TEXT: 1
  
  2
  Authors Ismael Alvarez
  Editor Lucus Palosaari
  Copy Editor Troy Daniels
  Design and Layout Rick Hershey
  Fat Goblin Hoarde Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor 
  Hubler, Matt Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey.
  Publisher Rick Hershey of Fat Goblin Games
  A Night at Wayside Inn © 2020 Fat Goblin Games 
  Open Game Content: All material — including but not limited to art, place and character 
  names, character and setting descriptions, background, and new class descriptions—is 
  Product Identity. All other content is considered Open Game Content. 
  Reference in non-Open Game Content (thus not covered by the Open Game License) in 
  this work to content owned by others is not a challenge to their ownership and is used 
  under Fair Use. 
   
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Path-
  finder Roleplaying Game compatible products. With a focus on high-quality production 
  values and providing a creative environment for our team of freelancers (The Fat Goblin 
  Hoarde), Fat Goblin Games has quickly become a recognized force in the world of Third 
  Party Publishers of not just the Pathfinder Roleplaying Game and 5th Edition Fantasy, but 
  also supporting the vs. M Engine, our own Difference Engine, and TinyD6 games originally 
  produced by Gallant Knight Games. With hundreds of support books, visual aids, campaign 
  settings, and quality stock art, Fat Goblin Games continues to provide exciting content and 
  fantastic worlds in which gamers can immerse themselves.
  Visit us on Facebook, follow us on Twitter, and check out our website at                         
  fatgoblingames.com.
  
  3
  Adventure Primer
  Adventure Level: 7-10
  Estimated Duration: 2-3 hours
  Adventure Background
  All is not as it appears at this charming roadside tavern. 
  What an adventuring party may perceive as a welcome 
  respite from the wilderness is really a den of iniquity de-
  termined to feed on their life experiences, leaving them at 
  best weakened and at worst… well we simply won’t dis-
  cuss the worst as our heroes will hopefully do as heroes 
  should and rid the world of this tainted evil architecture 
  once and for all! Right?!
  Welcome to the Wayside Inn! A seemingly innocent 
  tavern of misfortune and mischief that preys upon the oc-
  casional traveler. Nearly always found amidst a deluge of 
  poor weather or nestled along paths where roads are long 
  and adventurers are desperately weary, this restless piece 
  of architecture is the perfect mini adventure to break the 
  monotony of long treks.
  This dwelling of innocent barmaids is actually a re-
  sourceful hag cult in disguise waiting to prey upon the 
  helpless and weary with inventive brews, alluring staff, 
  and a plethora of tricks up their dainty little sleeves! Hav-
  ing grown tired of incorporating themselves into local 
  society, only to be discovered and barely escaping with 
  their lives, these hags fled to an elder of their race. She 
  brought them together and used her great magical re-
  sources to create their new home, enchanting it to always 
  wander, thus protecting both their location and identities. 
  Unfortunately as years passed the leader of these wander-
  ing females became complacent and in the end a cunning 
  occupant by the name of Epiphany conspired against her. 
  This cost her not only her position, but her life as well. 
  Now Epiphany leads the lair and lies in wait in the lower 
  levels, enjoying the fruits of the labor of others who bring 
  her offerings of lost travelers and see to her every need. 
  This adventure is designed for adventurer’s level 7-10, 
  takes approximately 2-3 hours of play, and details every-
  thing you need to drop this wandering nuisance into 
  your ongoing campaign for a side trek or even an ongo-
  ing adventure!
  Adventure Location
  Epiphany’s Wayside Inn is playable from virtually 
  anywhere, however it is written for the occupants 
  preferred method of discovery. Appearing along a 
  lengthy road between two locations, ideally during a 
  torrential downpour.
  Adventure Hooks
  This is the perfect side adventure for a party traveling 
  a great distance of land with few populated areas.
  It would be just as easy for players to stumble upon 
  the Tavern after a long trek through the wilderness or 
  nestled between a few trees in a large expanse of forest. 
  And while not quite as likely, it’s entirely possible 
  Epiphany could decide to take her chances, due to her 
  ever growing greed and relocate to a small town or 
  perhaps a thriving city! The PC’s may have stumbled 
  accidentally into her lair or possibly heard rumors of a 
  dockside tavern where men go in and come out horri-
  bly weakened and sometimes not at all!
  
  4
  Welcome to the world of Shadows over 
  Vathak, a realm of dwindling hope and de-
  spair. As players, your characters fight to sur-
  vive in a land threatened with destruction by 
  the rise of the ancient and evil Old Ones and 
  their spawn. Your characters may represent 
  points of light in the darkness or give in to 
  wicked temptations. Most will fall somewhere 
  in between — survivors struggling to eke out 
  another day. Though the followers of the One 
  True God speak of divine providence while 
  battling the Old Ones, the sins of the Church 
  often rival those of their enemies. In the 
  world of Vathak, your character’s perceptions 
  of heroes and villains is a thin line drawn by 
  their own personal morality and, of course, 
  determined by the victor.
  This adventure is set in the dark fantasy 
  world of Vathak. As such there are references 
  to the history, characters, and locations of that 
  world. However, with a little bit of alteration, 
  these adventures can be suited for any horror 
  themed 5th edition game.
  If you are new to Shadows over Vathak, 
  make sure you sign up for our newslet-
  ter and receive a free copy of the Explorer’s 
  Guide to Vathak. 
  RunninG this AdventuRe
  To run this adventure, it is recomended that you 
  have copies of the 5th Edition core rulebooks. 
  In this adventure you might come across spells, 
  abilities, creatures, magic items, and other references 
  to content from these corebooks. When this happens 
  that item will appear in bold/red text, like this:
  “The goblins are waiting to attack the caravan as it 
  comes around the steep bend.”
  If the content is new (such as monsters or equip-
  ment) and not included in one of the corebooks, we 
  will make note of the source or include the item in an 
  appendix to the adventure.
  AbbReviAtions
  The following are a collection of common abbrevia-
  tions that might be used in this adventure.
  AC
  Armor Class
  CE
  Chaotic Evil
  CG
  Chaotic Good
  CN
  Chaotic Neutral
  cp
  Copper pieces
  CR
  Challenge Rating
  d% 
  Two d10s die one 
  as the 10s the 
  other as the 1s
  d10
  A die of 10 sides
  d12
  A die of 12 sides
  d20
  A die of 20 sides
  d4
  A die of 4 sides
  d6
  A die of 6 sides
  d8
  A die of 8 sides
  DC
  Difficulty Class
  EL
  Encounter Level
  EP
  Electrum Pieces
  GM
  Game Master
  GP
  Gold pieces
  HP
  Hit Points
  LE
  Lawful Evil
  LG
  Lawful Good
  LN
  Lawful Neutral
  N or TN
  Neutral, or     
  True Neutral
  NE
  Neutral Evil
  NG
  Neutral Good
  NPC
  Non-Player  
  Character
  PC
  Player Character
  pp
  Platinum pieces
  sp
  Silver Pieces
  Stats
  The statistical 
  representation   
  of a character
  XP
  Experience Points
  
  5
  Other than Epiphany, the inn is home to six rogue 
  witchborn, an alchemist barkeep, and two dhampir 
  Bouncers. 
  The witchborn serve as seductive barmaids and ser-
  vants to the inn’s master. When not entertaining com-
  pany they are often sent out to obtain provisions such 
  as food, wine, or the luxurious silks Epiphany prefers 
  to clothe herself in. Occasionally these items are paid 
  for by coin stolen from visitors, but more often than 
  not they are gained by less than honest means. 
  The Bouncers spend their time lounging about the 
  common room waiting on the commands of the “bar-
  maids”. Often they are employed to drag a less than 
  willing victim down to the lower levels or prevent an 
  occupant from escaping.
   Y’ndriel, also a dhampir, is a brewmaster who ex-
  cels in mind altering concoctions. When not occupied 
  filling mugs or blending drinks he can be found in his 
  quarters in the lower levels brewing hypnotic ale and 
  tinkering with other alchemical mixtures. 
  Stat blocks for Epiphany and her cohorts are located 
  in Appendix 1.
  5
  hypnotic Ale
  Price 50 gp; Weight 1 lb.
  Hypnotic ale tastes absolutely heavenly, mak-
  ing those who drink it desire to consume even 
  more of the divine beverage. A high quality ale 
  distilled and combined with the blood of a satyr, 
  this intoxicating alcoholic treat provides a signifi-
  cantly greater kick than one would expect due to 
  its special ingredients. The power of this sensual 
  blood, combined with alchemy, produces strange 
  mind-altering effects in those who consume it. 
  Anyone drinking a single mug of hypnotic ale 
  must make a DC 15 Wisdom saving throw to 
  resist its effects.  Those who fail are fascinated, 
  and find themselves charmed by the staff of the 
  establishment serving the brew.  Affected patrons 
  treat the establishment’s staff favorably, and have 
  disadvantage on rolls to resist the staff’s charm 
  effects for 24 hours.
  Crafting: DC 22 Intelligence (Alchemy Supplies)
  
  6
  Inn Description
  1 - the tAp Room
  An overcast and cloudy day sees you traveling in wet weath-
  er. The rain pours down in a never ending deluge infiltrating 
  your attire and soaking into every piece of cloth on your per-
  son. Hunger gnaws at your belly, a testimony to your skipped 
  lunch.  You can only hope your travel rations wrapped 
  tightly at the bottom of your haversack have survived intact. 
  Through the thick droplets you see a large building. Two 
  stories high with a faded yellow sign, the building is in clear 
  need of repair and paint.  After a few more feet, and upon 
  closer inspection, you see the sign has scrolling print that 
  labels the structure “Epiphany’s Wayside Tavern.” Grateful 
  for any place that might provide a hot meal and warm fire 
  you rush to enter.
  The inside of the tavern is dimly lit and after brushing the 
  water from your eyes it takes a moment for the interior to 
  come into focus. The large common area before you is popu-
  lated by several wooden tables and very few people. Doubtful 
  too many would be out and about for a drink in this kind of 
  weather. A roaring fire across the room draws your attention 
  almost instantly. 
  As you make your way inside a comely barmaid approaches 
  with a tray full of mugs and smiles welcomingly. “Care for a 
  mug o’ ale to warm yer belly whilst ye dry by the fire?” 
  If the players choose to accept the proffered drinks and 
  go rest by the fire, they find the ale is likely the best 
  they’ve ever had, this special brew sits nicely in the 
  belly and provides a feeling of warmth and content-
  ment, as well as a potential fascination with a few of 
  the barmaids in the seemingly over staffed tap room. 
  (See sidebar: hypnotic ale) 
  2 – the bAR
  The bar counter at Epiphany’s doesn’t differ much 
  from any other tavern, bottles of aged wine and other 
  liquors line the back walls and empty mugs wait to 
  be filled to the brim. Kegs of the house ale are neatly 
  stacked and tapped waiting to quench a traveler’s thirst 
  while igniting other desires. At the end of the bar area 
  is a small door that opens into a nondescript broom 
  closet. Cleaning rags, buckets, and various chipped 
  mugs litter the shelves. The barkeep, however, is a dif-
  ferent matter entirely. Y’ndriel the Alchemist is a seem-
  ingly amiable fellow, ready to listen to the troubles of 
  his customers or happily offer a charming smile and 
  flirtatious wink to anyone that catches his fancy. 
  If the PC’s choose to fight in the common room 
  Y’ndriel is too self-serving to offer aid to his com-
  panions and instead flees to his basement rooms to 
  gather his precious alchemical formulas. Once his 
  belongings are gathered, he tries to slip out while 
  the PC’s are busy fending off the other inhabitants. 
  Should anyone notice his departure, the dhampir 
  attempts to bargain for his freedom, either by using 
  his charm or offering alchemical brews and what little 
  bit of gold he possesses, lamenting falsely that he 
  was enslaved.  Should this fail, he fights capture with 
  every trick at his disposal.
  Should the PC’s investigate further, or the barkeep 
  choose to flee, a secret door can be found with a DC 
  19 Wisdom (Perception) check. The door opens into 
  area 7, which has a stairwell that leads down to the 
  lower level (see area 7). 
  3. common Guest Rooms
  The northern upstairs guest rooms are suited for the 
  average person, each having enough room for a basic 
  bed, desk, and chair. The furniture is roughly hewn 
  light wood and the blankets are of common grey wool 
  but the rooms are clean, cheap, and large enough to 
  house one guest. (4 sp per night)
  Two of these rooms are typically occupied by the 
  dhampir bouncers.
   
  4. bAth AReA 
  Upon entering this room you find it suitably outfit-
  ted for bathing. Large wooden tubs set empty aside 
  the left wall waiting to be filled with warm water for 
  customers who might order a bath for 3 cp, each with 
  a small round table that holds a chip of soap and rag 
  for washing. 
  To the right, a much larger round bath sits and 
  is filled with water. For 5 gp, the barmaids add hot 
  water for a long soak and aid the wealthier clientele 
  in washing. A locked oak armoire in the back of the 
  room holds several softer towels, bars of scented 
  soap, and a few bottles of bath oils. The key is usually 
  carried by one of the witchborn rogues.
  
  7
  5. Fine Guest Rooms
  These two rooms are more expansive and of finer 
  quality than the common lodgings, having space for 
  one or even two occupants, if they’ve a mind to share 
  the bed. The linens are a soft blue cotton and the 
  inclusion of a table and chairs as well as a polished 
  desk make the quarters much homier than the aver-
  age chamber.  (8 sp per night)
  6. luxuRy Guest Room
  While the cost of this room is a bit steep, it’s worth 
  the rate to those who prefer the finer things in life. 
  The double bed is a solid, dark wood, with silken cov-
  erings, a matching secretary’s desk sits in one corner 
  of the room providing ink and parchment to those in 
  the habit of writing, while a full length mirror resting 
  in the opposite corner reflects most of the chamber.  
  The center area hosts a small table with matching 
  chairs, ideal for a private meal.
  Behind a heavy curtain to the left is a decent sized 
  bathing area for occupants only, as well as a table that 
  provides complimentary soaps, oils, and soft towels.
  This space is often reserved for guests that Epiph-
  any herself has an interest in, either because they 
  have caught her eye as an attractive plaything or they 
  possess some useful skill she seeks to exploit. She has 
  been known to use clairvoyance in order to peek in on 
  the residents of this room, using the full length mir-
  ror as a censor for the spell. (2 gp per night)
  7. secRet stAiRwell
  A tiny room on the first floor contains nothing more 
  than a staircase leading downward, presumably a 
  servant’s stair for cellar storage. 
  Upon reaching the lower level, all manner of crates 
  and barrels can be found stacked in corners of yet an-
  other small room. Food stuff, and extra kegs of ale are 
  mixed with nonsense items such as rope and crock-
  ery. However a closer inspection of this room using 
  a DC 20 Intelligence (Investigation) check reveals 
  another secret passage leading east to areas 9 and 10. 
  A result of 22 or higher also finds a second passage 
  leading south, leading to areas 11 and 12. 
  8. y’ndRiel’s QuARteRs
  This room is home to the resident alchemist. A mas-
  sive four-poster bed is the focus of the area, with a 
  small chest at its foot.  A table with one chair sits in 
  the far corner and for the most part the area is clean 
  with the exception of a large desk cluttered with vari-
  ous papers. Most of them make no sense and are 
  half-formed alchemical equations. 
  There is a  locked drawer in the desk, the key to 
  which is around the Alchemist’s neck. The drawer 
  contains the recipe for hypnotic ale worth 2000 gp to 
  the right seller, as well as a small pouch of silver (25 sp). 
  Selling the recipe for the hypnotic ale is reckless at best.
  
  8
  9. hAG’s den
  The lower level of the inn is at first appearance a 
  rougher area of grey, tunneled stone, but that im-
  pression ends upon entering the rooms themselves. 
  While the walls are stone, the furnishings are of much 
  higher quality. Silken pillows and covers are scattered 
  about six luxurious pallet beds that rest upon the 
  floor. Several woven tapestries hang from the walls, 
  and three vanities are littered with perfumes, makeup, 
  and other feminine luxuries. A large wardrobe toward 
  the back wall is filled with fine women’s clothing, pri-
  marily of a revealing nature. 
  Tossed upon one of the vanities is a ring of several 
  keys. Depending on the circumstances of this room’s 
  discovery, it’s likely that anywhere from 1-6 witchborn 
  rogues could be occupying it. 
  10. epiphAny’s livinG AReA
  This room is home to the matriarch of the den of 
  iniquity. Luxurious red curtains frame another four-
  poster bed draped in silken sheets and piled with 
  matching pillows. Plush rugs cover the stone floor 
  and a large private tub sits open in the room. A 
  beautifully crafted table is filled with various riches in 
  art, coin, and jewelry that has been accumulated from 
  unwary travelers. It is worth 500 gp in all. A silver tea 
  service rests upon a decent-sized dining table and 
  a small chest in the far corner of the room contains 
  the funds belonging to the den as well as a few extra 
  items providing it is opened with a DC 23 Dexterity 
  (Thieve’s Tools) check, or a knock spell. 
   
  ɶ Bag of holding
   
  ɶ Restorative ointment (5 doses)
   
  ɶ Dust of disappearance (2 vials)
  11. woRkshop
  This large room is where the house ale is brewed. An 
  alchemy lab, various vats of ale and other mysterious 
  unidentifiable concoctions, as well as several tables 
  littered with tubes, experiments, and more alchemical 
  scribbles indicates that likely this is where the alche-
  mist spends most of his time.  
  The left wall is stacked with kegs of finished hypnot-
  ic ale and there are a line of what appear to be prison 
  cells along the back of the room.
  12. the cells
  Locked cells line the back walls of the room hous-
  ing the few people who have survived their stay at 
  Epiphany’s. (Information on the four surviving pris-
  oners can be found at the end of this guide.)Now they 
  are barely fed, generally ignored, and mostly used for 
  experimenting with new charms and enchantments 
  designed to make the clientele more agreeable. The 
  keys to unlock these cells can be found in the alche-
  mist’s chambers, but for those less inclined to use 
  such mundane methods of lock opening, they can be 
  picked with a DC 22 Dexterity (Thieve’s Tools) check. 
  AlteRnAtive options
  Should the GM wish to relocate the PCs, now would 
  be the ideal time to do it! At the GMs discretion, 
  Epiphany could activate the inn’s ability to travel before 
  her death, stranding the PCs in any location the GM 
  desires. On a side note the inn cannot travel without 
  Epiphany, upon her demise the magical properties that 
  give the home its abilities fade and it becomes an in-
  nocent tavern once more. However if the PC’s want to 
  take up bar keeping, what better opportunity! 
  
  9
  Appendix 1 – NPCs
  epiphAny
  Epiphany most often appears as a slender, blond 
  haired woman, with green eyes and voluptuous 
  curves. She rarely frequents the tap room as she is 
  content to lie about the lower lair and wait for her 
  subordinates to deliver a meal.  She is frequently 
  cruel to those in her employ and has a tendency to 
  toy with her food.  
  Epiphany 
   
   
   
   
     CR 10
  Medium fiend, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 190 (20d8+100)
  Speed 30 ft. 
  Str
  Dex
  Con
  Int
  Wis
  Cha
   14 (+2)
  17 (+3)
  20 (+5)
  23 (+6)
  15 (+2)
  12 (+1)
  Saving Throws Dex +7, Wis +5
  Skills Arcana 10, Deception +9, History +10, Percep-
  tion +10, Stealth +11 
   
  Senses darkvision 120 ft., passive Perception 20
  Languages Common, Giant, Abyssal
  Challenge 10 (5,900 xp)
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Intelligence (spell save DC 18). She can 
  innately cast the following spells, requiring no mate-
  rial components. 
  At will: dancing lights, minor illusion, vicious mockery
  1/day each: charm person, hypnotic pattern, misty step
  Legendary Resistance (1/day). If the hag fails a sav-
  ing throw, she can choose to succeed instead.
  Shared Spellcasting (Coven Only). While three 
  members of a hag coven are within 30 feet of one 
  another, they can each cast the following spells from 
  the wizard’s spell list but must share the spell slots 
  among themselves using a spell save DC of 16:
  1st level (4 slots): burning hands, identify
  2nd level (3 slots): hold person, locate object
  3rd level (3 slots): bestow curse, counterspell, 
  lightning bolt
  4th level (3 slots): phantasmal killer, polymorph
  5th level (2 slots): contact other plane, scrying
  6th level (1 slot): eye bite
  Actions
  Multiattack. The hag makes two attacks; one with her 
  bite, and one with her claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) piercing damage and 10 (3d6) 
  necrotic damage. The hag regains a number of hit 
  points equal to the necrotic damage dealt. A creature 
  reduced to 0 hit points with this attack has its soul 
  devoured by the hag, and can only be brought back 
  to life with a wish spell.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8+3) slashing damage and 14 
  (4d6) poison damage. 
  Illusory Appearance. The hag covers herself and any-
  thing she is wearing or carrying with a magical illu-
  sion that makes her look like another creature of her 
  general size and humanoid shape, typically taking 
  the form of a beautiful woman. The illusion ends if 
  the hag takes a bonus action to end it or if she dies.
  The changes wrought by this effect fail to hold up 
  to physical inspection. For example, the hag could 
  appear to have smooth skin, but someone touching 
  her would feel her rough flesh. Otherwise, a creature 
  must take an action to visually inspect the illusion 
  and succeed on a DC 20 Intelligence (Investigation) 
  check to discern that the hag is disguised.
  leGendARy Actions
  The hag can take 2 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time and only at the end of another 
  creature’s turn. The hag regains spent legendary ac-
  tions at the start of its turn.
  Disdain. The hag casts the vicious mockery cantrip.
  Cast a Spell (uses 2 actions). The hag casts one of her 
  innate spells.
  
  10
  witchboRn RoGue
  These alluring women take on numerous forms 
  in various states of dress, or undress, as the case 
  may be. Charming, alluring, beautiful, all of these 
  describe the appearance of these seemingly helpful 
  barmaids. Inside however, they are dark, twisted, 
  and bent upon serving their hag mother. 
  WitChboRn RoguE 
   
   
   
        CR 5
  Medium humanoid , neutral evil
  Armor Class 15 (studded leather armor)
  Hit Points 119 (14d8+56)
  Speed 30 ft. 
  Str
  Dex
  Con
  Int
  Wis
  Cha
   14 (+2)
  17 (+3)
  18 (+4)
  18 (+4)
  14 (+2)
  19 (+4)
  Skills Acrobatics +6, Deception +10, Insight +5, Per-
  ception +8, Stealth +9
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Abyssal, Telepathy 100 ft.
  Challenge 5 (1,800 xp)
  Mimicry. The witchborn can mimic sounds and hu-
  man voices. Listeners can attempt a DC 14 Wisdom 
  (Insight) check to detect that the sound is not genuine.
  Sneak Attack (1/Turn). The witchborn deals an extra 
  17 (5d6) damage when they hit a target with a 
  weapon attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  witchborn that isn’t incapacitated and the witchborn 
  doesn’t have disadvantage on the attack roll.
  Actions
  Shortsword. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) 
  piercing damage and 14 (4d6) poison damage. 
  Illusory Appearance. The witchborn covers them-
  selves and anything they are wearing or carrying 
  with a magical illusion that makes them look like 
  another creature of her general size and humanoid 
  shape, typically taking the form of a comely romni 
  barmaid. The illusion ends if the witchborn takes a 
  bonus action to end it or if she dies.
  The changes wrought by this effect fail to hold up 
  to physical inspection. For example, the witchborn 
  could appear to be wearing only a barmaid outfit, but 
  someone touching the witchborn would feel studded 
  leather armor. Otherwise, a creature must take an 
  action to visually inspect the illusion and succeed on 
  a DC 20 Intelligence (Investigation) check to discern 
  that the witchborn is disguised.
  dhAmpiR bounceR
  These tall, well defined, men possess an alluring 
  grace and charming smiles, but their true purpose is 
  to ensure you don’t leave.  Providing no one is caus-
  ing trouble, or attempting to exit the establishment, 
  they are attentive and charismatic if approached.
  DhampiR bounCER 
   
   
   
       CR 3
  Medium humanoid (dhampir), neutral evil
  Armor Class 16 (breast plate)
  Hit Points 45 (10d8)
  Speed 30 ft. 
  Str
  Dex
  Con
  Int
  Wis
  Cha
   14 (+2)
  16 (+3)
  10 (+0)
  10 (+0)
  8 (-1)
  14 (+2)
  Damage Resistances necrotic, poison
  Skills Deception +4, Insight +3, Intimidate +6, Per-
  ception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 3 (700 xp)
  Light Sensitivity. While in sunlight, the dhampir has 
  disadvantage on attack rolls, as well as on perception 
  checks that rely on sight.
  One Foot in the Grave. A dhampir is half-undead, and 
  cannot have their hit point maximum reduced by any 
  effect caused by another creature.
  whAt ARe witchboRn?
  Witchborn are the product of a hag’s meddling in 
  mortal affairs. They may be a legitimate child of a 
  hag and a mortal creature, or simply a kidnapped 
  child that eventually warped into a witchborn 
  through proximity to a hag. Many witchborn are 
  merely mortals, taking on the appearance of their 
  non-hag parents. For more information on witch-
  born, check out Simple Settings: Fairy Tales for 5th 
  Edition, where the witchborn is presented as a play-
  able race and explained in more detail.
  buy now
  
  11
  Actions
  +1 Returning Acid Dagger. Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 6 (1d4+4) piercing damage and 7 (2d6) 
  acid damage.
  Bomb (3/day). Y’ndriel throws a bomb at a point 
  within 30 feet. Creatures within 10 feet of that point 
  must make a DC 13 Dexterity saving throw, taking 
  18 (4d8) fire damage on a failure, or half as much on 
  a success.
  Gear +1 returning corrosive dagger, potion of invis-
  ibility, potion of lesser restoration, 3 smoke bombs 
  (same effect as fog cloud for 2 rounds), and a spell-
  book containing the spells Y’ndriel has prepared.
  Actions
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 13 (4d4+3) bludgeoning damage. 
  Gear potion of haste
  y’ndRiel the Alchemist
  Tall and muscular, with black hair and dark spar-
  kling eyes, Y’ndriel has no problems attracting his 
  fair share of attention.  His winning smile capti-
  vates most audiences and he generally has some 
  manner of enthralling story to share.
  y’nDRiEl thE alChEmist  
   
   
        CR 5
  Medium humanoid (dhampir), neutral evil
  Armor Class 16 (studded leather)
  Hit Points 67 (15d8)
  Speed 30 ft. 
  Str
  Dex
  Con
  Int
  Wis
  Cha
   15 (+2)
  18 (+4)
  10 (+0)
  17 (+3)
  12 (+1)
  18 (+4)
  Damage Resistances necrotic, poison
  Skills Arcana +9Deception +7, Medicine +7, Nature 
  +7, Perception +7, Sleight of Hand +7, Survival +4, 
  Alchemist Supplies +6, Herbalism Kit +4
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal, Common, Draconic, Elven
  Challenge 5 (1,800 xp)
  Light Sensitivity. While in sunlight, the Y’ndriel has 
  disadvantage on attack rolls, as well as on perception 
  checks that rely on sight.
  One Foot in the Grave. Y’ndriel is half-undead, and 
  cannot have his hit point maximum reduced by any 
  effect caused by another creature.
  Spellcasting. Y’ndriel is a 4th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). Y’ndriel has the follow-
  ing spells prepared:
  Cantrips (at will): poison spray, shocking grasp, 
  spare the dying 
  1st level (4 slots): detect magic, expeditious re-
  treat, grease
  2nd level (3 slots): invisibility, magic weapon, web
  
  12
  The Captives 
  AlbeRt cullen, the bRewmAsteR
  Male vindari commoner
  Skills Brewer’s Supplies +4
  Albert Cullen is a long time captive of the traveling 
  tavern, several years before he made the mistake of 
  wandering in for a drink and boasting about a new 
  ale that could have healing properties for those prone 
  to depression. While this saved his life, it certainly 
  didn’t do him any favors. His ideas were stolen and 
  now he is kept captive in case he is ever of use. If the 
  PC’s speak to him he relays his trials, whining about 
  his torturers and how his ale was meant to be a heal-
  ing drought. 
  vAlyRie colston, bARmAid And cook
  Female romni commoner
  Skills Perception +4, Cook’s Utensils +4
  One of the succubi kidnapped Valyrie in a fit of an-
  noyance after growing tired of being the inns maid 
  and cook. She has been in the cells for several months 
  now and is allowed out long enough to clean up and 
  cook the meals. Should the PC’s speak to her, she tells 
  them of local rumors that they might be traveling to 
  a new location soon and some of the occupants are 
  growing restless under Epiphany’s rule.
  kuRtis GRAyne, GAmbleR
  Male half-elf commoner
  Skills Perception +4, Gaming Set 
  (Dice) +4, Insight +4
  Languages Common, Dwarven, Elven, Goblin
  Kurtis can be found curled into a ball in the back of 
  his cell. He is a shell of his former self and likely not 
  long for this world. He is able to mumble his name 
  and may perk up a bit with some healing but other 
  than that he’s useless. 
  JAspeR swiFtleAF
  Male elf Veteran (3 levels of exhaustion)*
  A wandering adventurer who sought to escape a 
  storm a few weeks back, Jasper is a recent addition 
  to the cells but has been made weak from feedings. 
  If given a weapon he may be of some use in a battle. 
  More so if his levels are restored. 
  * 3 levels of exhaustion confers disadvantage 
  on ability checks, attack rolls, and saving 
  throws, and also halves a creature’s speed.
  If an NPC has a skill proficiency listed, use that modi-
  fier in place of that of the commoner. Jasper Swift-
  leaf’s weapons can be recovered in Epiphany’s lair, 
  but he otherwise wields an improvised weapon, or 
  one given to him by the players if at all.
  
  13
  mAin FlooR
  second FlooR
  
  14
  bAsement
  
  15
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
   
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this License to Use, the Open Game 
  Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors: Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson.
  Fat Goblin Travel Guide To Frozen Tomb of the Dwarf Lord © 2013 Fat 
  Goblin Games; Authors; Jason Stoffa and Rick Hershey
  Shadows over Vathak © 2012, Fat Goblin Games, Authors: Rick Hershey and 
  Jason Stoffa.
  Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: 
  Ismael Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J 
  Gray, Rick Hershey, Taylor Hubler, Lucus Palosaari, Jennifer Povey, Michael 
  Riter, and Matt Roth.
  Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin 
  Games; Author: Lucus Palosaari
  Traveler’s Guide: Epiphany’s Wayside Inn © 2015 Fat Goblin Games by BJ 
  Hensley
  A Night at Wayside Inn © 2020 Fat Goblin Games adapted for 5th edition by 
  Ismael Alvarez
  Looking for more creatures, items,                     
  adventures, player options, and horror 
  for your 5th Edition Fantasy Game? 
  then Join ouR pAtReon!
  patreon.com/vathak5th
  
  16
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Shadows over Vathak/SoV Adventures - A Night at Wayside Inn.pdf