing in the Valley is an adventure with mild overtones of scores of animals. The people of the valley do not know the
horror and mystery wherein the player characters must track origin of the greater wraith or why it came to the valley. They
down and destroy a maniacal killer terrorizing a small, rural also do NOT know it is an undead creature, let alone a greater
border community. The killer is a greater wraith that drains its wraith. They simply call it the Thing. All references to the
victims of life then destroys them before they transform into Thing are direct references to the greater wraith.
the undead. The greater wraith was once a powerful adventur- To find and eventually destroy the Thing, the player charac-
er (lawful fighter) who was slain by a wraith and subsequently ters must search the valley. Therefore, the first portion of this
became its undead servant. adventure is primarily an outdoor expedition followed by a
The undead adventurer was freed from enslavement when its more typical dungeon search. Players are required to use prob-
master was destroyed. The adventurer, led by faint memories, lem-solving skills to find and destroy the Thing.
4| T ome of Q uests
The Valley of the Lake of Secret fields, and carrion from land and sky abound. It is all
due to one terrible Thing. We cannot tell you exactly
Dreams (Additional Player what this Thing is, but it has brought nothing but terror
Background) and death. The Thing comes only at night, leaving its
victims pale as the moon … as … as if their very souls
Note: The following is common knowledge, though no one charac-
have been blasted!
ter may know it all. More information regarding the Lake of Secret
Dreams and its geographic location can be found in the Misty “Yet that is not all. Each victim has been stabbed
Isles Campaign Setting by Pacesetter Games. Some or all of the through the heart; some more than once. What foul
following information can be given to the characters before reading
creature is capable of such evil?” The elderly man
the Player Introduction to make them familiar with the general
hesitates as the people cry out to the gods for aid.
location of this adventure.
The valley is formed by the Lost River where it feeds from “I must be honest with you. Two weeks ago, a group of
the Lake of Secret Dreams. The Dagger River joins with the
adventurers heeded our call and went into the valley
Lost River and then flows to the ocean. Riversmeet is a small
to destroy the Thing. They did not return, but neither
village located at the junction of the Lost and Dagger rivers. A
100-foot cliff separates the valley from the Highwood Forest
did the Thing. At least not right away. But come back it
and forms the valley’s western boundary. Goblins of the High- has; five days ago, the terror returned.”
wood Forest generally ignore or avoid the valley. [GM Only:
“Only one has seen the Thing and lived. She survived
The goblins are aware of the boghunter (see Appendix 1: New
Monsters) that lives in the swamp. They generally avoid the entire
its attack!” The man points at the old crone sitting by
valley due to the significant losses they sustained from the prowling the fire. The old woman slowly turns away from the
boghunter. They rarely enter the valley, and when they do, they don’t flames to face you. The fire seems to dance in her eyes.
stay very long. See Hunt encounter #8.]
The eastern portion of the valley is heavily wooded and gener-
“Fool, I did more than see it!” she exclaims. Her voice
ally uninhabited. Occasionally, strange creatures and North- is surprisingly calm and strong. “Two nights past, on
wood Elves come from the wood, but this is infrequent. the bridge, it came for me. It grabbed my neck with its
The most interesting feature of the valley is the Lake of Secret gauntlet-covered hand and raised me off the ground. I
Dreams. Many believe it to be a magical place where the gods could not scream or breathe, but I was not afraid. Then
come to bathe and swim. From time to time, processions of I looked into its eyes. They were red — the color of
priests make the trek to the lake to take its waters. blood — and yet black and deep as the abyss. I felt as
if I looked into the very pits of some flaming hell. It
Players’ Introduction – Riversmeet raised its other hand … this one had no gauntlet … and
it grasped my skull to steal my soul!”
The Log Jam is a quaint inn and tavern — no more The old woman, breathing hard, pauses and raises
than you expected from this small village. In fact, a clenched fist. Slowly, as her breath recovers, her
Riversmeet isn’t on any map you have ever seen. gnarled fingers open to reveal a silver ring inset with
Nevertheless, rumors whisper that something horrible five rubies. Three of the gemstones are shattered and
is happening in the small border community and that blackened, but two remain gleaming in the firelight.
adventurers are needed.
“But this ring saved my life,” cackles the old crone. In
A tavern, boat livery, trading post, mill, and a few farms a flash she closes her hand, and it disappears into the
are all that is Riversmeet. The Dagger River meets the folds of her robes. “The Thing dropped me in surprise.
Lost River at the village center where a wooded, three- But surprise quickly turned to rage, and it drew a
span bridge crosses both rivers — a quaint village wicked blade. Yet, I did not get to this age by mistake,
indeed. let me tell you. My staff was still at hand, and with a
It seems as if the entire population of the village is single stroke I shattered the rotting rail against which
packed within the tavern. Their faces are clearly etched the Thing had me pressed. We tumbled into the river.
with fear. Only an old crone sitting by the fireplace I managed to crawl out, but I did not see the Thing
ignores your presence. A tall man with graying hair again.”
steps forward nervously. “Do not be deceived by my story. Luck was with me
“A horror has come to our valley,” he begins with a that night. The Thing is a powerful creature, and I am
shaky voice. “It has only been two months, and our sure it is the walking dead! Of which kind I am not
graveyard overflows. Livestock and crops waste in the certain.”
Th e Th i ng i n th e Valle y |5
The following is a list of items that the villagers offer the char-
The old woman finishes her story and turns back to the acters:
fire. But she continues to speak, “Fear the Thing, but A map of the valley: This crude map depicts all the notable
hunt it. Do this because you are heroes.” Silence fills areas in the valley with one exception — the manor home
the inn as the villagers look at you intently. (Area #9). The majority of the villagers came to the valley, or
were born, after the manor was abandoned. In fact, neither
Tuven nor the old woman know of the manor. Tuven drew the
GM: The village has no wealth to entice the characters into map. However, the owner of the boat livery took a canoe to
accepting this challenge. Tuven, the leader of the village, owns the Lake of Secret Dreams and found the manor. He attempt-
the Log Jam Inn and Tavern. He speaks on behalf of the village ed to investigate but was chased away by a “wooden man”
in all matters and is trusted by members of the community. He (referring to the Killer Tree). He never relayed his story as the
attempts to answer questions the characters may have (though village folk consider him a bit of a drinker and storyteller. He
he knows nothing more than has already been described). The releases this key point of information after the characters leave
old woman describes the Thing in more detail (see below). on the mission. A messenger is sent to find them approximate-
If the characters initially do not accept the mission, the villag- ly five days after they leave the village. The messenger should
ers panic. Women cry out to their husbands, children begin to find the characters only if they have not discovered the manor
cry and ask their parents, “Are we going to die, now?” Tuven on their own. This map is Player Handout #1, Appendix 6.
begs the characters to reconsider. A ring of life protection (see Appendix 2: New Magic Items)
Throughout the adventure, keep in mind that the villagers are The old woman gives her ring to the most outwardly brave
simple folk. They are dreadfully afraid of the Thing. They have character. The ring has two charges. Also, it is a gift, and she
seen neighbors and friends die, and fear is the overriding emo- does not ask for it back at the conclusion of the adventure.
tion. For the most part, they are unable to assist the characters. Note: If the characters try to haggle with the villagers for a
The old woman is considered the village eccentric, and no one reward, she does not offer the ring.
knows her name. She is actually a wizard, now retired. She Any basic equipment: Basic equipment is defined as simple
lives in a small cottage just outside the main village and keeps items such as lanterns, torches, rope, sacks, etc. Weapons are
to herself. However, in these troubled times she spends a great not available with the exception of bows, arrows, and hand
deal of time in the Log Jam sitting by the fire. She refuses to axes — and these are in limited supply. Magical items are not
adventure with the characters, though she trades spells if a available.
character is in need.
6| T ome of Q uests
Description of the first group of adventurers:
A. A human fighter in chain mail who carried a two-handed
The Hunt
sword. The Hunt is the first section of this scenario wherein the char-
B. A dwarf fighter in chain mail who carried a shortsword acters must search for clues to the location of the Thing. The
and javelins. characters are free to wander the valley as they wish. They can
C. A human wizard in green robes. She was young and use their map to investigate the preset encounters. Additional-
carried a staff. ly, three events may occur at any time after the characters visit
D. A female halfling rogue in leather armor carrying a the Old Wood (Encounter 6). Ideally, the Old Wood will be
shortsword and dagger. the characters first major encounter, as it was referenced in the
E. A farmer offers a good pack mule: No other animals are player introduction.
available.
Description of the Thing: The Thing is nearly seven feet
tall, completely clad in black, including its plate armor. Black
Wandering Monsters
wisps, like smoke, drift from its body. It wears a helmet that The following wandering monster list may be used as the
completely conceals its face, but its glowing red eyes are characters move from one location to another. Use each wan-
exposed. A huge, tattered, black cape drapes over most of his dering monster one time only. The chance of an encounter is
frame. The Thing wears a single gauntlet on its right hand, 1 in 1d6. Roll once between each preset encounter. Wandering
and its left hand is bare. It wields a blue-bladed longsword monsters do not carry treasure. Intelligent monsters have no
that glows dully and is clearly magical. The villagers have no relevant information regarding the events in the valley. The
idea what the Thing actually is, but the old woman calls it the use of wandering monsters is completely optional.
walking dead. She does not define it as a wraith. Roll 1d6 to determine which monster is encountered.
Finally, Tuven tells the characters that a farmer saw the Thing
enter the Old Wood (Area #6) several weeks earlier. He goes
on to say that the previous group of adventurers went there 1. Harpy (1d2)
first. If the characters ask around, they learn that the group 2 Lizard, Giant Draco (1) (see Appendix 1: New
was not seen anywhere else in the valley — not too terribly Monsters)
surprising, as most villagers avoid the valley. 3 Ogre (1)
4 Snake, Giant Constrictor (1)
Running the Adventure 5. Trolling (1d2) (see Appendix 1: New Monsters)
This adventure is split into two sections: The Hunt and The 6 Owl Bear (1)
Haunt. In section one (The Hunt), the characters must search
the valley for the lair of the Thing. This section is primarily a
wilderness expedition. In the second section (The Haunt), the Events
characters find the manor home that is the Thing’s lair. Inside, Three events may occur virtually anywhere in the valley. It is
they find a few traps, some wayward goblins, other minor not critical that the characters encounter these events. They are
creatures, and eventually, the Thing. not required for the plot to progress, but they add drama and
During the Hunt, let the characters make their way around depict the chaos currently engulfing the valley.
the valley. Their map depicts most of the preset encounters,
and they may stumble upon others. It is not necessary for the
characters to investigate every encounter. However, three of Event #1: The Patrol
the encounters directly assist them in finding the manor. The
Thing is not encountered during the Hunt. Note: As the characters travel through the valley, they encoun-
As the characters exit the village and begin the Hunt, the ter an eight-person military patrol from Sla-Morac. The patrol
weather turns ominous as a large storm is brewing. A per- is not making any effort to conceal itself, and if the characters
sistent rain falls for the duration of the adventure. However, are being cautious, they detect the patrol first. The patrol is led
the rain becomes a severe thunderstorm when the characters by a novice officer on his first mission. The officer, Lieutenant
find the manor. The characters’ vision is lightly obscured while Keri (with the statistics of a guard with a longsword and a
in the rain, and sight distance is limited to one-quarter mile crossbow), has no experience in the field or much else for that
(one hex), even in daytime hours. matter. Patrols do not normally visit the valley, and the current
When the characters finally discover the manor, the scenario’s mission is unrelated to the events regarding the Thing. Their
pace should increase. Coincidently, a group of goblins stum- current mission is to patrol the edge of the Mistwood for gob-
bles across the manor while seeking shelter from the oncoming lin incursions.
storm. The patrol recently entered the valley and has not been to the
All the preset encounters and events have a boxed description village. They came across one of the abandoned farms but
to be read aloud to the players. The boxed text assumes the know nothing else. The patrol’s sergeant – a guard with a
characters are approaching the encounter from a reasonable longsword, crossbow, and 16 (3d8 + 3) hit points – suggested
direction and/or distance. You may alter these texts to adjust they visit the village, but Lieutenant Keri decided to investi-
for player deviation. gate first and then rest in the village at night.
Th e Th i ng i n th e Valle y |7
The Valley of the Lake
of Secret Dreams Map
8| T ome of Q uests
Once the patrol spots the characters, they move to intercept If the characters have the dog from the Herdsman’s Cottage
them; they are mounted on light warhorses. Lieutenant Keri is (Encounter 3), they notice the dog is acting particularly fear-
suspicious from the start (in an effort to impress his men). He ful. The dog does not approach the zombies and barks loudly
asks basic questions: Why are the characters in the valley, and if forced too close.
where they are from? No matter how the characters respond, Jastuv does his best to avoid a battle. If discovered, he com-
the lieutenant continues to press inane questions and attempts mands the zombies and guards to attack in force. Jastuv casts
to intimidate the characters. It has been an uneventful patrol, spells from the wagon, and the acolyte stands guard. Four
and the lieutenant would love to return with prisoners (guilty skeletons are hiding in the wagon. They leap out to attack any
or not). If the characters respond truthfully, the sergeant in- who approach the wagon. If the battle goes badly, the acolyte
tervenes and asks about their current mission. The lieutenant spurs the horses on in retreat.
attempts to interrupt, but the sergeant ignores him. After a
few questions, the characters are “released” to continue their Possessions: Jastuv and his acolyte each have a pack w/gen-
mission. The lieutenant tries to assert his authority over the eral adventuring gear and a potion of healing. Each guard
sergeant, but the man continues to ignore him. The men of the carries two spare javelins, and together they have 212 gp.
patrol are more apt to listen to the sergeant, though careful
not to directly disobey the lieutenant. The men realize that on
such a patrol, the sergeant is the only one who can lead them Event #3: Raiders
safely. The lieutenant also knows this but maintains his front
of authority. Note: This event should take place early in the adventure.
If the characters return to the village on the same evening When the characters are traversing the valley, and after they
they meet the patrol, they notice that the patrol never arrives. have had a chance to investigate some of the fixed locations,
Upon finding one of the ruined farms, Lieutenant Keri became they notice a pair of mounted men watching them from a
convinced that goblins from the Highwood were to blame and distance. Any attempts to approach the watchers results in
he took the patrol into the forest. This ends badly for the patrol them turning and retreating. The men simply disappear into
but has no further influence on this adventure. the wilderness.
Possessions: The lieutenant carries a pouch containing 31 gp. The mysterious men are scouts for a large group of bandits.
The sergeant has 25 gp, and each soldier caries 2d6 gp. This group is led by Norath the Black, a cunning, albeit vi-
cious, human mage with the following changes:
• He has Challenge 3 (700 XP).
Event #2: The Unholy Procession • He has 27 (6d8) hit points.
• He is a 6th level spellcaster with no 4th or 5th level
Note: This event takes place when the characters are moving spell slots.
• He has a +1 dagger and other magical items (see below).
up the valley toward the Lake of Secret Dreams. A trail (see
Norath is a clever bandit who understands the need for
valley map) leads from the south to the lake. The trail is used
decisive action and speed. He continually preaches to his
only several times a year when priests of various deities make
men, “Seize the opportunity, but do it quickly!” His personal
the trek to the lake to obtain its magical waters. Even though
bodyguard and second in command is named Keth; he has the
the magical properties (see Lake of Secret Dreams: Encounter
statistics of a bandit captain with AC 16 (+1 studded leather).
7) are lost 12 hours after the water is removed from the lake,
Norath has heard of the valley’s dilemma and descends onto
many religious orders use the water for ceremonies or to make
the scene to take advantage of the chaos. However, Norath
holy water.
did not expect the pickings to be so thin. When his scouts
A large procession of what appears to be holy people is
come across the characters, they notify Norath. Two scouts
currently traveling north toward the lake. A covered wagon
(bandits) monitor the characters from a distance until Norath
pulled by two draft horses trails the procession. On foot are 12
and the bandits arrive in force. At that time, Norath launches
robed figures (zombies) and four armored men (guards). The
his attack. He clearly knows the dangers of attacking a group
two figures on the wagon are an evil priest and his acolyte.
of adventurers, but he also knows that they often carry magic
By all outward appearances, the procession looks to be harm-
items and other valuables.
less. The only visible weapons are carried by the four guards.
The characters see the bandits coming and have to time to
Four of the zombies carry smoking incense burners that con-
react. If they are even slightly observant, the characters have
veniently mask the stench of decay exuded by the undead.
plenty of time to retreat to a vacant farmhouse (below); they
If the characters approach, the priest, Jastuv, greets them in a
should be encouraged to do so as Norath’s bandits are numer-
friendly manor. Jastuv is not a fool and recognizes the char-
ous. Norath’s group then lays siege and make a coordinated
acters as adventurers. Jastuv is hunting for enemy priests and
attack.
has no desire to get mixed up in the valley’s current dilemma.
Norath’s first attack comes within minutes of the characters
Additionally, he attempts to avoid a protracted conversation
taking refuge in the farmhouse. Norath has no intention of let-
with the characters in hopes of avoiding discovery. He has
ting the characters improve their defenses. He sends a sergeant
no information on current events. If pressed, he explains that
(statistics of a bandit with AC 13 [studded leather] and 16[3d8
he and his acolyte are on a quest to visit the Lake of Secret
+ 3 hit points]) and 8 bandits to the rear of the home to break
Dreams.
through the back door. Norath signals the attack by launching
Th e Th i ng i n th e Valle y |9
The Unholy Procession Map
Th e Th i ng i n th e Valle y |11
a fireball spell at the front door (destroying the front door in the GM: This is just one of several abandoned farms in the valley.
process). Any creatures within 10 feet of the front door must The farmers took everything of value. They currently reside in
make a DC 14 Dexterity saving throw. On a failure, the target the village but return once the Thing is destroyed. Nothing of
takes 14 (4d6) fire damage. On a success, the target takes half value is left in the house. The doors are closed but not locked
as much fire damage. — the farmers figured it would be pointless. If someone want-
Six bandits and the remaining sergeant (statistics of a bandit ed to break in, why have their door damaged? The Thing does
with AC 13 [studded leather] and 16 [3d8 + 3 hit points]) rush not attack this house as it knows the inhabitants moved to the
the front of the house. The remaining 2 bandits stay in reserve village. See map on Page 30.
with Norath and Keth. If the bandits penetrate the home, Nor-
ath, Keth, and the two bandits join through the opening.
3. The Sheep Herder
Possessions: Norath has a dagger +1, a ring of fire resistance, a
potion of greater healing, a potion of flying, and a pouch with This small ranch looks as if a tornado hit it. Two of
70 gp, 20 pp, and a gem worth 100 gp. Keth wears +1 studded its walls are completely knocked down, and the roof
leather and carries a potion of heroism, a potion of healing, 50
lurches precariously. Whatever furniture decorated the
gp, 10 pp, and two gems (50 gp each). The first sergeant has 35
interior has been smashed to splinters, and virtually
gp, while the second has 20 gp and a silver ring (100 gp). The
bandits each have 2d12 gp.
nothing is recognizable. Trails of smoke still rise from
the battered fireplace.
Each member of the gang has basic equipment as they do
not have a base of operations. Each has a horse. Saddlebags Behind the home, dead sheep cover the fields. A man
contain foodstuffs, cooking gear, tent components, and other lies on his stomach with a pitchfork in hand. Next to
“camp” items. the man stands a badly wounded dog, its teeth bared.
Norath attacks the characters in hopes of a quick victory. If
things go badly, he quickly sounds a retreat and heads for
Note: The Thing came to this sheepherder’s ranch and slew
greener pastures. Norath has no desire to waste his bandit
everything but the dog (statistics of a mastiff). The dog is a
force on a group of adventurers unless he sees a quick victory.
1. Farmhouse (attacked)
GM: The victims of this farm were just one of several found by
the villagers. They have been buried in the graveyard outside
of Riversmeet. A large barn stands behind the house. Nothing
of value is in the house or barn. See map on Page 30.
2. Farmhouse (abandoned)
Th e Th i ng i n th e Valle y |13
German shepherd and very well trained, but it will die soon if map of the valley that includes the manor home to the north.
not healed. If healed, the dog may help in finding the Thing. If Arbo does not initiate combat with the characters, but he also
the characters give it the black cloth swatch from the Trapper’s has no intention of backing down from his current investi-
Cabin (Encounter 4), the dog can track the Thing to the manor gation of the cabin. He converses with the characters, and if
home. The dog is a faithful companion to whoever heals it. His asked, he claims he is just “passing through” the valley on a
name is Spike (the villagers know his name). A pouch contain- trip to visit some relatives. He has no desire to initiate con-
ing 42 gold pieces is under a flagstone in front of the fireplace. flict in the valley; he is a spy, after all. If attacked, Arbo’s pet
See map on Page 30. mountain lion (statistics of a panther) emerges from hiding
and attacks any unarmored character. See map on Page 30.
Arbo retreats if he sustains 50% damage or if the mountain
4. The Trapper’s Cabin lion is killed.
Th e Th i ng i n th e Valle y |15
in any event. Again, this encounter should be the first major
the darkness. A man in chain mail drags a greatsword. encounter for the characters.
A dwarf, also in chain mail, holds an axe, and yet
another human-sized, this one a female in green robes,
holds a staff. All have numerous wounds and look to 7. Lake of Secret Dreams
have been seriously wounded. Each of their faces is
pale white with colorless eyes. From its perch, the red- The waters of the Lake of Secret Dreams lap ashore
eyed creature leaps to the ground. It is shorter than the with virtually no sound. The constant splashing
dwarf but looks not of this earth. It is completely black, of the rain on the lake’s surface fills the air. A swift
and its form is translucent. The wind stops but the rain breeze races across the surface and creates sheets of
still falls. rain and small waves. Most of the lake appears to be
surrounded by white, sandy beaches. However, large
clusters of boulders can be seen intermittently, and a
Note: These creatures are the adventurers who first left the
village (see the Introduction). They came to the Old Wood in solid cliff forms the lake’s northern shore. A waterfall
search of the Thing and fell under the curse of the Old Wood. dropping more than 100 feet from the plain above the
The Thing found them in the glade and slew them all. During cliff crashes into the lake and creates clouds of vapor.
the fight, the Thing mistakenly grabbed the critically wound- Wisps of the vapor drift across the lake toward your
ed halfling with his bare hand and drained away her last life shore. The sandy shore quickly disappears as it extends
(turning the halfling into a wraith) The Thing then flung her into the lake and is replaced by fine gravel mixed with
body high into the trees. However, the Thing was so badly larger stones. The water is clear, and the bottom can be
wounded in the battle that it simply forgot about the halfling. seen even through the rivulets of rain and small waves.
Remembering the Old Wood’s curse, the Thing used his ring Not far from your position, the Lost River flows south
of spell storing and animated the three remaining bodies. The through the valley toward the village Riversmeet.
Thing directed the zombies to set an ambush just outside the
glade and attack any who entered at midnight. The human
and dwarf fighter zombies have AC 16 (chain mail). The Note: The Lake of Secret Dreams is rumored to be a magical
human uses a greatsword, while the dwarf wields a battleaxe. place, and priests of various faiths make the long trek to take
The elf uses a quarterstaff. its waters. The water is crisp and clean, and it does possess a
The halfling wraith hung in the trees until this very night, magical quality. A creature who drinks or bathes in the lake
when it awakened as a wraith. In fact, it awoke just in time to regains 2d6 + 1 hit points. Additionally, the water immediately
see the characters enter the glade. All wraiths leave their phys- cures any disease or poison. However, the effects of the water
ical bodies behind. The halfling’s corpse still hangs in the trees work only once every 24 hours per character. Also, the water
(where the red eyes were first spotted). It is almost completely can be transported but loses all its magic properties 12 hours
hidden and impaled on a branch. Due to the magical nature of after it is removed from the lake. Note, only the water from
the Old Wood, undead cannot be turned. the lake is magical — water from the Lost River headwater or
waterfall has no special powers.
Any creature who drinks the water must make a DC 13 Con-
The following treasure is found on the dead adventurers’ bod- stitution saving throw. A successful save indicates only benefi-
ies. The fighter has 20 gp, a +1 greatsword, and two potions of cial effects of drinking the water. Characters who fail the save
healing. The dwarf is armed with two +1 javelins, one potion have a visionary dream the next time they sleep. The dream
of healing, and three gems worth 50 gp each. The elf wizard depicts the character being killed by some creature; you can
has a gold and gem necklace worth 250 gp, a +1 quarterstaff, choose or determine the creature type randomly. Each time
and a wand of secrets and spell book (magic missile, detect the character encounters that creature type, they are paralyzed
magic, floating disk, knock, and mirror image). On the halfling’s with fear for 1d4 rounds (no save allowed). After the paraly-
corpse is a hand axe, a shattered potion bottle, a gold ring sis expires, the character may act normally. The creature type
worth 100 gp, and a ring of evasion. The halfling also has a should be relatively rare. A remove curse, limited wish, or wish
map of the valley identical to the one the characters possess. spell can permanently eliminate this curse.
If by some chance none of the characters owns a magical Characters who wade or swim in the water — but do not
weapon, they notice that some of the zombies’ weapons glow. drink — are also required to make the saving throw. A suc-
This is purely an option for you to provide the characters with cessful save indicates no further effect. Characters that fail
magical weapons to help fight the halfling wraith and later, the the save have a visionary dream the next time they sleep. The
Thing. dream depicts the character finding a hidden treasure the next
Special Note: The above-listed magical items may be eliminat- time they slay a specific creature. Again, you may choose the
ed or reduced in the event the characters already have enough creature type or pick it randomly. The creature type should be
magical weapons to complete this adventure. This encounter relatively rare (do not select a creature type that is found in
is designed as an alternative to the characters receiving free this module). You can determine the hidden treasure.
magic items from the villagers — who would not possess them If the characters walk the entire shoreline, they find the
Th e Th i ng i n th e Valle y |17
The Manor (At the Door) Note: The manor is indeed home to the Thing (see Room 17,
Tower Level 3). The main structure is two stories, and the
adjoining tower is three stories tall. The exterior of the manor
What was once a beautiful manor home is now has held up remarkably well, and the forces of nature have not
weather-beaten and bleak. The main structure has two penetrated with but a few minor exceptions. Most importantly,
floors, and a tower off the west wing is easily three the slate roof has remained in perfect condition. The roof can
stories tall. The main section has two distinct wings support the weight of the heaviest character. All the windows
connected by a narrow, albeit taller, central span. The and balcony doors are locked from the inside.
two wings appear identical from the outside although The balconies, however, are not in such good condition. They
the west wing suffered more deterioration and weather are severely weakened and cannot support much more weight.
Any Medium size or larger creature that walks onto either bal-
damage. Tall windows, all of which are amazingly
cony results in total collapse. Those who fall with the balcony
intact, are covered with dirt and dust. All have shutters
take 1d6 bludgeoning damage. If the character climbs from the
that are locked in the open position. The front doors are outside, the balcony collapses before they can enter the manor.
huge and featureless other than a simple iron knocker Invariably, each room has been stripped of most furniture and
and handles. decorations. When the adventurer (now the Thing) did not
return, his family packed all they could and left for Sla-Morac.
The exterior is constructed of field stone that covers Some of the furniture and heavier items were left behind. Also,
only the first floors and tower. The balance of the curtains, drapes, portraits, and other adornments remain. Each
manor is walled with huge timbers. Three balconies room includes a description of contents. Dust and cobwebs
extend from the second floor. The roof is covered with cover everything inside the manor.
slate — clearly illustrating that no expense was spared Visibility is generally not very good inside the manor. Even
though the windows are not shuttered, they are dirty, and any
in its original construction. What appear to be wooden
light that gets in is faint. Also, considering the nature of the
gutters divert the water from the driving rain to
stormy conditions, natural light is minimal. Normal vision
several downspouts that lead to large 50-gallon barrels is no more than 20 feet inside the manor in daylight hours
overflowing with the runoff. and nonexistent at night. Artificial light sources are required.
Candles are still set up in some rooms, and the rooms on the
Th e Th i ng i n th e Valle y |19
Manor House Map
Th e Th i ng i n th e Valle y |21
Library Room #2 Map
Th e Th i ng i n th e Valle y |23
DC 13 Dexterity saving throw or take 7 (2d6) bludgeoning 11. Master Bedroom
damage. If the door trap activates, the Thing is alerted to the
characters’ presence.
Two of this room’s windows have minor breaks that
allow just the faintest breeze inside. The floor is clear
of dust, which has built up in the corners. The floor is
10. Trophy Room
made of wood, like the rest of the manor, but it is highly
polished and flawless. Clearly, this was the master
The heads of various animals leer down from their
bedroom, but it has been stripped of all furniture and
positions high on the walls. Deer, bear, and wolf heads
decorations.
make up most of the animals, although a few of the
remaining heads look exotic and are unknown to you.
As the lightning flashes outside, you think you can Note: Although it appears empty, this room hides a treasure
detect movement among the heads. A table is near the cache. Careful inspection of the floor reveals that the floor-
boards are perfect and knot free — except one. The knot can
east window, but no chair can be seen in this room. A
be removed to reveal a small metal plate with a keyhole. The
tiger’s skin, complete with head, lies on the floor amid
key found in Room 11 fits perfectly. If the key is used, a secret
the ever-present dust. compartment slides open in the west wall. Inside the com-
partment are two gem-encrusted silver daggers (250 gp each),
Note: The missing chair is a plush armchair currently located a dried potion bottle, a ring of fire resistance, and a diamond
in Area 17, Tower Level 3. Most of the stuffed heads are insig- (1,000 gp). The potion can be reconstituted by adding water
nificant except for the tiger head (on the floor). The tiger skin, from the Lake of Secret Dreams, which turns it into a potion of
on close inspection, has been damaged by insects. One of the superior healing.
tiger’s eyes is out of place and can easily be removed. A small
key is behind the glass eyeball. The key can be used in Area
11. Nothing else of value is in this room. 12. Nursery
Note: This room was the child’s nursery and playroom. The
dressers are empty, but the chest contains a few wooden toys.
The miniature figures (6) are made of silver but are tarnished
to give them a plain appearance (15 gp each). The baby’s crib
is absent from the room. Close inspection reveals that some-
thing heavy was moved recently from the area under the
hanging miniatures.
The air in this room is cool and dry. Each of its three Note: The east section of the platform is trapped and collapses
windows still holds nature at bay, and it appears the if any weight is applied. A creature moving on this section
room is undamaged. However, the room is completely easily collapses the structure. A falling creature must make a
devoid of any objects other than the drapes that hang DC 13 Dexterity saving throw, taking 2d6 bludgeoning dam-
next to the windows. The floor is covered by at least age on a failure, or landing on a mat below and taking only
two inches of dust, and cobwebs hang thick in each half as much bludgeoning damage on a success.
corner and among the open rafters.
Note: This room was not furnished, and its purpose was 17. Tower Level Three
never agreed upon. It contains no treasure or hazard.
It is as if you have entered the burial chamber of some
ancient king. Thick oriental carpets cover the floor. On
Tower Section — Levels 1–3 the carpets rest several chests, three of which overflow
with coins. Two others are filled with gems and jewelry.
15. Tower Level One Yet other chests look to hold scrolls, vials, and other
items. An ornate cradle inlaid with gold and silver
Weapons in racks, barrels, open crates, or boxes are holds dozens of tattered stuffed animals. A gem-lined
scattered about this room. All the weapons are well- tapestry covers the north wall. The tapestry depicts
organized, but a thin layer of dust covers everything. a map of the valley, but black “X” marks pock the
At seemingly random intervals, thick straw-filled floor countryside. At least six paintings lean against the east
mats are in piles up to two feet thick. Wooden practice wall. The foremost and largest is of a young warrior
dummies, chipped and battered, stand about the room wearing shining blue plate mail holding a glowing
waiting for use. Hundreds of wood chips are scattered longsword.
across the floor. Four climbing ropes descend from the
darkness above. A ladder is built into the south wall Finally, your eyes penetrate the darkness in the east
next to the door. corner. Sitting on a large chair is the Thing. Light flashes
off its brilliant blue armor and sword. Its glowing red
Note: Included in the arsenal are swords (many types), spears, eyes penetrate your soul. You quickly glance back at
javelins, polearms, bows, crossbows, arrows and bolts, maces, the painting of the young warrior then back to the
and flails. Most of the weapons (90% chance the weapon is Thing. Somehow, you know they are one and the same.
serviceable) are usable as they have been properly maintained
and stored. Note: The characters have found the Thing (see Appendix 1:
The practice dummies are all simple wooden figures. Close in- New Monsters). Not wasting any time, the Thing throws a
spection reveals that some have recently been employed. One miraculous egg (see Appendix 2: New Magic Items) near the
of the four ropes is a rope of climbing. Only by direct compar- characters. The egg transforms into a hell hound and attacks
ison will the characters discern that it is of better quality. A de- the nearest character. The Thing then moves into combat,
tect magic spell reveals its true nature. The dummies are made targeting spellcasters. The Thing uses the sword’s powers, if
of pine, but the majority of wood chips on the floor are oak. possible, but not the teleport power to escape. This is its lair
Elves, druids, or rangers notices that difference if they inspect and home; it fights to the end. The Thing uses its energy drain
the wood chips. The chips are from the second level, where the attack, but not to completely drain an opponent.
Th e Th i ng i n th e Valle y |25
Manse Tower Levels Two &
Three Map
Th e Th i ng i n th e Valle y |27
28| T ome of Q uests
T he S creaming T emple
This adventure is designed for use with the 5E system. Charac-
ter levels should range from 1st to 2nd level, with a total of six
Character Involvement
to eight total character levels (for example, four 2nd-level char- Typically, this adventure occurs while the characters are visit-
acters equals eight total character levels). No specific character ing a city. The characters immediately hear rumors regarding
class is required, but a rogue will be of use. the Screaming Temple that appeared “out of nowhere” several
One map of the temple is provided. This scenario may take months earlier. Information, both true and false, is circulating
place in any urban or city environment. throughout the city. Consult the Rumor Chart below. Roll 1d8
for each character. (T) indicates the rumor is true, and an (F)
indicates it is false. While it is possible for the heroes to over-
GM’s Introduction hear a rumor, in general, they must grease some palms to gain
The Screaming Temple is a relatively short scenario in which any chance to roll on the Rumor Chart. The characters will not
the adventuring party investigates an enigmatic temple that be able to discern truth from fiction at this point.
literally surfaced overnight. The temple is surrounded by a
20-foot-high wall that conceals the grounds within. The gate
is wood. There are no structures close to the temple that offer Rumor Chart
a good vantage point to see beyond the wall. No markings or
1. Two men went over the wall and never came back. (T)
signs identify the temple or its deity. [The giant chameleon ate them].
The temple complex is in the middle of the poorest district in
Baylor (a major city within the Misty Isles campaign setting). 2. A dragon lurks behind the walls. (F) [It is actually a giant
chameleon.]
In reality, the temple is a front for a massive fencing operation.
The Slave Masters made arrangements with the local thieves’ 3. The Green Flame is in the temple. (F) [A gem of
guild. The thieves’ guild enjoys the arrangement, as stolen enormous value.]
goods are sold at the temple and then transported to other 4. A strange creature flies into the temple after dark. (T)
cities, virtually eliminating any chance of tracing stolen items [The bat.]
back to its members. The temple operatives pay “extra” taxes 5. Any who climb the wall explode when they reach the
to the city authorities to avoid investigation. Additionally, top. (F)
vagrancy around the temple has been reduced. The Slave 6. People have been disappearing since the temple was
Masters are in search of a legendary emerald said to possess built. (T)
powerful magical energies. The gem is called the Green Flame.
7. A necromancer is raising an undead army behind the
The Slave Masters only know the emerald is located in Baylor;
walls of the temple (F)
its exact whereabouts are unknown. Therefore, the slavers
extended aid to the thieves’ guild while they search for the 8. A wealthy noble built the temple to house his insane son.
gem. The only caveat the thieves must abide is that all gems (F)
and jewelry must be sold to the slavers. Why the slavers want
the gem is revealed in Pacesetter’s adventure module, Path of Note: A rogue or other character with possible criminal con-
the Vanished. nections may learn that a new fence is in town, but no connec-
A huge force of laborers assembled the temple and wall in the tion to the temple will be made. This information is available
dark of night. The entire complex was pre-built in another lo- only from guild members.
cation and simply moved to the current location for assembly.
The walls, while appearing to be made of stone, are actually The Temple Grounds
wood covered with plaster.
On seemingly random nights, horrific screaming emanates The temple is in the poorest district of the city, which is often
from the temple. The local inhabitants have dubbed it the referred to as the slums or the thieves’ district. No one lives
Screaming Temple. Additionally, many rumors have been within 100 yards of the temple, and few venture within that
created and spread, some by the thieves’ guild, and others by boundary. The temple complex was built on the grounds of
the people who live near the temple. another, more ancient, temple that was razed when the city
Currently, a group of six mercenary soldiers and a thief (the was founded. The outer wall is 20 feet high and appears to be
Fence) operate within the temple walls. The Fence buys stolen solid stone. However, close inspection reveals that the walls
goods from local thieves at prearranged locations throughout are stucco on timber framing and not particularly thick. The
the city. He then returns to the temple via a secret sewer en- wall is scalable with a rope and grapnel. A successful DC 7
trance. Additionally, the temple is used to hold kidnap victims. Dexterity check is needed to climb the wall.
On pre-scheduled nights, a huge bat under the command of The temple within the outer wall is roughly T-shaped (invert-
a petty wizard arrives to pick up the stolen gems and jewelry. ed) and approximately 30 feet tall. It is very plain and built
The wizard carries a bag of gold to pay for the illicit goods. of the same material as the outer wall. It has few windows,
The giant bat is typically fed a captured vagrant or prisoner and the large double entry doors are made of plain wood. No
(whose ransom was not paid). This process typically invokes markings or decorations are evident. The walls and temple
screaming from the victim. have a wooden frame.
Description: A giant lizard partially trained to attack all Description: Twenty crates hold thin rope or large sacks.
intruders other than the mercenaries or the Fence. A pair of These supplies are used by the Fence to hold and transport
boys who scaled the wall spotted the lizard and spread their stolen goods. A number is sewn onto each sack to track inven-
fantastic tale of a dragon guarding the temple. No treasure is tory.
to be found in the courtyard.
A flight of steps that creak like wood but appear to be made of
stone lead to a pair of iron-bound, wooden doors. The doors 4. The Vault
are not locked and are cracked open.
Four sacks are neatly placed against the west wall. The
sacks are fastened shut with thin rope. An extra length
1. The First Clue of cord extends from the knot to form a loop. Three
sacks are against the south wall, but these are not tied
The temple’s greeting chamber is relatively bare. A shut.
single brazier set in the northwest corner illuminates
the room. A wall of multicolored glass beads strung
Description: The slip-loops are used to secure the sacks to
together by thin string hangs from ceiling to floor
the giant bat that comes to carry away the fenced goods. The
across the 30-foot-wide archway in the north wall. sacks hold the following: Sack #1: four gold goblets inset with
small chips of various gemstones (100 gp each); Sack #2: a
Description: The brazier barely illuminates the room (dim silver candelabra inset with a single ruby (200 gp); Sack #3: a
light), and alternate light sources are needed to clearly see gem-embroidered tapestry (350 gp); Sack #4: a gem-encrusted
the room. If the characters investigate, they notice that all the dagger (400 gp). The three unsecured sacks hold rags, pieces
walls are constructed of thin wood covered on the exterior by of cloth, and a tattered cloak. The cloak is a cloak of missile
equally thin stucco. A dwarf or character with a construction deflection (see Appendix 2: New Magic Items).
background quickly realizes that the temple is not very solid
and was built in haste. Anyone succeeding on a DC 10 Intelli-
gence (Religion) check may notice the absence of any holy (or 5. Doomsday Device
unholy) decorations.
Six small barrels are all that occupy this small room.
The barrels are neatly stacked and have no markings.
2. A Place of Rest Leaning against the barrels are two handaxes. A shelf
over the barrels holds a flint and stone.
Six unkempt cots line the two outside walls of this
sparsely furnished chamber. A pack is at the foot of
Description: The Fence and mercenaries were instructed in
each cot. A long table and six chairs occupy the center
case of imminent capture or defeat to burn the temple to the
of the room. A pile of dirty plates and mugs sit on ground. To expedite this failsafe, the six barrels are filled with
the table, along with two fat candles that are almost highly flammable oil. The axes are to be used to break them
completely burned down. open. The oil can be spread about the temple if time permits
or lit in place. If spread about, the temple burns to the ground
Description: Although the characters may not notice immedi- in 30 minutes. If the barrels are lit in place, it takes 45 minutes
ately, two of the cots are occupied by sleeping mercenaries (as to fully engulf the structure. The oil has a value of 50 gp per
guards). They will not wake unless the party disturbs them or barrel. If possible, the Fence or mercenaries take a barrel to the
makes excessive noise. If combat erupts anywhere in the com- entrance/brazier if they can and trap the characters inside the
pound, they gather their weapons and join their comrades. burning temple.
Each pack contains the personal equipment of one of the mer-
Night Description:
13. Meeting Room
A massive wooden table dominates this room. Eight This vast room obviously takes up most of the temple’s
chairs surround the table. A trio of brass lanterns hang space. Two rows of wooden pillars support the ceiling,
from the ceiling over the table. A small end table stands which has a 30-foot-diameter hole at its center. The
near the door in the north wall. Eight crystal glasses sit moon’s weak rays pass through the hole and illuminate
upside down on the table. a small stone altar and an unconscious girl. The girl’s
right leg is shackled to the base of the altar.
Description: This room has two purposes: First, it serves as
a meeting location the Fence uses to buy stolen merchandize A five-foot-square metal sewer cover directly beneath
from local thieves; second, it is a dining room for those work- the hole in the ceiling awaits rainwater. A 40-foot-
ing in the temple. The crystal glasses appear to be identical; diameter area of the floor beneath the hole slopes to
however, one has a small etched circle on its base. The other collect the rainwater and funnel it to the drain.
seven glasses double the amount of alcohol of any alcoholic
drink poured into them without affecting the flavor of the
drink. The Fence always uses the etched glass and serves his Daylight Description:
“guests” the other glasses. Often, this allows the Fence to gain
favorable deals. Nothing else of value or interest is in this
chamber. The glasses, if their true nature is discovered, are This vast room obviously takes up most of the temple’s
worth 50 gp each (except the etched glass, which is worth 2 space. Two rows of wooden pillars support the ceiling,
gp). which has a 30-foot-diameter hole at its center. The
sun’s strong rays pass through the hole and illuminate
a small stone altar and an unconscious girl. The girl’s
right leg is shackled to the base of the altar.
F e lhord e |37
Chapter 2: Lost Citadel of the Dark Elves Player Introduction
Emerging from the dragon’s lair emptyhanded, the characters
are confronted by the very much alive Eruptor. The dragon For the past few hours, a nauseous odor has carried on
wants his treasure, and the characters are assigned the task a warm summer breeze. Your party has followed the
of recovering it. Pursuing the chasm gnomes, the characters
vile smell even though all your senses warn of danger.
discover an ancient dark elf citadel. To follow the gnomes, the
It is the smell of death that you follow.
characters must traverse the citadel and pass the test of the cit-
adel. Back on the trail of the chasm gnomes, the characters find
a mysterious floating keep and eventually are confronted by a As the forest gives way to a small glade, horror fills
forge lich. The characters are tasked with yet another quest … your eyes. Charred and mutilated bodies litter the
ground. In the center of the carnage, a small dragon,
feathered by arrows and cloven by many blades, lies
Chapter 3: The Forgotten Dark motionless. All know what happened here: a heroic
It seems the forge lich is seeking to resurrect an entire race of battle of epic proportions, wherein the participants
deep dwellers called the Harrowen. This race went extinct were rewarded with death.
when their magic sun known as the Orb, which illuminated
and gave life to their home cavern, was destroyed by the dark Description: Indeed, this battle had no winners. The dragon,
elves in a war long ago. The forge lich determined that if the Eruptor, managed to fry the few remaining adventurers in
Orb is restored, so too the Harrowen. With a restored Harrow- his death throes. The characters are able to determine that the
en, the forge lich would gain allies in his efforts to conquer the fight took place several days earlier; small carrion animals
Deep. have pecked at the bodies (though the dragon has not been fed
upon).
Chapter 1: Eruptor’s Vengeance Searching the corpses is an easy task, as only a few items
survived the conflagration. The first item found is a bone
scroll case containing a map that clearly details the hilly area
Background and marks the dragon’s lair. However, just after the characters
discover the map, a group of 14 kobolds led by Aagdrip the
The scenario starts as the characters stumbling onto the site gnoll arrives on the scene. Aagdrip’s troop do not come close
of a horrific battle. A large party of young adventurers battled enough for hand-to-hand combat but use the cover of the
Eruptor, an equally young red dragon, to the death. The band forest to disguise their true numbers. Aagdrip comes forward
of adventurers was attempting to surprise the young dragon with two kobolds to parley with the characters. He demands
in its lair, but the dragon turned the tables on them. Eruptor equal scavenging rights or a finder’s fee of 50 gp. Under no
detected their approach and immediately attacked. The battle circumstances does he start a fight. If the characters refuse
was fierce and ended in a draw. Unfortunately for both sides, to comply, Aagdrip informs the characters that his “elite”
none survived. troops have targeted one character with their bows. Under no
When the characters search the battlefield, they find a bone circumstance (other than character aggression) does Aagdrip
scroll case that contains a map to Eruptor’s lair. As the char- initiate an attack. If this ruse fails, Aagdrip exits. If the char-
acters continue to scavenge through the battlefield, they are acters attack Aagdrip, he tries to flee, and his hidden allies do
approached by a group of kobolds led by Aagdrip, a huge not emerge.
gnoll. Aagdrip attempts to parley with the characters in hopes Aagdrip carries a potion of invisibility, a potion of healing, 35
of splitting the loot from the battlefield. However, he does not gp, and two gems worth 25 gp each. Each kobold carries 2d6
initiate a battle. Aagdrip and his kobolds secretly follow the gp.
characters to the dragon’s lair, wait for them to leave, and set Unless he is killed, Aagdrip stealthily follows the characters to
an ambush when the characters emerge from the lair. the dragon’s lair.
The dragon’s lair is an abandoned mine not far away from The following loot is located on the battlefield corpses: 210 sp,
the battlefield. Long ago, an earthquake destroyed most of 95 gp, a jeweled necklace worth 50 gp, two longswords, four
the mine and created deep chasms across the few tunnels that +1 arrows, a +1 shield, and two bone scroll cases (one contains
remained. Eruptor discovered the mine and decided it would the map, and the other has two spell scrolls: magic missile
make an excellent lair because of its natural defenses. The (at 3rd level) and levitate. Everything else was consumed or
dragon captured a group of fire beetles and laid several traps destroyed by the dragon’s breath weapon attack.
for those that dared enter. Eruptor consumed a potion of regeneration (see Appendix 2:
Finally, a group of gnomes that have been spying on Eruptor New Magic Items) before the ill-fated battle. However, due
noticed he has been gone much longer than normal. They to his large size, the potion is working very slowly. Eruptor is
engineered a raid on his lair. Unfortunately for them, a white regenerating, imperceptibly, regaining 1 hit point per 12 hours.
drake infiltrated their ranks and plans to betray them. Then He awakens 24 hours from the time the characters enter the
the characters arrive … glade. At that time, he returns to his lair. It is unlikely that
F e lhord e |39
the characters encounter the live Eruptor in this adventure Description: At this time, the characters must decide on a
(the dragon avoids any contact due to his severely weakened marching order and determine what light sources they will
state). See Chapter 2: Lost Citadel of the Dark Elves. use to navigate the mine. The mine complex, or what is left of
it, may be mapped. No natural light is in the complex beyond
Location 2, and artificial light or darkvision is required.
Eruptor’s Lair
The characters have no trouble finding the dragon’s lair by 2. A Dangerous Crossing
using the map; it is only a short hike from the battlefield.
There is no chance of encountering a wandering monster as Not 100 feet into the mine, the dragon’s defenses
Eruptor killed virtually every living thing around his cave.
become evident. A gaping chasm completely bisects
The characters may notice a disturbing lack of wildlife as they
the tunnel and disappears into the darkness below. The
approach the lair.
chasm is 20 feet wide. Cool air rises from the chasm.
Branching to the west, a wide tunnel leads Mounds of bones rise and fall throughout this cavern.
immediately into a large cavern. The cavern looks to be Even more noticeable are three dull red lights that
approximately 20 feet wide, but the depth is impossible illuminate most of the chamber with their pale aura.
to determine. A small patch of light at the far end must The lights seem to move slowly through the chamber
indicate another entrance to the cavern. The light must and occasionally shift the bone mounds.
be a mile away, and the light does not illuminate the
cavern in the least. Description: Eruptor used this room as a dining chamber. The
red lights are exuded by three giant flame beetles (see Ap-
Description: Eruptor used this cavern for sport. He would pendix 1: New Monsters). The bones cover nearly every inch
occasionally capture a human or humanoid and offer them of the floor and are piled in heaps. characters moving through
freedom if they could traverse the cavern to the exit on the the chamber find it impossible to avoid making noise as bones
other side. What the victim did not know is that the cavern snap under their feet. The flame beetles attack the characters
holds two distinct dangers. The first is a colony of 8 piercers as soon as they enter the chamber. Nothing of value is in the
(see Appendix 1: New Monsters) that attacks any creature en- chamber.
tering the cavern. The second danger is a massive chasm that
splits the cavern at its midpoint. Without light, the chasm is
not visible until it is too late. The chasm is more than 100 feet
6. The Fountain
across and cannot be traversed without the aid of magic.
Additionally, the light that can be seen across the cavern is not The incessant sound of gurgling water echoes
an exit. It is a small colony of luminescent fungi. The fungi are throughout this chamber. A small pool is fed by a
harmless but glow a bright yellow. trickle of water falling from the ceiling. The pool is
shallow and noticeably clear. A narrow stream of water
If the characters enter the cavern area, they are attacked by runs from the pool to a huge chasm at the east side of
the droppers. The droppers are within 20 feet of the cavern the room. The water falls over the edge into the chasm
entrance. Several skeletal remains are in random locations and disappears into the darkness below.
throughout the cavern. No treasure is in the cavern.
F e lhord e |41
Description: In Eruptor’s absence, a group of 6 chasm gnomes
(see Appendix 1: New Monsters) and 2 chasm gnome leaders
(see Appendix 1: New Monsters) raided the dragon’s treasure.
The gnomes have been infiltrated by an ice drake (see Ap-
pendix 1: New Monsters) bent on stealing Eruptor’s treasure
horde. The gnomes made several trips in the past day since
Eruptor has been gone. They stored the dragon’s horde in a
cave at the bottom of the chasm (several miles away).
The gnome raiding party is hiding behind the boulders and
fires missile weapons at any characters they see. The ice drake
(currently polymorphed as a chasm gnome) remains hidden
and avoids combat at this time. If the battle goes badly for the
gnomes, the drake signals the retreat, and they flee down their
rope elevator. However, once all the gnomes board the eleva-
tor and descend out of sight, the white drake cuts the rope and
sends them to their doom 1,000 feet below. As they fall, the
drake polymorphs back into its normal form and flies back up
to a ledge below cavern Location 8. The drake then watches
the party and attacks when they are at their most vulnerable.
The drake waits for an opportune time to attack the characters,
most likely when they cross the chasm at Location 2. Coinci-
dently, the characters again must deal with Aagdrip the gnoll.
In their haste to retreat, the gnomes leave the remaining loot
hidden behind the boulders. If the characters retrieve the
unclaimed loot, the drake stalks the characters to steal the
treasure.
Two sacks of treasure contain the remainder of the dragon’s
treasure: 380 sp, 410 gp, four gems worth 100 gp each, a gold
ring worth 75 gp, a potion of regeneration (see Appendix 2:
New Magic Items), a +1 mace , and +1 leather armor (fit for a
7. Look Out Below halfling or gnome).
F e lhord e |43
Description: The chasm gnomes accessed this ledge via their Section I: Talisman of the Yellow Jewel
rope elevator. It was built soon after Eruptor was supposedly
slain. The contraption is gone, but the ropes remain. The ropes Talisman of the Yellow Jewel
extend 400 feet down into the chasm. However, if the charac-
ters use the ropes, they are stopped when they descend 200 In ages past, a civilization called the Harrowen dwelled in
feet to Location 0. a massive cavern within the Deep. The cavern is enormous
(nearly 20 square miles in size). A magical, sun-like sphere
floated above under the domed cavern and in daytime shed
Locations 0–13 are the remains of an ancient, dark illumination like the sun, and at night as the full moon. It
elves’ citadel. The citadel was re-engineered by a dark also created seasonal weather patterns and was simply called
elf archmage to serve as a testing facility for apprentice the Orb. The cavern resembles a forested valley with several
wizards. The entire area is carved from the bedrock and cleared plateaus for farming. Havendeep, the Harrowen city,
lined with black granite tiles (floor, walls, and ceiling). occupies the western section of the cavern. The Harrowen
Ceilings are a uniform 30 feet unless otherwise described.
were in a constant state of war with all other dwellers of the
Occasionally, veins of red, white, and green run through
Deep. In a daring raid, a group of powerful dark elf mages
sections of the tiles. The apprentices were tasked with
recovering one of the yellow talismans (see page 44) from shattered the Orb. The dark elves collected the shards and fled
within the trap-filled temple complex as part of their the cavern.
training. The dark elves no longer use the citadel. The Orb shards remained locked away and eventually were
There is no illumination within the complex. Dust covers forgotten until a dark elf archmage decided to use them as a
most surfaces. Water drips from calcified cracks in part of a graduation test for apprentices. The archmage created
various locations in the ceilings, and puddles form where various tests within the ruins of an old dark elf citadel, partial-
the floor is cracked or sags. A constant, albeit weak, rush ly in ruin. Any apprentice who returned with a shard — now
of wind blows through the entire complex, fueled by the in the form of a necklace called the Talisman of the Yellow
massive chasm. The moving air constantly shifts the dust. Jewel — would graduate. This practice survived for several
All doors are made of stone and feature a large brass pull
generations, but when the archmage died, so did the chal-
ring. Unless otherwise described, none includes a lock or
lenge. After years of research, the forge lich (see Location 19)
bar.
The complex is accessed by minions of the forge lich discovered the secret of the shards. He placed the automaton
(Section II, Location 19) via two methods: the elevator minotaur (Location 0) at the ruins to force those who would
or a tunnel that emerges just above the chasm wall at descend to bring forth a talisman. In this way, he can gather
Location 1. The tunnel connects to numerous other them all and recreate the Orb.
caverns and passages, allowing denizens of the Deep to
find the dark elf complex. The tunnel entrance is nearly
impossible to detect unless a direct search is attempted,
requiring a successful DC 19 Intelligence (Investigation)
check. The tunnel eventually emerges near Location 1,
Section II. It is not detailed in this adventure.
0. Minotaur of Steel
Description: A 30-foot-diameter slab of black granite floats in
the center of the chasm approximately 200 feet below Erup-
tor’s lair (Location 8, Eruptor’s Lair Map). As the characters
descend, the automaton (minotaur) (see Appendix 1: New
Monsters) addresses them as they reach this level. It com-
mands them to stop, firing its lightning crossbow if necessary.
The minotaur informs the characters that they must each wear
a talisman to proceed farther into the Deep. The minotaur
wears one of these talismans; it is a gold chain inset with a
single yellow gem (300 gp value).
The granite slab is magnetic, and the automaton can control
the magnetic strength, which makes it impossible to push it off
the slab.
F e lhord e |45
Talisman of the Yellow Jewel Map
9. Empty Room
Description: This room is empty.
10. Fountains
Description: One of the statues has yellow eyes (the others are
green). A character who drinks from the fountain with yellow
eyes gains a talisman; this can occur only once per week. A Magical attacks affect the glass cage, but not the cockatrice
character who drinks from either of the green-eyed fountains within so long as the cage is intact.
falls asleep for 1d4 + 1 minutes 20 minutes after consuming A 10-foot-deep pit is hidden directly beneath the cage. A
the water. The sleep cannot be interrupted. A second talisman creature who enters this area automatically triggers the trap.
can be found in a secret compartment beneath the yellow-eyed A falling creature is impaled by 1d3 poisoned spikes and takes
fountain. 1d6 piercing damage per spike. For each spike that impales the
character, he or she must succeed on a DC 11 Constitution sav-
ing throw or suffer an additional 1d6 damage. The cockatrice
11. Empty Room has three quarters cover as a result of the cage. Any missed
ranged attack may result in striking the cage . The cockatrice
Description: This room is empty.
wears a talisman.
F e lhord e |47
Section II: Forge Lich Description: The keep is home to the forge lich and his min-
ions and is composed of both closed structures and platforms.
A powerful and very eccentric forge lich resides in this ruined, Structures that are outside the stone island are platforms (no
underground keep. The forge lich (see Appendix 1: New walls or ceilings) unless otherwise described. There are no
Monsters) has many nefarious plans, one of which is to assem- light sources unless noted. The ceilings in the enclosed cham-
ble enough sun stones (the yellow gems in the talismans, see bers are universally 30 feet high.
page 44), to rebuild a sun-like orb that he will use to resurrect Creatures within the keep do not interfere with the activities of
the Harrowen, an extinct race of creatures. Of course, the Har- their neighbors. Even combat, which occurs from time to time,
rowen would be his to command. draws little attention.
The forge lich, fortunately, is not very focused. He has many A shade troll (see Appendix 1: New Monsters) stands guard
other interests, and his keep is filled with strange and exotic at the entry to the forge lich’s ruined keep. He explains that
beings. Some he studies, while others are paid for their varied the only way forward, and to eventually escape the Deep,
services. is through the keep. He does not elaborate any further. The
The chasm gnomes, who are in his employ, returned with shade troll requires the characters to surrender their talismans
the dragon’s treasure. The lich sifted through the treasure in to proceed into the keep. The troll gathers the talismans to bar-
search of some unique items, but his interest was quashed ter with the forge lich (this humors the lich) for various favors
when the bulk of the treasure was simply mundane items (food, treasure, etc.).
such as coins, gems, jewelry, and a few minor magic items. The shade troll wears a golden belt inset with rubies worth
He allowed the chasm gnomes to retain most of the treasure, 1,200 gp. He also has a silver ring on every finger; each is
though he kept some select items. The gnomes are in the pro- worth 2d6 x 10 gp.
cess of returning to their home far off in the Deep.
F e lhord e |49
The remains of what appears to be a dark elf are inside the The room contains additional furniture including a bed, a
sarcophagus. It is now little more than bones and hair. The desk with chairs, a table with chairs, and bookshelves (gen-
corpse wears dark elf +1 chain mail. Next to the body is a +1 eral books on the art of illusion). Additionally, a small pantry
longsword (special ability to cast faerie fire once per day). Ad- contains dishes, utensils, and some dried foods, water, cooking
ditionally, a circlet of platinum hangs askew on the skull. It is a pots and pans, and other kitchen sundries. A fireplace burns
deepcrest (see Appendix 2: New Magic Items). in the south wall. The woman was imprisoned on the Abyssal
plane when the Harrowen were banished. She was rescued by
the forge lich. In return for her freedom, she serves him and
8. Water provides information about her race.
Description: The water is clean and pure enough drink. Description: Enough dim light penetrates the chamber to
provide limited vision. A pair of mated cave tigers lair in this
chamber. They have three cubs (see Location 9). The tigers
9. Tiger Cubs (Platform, Illuminated) obey the illusionist at Location 10 without delay, unless their
cubs are threatened. They fight to the death to defend (or
avenge) their cubs. They immediately react to combat occur-
What appear to be three very young tiger cubs are
ring at Locations 9 or 10. The room is filled with straw, bits of
playing on this platform. The cubs managed to capture animal fur, and bones. The smell in the room is unpleasant.
a bat and are toying with it.
Description: The chasm bat (see Appendix 1: New Monsters) 11a. Locked Door
is injured and cannot fly. If the characters approach, the 3 cave Description: The double doors to this area are locked. The
tiger cubs (statistics of tigers with 19 [3d8 + 6] hit points each chambers and hall beyond are enclosed structures. The doors
and Challenge 1/2 [100 XP]) detect them and flee to Location are trapped with a bell so that if they are opened, a chime
11. alerts the priest at Location 13.
This platform is illuminated by light coming from braziers set
along the outside edge of the entire platform. The braziers are
not burning but shed light (per spell). 12. Shrine to the God of Destruction
Description: This chamber contains a small shrine dedicated
10. Seductress (Chamber is Illuminated) to Harrow, the god of destruction and malice. The altar, in the
form of a thin black granite slab supported by the leg bones
of a pegasus, is covered with red candles, some of which have
You see an opulently decorated chamber through
burned out. The dried blood from sacrificed creatures, mainly
the open door. Reclining on a divan covered with a dark elves, is spattered around the altar. The skulls of 13 dark
cave tiger skin, a pale-skinned woman with red hair elves are stacked beneath the altar.
beckons you to enter.
Description: The woman, Veriklin of Black Lake, on the divan 13. Priest
is actually an illusion (the real woman is hiding behind a Description: An evil human priest, with AC 18 (plate), resides
tapestry). Veriklin is a harrowen illusionist (see Appendix 1: in this chamber. He is a priest of a small cult that worships the
New Monsters). If the characters enter this chamber, she sum- ancient Harrowen god. The forge lich hired the priest to learn
mons her two pet cave tigers from Location 11 (using a silver more about the Harrowen and to help identify artifacts from
whistle worth 75 gp). The tigers attack the characters while she that culture. The Harrowen were mortal enemies of the dark
casts spells from a distance. The cave tigers are her pets, and elves, as well as most other Deep dwellers.
she raised them from cubs. They obey her completely. The priest captured a female drow elf warrior, and he is in
If the characters do not enter this chamber, she does not pur- the process of torturing her for information on her clan. The
sue or cause them any harm. The chamber is illuminated by warrior is a low-ranking soldier with no real information, and
the same type of braziers found at Location 9. One of the bra- the priest knows that, but he relishes his job and takes great
ziers contains 119 pp, 45 gp, and a pouch filled with 27 small pleasure in inflicting suffering on her.
diamonds worth 20 gp each. The chamber is a typical bedchamber, although it is furnished
with a table set, a desk set, and a small kitchen. The priest
F e lhord e |51
Shade Lich Map
F e lhord e |53
Harrowen Cavern Map
F e lhord e |55
Felhore Plaques Map
F e lhord e |57
Plaque #3 1. Entry
Near where the river meets the lake, a boathouse is half-col- While the floor in this general area is dust-covered,
lapsed into the water. A group of large spiders have taken up
there are bones, rotting flesh, and dried blood near the
residence here. Among the corpses of some other victims is a
opposite door.
recently dead dwarf. Within the dwarf’s backpack is plaque
#3.
Description: If the characters make too much noise in this
chamber, the 3 ghasts in Location 2 come to investigate.
1. Spiders
Description: This ruined building is home to a group of 4
giant spiders. Typically, the spiders prowl the river in search 2. Ghasts
of food. They are hungry and attack any potential food source.
The building is filled with webs, and the skeletal remains of The door does not close properly and hangs loosely on
various humanoids and animals hang from the ceiling. One a single hinge. The stench of death escapes the cracked
of the victims is a dwarf miner who became greedy and was doorway. Blood smears cover most of the door to this
searching the cavern for easy treasure. He stumbled upon the room.
third plaque but was killed by the spiders before he could
escape the cavern.
Description: A pack of 3 ghasts lair in this room. They hunt
throughout the dungeon as well as other levels and return
Plaque #4 here with their victims. The ghasts are not wary of intruders,
as most creatures on this level refuse to come to this area as
As the characters move down this 20-foot-wide corridor, they they not only fear the ghasts but also the mummy at Location
come across a partially collapsed section. Creaks and groans of 4. The ghasts react violently to any intrusion. They have not
a stressed ceiling and walls emanate from the corridor beyond gathered much treasure; most of what is in this chamber is
the collapse. The fourth plaque is lying in plain sight, approxi- incidental. Spread loosely around the room are 170 sp, 121 cp,
mately 100 feet from the characters. 85 gp, 83 pp, a bone scroll case containing two spell scrolls
As the characters assess the corridor, a shift occurs, and sev- with silent image and major image, and a jar of oil of armor (see
eral large blocks fall from the ceiling near the plaque. After Appendix 2: New Magic Items).
a few moments, the dust settles and no other blocks fall, but
the noise continues. The entire corridor collapses in 1 minute.
A character can attempt to run to the plaque, secure it, and 3. Trap
return. However, for each 10 seconds spent within the area
(it is 100 feet long), the character must succeed on a DC 13 Description: This room appears to be completely empty. How-
Dexterity saving throw or be hit by a large block and take 1d8 ever, a long pressure plate runs across the center of the room
bludgeoning damage. (from east to west, near the south exit). A careful character can
find the plate with a successful DC 12 Intelligence (Investiga-
tion) check and disarm it with a successful DC 10 Dexterity
Plaque #5 check with thieves’ tools. Gas fills the room if the plate is
stepped upon. All those inside the room must succeed on a
A group of 11 hobgoblins recently entered the cavern in DC 13 Constitution saving throw or take 1d8 poison damage
search of employment. They are encountered in the open area and become paralyzed for 1 minute, but the paralysis does not
of the cavern. While searching for a temporary place to lair, begin for 5 minutes. The character is not aware of the delayed
they discovered one of the silver plaques (#5) and carry it with paralysis. Otherwise, the room is empty.
them. The hobgoblins can be convinced to sell or trade the
plaque.
Plaque #6
The sixth plaque resides in the treasure hoard of a mummy.
The tomb is a large mausoleum built into the cavern wall.
F e lhord e |59
Spire Tower Map
F e lhord e |61
62| T ome of Q uests
T he V ampire ’ s C urse
The Vampire’s Curse is an adventure designed for the 5E clues meant to deceive the players as they progress through
system. The level range is for 4 to 7 characters of 3rd to 5th this adventure.
level, approximately 24 total character levels (for example, To start this adventure, the characters arrive at a Northwood
six 4th-level characters = 24 total character levels). No specif- Keep to celebrate the recent wedding of an old friend. The cer-
ic character class is required. However, due to the nature of emony was held two days earlier. This celebration is the last in
this scenario, some magic items or spells may be limited or a series, and dozens of guests are arriving with the characters
restricted. for the festivities. The marriage, while not prearranged, has
This scenario is a murder mystery, and the problem-solving joined two, small provincial kingdoms. Princess Nelvanna, the
skills of the players are significantly more important than the characters’ friend, has married Prince Redak.
abilities of their characters. Additionally, you, as the GM, have Northwood Keep is located at the northernmost boundary
your hands full. Numerous NPC characters are involved in between the tiny baronies, and it has been conferred to the
this adventure. You must keep track of all the prominent and newlyweds. When the engagement between Nelvanna and Re-
minor characters involved in the story. Additionally, the story dak was announced, Northwood Keep was mostly in ruin and
moves forward as a preset, timed sequence of events. Unlike uninhabited. The newlyweds’ parents quickly set about recon-
many traditional scenarios where the pace of play is dictated struction. Redak’s younger brother, Kerak, was in charge of
by the characters, this scenario also has a set of events and the reconstruction project. However, Kerak is currently under
actions that are in motion during play, regardless of the actions the command, via a charm person spell, of Phranst, Nelvanna’s
of the characters. That is to say, the story and NPCs move for- older brother. Phranst is the true villain of this story.
ward regardless, for the most part, of the characters’ actions. Phranst, an illusionist and adventurer by trade, has designs
The Vampire’s Curse will challenge and entertain you as on obtaining Northwood Keep for himself. While still young,
much as the players. To that end, there are plenty of play aids Phranst showed great potential as a wizard, and he was sent to
for you and the players. Foremost of all, this adventure is a the wizard’s academy for development. However, the young
murder mystery — though this is not obvious to the players wizard was enthralled by deceptive magic, most of which has
as they start. There are plenty of opportunities for exploration, been forbidden and hidden in secret libraries. By using de-
combat, and roleplaying for the characters. But the only ques- ception, Phranst could acquire many of the things he craved.
tion of importance is: “Who done it?” While the players strive Greed ruled his heart, and that opened the door for evil. Now,
to answer that question, you’ll do your best to obscure the Phranst, after several years of adventuring, has returned
answer while maintaining a level of fairness. As the GM, you home. Why risk his life adventuring when he could gain
have to take on the personae of numerous NPCs, including wealth and power the old-fashioned way? By the proper allo-
the murderer, and all the while you may have to be brutally cation of murder, deceit, and deception. It was the discovery
honest, deceptive, gullible, or flat-out fraudulent. of The Vampire’s Curse that spurred his interest in returning
The breakdown of NPCs in the scenario are as follows: vic- home. He returned with a terrible story of an epic battle with a
tims, suspects, bystanders, red herrings, and, of course, the dragon, wherein all his compatriots were killed and he lost his
true villain(s). Due to the very nature of this adventure, there left arm to the monster. Indeed, Phranst appears to be missing
are more NPCs than in most modules, respective of how they his left arm, a deception through the use of magic and guile.
interact with the characters. Each NPC is described and, where Three years earlier, Phranst and his adventuring party did
necessary, includes full-game statistics. All have a role to play indeed battle a dragon — a young copper dragon. The battle
in the scenario, and many can be expanded to make the story went poorly for the group, but they defeated the dragon. Only
more enjoyable. Additionally, you may wish to add other Phranst and one other survived — an assassin by the name of
NPCs from your own campaign. The adventure begins at the Silinth. In the treasure hoard, they discovered a small obsid-
celebration after a wedding, and it would not be unlikely that ian box containing an onyx medallion and a plain gold ring.
the characters might have “dates” along for the ride. Phranst soon learned that the items were created by the pow-
As previously mentioned, this module follows a fairly strict erful necromancer Hilgdred and, collectively, were called The
timetable. An outline of events is provided to move the adven- Vampire’s Curse. The medallion and ring each mimic specific
ture along; events and NPC actions must occur for the story powers of a vampire. The medallion, The Vampire’s Heart, al-
to take shape and to give the players a fair opportunity to lows its wearer to cast a modified charm person spell, while the
solve the mystery and catch the villains. The timetable, while ring, The Vampire’s Soul, grants a limited life drain (see Ap-
unknown to the players, also serves as an impetus to move the pendix 2: New Magic Items). On hearing of the engagement
players along. of his younger sister, Phranst immediately conspired to use his
newfound magic devices to gain the throne for himself.
The Plot Phranst returned to his native lands without the knowledge
of his family. He immediately charmed Kerak and altered the
The Vampire’s Curse, contrarily, has nothing to do with an design of Northwood Keep. Phranst instructed Kerak to hire
actual vampire. The title references an obscure magic item dwarf masons from the northern mountains to build the keep.
employed by the central villain to conduct his nefarious Additionally, Phranst changed the plans to include several
scheme. The title of the module is only the first in a series of secret doors and chambers. Also, Silinth was hired to assist
Sequence of Events unless the characters observe her. In that case, she uses her
ring of invisibility and attempts to escape through the door or
As opposed to many scenarios where the characters are left balcony.
to move from encounter to encounter, this scenario requires 12 p.m. Baron and Baroness of Ryune are discovered by Kerak
the use of a predesigned event system. That is, events occur or a maid as lunch is served. Aunt Sadie accuses the characters
during the progression of the scenario with no relation to the of being the murderers. She has no real proof but suggests that
characters’ activities. It is possible that some character actions only the characters have the ability to use magic and they are,
alter the event progression later in the scenario, but at the after all, “graverobbers and despicable treasure hunters.” No
start, events must occur as presented. one takes her too seriously, but Captain Stial must search them
It is important to carefully track time (in the play arena). The and interrogate the characters to satisfy Aunt Sadie and sever-
characters’ actions will be limited in scope on some occa- al other guests, as well as Kerak. The interrogation takes place
sions as the following events occur in sequence. For example, in the guest library and takes approximately two hours.
searching the entire keep would take the characters many 1 p.m. Boggles attempt to steal bodies of Baron and Baroness
hours based on the level of their inspection. The inspection of Ryune. If the characters do not determine a resting place,
would certainly be interrupted at some point by a preset the bodies are taken to the chapel and put under additional
event. All the times are general, and they may, and should, guard.
vary slightly by degrees of minutes. The events occur in se- 1:30 p.m. A guard discovers that the bodies of the Baron and
quence based on the following timetable: Baroness of Ryune are now missing. This exonerates the
characters if they are still being questioned by Captain Stial.
However, Aunt Sadie will not be satisfied and continues to
Day One accuse the characters of being master criminals.
2 p.m. Grand Duke Kairn suspects and approaches Kerak. He
2 p.m. Guests arrive asks the characters to assist. His supposition is based on the
5 p.m. Characters arrive fact that Kerak actually built the keep and must have designed
6 p.m. Celebration some yet-to-be-discovered secret passages or knew of the
9 p.m. Some guests depart ruins beneath the keep. During the interrogation, Kerak’s eyes
10 p.m. Winter storm arrives glaze over, and he attacks the duke or the characters. Phranst
11 p.m. Guests and hosts retire for evening watched the interrogation (while invisible or hidden), and he
commands Kerak to attack. Phranst then carefully exits the
area so as not to be discovered. Simultaneously, Silinth at-
Day Two tempts to attack Nelvanna. The attempt is unsuccessful (either
by precautions set by the characters or by convenient timing
12 a.m. Nelvanna “kills” Redak. Ghouls attack Aron and char- by another NPC). Silinth retreats but drops a fake suicide note
acter clerics. Palask is killed by ghouls on way to attack clerics. from Nelvanna claiming responsibility for all the murders.
The body is found as other guards arrive.
Description: This room serves as a cloakroom for the guests. A massive stone stair dominates this circular tower
The characters may even have boots or cloaks hanging in room. The stair lands along the west wall and gently
this room. After the celebration ends, approximately 20 sets rises in a clockwise, circular pattern. A landing is set
of men’s and women’s boots remain under the bench. There every 15 feet and at every level. The entry landing to
will also be the same number of heavy winter cloaks. None the various levels is large — 20 feet long and 10 feet
of the articles is magical. One set of boots has a peculiar oily wide. An ornate wooden handrail accompanies the
substance on them. This will be discovered only under careful stair. The room is furnished with several plush chairs
inspection (a character must succeed on a DC 14 Intelligence
and a pair of matching sofas. The floor is covered with
[Investigation] check to notice the oil). The boots belong to
various, small rugs located with the furniture.
Phranst, and he inadvertently picked up the oil while in the
Description: Nothing of interest is in the chapel. The only 10. Second Level Stairway
oddities are the six barrels. Three are filled with wine, two
with water, and the last is empty. The boggles use the empty The wide stairs come to a landing at the second floor.
barrel to steal victims from the room to their chamber. The landing area is 10 feet by 20 feet. The stairs continue
up to the third floor. Two chairs and an end table are on
the landing. Two braziers illuminate the area.
8. Great Hall
Description: Nothing of interest is in this area.
This massive room holds numerous large tables.
Dozens of individually crafted chairs line the tables.
The room is illuminated by numerous braziers, 11. Storage Room
chandeliers, and tabletop candles. Large tapestries
Description: The doors to this room are locked, and a suc-
depict woodland scenes and various castles, including
cessful DC 14 Dexterity check with thieves’ tools is required
Northwood Keep, located within the bounds of the to pick the lock. The room holds various pieces of furniture,
Northwood Forest. Several sofas and cushioned chairs art, and decorative items that have yet to be placed in the
are in the western section of the room. keep. The decorations for the main second floor hallway are
still stored here. Four sets of known keys are held by Kerak,
Description: The characters are led to this room at the start Redak, Captain Stial, and Carstairs. Phranst also has a set of
of the scenario. The celebration is centered in this area. It is keys, though he keeps them in his secret chamber.
directly served by the kitchen to the north. Any large meals
served during the scenario are served in this room.
12. Guest Suite — Calvia
Description: This room is furnished with plush rugs, deco-
9. Kitchen rative tapestries, and ornate wooden furniture. The room is
capable of supporting a long-term guest. It is cleaned daily by
Long counters and wide shelves follow the north the house staff. This room is occupied by Baron and Baroness
and west walls of this huge kitchen. Against the Calvia. They occupy the room only for a short time as they are
east wall, a large stone oven rests next to an equally the second victims (see Sequence of Events above).
huge fireplace. A gigantic kettle gently swings in the Other than the furnishings, the baron and baroness brought
fireplace. Occupying the center of the room is a long very few personal possessions, as they only planned on stay-
table made of thick wood. A covered well is in the ing for one or two nights.
northeast corner. A trapdoor near the west wall leads
to a wine cellar and larder. A single table with eight
chairs is next to the well.
27. Balcony
Description: The balcony is accessed by all the adjoining gues-
trooms. Each door requires a key, but these are not self-lock-
ing. Standing on the balcony during the storm is difficult. The
cold wind and snow make visibility nonexistent.
30. Storeroom
Description: The doors to this room are locked. Without a
22. Guestroom — Aron and Phranst key, a successful DC 13 Dexterity check with thieves’ tools is
Description: Due to the storm, more guests are staying than needed to pick the lock. The room holds various pieces of fur-
there are guestrooms. Phranst volunteers to stay with Aron niture, art, and decorative items that have yet to be placed in
(so he can spy on the cleric). When Aron is attacked, Phranst the keep. The decorations for the third-floor hallway are stored
claims he was checking on his sister, which is verified by here. Four sets of known keys are held by Kerak, Redak, Cap-
various guards and Nelvanna. Of course, Nelvanna was busy tain Stial, and Carstairs. Phranst also has a set of keys, though
“killing” her parents, but Phranst gives her, and himself, an he keeps them in his secret chamber.
alibi.
The room contains two beds and associated furniture. Aron
and Phranst have traveling clothes and related items in their
31. Third-Floor Hall
respective wall lockers. A small, obsidian jewelry box is in
the pocket of one of Phranst’s heavy robes. The jewelry box The 20-foot-wide hall is illuminated by evenly spaced
is worth 50 gp. Oddly, one of the robes does not have the left oil lanterns suspended just off the 10’ high ceiling. The
sleeve removed or stitched closed. Aron has the statistics of a hall is otherwise bare of decorations.
acolyte and carries a potion of healing.
Description: During the day, all the lanterns are maintained.
In the evening, most are extinguished until there is just
23. Guestroom — Kerak enough light to traverse the halls.
33. Balcony
36. Balcony
Description: The balcony is currently bare of furniture and
other decorations. Standing on the balcony during the storm is Description: The balcony is currently bare of furniture and
difficult. The cold wind and snow make visibility nonexistent. other decorations.
48. Well
43. Captain Stial and Velka’s House Description: The well in the kitchen descends to this under-
Description: The captain and his wife have not had time to ground river 30 feet below the keep. The river is filled with
completely set up their home. Some of the furniture is set, but clear, cold water. All characters, unless resistant to cold, suffer
most of their possessions are still in packing crates. When off 1d4 damage per round after being in the water for one full
duty, Stial and Velka will be in the house. A spiral staircase round. The water moves very slowly in this section and is
leads up to the parapet level of the outer wall (second level). generally around six feet deep. The ceiling height above the
water is only two feet. Numerous natural handholds are in the
well and climbing from the river to the kitchen is not difficult.
44. Gates However, if the wood cover is on the well in the kitchen, there
is no light in the well or river area.
Description: The gates to the keep are fashioned from iron-
wood and are particularly thick. Gate controls are in either
adjoining tower.
49. Cavern Corridor
45. Courtyard The cavern corridor is hewn out of solid rock. The
floor is smooth, and the ceiling is only seven feet high.
Description: The courtyard has a cobblestone drive that leads
The corridor ends at the underground river but begins
to the stables and keep. In the spring, there will be numerous
again on the other side. The river narrows here, and its
plantings. As the snowstorm increases, the courtyard area is
quickly covered by two feet of snow. The guards shovel walk-
speed increases.
ways between the exterior outbuildings and guard towers.
Description: Crossing the river may be a bit difficult for
unwary characters. The water’s speed is significant, and any
46. Parapet Level characters falling in can easily be swept away. The water’s
depth is eight feet. A character attempting to swim over is
Description: The parapet level of the keep’s outer wall is
swept away unless they succeed on a DC 14 Strength check.
ringed with a 10-foot-wide platform. The platform extends
A character that fails the check can make a second DC 16
over the outbuildings. Trapdoors lead to the guardhouse and
Strength check, grabbing the rocky wall on a success. The
captain’s house.
character can hold onto the wall for a number of rounds equal
to two plus their Constitution modifier (never less than one)
A horrible stench assails your noses as you approach Description: All the spears have deteriorated beyond use. The
the end of the corridor. The corridor ends at a carved barrel is empty. Each of the iron boxes is locked, requiring a
stone wall. Beyond the opening, you see a chamber successful DC 12 Dexterity check with thieves’ tools to pick.
clearly constructed of stone blocks. The room beyond is Each box holds a heavy crossbow. All the crossbows are in
large and semicircular. Peering into the dark chamber, good shape, having been oiled before being stored in the iron
boxes. One of the crossbows is a crossbow of accuracy (see
you see several figures suddenly emerge and charge
Appendix 2: New Magic Items).
your group.
Description: This room is the home to 16 ghouls, six of which 53. Shadows
attacked characters and the cleric Aron. Therefore, 10 ghouls
remain in this chamber. Several bodies in the chamber are in This room holds many suits of rusted and ruined
various forms of decay or have been partially consumed by
armor. Many shields hang on the walls, and several
the ghouls. A search reveals a total of 78 gp, 112 sp, and 91 cp.
suits of armor are propped up on stands. The armor
Also, one of bodies has a pouch containing four gems: 100 gp,
150 gp, 200 gp, and 300 gp. Lastly, one of the ghouls recently suits were once chain mail, but it appears they have all
consumed a hand from one of the victims. In the ghoul’s stom- rusted and corroded.
ach, the characters find a ring of protection.
The door leading to the rest of the tower is locked. Only Description: This room is occupied by 2 shadows. The
Phranst has a key to this door. Alternately, a successful DC shadows have a loose agreement with the wraith in Room
14 Dexterity check with thieves’ tools can unlock the door.An #56. They come to the wraith’s aid if it is attacked. However,
iron spiral staircase leads down to the next level of the tower. the wraith will not reciprocate, but the shadows retreat to the
The staircase is severely rusted. Each character that uses the wraith’s chamber if they are in danger of being destroyed.
staircase must make a DC 14 Dexterity saving throw. Failure All the armor is ruined, including the shields on the wall. No
indicates that the stairway collapses under the character, treasure is in this room.
causing them to fall and take 1d6 bludgeoning damage. The
character is also stunned for one round and unable to take an
action. 54. Secret Passage
Description: This secret door is not protected by Phranst’s
wand of secrecy (see Appendix 2: New Magic Items). It can
51. Tower Hall be found with a successful DC 13 Intelligence (Investigation)
check. The corridor beyond leads to the Northwood forest and
The halls of this T-shaped corridor collapsed in many exits approximately a quarter mile from the keep.
sections, but narrow paths remain. Dust covers the floor
and as you watch, waves of dust shift slowly along the
floor. Two broken barrels are near the intersection. 55. Spectt
Description: Nothing of interest is in the corridor. However, Floating in the center of the irregular-shaped room is
beneath the shifting dust, a thin layer of oil is present. The oil a hideous, spherical creature with one large eye at its
is from the broken barrels. It matches the oil on the boots in center. Four stalks holding smaller eyes protrude from
Room #3. the top of the round creature. Below the large central
An iron spiral staircase leads down to the next level of the eye is a gaping maw lined with sharp, yellow teeth.
tower. The staircase is severely rusted. Each character that uses The creature floats in front of an iron door.
the staircase must succeed on a DC 14 Dexterity saving throw.
Failure indicates that the stairway collapses under the char-
acter, causing them to fall and take 1d6 bludgeoning damage.
The character is also stunned for one round and unable to take
an action.
57. Tower Level Four This room is stacked high with small crates and barrels.
They are all labeled, and many are filled with exotic
Description: The stairs of the tower end at the third level.
foodstuffs and strange items. Some of the boxes have
However, the tower rises another 10 feet. A secret trapdoor
arcane markings and appear to hold spell components.
protected by the effects of the wand of secrecy (see Appendix
2: New Magic Items) is in the ceiling.
A secret door not protected by the wand of secrecy is in the Description: Phranst stockpiled some items of his particular
east section of the tower; it can be discovered with a success- taste. The boxes with arcane markings are indeed filled with
ful DC 13 Intelligence (Investigation) check. However, a thin spell components that a spellcaster recognizes as mostly used
wire attached to the door leads to Phranst’s chambers (Room by illusionists.
#61). The wire is connected to a small bell that rings and alerts
Phranst if intruders enter the hall. The wire can be detected
with a separate successful DC 15 Intelligence (Investigation)
check and disarmed quietly with a successful DC 11 Dexterity
check.
Designer’s Notes find that it can fit into your campaign with little or no effort.
This adventure is designed for characters of 5th to 6th level.
There is no getting around the fact that The Lost Caravan was
designed as a tournament adventure for use at a game conven-
tion. Therefore, the design of the adventure was focused on GM’s Overview
challenging players and using a point system to determine a The Lost Caravan follows the mystery of Princess Alissandra.
winning group. The majority of encounters were created in the Borrowing from the ever popular “save the princess” genre,
arena of tournament scoring. But like many other tournament this adventure reverses the plot as the princess does not want
adventures, the scenario has its roots in campaign play. to be found. Forced into a prearranged marriage, the princess
The Lost Caravan was originally designed and written for my and her caravan disappeared en route. The caravan vanished
personal campaign to move that campaign into the “Giant” without a trace, and the giants who occasionally raid the king-
series written by Gary Gygax and produced by TSR Hob- dom were blamed.
Description: The long set of stairs descends from the corridor Description: The island is uninhabited and completely unre-
to the treasure vault. The vault is a circular room with varying markable with one exception: an obelisk of white stone is at its
floor heights. The characters enter at the lower floor (see page center. The structure is nine feet tall and three feet in diameter.
105). The raised portion of the floor is eight feet higher than It is tubular and hollow. The obelisk is smooth, and no mark-
the lower floor. When the last character enters the room, or if ing can be seen on its surface. Lying about the base of the obe-
any characters approach within 10 feet of the raised floor, the lisk are millions of tiny, black rocks that are perfect spheres.
raptor demon (see Appendix 1: New Monsters) triggers a re- The obelisk is a transportation device that has survived for
lease mechanism that drops a huge stone block that obstructs eons on the island. The obelisk is functional. Any character
the entrance. The block is immovable by normal means, and who touches the obelisk and concentrates on a specific location
heavy excavation or magic must be used to remove it. is instantly teleported to that location. However, the character
When the stone block falls, water flows into the room through must have in his possession one of the small spherical stones
a massive grate in the ceiling. The water flows until it reaches (lying around the obelisk).
the raised floor, at which time the raptor demon closes the con- The obelisk has a secondary function of acting as a locator. A
trol valve. The lower area fills with water in three rounds. character may touch the obelisk and focus on the island. The
The raptor demon stands next to an Abyssal Gate on the raised character then has a vision of the island as seen from above
potion of the chamber. As soon as the characters are trapped, at a distance of approximately a quarter mile. The character
the raptor demon summons 2d6 raptrikas (see Appendix 1: can then “move” in any direction at virtually any speed. The
New Monsters) through the gate. The gate closes at this point. range of the “vision” is limited to the outer shore of Dagger
Additionally, six huge chests are overflowing with coins. The Lake. Once the character reaches his desired location, he can
evil nature of the temple protects the vault in a manner similar zoom in and teleport to that spot instantly. However, charac-
to a hallow spell: all vault defenders are immune to effects that ters using the second method notice that they cannot go back
turn undead and have resistance to radiant damage. The vault once they select a location or stop traveling. The character has
defenders must fight to the death. None of the vault defenders five seconds once the travel ceases to either teleport or the
needs to actually breathe, and all can operate in the water if vision ends. This way, the obelisk cannot be effectively used
required. as a scrying device. Again, the obelisk does not function if the
Each chest holds 10,000 tin coins that were the currency of the character does not have a small, spherical stone in his posses-
realm some 500 years ago when the temple was in operation. sion. Characters who are transported remain in that location
The tin coins have an equivalent value of a copper piece. exactly 10 minutes, and then they are returned to the obelisk.
There are two methods of escape from this room. The first is to The only way to make the transport permanent is to possess
locate the secret escape tunnel over the original entrance. The one of the small, spherical stones. The stone must be dropped
door is so well concealed that a character must succeed on a within 10 minutes, or the character is returned to the obelisk.
DC 18 Intelligence (Investigation) check to spot it. When a stone is dropped, it turns to dust and is gone forever.
The second method of escape is to actually flood the room. If A character that is stranded can be returned if another char-
the characters remove the grate and fill the room with water, acter follows with an extra stone and gives it to the stranded
they can swim up and exit into the island pond next to the ru- character. Note, the characters must exchange the stone within
ins. Encumbered characters cannot swim the required distance 10 minutes of arrival, or the second character returns to the
and drown. Finally, if the characters exit the way they came, obelisk. A character may use the obelisk only twice per day.
they are attacked by the 12 dwarves (statistics of bandits with Therefore, a character may teleport to a known location or to
The stone door leading into the cliff wall hangs open
but reveals only darkness within. When closed, the
door would appear to be a perfect match for the
surrounding cliff wall and difficult to detect. The hall
beyond the door disappears into darkness.
Clearly, a massive collapse took place here. The A huge bugbear lies in a heap next to the western door.
corridor is completely blocked.
The bugbear’s remains are horribly mutilated, with
Description: The corridor is impassable, as tons of rock and multiple gaping slash wounds and obvious broken
debris have fallen and blocked all passage. bones. The secret door to the east is cracked open, but
no light is evident.
Old Crypt Complex Description: The bugbear was the leader of those that entered
When Princess Alissandra recaptured the keep from humanoid the complex. It was killed by the cryptstalker (see Appendix
occupiers, she discovered the ancient crypts and temple. She 1: New Monsters) in Room #8. The bugbear is clearly dead.
decided to conceal the old crypt complex so that there would His weapon is lying on the floor in Room #8. A pouch can be
be no temptation to loot the dead. She then had a secondary found on his remains, and it contains 37 gp and 21 sp. His ar-
crypt built for the occupants of the keep as well as the secret mor has been shredded. The bugbear animates as a cryptfiend
door. The old crypt and temple were devoted to a now-forgot- (see Appendix 1: New Monsters) 1 minute after the characters
ten deity. The invading bugbears discovered the old crypt and enter Room #8. It seeks to attack the nearest character after it
inadvertently interrupted its dark guardian. rises or moves to Room #8 if no characters are present.
This chamber is clearly older than the rooms and halls This massive chamber is clearly a crypt. Eight huge
you have passed. The stone walls are roughly carved, pillars support the ceiling hidden in the darkness
and the floor feels uneven. A small section of the west above. A stone altar rests on a raised dais against
wall has been carved out, and numerous candles sit on the eastern wall. The north and south walls are
the ledge. The remains of a mosaic painting cover the honeycombed with narrow alcoves that appear to hold
alcove wall behind the candles. stone coffins. Numerous coffins lie in ruin along the
south wall. Stark white protrusions, which can only be
bones, are evident in the debris. A large battleaxe lies
Description: This room is occupied by 3 bugbears who just
spiked the east door closed. The bugbears attack the characters
in the middle of room.
on sight and retreat only in the direction of the secret corridor.
The bugbears just survived an encounter with the cryptstalker Description: A cryptstalker (see Appendix 1: New Monsters)
in Room #8, and they are in a complete state of panic. They recently discovered this crypt. It opened a shadow portal in
will not surrender under any circumstance but wish only to the northwest corner of the room. The portal cannot be distin-
retreat from the underground complex. The bugbears fight guished from normal shadows until a light source is within
with reckless abandon, which gives them advantage on melee illumination range. The cryptstalker has been opening coffins
weapon attack rolls, but others have advantage on attack rolls along the south wall and has gathered a small amount of trea-
against them. sure that it has taken through the shadow portal to its lair.
The cryptstalker conceals itself in the shadows and summons
Each bugbear carries a sack of 1d2 giantkin items (see Chart 1 its minions through the shadow portal (see the Cryptstalker
in Appendix 4). Minion Table in Appendix 1: New Monsters). The summoned
creatures immediately attack the characters. The cryptstalker
engages in combat if discovered or after its minions engage
6. Collapsed Hall all the characters. The cryptstalker flees through the portal if
combat turns in favor of the characters. No additional minions
Clearly a massive collapse took place here. The corridor enter through the portal after the cryptstalker flees or if the
is completely blocked. The bloodied remains of a very destination is changed. Immediately upon fleeing the chamber,
the cryptstalker changes the portal destination to a crypt that
hairy leg stick out from the rubble.
it has prepared for pursuers. Characters entering the shadow
portal after the cryptstalker find themselves at Location #1 in
Description: The bugbears rigged a trap that caused the the Cryptstalker’s Trap (Appendix 1: New Monsters).
ceiling to collapse in this corridor. This is a failsafe trap so Undead that are successfully turned do not retreat through the
intruders could not access the Outland Keep. The corridor is portal. New minions exit the portal at the start of each new
impassable as tons of rock and debris have fallen and blocked round and must then roll for initiative. The minions have the
all passage. Three bugbears are crushed beneath the rubble. full round to move and/or attack based on their movement
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (–1) 10 (+0) 14 (+2) 1 (–5) 7 (–2) 3 (–4) 18 (+4) 13 (+1) 20 (+5) 7 (–2) 9 (–1) 7 (–2)
These large beetles resemble the weaker giant fire beetle. They Multiattack. The troll makes three attacks: one with its bite
have the same red glands that emit a reddish light in a 30-foot and two with its claws.
radius. However, all resemblance ends with their appearance. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Giant flame beetles are extremely voracious and violently at- 7 (1d6 + 4) piercing damage.
tack any potential food source, which includes most creatures. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
They normally bite targets and then emit flames from their 11 (2d6 + 4) slashing damage.
mandibles. Teleport (Recharge 4-6). The blink troll magically teleports,
along with any equipment it is wearing or carrying, up
to 40 ft. to an unoccupied space it can see. Before or after
Giant Oil Beetle teleporting, the blink troll can make one bite attack.
Small beast, unaligned
A blink troll appears as a normal troll although they are
Armor Class 16 (natural armor) slightly smaller and have glowing green eyes. Blink trolls do
Hit Points 11 (2d6 + 4) not carry treasure or weapons.
Speed 30 ft.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: Skills Sleight of Hand +5, Stealth +5
3 (1d6) slashing damage. Damage Immunities poison, psychic; bludgeoning, piercing,
Acid Spray (Recharge 4–6). The beetle squirts acid in a line that and slashing from nonmagical attacks
is 10 ft. long and 5 ft. wide. Each creature in that line must Condition Immunities charmed, exhaustion, frightened,
make a DC 13 Dexterity saving throw, taking 8 (2d6 + 1) poisoned
acid damage on a failed save, or half as much damage on a Senses passive Perception 11
successful one.
Armor Class 13
Hit Points 26 (4d10 + 4) Chasm Gnome Leader
Speed 10 ft., fly 60 ft. A chasm gnome leader has the statistics of a chasm gnome
(see above) with the following changes:
STR DEX CON INT WIS CHA • It has Dexterity 16 (+3).
• It has AC 16 (chain shirt).
15 (+2) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
• It has 27 (5d6 + 10) hit points.
• It has Challenge 1 (200 XP).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 15 (+2) 13 (+1) 14 (+2) 6 (–2) 12 (+1) 9 (–1)
Fire Giant Mummy A forge lich was formerly a high level spellcaster of one of the
Huge undead, lawful evil Deep races (except dark elf). They do not concern themselves
with the world above the Deep. Furthermore, a forge lich
Armor Class 18 (plate) disdains all things undead (often including itself) and never
Hit Points 175 (14d12 + 84) commands them. They focus their being on researching magic
Speed 30 ft. items and creating new, unique items. Often, the items are
designed to defeat an enemy race (from their days as a living
being).
STR DEX CON INT WIS CHA
25 (+7) 9 (–1) 23 (+6) 6 (–2) 10 (+0) 12 (+1)
Actions
Goblin Shaman
The goblin shaman has the statistics of a priest with the Heavy Guard
following changes: Medium humanoid (any), any alignment
• It has 22 (5d6 + 5) hit points.
• It has Dexterity 14 (+2) and AC 17 (chain shirt, shield). Armor Class 16 (chain mail)
• It has the following additional trait: Hit Points 32 (5d8 + 10)
• Nimble Escape. The goblin can take the Disengage or Speed 30 ft.
Hide action as a bonus action on each of its turns.
STR DEX CON INT WIS CHA
Actions
Harowen Illusionist
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Medium humanoid (harowen), neutral good
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage
or 6 (1d8 + 2) piercing damage if used with two hands to
Armor Class 13 (16 with mage armor)
make a melee attack.
Hit Points 33 (6d8 + 6)
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 30 ft.
target. Hit: 5 (1d6 + 2) piercing damage.
Mist Wolf
Lizard, Giant Draco Large monstrosity, neutral evil
Large beast, unaligned
Armor Class 14 (natural armor)
Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16)
Hit Points 30 (4d10 + 8) Speed 50 ft., fly 40 ft.
Speed 30 ft., climb 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 5 (–3) 12 (+1) 9 (–1)
14 (+2) 15 (+2) 14 (+2) 2 (–4) 10 (+0) 5 (–3)
Skills Perception +5, Stealth +6
Senses darkvision 30 ft., passive Perception 10 Damage Resistances cold
Languages –– Damage Immunities bludgeoning, piercing, and slashing
Challenge 1/2 (100 XP) from nonmagical attacks
Senses passive Perception 15
Flyby. The lizard doesn’t provoke opportunity attacks when it Languages ––
flies out of an enemy’s reach. Challenge 3 (700 XP)
Dive Attack. If the lizard is flying and dives at least 30 ft.
straight toward a target and then hits it with a bite attack Keen Hearing and Smell. The wolf has advantage on Wisdom
on the same turn, the target takes an extra 5 (1d10) piercing (Perception) checks that rely on hearing or smell.
damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage.
Piercer
Medium monstrosity, unaligned
False Appearance. While the piercer remains motionless on the STR DEX CON INT WIS CHA
ceiling, it is indistinguishable from a stalactite.
Spider Climb. The piercer can climb difficult surfaces, 17 (+3) 15 (+2) 18 (+4) 11 (+0) 13 (+1) 10 (+0)
including upside down on ceilings, without needing to
make an ability check. Saving Throws Dex +5, Wis +4, Cha +3
Safe Falling. The piercer is immune to damage from falling. Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Actions Damage Immunities poison
Condition Immunities poisoned
Drop. Ranged Weapon Attack: +3 to hit, range 30 ft., one target Senses darkvision 120 ft., passive Perception 11
beneath the piercer. Hit: 4 (1d6 + 1) piercing damage per 10 Languages Abyssal, telepathy 120 ft.
feet fallen up to 18 (4d6 + 4). Challenge 6 (2,300 XP)
A piercer is a strange creature that lives only in caves and Magic Resistance. The raptor demon has advantage on saving
caverns. They have the same general shape as a stalactite and throws against spells and other magical effects.
hang from the ceilings of caves where they wait to drop on
unsuspecting victims. Their color ranges from gray to a dark Actions
brown, and they are nearly indistinguishable from cavern rock
formations. They have skin that is very dense, much like rock. Multiattack. The raptor demon makes three attacks: one with
its beak, one with its talons, and one with its tail.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage.
Raptrika
Small fiend (demon), chaotic evil
Skeleton, Abyssal
Medium undead, lawful evil Tick, Giant
Small beast, unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8) Armor Class 15 (natural armor)
Speed 30 ft. Hit Points 7 (2d6)
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3) STR DEX CON INT WIS CHA
8 (–1) 10 (+0) 11 (+0) 1 (–5) 7 (–2) 3 (–4)
Damage Vulnerabilities bludgeoning
Damage Immunities fire Skills Stealth +4
Condition Immunities poisoned Senses blindsight 20 ft., passive Perception 8
Senses darkvision 60 ft., passive Perception 9 Languages ––
Languages understands the languages it knew in life but can’t Challenge 1/4 (50 XP)
speak
Challenge 1 (200 XP) Standing Leap. The tick’s long jump is up to 30 ft. and its high
jump is up to 10 ft., with or without a running start.
Actions
Wraith, Greater
Medium undead, lawful evil
Armor Class 13
Hit Points 110 (13d8 + 52)
Speed 30 ft.
Actions
You have a +1 bonus to attack and damage rolls made with Libram of Proficiency
this magical sword. You have a +2 bonus to attack and damage Wondrous item, very rare
rolls made against giants and giantkin with this weapon. In
addition, when you hit a giant or giantkin with an attack using This book contains detailed diagrams and weapon training
this sword, the target takes an extra 1d8 damage of the type regimens, and its words are charged with magic. If you spend
normally dealt by it. 144 hours over a period of 30 days or fewer studying the
book’s contents and practicing its guidelines, you gain profi-
Helm of Underwater Action ciency with martial weapons. The manual then loses its magic,
but regains it in a century.
Wondrous item, uncommon
This book grants its reader a new weapon proficiency with
While wearing this verdigris-encrusted helm, you can breathe
specialization. The weapon can be of any type. The special-
underwater and have a swimming speed equal to your walk-
ization bonus is +1 to hit and +2 to damage. The book can
ing speed.
You have a +1 bonus to attack and damage rolls made with This simple wooden wand has 6 charges. You can use an
this magic staff. When you damage a non-undead creature action to expend 1 charge to cast the light spell. The wand
with the staff, you gain temporary hit points equal to the dam- regains 1d4 + 1 expended charges daily at dawn.
age inflicted. You may not gain more than 12 temporary hit
points from the staff, and this ability only function three times
per day. Wand of Secrecy
Wand, rare
The Vampire’s Curse This powerful wand has 5 charges. While holding it, you can
use an action to expend 1 charge to make a hidden, concealed,
The Vampire’s Curse is actually a medallion (The Vampire’s or secret door or portal within 10 feet more difficult to detect.
Heart) and ring (The Vampire’s Soul) that work separately but Magic detection (such as that of a wand of secrets) fails to detect
were designed as a set (see below). such a door. Those searching for such a door by normal means
have disadvantage on Intelligence (Investigation) checks to
find it. The wand regains 1d4+1 charges daily at dawn.
The Vampire’s Heart
Wondrous item, legendary (requires attunement)
Weapon of Bleeding
While you are wearing this plain-looking medallion, you can Weapon (any melee weapon), rare (requires attunement)
use an action to cast a modified version of the charm person
spell (spell save DC 17 or your normal spell save DC, which- You gain a +1 bonus to attack and damage rolls made with this
ever is higher). You must make eye contact with the target, the magic weapon. In addition, whenever you strike a creature
duration of the spell is 24 hours, and the target has no memory other than an undead or a construct, the target begins bleed-
of what transpired while under the charm. (Most insist they ing. At the start of each of its turns, it must make a DC 14
were sleeping.) A dispel magic spell or similar magic can negate Constitution saving throw. On a failed save, the target takes 3
the charm, and it ends if you terminate it or die. Once you (1d6) necrotic damage. On a successful save, the target ends
have used this ability of the medallion, you can’t use it again the bleeding effect on itself. Magical healing also ends this
until the next dawn. bleeding.
The Black Cult is an organization devoted to the belief that Black Cult Spells
giants are fallen gods and should truly rule the inhabitants of
the world. The cult is made up mostly of giantkin, humanoids, Giantkin Form
and some humans. The cultists serve giants and often act as
spies. Members of the cult worship the same gods as the vari- 3rd-level transmutation
ous giant types. Leaders of the cult are priests, mostly human. Casting Time: 1 action
Range: 10 feet
Components: V, S
Roster Duration: 1 day
When you cast this spell on a humanoid within range, it
Black Priest, Frost is a human priest with AC 19 (chain mail,
transforms into a giantkin (bugbear or ogre) of your choice
+1 shield), a ring of the frost giant (see Appendix 2: New
(just as with a polymorph spell). If the target is unwilling, it can
Magic Items), and a potion of greater healing. He has the cult
make a Constitution saving throw. On a success, the spell has
spells stone strike and giantkin form (see below) prepared.
no effect.
Black Priest, Fire is a human priest with AC 19 (chain mail, +1
shield), a ring of the fire giant (see Appendix 2: New Magic
Stone Strike
Items), and a potion of greater healing. He has the cult spell
stone strike (see below) available instead of spirit guardians. 3rd-level evocation
Casting Time: 1 action
Cultist Leader is a human with the statistics of a bandit Range: 300 feet
captain with a potion of greater healing and a potion of the Components: V, S, M (small pebble)
hill giant (see potion of the giant in Appendix 2: New Magic Duration: Instantaneous
Items). When you cast this spell on a small pebble, it changes into
a boulder and is hurled toward a designated target. Make a
Human Cultists: Each cultist carries 1d6 gp. ranged spell attack. On a hit, the target takes 4d10 bludgeon-
ing damage.
Alignment Law
Class Harrowen Level 2
Strength 13 Bonus to Hit/Damage +1 Open Doors +1 Weight allow 600
Intelligence 16 Bonus Languages +2
0 Level Spells
Wisdom 11 Magic Save Bonus +0
Hit Points 13
#3:
Base Thaco 17
Copper
Silver
Gold
Electrum
Platinum
This product contains Open Game Content, which may only be used tions are Your original creation and/or You have sufficient rights to grant
under and in terms of the Open Game License Version 1.0a, distributed by the rights conveyed by this License.
Wizards of the Coast, Inc. Open Game Content includes all new monsters 6.Notice of License Copyright: You must update the COPYRIGHT NO-
and all game mechanics (including the methods, procedures, processes TICE portion of this License to include the exact text of the COPYRIGHT
and routines to the extent of such content does not embody Product NOTICE of any Open Game Content You are copying, modifying or
Identity). distributing, and You must add the title, the copyright date, and the copy-
OPEN GAME LICENSE Version 1.0a right holder’s name to the COPYRIGHT NOTICE of any original Open
The following text is the property of Wizards of the Coast, Inc. and is Game Content you Distribute.
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re- 7. Use of Product Identity: You agree not to Use any Product Identity,
served. including as an indication as to compatibility, except as expressly licensed
1. Definitions: (a)”Contributors” means the copyright and/or trademark in another, independent Agreement with the owner of each element of that
owners who have contributed Open Game Content; (b)”Derivative Product Identity. You agree not to indicate compatibility or co-adaptability
Material” means copyrighted material including derivative works and with any Trademark or Registered Trademark in conjunction with a work
translations (including into other computer languages), potation, modifi- containing Open Game Content except as expressly licensed in another,
cation, correction, addition, extension, upgrade, improvement, compila- independent Agreement with the owner of such Trademark or Registered
tion, abridgment or other form in which an existing work may be recast, Trademark. The use of any Product Identity in Open Game Content does
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, not constitute a challenge to the ownership of that Product Identity. The
lease, sell, broadcast, publicly display, transmit or otherwise distribute; owner of any Product Identity used in Open Game Content shall retain all
(d)”Open Game Content” means the game mechanic and includes the rights, title and interest in and to that Product Identity.
methods, procedures, processes and routines to the extent such content 8. Identification: If you distribute Open Game Content You must clearly
does not embody the Product Identity and is an enhancement over the pri- indicate which portions of the work that you are distributing are Open
or art and any additional content clearly identified as Open Game Content Game Content.
by the Contributor, and means any work covered by this License, includ- 9. Updating the License: Wizards or its designated Agents may publish
ing translations and derivative works under copyright law, but specifically updated versions of this License. You may use any authorized version
excludes Product Identity. (e) “Product Identity” means product and of this License to copy, modify and distribute any Open Game Content
product line names, logos and identifying marks including trade dress; originally distributed under any version of this License.
artifacts; creatures characters; stories, storylines, plots, thematic elements, 10. Copy of this License: You MUST include a copy of this License with
dialogue, incidents, language, artwork, symbols, designs, depictions, like- every copy of the Open Game Content You Distribute.
nesses, formats, poses, concepts, themes and graphic, photographic and 11. Use of Contributor Credits: You may not market or advertise the Open
other visual or audio representations; names and descriptions of charac- Game Content using the name of any Contributor unless You have written
ters, spells, enchantments, personalities, teams, personas, likenesses and permission from the Contributor to do so.
special abilities; places, locations, environments, creatures, equipment, 12. Inability to Comply: If it is impossible for You to comply with any of
magical or supernatural abilities or effects, logos, symbols, or graphic de- the terms of this License with respect to some or all of the Open Game
signs; and any other trademark or registered trademark clearly identified Content due to statute, judicial order, or governmental regulation then
as Product identity by the owner of the Product Identity, and which specif- You may not Use any Open Game Material so affected.
ically excludes the Open Game Content; (f) “Trademark” means the logos, 13. Termination: This License will terminate automatically if You fail to
names, mark, sign, motto, designs that are used by a Contributor to identi- comply with all terms herein and fail to cure such breach within 30 days of
fy itself or its products or the associated products contributed to the Open becoming aware of the breach. All sublicenses shall survive the termina-
Game License by the Contributor (g) “Use”, “Used” or “Using” means to tion of this License.
use, Distribute, copy, edit, format, modify, translate and otherwise create 14. Reformation: If any provision of this License is held to be unenforce-
Derivative Material of Open Game Content. (h) “You” or “Your” means able, such provision shall be reformed only to the extent necessary to
the licensee in terms of this agreement. make it enforceable.
2. The License: This License applies to any Open Game Content that con- 15. COPYRIGHT NOTICE
tains a notice indicating that the Open Game Content may only be Used Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
under and in terms of this License. You must affix such a notice to any System Reference Document 5.0 Copyright 2016, Wizards of the Coast,
Open Game Content that you Use. No terms may be added to or subtract- Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
ed from this License except as described by the License itself. No other Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
terms or conditions may be applied to any Open Game Content distribut- Chris Sims, and Steve Townshend, based on original material by E. Gary
ed using this License. Gygax and Dave Arneson.
3.Offer and Acceptance: By Using the Open Game Content You indicate BX RPG, Copyright 2019, William Barsh. BX RPG, Copyright 2019, Pace-
Your acceptance of the terms of this License. setter Games & Simulations LLC.;
4. Grant and Consideration: In consideration for agreeing to use this Product Identity includes, “Pacesetter Games & Simulations,” “PGS,”
License, the Contributors grant You a perpetual, worldwide, royalty-free, “Tome of Quests,” “Tome of Quests: Volume One,” “The Screaming Tem-
nonexclusive license with the exact terms of this License to Use, the Open ple,” “Thing in the Valley,” “The Lost Caravan,” “The Vampire’s Curse,”
Game Content. “Felhorde,” artwork, cartography, and all logos and trade dress contained
5.Representation of Authority to Contribute: If You are contributing orig- herein.
inal material as Open Game Content, You represent that Your Contribu-
Quests
Tome of