TEXT: Haunting of Windermere
  
  Haunting of Windermere
  An AO Production
  
  Table Of Contents
  1 Adventure Overview
  2 Running this Module
  3 Investigation Scenes
  3 Opening
  3 Investigation Encounters
  4 Meeting Selmund
  5 Nautili Prison Map
  6 Prison Entry
  6 Prison History
  7 Ritual Chamber
  8 Environment Encounters
  8 Lerine Wood
  8 Reselda Forest
  8 Rotheston Lake
  8 Fragments of Evil
  9 Windermere Map
  10 Town Residents
  10 Brozor Moz, Tavernkeep
  10 Tithri Rennick
  10 Naeran Thurnison
  11 Sheriff Morah Pelendol
  11 Father Ardol Kiz
  11 Sinlen Rennick
  11 Selmund Azlen
  11 Rilyse Coppercobble
  11 Loria Nadun
  11 Gramador Clandown
  11 Mayor Lightfoot
  11 Khudrus Mothok
  12 Morcant, Guardian of the Lake
  13 Sissy Gladys
  14 Stat Blocks
  14 Confronting Tithri
  15 Alien Entities
  16 Magic Items
  16 Hirelings
  
  Haunting of Windermere
  One week after a comet was seen in the skies over the town of
  Windermere, strange events began happening. Odd creatures
  and corpses have been found in the Wood, dead cattle in the
  fields, and now a body has washed up on shore.
  After the comet passed, a young woman from the village
  began having visions. Thinking them from her deity, she
  followed the instructions and began a terrible ritual. She is
  blinded and crazed, driven paranoid by her delusions, and has
  started to lose her grasp on reality. She is slipping slowly
  further and further into insanity, and closer to being taken over
  by a powerful entity from another realm.
  Town of Windermere
  The Town of Windermere is a quiet place, full of people who
  prefer a simple life, and dislike surprises and outsiders. It lies
  on the shores of Rotheston Lake, a large freshwater lake
  which freezes over in the winter and makes for perfect ice
  skating. The town is overseen by it's Mayor, Onarra Lightfoot.
  Alien Spirit
  An utterly alien entity beyond comprehension, nobody is
  completely certain what this entity is. One thing, however, is
  for certain. Whatever this is, it doesn't belong in this plane. It is
  a being of destruction and madness, and has sought across the
  ages to corrupt the hearts and minds of those in the Prime
  Material. This comet was it's omen.
  Adventure Structure
  The adventure begins in the morning on the first day, after
  receiving a note from Selmund Azlen, Scholar of the Occult.
  The party has several hours to investigate before they are
  supposed to meet him. Then, they will find Selmund's body.
  After the party reads through his notes and sleeps, the second
  day consists of the main investigation and the confrontation
  with Tithri Rennick, the woman who's being controlled into
  opening a portal to an alien dimension.
  Opening
  The party begins in town, waking up in the morning to find the
  strange letter from Selmund. During breakfast, a young man
  runs into town, shouting for the sherriff, who follows him to
  find the murdered body of Lirne Moz by the southern edge of
  the lake. She appears to have been strangled by something like
  a tentacle.
  Investigation
  The investigation section of the adventure can cover a variety
  of individuals and locations, many of which have information
  for the party which will help point them towards Rennick
  Farms or Nautili Prison.
  Meeting Selmund
  After a short day of investigation, the party is scheduled to
  meet Selmund at the tavern at sundown. Unfortunately, he is
  murdered by Tithri on his way into town, and the party
  discovers his body.
  Rennick Farms
  Our mystery culminates with a visit to Rennick Farms, where
  the party is very likely to uncover that Tithri is the one being
  manipulated into doing these things. It is very likely that she
  will escape and make her way to Nautili Prison once she
  knows the party is aware, but if the party can catch her we
  then move into 'Defending the Courthouse'.
  Nautili Prison
  The Ruins in the Hills, formerly known as Nautili Prison, is
  the most likely end point of the adventure. If Tithri is able to
  reach here, it means she is well defended and prepared to
  complete her ritual.
  Sissy Gladys & Morcant
  The otherworldly denizens of the town, Sissy Gladys and
  Morcant the Shaman, offer alternative means of solving the
  mystery. Rather than solving the mystery directly, the party can
  bargain with one or the other for the answer. However, the cost
  may be high.
  Fragments of Evil
  Throughout the adventure, the DM can use one or more
  'Fragments of Evil' provided. These are minor events that are a
  result of the Alien Entity that is rising, which may end up
  inflicting temporary madness on one or more individuals.
  
  Running this Module
  This module was designed for between 3 and 5 characters of
  1st to 2nd level of the 5th Edition of the world's greatest
  roleplaying game, and can generally be completed within 4-5
  hours of play. It is a cosmic horror adventure that leans into
  themes of insanity and madness.
  Creatures and magic items appearing in bold can be found
  in the appendices at the back of the adventure, or in the
  Dungeons & Dragons 5E Basic Rules.
  Cosmic Horror
  A cosmic horror adventure, is one in which the characters
  sanity is just as at risk as their physical safety. Engaging with
  the large-scale threats present is, in and of itself, enough to
  strain a character's mind to it's limits. To complement this
  theme, temporary madness is used within this adventure, and
  encounters are tuned to be deadly. Try to play up the horror
  theme, if possible, with ambience, props, or other tools.
  Sensitive Topics
  This adventure deals heavily with topics of insanity and
  madness. It is important to note that the madness experienced
  by characters in the story is the result of an external, psychic
  influence, and is not necessarily reflective of any real-life
  disorder or disability.
  Regardless, it is important to ensure that players are well-
  informed of this theme before playing this adventure. If players
  express discomfort with this, it is advised you find a different
  adventure. These themes are fundamental and core to the
  story in such a way that they are not easily removed.
  Character Death
  Because encounters are tuned to be deadly, there is a very real
  chance of one or more character's dying during this adventure.
  This is by design, but again this reality should be
  communicated to the players before they sit down to play.
  Sandbox Play
  This adventure is, fundamentally, structured as a sandbox. It
  has a likely ending scene, but this can be changed completely
  by the actions of the characters. As a result, it is incumbent
  upon the DM to keep a steady stream of clues and options in
  front of the players.
  After the opening scene, the party should have several clear
  options of where they can pursue their next clue. Let them
  take the initiative, but don't be afraid to give them a push if
  they need it. In particular, new players may need a bit more
  guidance in getting started on this mystery.
  From this point on, the world should keep moving around
  the characters, and they can choose what elements to engage
  with.
  Seeding the Adventure
  This adventure is greatly enhanced by providing each player at
  least one NPC in town their character would have some sort of
  relationship with (helpful charts are provided in the player
  handout). This is a small town, and most people at least know
  of each other.
  In addition, at least some of the characters should start with
  a clue or rumor from around town. These can range from
  strange occurrences in recent weeks like new predators in
  Lerine Wood, to knowledge of the otherworldly denizens of the
  town.
  Local Rumors
  D4 Rumor
  1 The Witch of Reselda Forest, who likes to make deals.
  2 The Spirit of the Lake that watches over the village.
  3 The haunted ruins in the hills to the north of Nautili
  Prison.
  4 Hunters tell of strange new predator in Lerine Wood.
  
  Opening Scene
  In the opening scene, the party begins in the morning after
  receiving a note from an old acquaintance, Selmund Azlen.
  However, their meal is interrupted by a young man, running
  through town shouting for the sherriff. The sheriff, eating in
  the Blazing Hearth Tavern, gets up quickly while Brozor Moz
  and others follow her out to the shoreline.
  If the party decides to follow as well, they will see Brozor
  Moz discover the dead body of his daughter. He is devastated,
  and after some grieving the Sherriff asks some of the other
  townsfolk to take him back to the tavern while she investigates
  and deals with the body.
  If any of the party are new in town, the sheriff will question
  them about the murder as a suspect. Those who live in town
  she will likely ask for help.
  Investigation Scenes
  The party can investigate and talk to any number of individuals
  on their investigation. Below are some of the encounters that
  can occur.
  Lirne's Body
  After Brozor Moz has left the scene, and Sheriff Pelendol has
  begun investigating, the party is likely to be questioned by her
  if any of the members are not from town. Otherwise, they will
  likely be able to ask her a few questions before she ushers
  them off.
  In addition, the party should see Sinlen & Tithri Rennick,
  Rilyse Coppercobble, Father Kiz, and other villagers looking
  on before leaving, looking shocked and sad.
  Investigation Clues
  If the party talks to the Sherriff, she can point them to the
  injured animals at Coppercobble Ranch.
  The Party can follow the Rennicks, Rilyse Coppercobble, or
  Father Kiz back to the farm, ranch, or temple, respectively.
  If the party examines the body, a DC 13 Medicine Check
  reveals that Lirne Moz was strangled, and reveals tentacle
  marks on her neck from the Lesser Skum that killed her. A
  DC 13 Survival Check can work out roughly where the
  body went into the water, on the southern edge of the lake -
  the site of the murder.
  Site of the Murder
  If the party is able to track down where Lirne's body went into
  the water, then they will find a small beach that Lirne walked
  along after meeting up with Naeran, her romantic interest.
  She took a detour home, and was unfortunately ambushed by
  the Skum(s). If the party gets too close to the water, it's likely
  that they will too.
  Investigation Clues
  If the party gets close enough to the water for an ambush,
  the Skum(s) will attack. See Rotheston Lake, p. 8
  Blazing Hearth Tavern
  After Brozor Moz returns back to the tavern he goes upstairs
  and grieves in his room, leaving the bartender in charge.
  Naeran and Gramador may be drinking and talking
  somberly in the tavern, while a few other villagers eat and
  discuss the shocking news. Naeran looks absolutely
  distraught, and Gramador looks to be cheering him up. While
  getting more drinks, Naeran will bump into another villager
  and try to start a fight, but Gramador intervenes.
  In addition, the party may also see Khudrus Mothok, Sinlen
  Rennick, Rylese Coppercobble, or Loria Nadun in the tavern,
  depending on the time of day. The Sheriff will also come by at
  night and stay with Brozor.
  Investigation Clues
  If the party talks to Naeran Thurnison, a DC 15 Persuasion
  or Deception Check will get him to reveal his relationship
  with Lirne, and his plan to erase his memory of the last
  time he saw her. A DC 18 Persuasion or Intimidation
  Check will get Naeran to reveal that he was present when
  she died, and ran rather than try to save her.
  If the party talks to Sinlen Rennick, a DC 15 Persuasion or
  Deception Check will get him to reveal that his daughter,
  Tithri, has been behaving strangely.
  Temple of the Light
  Inside the local temple, Father Kiz leads a prayer for Lorne
  Moz, and begins his preparations to go and see Brozor once he
  is done. He has started to realize that something is wrong in
  town, and is doing some research in his library. The party can
  contribute to this research in order to find potential clues.
  In addition, the party may see Sinlen & Tithri Rennick,
  Rilyse Coppercobble, and other villagers praying, depending
  on the time of day.
  Investigation Clues
  If the party talks to Father Kiz, a DC 13 Persuasion Check
  will convince him to discuss Naeran's relationship with
  Lirne Moz, the victim. A DC 18 Persuasion Check will
  convince Father Kiz to discuss Tithri's recent visions and
  troubles.
  If the party helps Father Kiz with his research in the library
  here, a DC 10 Investigation Check will reveal information
  about the history of Nautili Prison, a DC 18 Investigation
  check will reveal that the comet is an omen of the entity of
  madness, which starts by corrupting the mind of a single
  individual.
  
  Town Square
  In the town square, the party may see Mayor Lightfoot talking
  to a number of concerned citizens. They are asking about the
  murder, the dead cattle, and when "she's going to wake up and
  do something about this!". She is trying to allay fears and calm
  everyone down, but is having trouble.
  Investigation Clues
  Citizens can point the party to the injured animals at
  Coppercobble Ranch.
  If the party talks to the Mayor, a DC 18 Persuasion Check
  can convince her to point the party towards Sissy Gladys.
  Coppercobble Ranch
  Rilyse Coppercobble spends much of her time on her farm,
  and has a number of employees. She is not doing any heavy
  lifting now, however, as she is still recovering from her
  encounter with the creature in Lerine Wood.
  Depending on the time of day, the party may see Father Kiz
  here as he stops by to check on his patient.
  Investigation Clues
  If the party searches the area, a DC 13 Survival Check can
  track the creature that attacked the cattle back to the
  Lerine Wood. This is the Chuul (or pair of Chuul) that have
  taken up residence there. See Lerine Wood, p. 8
  Meeting Selmund
  The Meeting with Selmund is arranged for sundown at the
  local tavern, but he never arrives. If the party goes to look for
  him, they'll find his body, along with his notes, behind the
  tavern in the woods. A large wound is visible in his back, and
  he appears to have been dead for a few hours. A knife,
  appearing to be the murder weapon can be found nearby,
  having been discarded. Following the tracks of the killer leads
  back outside the tavern, where they're lost amongst many
  others.
  If the party doesn't go looking, then after an hour Gramador
  comes into the tavern, looking exhausted, and sits down with
  Naeran. He looks to have blood on his hands, and a heavy look
  on his face. He just found Selmund's body, and after checking
  to make sure he was dead he ran to get the sherriff. In this
  case, the sherriff is still at the crime scene when the party
  arrives, but has not yet found the evidence. She won't take
  kindly to the party walking off with it, so they'll need to either
  sneak it away, convince her, or find another solution.
  Investigation Clues
  If the party examines the body, a DC 10 Medicine Check
  reveals that Selmund has been dead for only a few hours,
  and was stabbed in the back.
  If the party tries to track the killer, a DC 10 Survival Check
  can identify the killer as small, less than 80 pounds, and
  likely female. A DC 13 Survival Check can track them back
  to the Tavern. A DC 20 Investigation Check can track them
  back to Rennick Farms.
  If the party examines the knife, a DC 13 History Check can
  reveal the small symbol on the hilt of the knife to be
  associated to Rennick Farms.
  Selmund's notes contains details of his theories, see
  Selmund Azlen, p. 11.
  Outer Shacks
  In the Outer Shacks, the party can meet, and potentially hire,
  Khudrus Mothok, the Dwarven Tracker. He is skinning a deer
  that he took down, and prepping it to be put in a smokehouse.
  He is available for hire for 2 gp per day. See Hirelings, p. 16
  In addition, the party may encounter Gramador here,
  depending on the time of day. He is likely to be here if he's not
  at the tavern with Naeran. If he is here, he is tending a small
  herb garden behind his house.
  Investigation Clues
  If the party speaks to either of them, Gramador or Khudrus
  can point the party to the strange creatures in the Lerine
  Wood, and the attacks at Marsillon Farms. A DC 13
  Persuasion Check will convince Gramador to point the
  party towards Naeran regarding his nightmares and
  relationship with Lirne. A DC 18 Persuasion Check will
  convince Gramador to tell the party that Naeran is planning
  to go see Sissy Gladys.
  Rennick Farms
  The party is greeted by Sinlen Rennick, owner of Rennick
  Farms, as he is in or around the house when they arrive. He is
  concerned about his daughter, who has been acting strangely
  recently. His reaction to the party will very much depend on
  how they approach the conversation.
  He will very likely try to protect his daughter if the party
  outright says they are investigating a murder - lying and saying
  that he doesn't recognize the cloak and doesn't know how the
  dagger got there. However, if the party can convince him that
  it's in her best interest, he will relent and allow them inside. In
  addition, if the party lies they may be able to get him to allow
  them to speak with Tithri.
  If the party tries to force their way inside, he will try to resist
  and shout upstairs for Tithri to run. However, she left stealthily
  as soon as the party arrived, heading to Nautili Prison - Tithri
  is alerted to their presence and blacks out, her mind overtaken
  by madness.
  Trail of Clues
  As Tithri flees, she leaves behind her journal and drawings of
  what she's been seeing:
  Drawings of her "fox" friend that is, in reality, an
  otherworldly familiar with twenty eyes
  The voice in her dreams telling her she's "special"
  Blacking out and getting scared
  Pictures of Nautili Prison
  In addition, her father and other farm employees knows that
  she's been spending time in the hills up north, likely at Nautili
  Prison.
  Defending the Statehouse
  If the party captures Tithri before she escapes to Nautili
  Prison, then Sheriff Pelendol will take her to the Statehouse.
  In order to spring her from the cell, the Chuul will attack the
  town, while the Familiar attempts to sneak inside and free her
  through the collapsed portions of the cieling on the top floor,
  or the windows.
  
  Nautili Prison
  The ancient prison starts with a number of traps to get
  through, followed by encountering Tithri and a swarm of
  otherworldly creatures. She is finalizing the ritual to open a
  portal to a distant realm of madness and evil.
  1 - Entryway. In the entryway, Tithri has repaired an
  ancient pit trap to capture any intruders trying to stop her.
  2. Main Tower Base In the base of the main tower, the
  party will encounter a bit about the history of the prison.
  3. Ritual Room. Here, Tithri is working to complete her
  ritual. The party will encounter her, and her swarm of fleshy
  creatures, and allowing her to complete the ritual will allow
  her to summon a powerful extraplanar entity.
  4. Bedchamber. This is where Tithri has been staying
  when she blacks out - and contains a variety of potions and
  alchemical equipment that she's been experimenting with.
  5. Ruined Top. The top of the tower is ruined and open,
  with rubble strewn about. A few skeletons lie about, along
  with ancient swords, shields, and armor.
  
  Opening the Door
  Tithri is performing a ritual that will open a portal to a realm
  of madness. In her delusional state, she believes that she is
  working a powerful ritual to save her father, with the help of
  her new celestial patron.
  Most of the areas in the jail are in either dim light or
  darkness, affecting character's visibility and aim.
  If the party decides to try climbing the tower, the top is
  ruined and accessible to a talented climber.
  Prison History
  Nautili Prison was established several hundred years ago to
  hold mentally unstable, highly dangerous prisoners. For over
  50 years, it held some of the most feared criminals in the
  region. Until, one night, it all came crumbling down.
  Prison Riots
  It was a single woman being brought into the prison that
  changed everything - her raw, uncontrolled power proved too
  much to contain, and in a fit of rage she unintentionally drove
  most of those inside mad. Psychic energy flowed from her and
  most of the inhabitants, guards and inmates, began to attack
  and kill one another. By the time she walked out of the prison,
  everyone else inside was dead.
  Haunting of Nautili Prison
  Ever since, the prison is said to be haunted by the spirits of
  those driven mad within it's walls. It is undoubtedly a place
  tainted by evil, and this makes it the most ideal place to
  summon a creature beyond comprehension from another
  realm.
  Entry to the Tower
  Looking at this decrepit ruin, you can see a ruined
  top, open to the elements, and two heavy, stone
  doors that are slightly ajar. A gust of wind blows
  from outside, and a spray of dust and dirt is thrown
  with it into the opening, landing on top of several
  sets of small boot tracks. Somebody's been here
  recently.
  The doors of the tower are only open enough for a small
  creature to move through, and require a DC 15 Athletics check
  to open further. Tithri has also repaired a pit trap built into the
  floor in the entryway, that is about 10 ft. deep. A DC 15
  Investigation check, or a DC 18 Perception can detect the
  hidden doors of the trap in the ground. If a creature that
  weighs more than 40 pounds walks on the doors, they must
  make a DC 15 Dexterity Saving Throw or fall into the pit.
  Tower Base
  The main room of this ancient tower is covered in
  rubble and cobwebs, with a narrow spiral staircase at
  the center. Hardly any light is sneaking through the
  narrow windows cut into the stone, and parts of
  skeletal remains can be found still locked in partially
  destroyed cages amongst the rubble.
  The main tower layer has several prison cells leftover, several
  with prisoners still inside. A DC 15 Medicine or Investigation
  check will reveal that these individuals all were killed trying
  violently to escape their cages, and the wounds appear self-
  inflicted, almost as though these people threw themselves at
  the walls of their prison until they died. Carved into the stone
  wall of one of the cages is the name 'Miranda'.
  Ruined Top
  The ruined top level of the tower is exposed to the elements,
  and all that remain here are a few skeletons, rubble, and
  guard's equipment that has been left to rust for a long time.
  The sounds of a ritual occuring are just audible from down
  below.
  Bedchamber
  Tithri's makeshift bedchamber is minimal, and much of it is
  still covered in cobwebs. There are several skeletons in here as
  well, and Tithri has done nothing to get rid of them. The room
  also contains a small sleeping cot, an alchemy kit, several
  healing potions, and about 100 gp worth of alchemical
  components.
  
  Ritual Chamber
  Approaching the second floor of the tower, you can
  hear the chanting and muttering from above you
  before you get to the room. Inside, you can see
  Tithri standing near the back side of the room,
  illuminated by a circle of runes in the ground
  glowing a sickening green hue, and performing
  some sort of magical ritual. Shadows move and
  dance around her, and a strange, alien spider
  covered in eyes hangs onto her shoulder, while the
  rest of the room is shrounded in darkness.
  Tithri is in the process of performing a ritual that opens a
  portal to a realm of madness and chaos, and it is already
  partially open. An arcane circle lies inscribed in the ground, 10
  ft. in diameter, while small doorways are beginning to open on
  each wall. Shadowy tendrils reach and grab at those moving
  around the room, and strange aberrations are beginning to
  make their way through the portals.
  The ritual is completed 12 hours from the time that Tithri
  flees town for the prison. It is likely that the players will arrive
  while the ritual is in progress, however if she is able to
  complete the ritual, then Tithri will be transformed into a
  Gibbering Mouther and the portals will remain open until the
  arcane sigils on the ground are destroyed.
  Her Otherworldly Familiar is another spider-like
  aberration, this one covered in eyes. It is highly protective of
  her and will try to keep the party busy while she completes her
  ritual.
  Tendrils of Shadow
  Shadowy tentacles reach out from the arcane circle, and the
  portals on each wall. The first time any creature moves within
  10 ft. of Tithri, or any of the walls, the creature must make a
  DC 10 Dexterity Saving Throw, or be grappled by these
  strange, otherworldly tentacles (Escape DC 10). In addition,
  the entire room is heavily obscured for characters without
  darkvision, and lightly obscured for those with darkvision.
  Portals of Madness
  At the start of each round after the first, an Otherworldly
  Familiar enters the battlefield from a portal on the walls,
  chosen at random. In addition, Mouther Spawn may already
  be in the room, unless the party arrives within 1 hour of the
  ritual starting. If so, then there are none summoned yet.
  Characters
  Starting Mouther Spawn
  3-4
  1
  5-6
  2
  Mouther Spawn
  These are spider-like creatures covered in fleshy mouths that
  are constantly gibbering and babbling, and this one has nested
  here. The alien creatures whisper short, cryptic messages
  amongst their gibbering, talking about secrets they shouldn't
  be able to know about each character's backstory.
  Ongoing Ritual
  Tithri does not actively participate in the fight - rather, she is
  struggling to concentrate on the ritual at hand. However, the
  ritual has unpredictable magical effects. At the start of each
  round, roll a d6, and consult the chart below. The effect lasts
  until the start of the next round, and each effect can only occur
  once.
  d6
  Effect
  1
  A 10 ft. radius sphere of magical darkness appears,
  centered on Tithri
  2
  Each creature in the room must make a DC 10
  Dexterity Saving Throw or fall prone as the shadowy
  tentacles trip and batter everyone but Tithri
  3 Each creature in the room must make a DC 10 Wisdom
  Saving Throw or take 2 (1d4) psychic damage as a
  psionic scream pierces their minds. This does not
  interrupt Tithri's ritual.
  4 One random humanoid in the room must make a DC 10
  Wisdom Saving Throw or be stunned for the next
  round, as they are mentally assaulted. This does not
  interrupt Tithri's ritual.
  5
  Two Otherworldly Familiars enter through different
  portals on the walls, chosen at random
  6 A Mouther Spawn enters through one of the portals on
  the walls, chosen at random
  Saving Tithri
  The party can win Tithri back, but it won't be easy. She should
  start paranoid and scared of the party, convinced that they're
  going to hurt her. If they can appease her, then they'll need to
  confront the fact that she honestly believes that this ritual will
  save her father.
  Tithri goes through the following mental states, or levels, as
  the party tries to talk her down, fighting much of the way. If the
  party has made one or more attempts to influence her mental
  state, it may move up or down one level at the DM's discretion:
  Paranoid - Tithri is scared of the party, convinced they are
  demons that are there to hurt her.
  Angry - Even if the party isn't evil, they are still trying to
  stop a holy ritual that will save her father.
  Confused - Tithri doesn't understand why the party thinks
  her ritual is a problem, but is starting to listen.
  Tolerant - Tithri is willing to listen but is not yet convinced.
  She shifts to defensive tactics.
  Accepting - Tithri accepts that something is affecting her,
  and surrenders.
  Fighting Tithri
  Alternatively, the party may choose to fight Tithri and either
  knock her unconscious or kill her. If she's knocked
  unconscious, then she can be taken to Father Kiz for healing
  and/or turned in to the sheriff. If she's killed, then her
  connection with the alien entity is severed and it's plans are
  significantly set back.
  Otherworldly Tome
  Tithri is performing a ritual from an unholy book, a tome from
  another world that contains forbidden magical secrets.
  
  Environment Encounters
  Lerine Wood
  The Lesser Chuul, crab-like aberrations, have made their way
  up one of the rivers running through the wood, and have been
  hunting in the nearby area. They are responsible for the dead
  cattle. If they detect anyone nearby in the woods, one or a pair
  will try to attack.
  In addition to the Chuul, a variety of other animals make
  their home in these woods, some of which have fallen to the
  newly arrived predator. Deer, elk, coyotes and racoons move
  amongst fowl as small as hummingbirds and as big as wild
  turkeys. Wolves used to be the apex predator here, but the
  Chuul are quickly pushing the nearby pack out of this territory.
  Information
  The Chuul are marked with the Rennick Family Crest, it's
  connection to it's summoner.
  Characters
  Chuul Count
  3-4
  1
  5-6
  2
  Reselda Forest
  A Green Hag, Sissy Gladys, has made her home here. Legends
  tell of her as a fortune teller and soothsayer, and she has
  formed a symbiotic relationship with the village over time. She
  is a collector of memory, and trades the future for the past.
  See Sissy Gladys, p. 13
  In addition to Sissy Gladys, the forest is home to a variety of
  bats, spiders, insects, and other creepy-crawlies. If the party is
  here during the first evening/night, then they will run into
  Naeran Thurnison, on his way to meet her.
  Rotheston Lake
  A Lesser Skum, a squid-like abomination, has arisen in
  Rotheston Lake, called from the deep by the alien spirit that is
  rising here. It was responsible for the death of Lorne Moz, and
  will likely attack anyone underwater on the southern side of
  the lake. It will attempt to drag them down into the depths.
  In addition to the Skum, there are a number of fishermen in
  the town that frequent the lake. It's not uncommon to see
  several mid-size boats out on the lake during the day.
  Going deep into the north-west section of the lake can also
  wind up meeting Morcant, the Elemental Shaman. He wants
  the Skum gone. See Morcant, Guardian of the Lake, p. 12
  If the party is here during the first evening/night, then they
  will run into Naeran. He is on his way to meet Sissy Gladys.
  Information
  The Skum is marked with the same symbol worn by Tithri
  Rennick, it's connection to it's summoner.
  Characters
  Skum Count
  3-4
  1
  5-6
  2
  Fragments of Evil
  A servant of an Elder Evil is seeking to break into the Prime
  Material Plane here, and this is creating a wide variety of
  unusual effects. In addition to existing events that have already
  occurred around town, one or more of the below events can
  occur, at the DM's discretion.
  Also at the DM's discretion, affected creatures should make
  a DC 12 Wisdom Saving Throw. On a failure, the creature is
  afflicted with short term madness.
  Night
  Nightmares of Home
  One or more characters and/or NPC's are afflicted by a shared
  nightmares of one of their pasts being burned.
  Disturbing Visitor
  A character awakes to see a vision of a person from their
  backstory, lying drowned next to them. They turn to look at the
  character, mouthing for help. When the character looks away,
  they are gone.
  Day
  Can't Wake Up
  Someone won't wake up. They seem to be trapped in a
  nightmare, and waking them is going to require something
  drastic - healing, damage, telepathy, etc.
  Drowned Girl
  The image of Lirne Moz, sopping wet after being drowned,
  walking about haunts one of the characters, who cannot get a
  good glimpse of her before she pounces and then disappears.
  
  Windermere
  1 - The Square: The Square houses most of the
  businesses in town, such as the Blazing Hearth Tavern and
  Ironhill Forge, along with the Statehouse which houses the
  Mayor's & Sherriff's Offices and Jail.
  2 - Residences: Most village residents live in this area,
  along with their families. There are a few other buildings
  here, such as a school and temple.
  3 - Marsillon Farms: The largest collection of farms in
  town, Marsillon Farms is really a group of 3 families that
  have entered into business together. Their farms are also a
  major source of income for the town, as much of the food is
  exported.
  4 - Rennick Farms: The much smaller Rennick Farms is,
  by comparison, a mom-and-pop shop. It has smaller yields
  and exports very little, but is well known around town for
  very high-quality produce.
  5 - Outer Shacks: Some members of the village prefer to
  live just outside of town rather than in it, and most of these
  live in the Outer Shacks. Despite the name, residents here
  are not poor. Here, the party can meet and potentially hire
  Khudrus Mothok, the Dwarven Tracker.
  6 - Nautili Prison: An old prison that's begun to crumble,
  Nautili Prison is an overgrown and supposedly haunted
  location in a rugged, hilly landscape.
  7 - Lerine Wood: The Lerine Wood is massive, and forms a
  natural barrier around the village. It is home to a variety of
  beasts and fey, but some hunters in the village make their
  living here. One Chuul (or a pair) has recently taken up
  residence here, and wandering out into the woods is likely
  to end with an attack.
  8 - Reselda Forest: This small area is the home to a rare
  species of carnivorous plants, and children are taught from
  a young age to avoid it because it's haunted. It is also the
  home of Sissy Gladys, a Green Hag that makes deals with
  the residents.
  9 - Vulotev Mountains: This low mountain range to the
  east acts as a natural barrier that keeps the town isolated.
  10 - Rotheston Lake: The small lake is the pride and joy of
  the town, and it provides fish and drinking water year-
  round. In nice weather, sailboats can be seen out on the
  waters, and local legend has it that a spirit watches over the
  town from beneath the depths. In truth, an exiled Merfolk
  shaman, mutated by prolonged exposure to the elemental
  planes, resides here in the north-western depths of the lake.
  It's presence keeps the fish population strong, and it's
  disturbed by the Skum that have arrived.
  
  Town Residents
  Brozor Moz, Tavernkeep
  Brozor has owned his small inn, the Blazing Hearth Tavern,
  for over 20 years. He works hard, but cares deeply and is
  always willing to lend a helping hand to those in need.
  Brozor was married years ago, but his wife passed on. At the
  start of the adventure, his daughter Lirne is then found dead.
  He has been comforted by his relationship with the town
  sherrif, Morah Pelendol.
  He has made a deal with Sissy Gladys, the Hag of Reselda
  Forest, to take the memory of his wife dying, as it caused him
  too much pain to remember.
  Information
  Hunter saw strange creature in the forest, points the party
  to Gramador Clandown.
  Tithri Rennick
  Tithri is the daughter of Sinlen Rennick, owner of Rennick
  Farms. While her family is proud farmers, Tithri is a dreamer.
  She is a clever young lady, already showing prowess in
  alchemy and spends much of her time studying.
  Unfortunately, she's also secretly being corrupted by the
  Elder Evil trying to break through into this plane. She has
  started to black out on occasion, and in those times is opening
  the portal between planes to let the Elder Evil through. She
  wears a distinctive necklace bearing the Rennick Family Crest.
  She has a strange, spider-like familiar that she keeps hidden
  and believes is a small fox. In reality, it is an alien creature
  covered in eyes.
  Information
  She has a number of strange symbols and drawings in her
  journals and has been spending lots of time at Nautili
  Prison recently. Her father is concerned about her.
  Naeran Thurnison
  Naeran is a shopkeep in town who moved here 10 years ago,
  and prefers not to talk about his time from before. He is a bit
  brash and arrogant, but his hubris is kept in check by his
  friend, Gramador the Half-Orc. The two have forged an
  unlikely kinship over the years and they can often be found
  together in the Blazing Hearth Tavern after dark.
  Naeran was in a secret relationship with Lirne Moz, and is
  distraught after seeing her mangled body. His shop is closed
  today, and he's drinking instead. Once he's worked up the
  courage, he's going to go see Sissy Gladys.
  Getting information out of Naeran will be difficult, as he is
  secretive by nature and distraught after watching his love die.
  Information
  Was with Lirne when she was killed, and can show the
  party where it happenned.
  Can point the party towards Sissy Gladys, as he's going to
  go see her himself to remove the guilt he feels at having left
  her behind.
  
  Other Characters
  Sheriff Morah Pelendol
  The town Sherriff is an imposing woman with a soft face and
  blue eyes, who knows everyone by name. She is, however,
  overworked as she's in charge of all security for the town.
  Information
  She is aware of the murder by the lake, who the victim is,
  and how the victim died, indicating something unusual in
  the lake which may lead to an encounter with the Skum.
  She can point the party to Naeran Thurnison, who was in a
  relationship with the victim.
  She can point the party towards Marsillon Farms, where
  cattle have been found slaughtered, but it's low on her
  priority list.
  Gramador Clandown
  Also known as "Gram", Gramador is a Half-Orc tracker who
  spends many days out in the woods, hunting game. When he is
  back in town, he's preparing meats or at the Blazing Hearth
  with his friend Naeran.
  Information
  Can point the party to Chuul in Lerine Wood
  Can point the party to Naeran, who's going to see Sissy
  Gladys.
  Sinlen Rennick
  Father of Tithri Rennick, Sinlen is a middle-aged gnome who's
  dedicated to the small farm he runs. He is hard working, and
  cares deeply about his plants. He has a green thumb, and his
  produce is known as the highest of quality. He's also dying of a
  rare sickness that causes him to have a limp and to appear
  sickly, with pale skin and a cough.
  He made a deal with Sissy Gladys, the Hag of Reselda
  Forest, to keep his crops alive during a drought 10 years ago.
  He sacrificed the memory of he and his wife's first kiss.
  Information
  He is very concerned about his daughter - she's been acting
  strangely and disappearing at strange hours this past week.
  He can identify the dagger used to murder Selmund as his.
  Father Ardol Kiz
  A devoted clergy member who also serves as the town doctor,
  Father Ardol is well liked and respected. He is capable of
  providing basic healing services, as well as a few healing
  potions and holy water. He can be found in the Town Square at
  the local temple.
  Information
  Tithri came to him recently for help with the images she's
  been seeing, however he feels obligated to keep her
  confidance. He may reveal it if he's convinced it's in her best
  interests.
  Selmund Azlen
  Selmund, Scholar of the Occult, has been researching strange,
  alien events for years, and has contacted at least one of the
  PC's who lives in town for help. A pattern has started to
  emerge, and dark things are coming to Windermere. However,
  before he can meet with the party, he's murdered.
  Information
  His notes show that several villages have all had murders
  and disappearances, relating to one person who then goes
  missing. The villages form a geometric pattern, which
  relates to a dangerous, extraplanar entity.
  Rilyse Coppercobble
  Rilyse is the head of Coppercobble Ranch, one of the families
  that make up Marsillon Farms. Her family specializes in
  livestock and dairy. She is constantly unhappy about the pace
  and quality of the work happening in her factories.
  She made a deal with Sissy Gladys several years ago,
  trading future success for the memory of her first success.
  Ever since, she has found other successes meaningless and
  hollow.
  Information
  Got injured fighting off the beast that attacked her cattle. It
  fled into the Lerine Wood.
  Loria Nadun
  Note: If one of the Player Characters decides to be the Vox
  Aqua (see Morcant, Guardian of the Lake), then they can
  take Loria's place.
  Loria is a young human woman who's family has been
  fishing this lake for several generations. After her grandfather,
  the last Vox Aqua, passed away, she's hesitantly begun to take
  on the mantle.
  Information
  Allows the party to communicate with Morcant, Guardian
  of the Lake (p. 12).
  Mayor Lightfoot
  Mayor Onarra Lightfoot is an older Halfling woman who's
  children have largely left home and only return to visit.
  Long ago, she made a deal with Sissy Gladys, the Hag of
  Reselda Forest, to save one of her children who was sick. In
  return, she sacrificed the memory of the child being born.
  Information
  Dead cattle have been found at Marsillon Farms
  Point party to sherriff about Lirne Moz's murder
  Khudrus Mothok
  Khudrus is a quiet, humble Dwarf who lives on the outskirts of
  town, and competes with Gramador as a hunter. He is also
  available for hire as a tracker and as muscle for 2 gp per day,
  should the party need an additional axe.
  Information
  Dead cattle have been found at Marsillon Farms
  
  Morcant, Guardian of the Lake
  Morcant was once a merfolk shaman, who sought to uncover
  the secrets of the elemental planes and was banished for it.
  His curiosity was his undoing, however, as he was pulled
  through a portal into an endless ocean on an elemental plane
  of water. When he finally emerged, he found himself in the
  depths of Rotheston Lake, and made a deal with the mayor of
  the town. Morcant would keep the lake stocked and healthy, if
  the town supplied him with everything he required from the
  surface world.
  Vox Aqua
  The liaison between the village and Morcant is known as the
  Vox Aqua (Voice of the Water) and is the only one who
  normally interacts with the Guardian of the Lake. Outside of
  the Vox Aqua, most people think of Morcant as the "Spirit of
  the Lake". He is a protective but demanding spirit, but most
  give thanks and do what the Vox Aqua asks of them to keep the
  spirit happy. The Vox Aqua is the one who knows the truth,
  that his presence keeps at bay much darker forces from below.
  Every full moon, a laden chest of supplies is taken out on a
  rowboat by the Vox Aqua and swum down to Morcant. Other
  communication with him is via reflections in water.
  Information
  Ask the party directly to deal with the Skum in the lake,
  offering a reward of gold or spellcasting services.
  Point party to Sissy Gladys, if they are desperate.
  Morcant, the Shaman
  Medium humanoid (merfolk), neutral
  Armor Class 17
  Hit Points 58
  Speed 10 ft., swim 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3)
  14 (+2)
  16 (+3)
  18 (+4)
  9 (-1)
  Condition Immunities Arcana +5, Religion +5
  Senses darkvision 120 ft., passive Perception 14
  Languages Aquan, Common, telepathy 60 ft.
  Challenge 3 (700 XP)
  Spellcasting. The Shaman is a 4th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 14, +6 to
  hit with spell attacks). The Shaman has the following
  spells prepared:
  Cantrips (at will): shape water, shocking grasp
  1st level (4 slots): shield, cure wounds, witch bolt
  2nd level (2 slots): lesser restoration, augury,
  phantasmal force
  Water Breathing. The Shaman can breathe only
  underwater.
  Sense Magic. The Shaman senses magic within 120 feet
  of it at will. This trait otherwise works like the detect
  magic spell but isn't itself magical.
  Actions
  Multiattack. The Shaman makes three tentacle attacks.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Redirect Flow (3/day). The Shaman causes water in a 100
  ft. cube to move in a direction it chooses, even if the
  water has to flow over obstacles, up walls, or in other
  unlikely directions. The water in the area moves as the
  Shaman directs it, but once it moves beyond the
  ability's area, it resumes its flow based on the terrain
  conditions. The water continues to move in the
  direction chosen until the start of the Shaman's next
  turn. The Shaman may choose to make vision in this
  area heavily obscured, to make this area considered
  rough terrain, and to force any creature in the area to
  make a DC 15 Dexterity Saving Throw at the start of
  their turn or be pushed up to their full movement speed
  in the direction of the flow.
  
  Sissy Gladys
  The Hag of Reselda Forest, Sissy Gladys has co-existed with
  the village for generations. For some, she's a last resort in
  times of desperation, working miracles at a steep cost. For
  others, she's just an urban legend, a myth.
  She has a great many magical items and knowledge from
  her vast time on this plane - one of which allows her to extract
  a bit of memory from a person. She has grown obssessed with
  these memories - reliving the lives of others in secluded
  jealousy and malevolence. She is always ready to make a deal,
  and is only interested in one thing - more memories for her
  collection. Paying her price involves sacrificing a memory that
  one holds dear, and any character that pays it should make a
  DC 12 Wisdom Saving Throw or be afflicted with temporary
  madness.
  She's a powerful spellcaster, and has a good idea of what's
  going wrong with the town. She's not particularly inclined to
  intervene unless she's provided with an incentive.
  Information
  Point party to Tithri Rennick, who is the target of the
  corruption, not the source.
  Sissy Gladys
  Medium fey, nuetral evil
  Armor Class 17
  Hit Points 82
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
  Skills Deception +4, Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Sylvan
  Challenge 2 (3949 XP)
  Amphibious. The Hag can breathe air and water.
  Innate Spellcasting. The Hag's innate spellcasting ability
  is Charisma (spell save DC 12). She can innately cast the
  following spells, requiring no material components:
  At will: dancing lights, minor illusion, vicious mockery
  Mimicry. The Hag can mimic animal sounds and
  humanoid voices sounds it has heard. A creature that
  hears the sounds can tell they are imitations with a
  successful DC 14 Wisdom (Insight) check.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) slashing damage.
  Illusory Appearance. The Hag covers itself and anything it
  is wearing or carrying with a magical illusion that makes
  it look like another creature of its general size and
  shape. The effect ends if the Hag takes a bonus action
  to end it or if it dies. The changes wrought by this effect
  fail to hold up to physical inspection. For example, the
  Hag could appear to have no claws, but someone
  touching its hand might feel the claws. 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.
  Invisible Passage. The Hag magically turns invisible until
  she attacks or casts a spell, or until her concentration
  ends (as if concentrating on a spell). While invisible, she
  leaves no physical evidence of her passage, so she can
  be tracked only by magic. Any equipment she wears or
  carries is invisible with her.
  Ring of Darkness. This ring has 4 charges. As an action
  while wearing the ring, the Hag can expend 1 of it's
  charges to cast the darkness spell from it.
  Crystal Ball. Once per day, the hag can cast the scrying or
  Divination spells (save DC 17) as an action.
  In addition, as an action, the hag may view a memory
  taken with a matching periapt of memory.
  Periapt of Memory. While wearing this amulet, the hag
  can remove a single memory from a willing target,
  storing it in a sealed vial. The target must then succeed
  on a DC 12 Wisdom Saving Throw, or be afflicted with
  short-term madness.
  
  Confronting Tithri
  Tithri, Cultist
  Medium humanoid, chaotic good
  Armor Class 15
  Hit Points 33
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2)
  Skills Deception +4, Persuasion +4, Stealth +6
  Senses passive Perception 13
  Languages Common
  Challenge 1 (200 XP)
  Dark Devotion. The Cultist has advantage on saving
  throws against being charmed or frightened.
  Spellcasting. The Cultist is a 3rd-level spellcaster. Its
  spell casting ability is Wisdom (spell save DC 13, +5 to
  hit with spell attacks). The Cultist has the following
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, detect magic, shield of
  faith
  2nd level (2 slots): hold person, spiritual weapon
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage.
  Otherworldly Familiar
  Small aberration, chaotic evil
  Armor Class 12
  Hit Points 13
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  14 (+2)
  8 (-1)
  10 (+0)
  5 (-3)
  Skills Perception +4
  Senses Passive Perception 14
  Languages None
  Challenge 1/2 (100 XP)
  Actions
  Mulitattack. The Familiar makes two attacks.
  Pincer. Melee Weapon Attack: +4 to hit, reach 5ft., one
  target. Hit 5 (1d4 + 2)
  Mouther Spawn
  Small aberration, chaotic evil
  Armor Class 13
  Hit Points 13(3d6 + 3)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  12 (+1)
  2 (-4)
  4 (-3)
  4 (-3)
  Condition Immunities groovy, buzzed, groggy
  Senses darkvision 60 ft., passive Perception 7
  Languages None
  Challenge 1/2 (100 XP)
  Spider Climb. The spider can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Gibbering. The Mouther Spawn babbles nonsense while
  it can see any creature and isn't incapacitated. Each
  creature that starts its turn within 10 feet of the
  Mouther Spawn and can hear the gibbering must
  succeed on a DC 10 Wisdom saving throw. On a failure,
  the creature can't take reactions until the start of its
  next turn and rolls a d8 to determine what it does
  during its turn. On a 1 to 4, the creature acts normally.
  On a 5 or 6, the creature does nothing. On a 7, the
  creature takes no action or bonus action and uses all its
  movement to move in a randomly determined direction.
  On an 8, the creature makes a melee attack against a
  randomly determined creature within its reach or does
  nothing if it can't make such an attack.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 5 (1d4 + 3) piercing damage.
  
  Alien Entities
  Lesser Skum
  Large aberration, chaotic evil
  Armor Class 14
  Hit Points 45
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  11 (+0)
  16 (+3)
  7 (-2)
  12 (+1)
  9 (-1)
  Skills Perception +5
  Damage Resistances psychic
  Condition Immunities charmed, frightened
  Senses Darkvision 120 ft., Passive Perception 15
  Languages Deep Speech, telepathy 60 ft.
  Challenge 3 (700 XP)
  Amphibious. The Skum can breathe air and water.
  Water Dependency. The Skum takes 6 (1d12) damage
  each minute it is out of the water.
  Actions
  Multiattack. The Skum can make two Tentacle attacks,
  and uses a Psychic Assault if available.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage, and
  the target is grappled (Escape DC 13).
  Psychic Assault [Recharge 6]. One creature that the Skum
  can see within 30 ft. of it must make a DC 10 Wisdom
  Saving Throw. On a failure, the creature's movement
  speed is reduced to 0, it cannot take reactions, and it
  can only take an action or a bonus action, but not both,
  until the end of the Skum's next turn.
  Lesser Chuul
  Large aberration, chaotic evil
  Armor Class 14
  Hit Points 45
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  15 (+2)
  5 (-3)
  11 (+0)
  5 (-3)
  Skills Perception +4, Stealth +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses Darkvision 60 ft., Passive Perception 14
  Languages understands Deep Speech but can't speak
  Challenge 3 (700 XP)
  Amphibious. The Chuul can breathe air and water.
  Sense Magic. The Chuul senses magic within 120 feet of
  it at will. This trait otherwise works like the detect magic
  spell but isn't itself magical.
  Actions
  Multiattack. The Chuul makes two pincer attacks. If the
  Chuul is grappling a creature, it can also use its tentacles
  once.
  Pincer. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage. The
  target is grappled (escape DC 13) if it is a Large or
  smaller creature and the Chuul doesn't have two other
  creatures grappled.
  Tentacles. One creature grappled by the Chuul must
  succeed on a DC 10 Constitution saving throw or be
  poisoned for 1 minute. Until this poison ends, the target
  is paralyzed. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself
  on a success.
  
  Magic Items
  Otherworldly Tome (Tithri)
  This ancient tome contains a number of what look
  like spells in ancient, long-dead language. Included
  are:
  Silent Image
  Alter Self
  Detect Thoughts
  Hypnotic Pattern
  Staff of the Aquafer (Morcant)
  (Attunement) Three times per day, you can use an
  action to cause water in a 100 ft. cube to move in a
  direction you choose, even if the water has to flow
  over obstacles, up walls, or in other unlikely
  directions. The water in the area moves as you direct
  it, but once it moves beyond the abilities area, it
  resumes its flow based on the terrain conditions.
  The water continues to move in the direction
  chosen for up to 1 minute.
  Ring of Darkness (Gladys)
  (Attunement) This dark, metal band seems to absorb
  light around it. It has 4 charges and regains 1d4
  expended charges daily at dawn. As an action while
  wearing the ring, you can expend 1 of it's charges to
  cast the darkness spell from it.
  Periapt of Memory (Gladys)
  (Attunement) While wearing this amulet, you can
  remove a single memory from a willing target,
  storing it in a sealed vial. The target must then
  succeed on a DC 12 Wisdom Saving Throw, or be
  afflicted with temporary madness.
  Gladys' Crystal Ball (Gladys)
  (Attunement) Once per day, you can cast the
  scrying or divination spells, without requiring any
  material components. This crystal ball is made with
  a matching Periapt of Memory. As an action, a
  memory taken with this periapt and stored in a
  sealed vial can be viewed inside this crystal ball.
  Hirelings
  Khudrus Mothok,
  Tracker
  Medium humanoid (dwarf), neutral good
  Armor Class 15
  Hit Points 11
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 18 (+4) 9 (-1) 12 (+1) 11 (+0)
  Skills Animal Handling +3, Survival +5
  Damage Resistances poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Reckless. At the start of its turn, the Tracker can gain
  advantage on all melee weapon attack rolls it makes
  during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  Dwarven Resiliance. The Tracker has advantage on
  saving throws against poison, spells, and illusions, as
  well as to resist being charmed or paralyzed.
  Actions
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
  range 100/400 ft., one target. Hit: 6 (1d10 + 1)
  piercing damage.
  
  Credits
  An AO Production 
  © 2021 Alex Barry. All rights reserved. 
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved 
  Some artwork © 2015 Vagelio Kaliva, used with permission. All rights reserved. 
  Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games 
  Writing
  Author - Alex Barry
  Cover Art
  Dean Spencer (https://www.deanspencerart.com)
  Illustrations
  Gary Dupuis (http://gdupuis.com/index.html) 
  Sverker Castillo (https://www.artstation.com/bersverk) 
  Dean Spencer (https://www.deanspencerart.com) 
  Forrest Imel (http://forresti.daportfolio.com/) 
  Rick Hershey / Fat Goblin Games (www.fatgoblingames.com) 
  Vagelio Kaliva (https://www.artstation.com/vagelio) 
  Lore Wise Games (https://www.LoreWiseGames.com) 
  Daniel Comerci (https://danielcomerci.com) 
  Maps
  Cartography Stock Art by Elven Tower Cartography (www.elventower.com) 
  The Forge Studios (https://www.facebook.com/theforgemedia/) 
  Publication Templates
  Cover Portfolio © Louis Porter, Jr. Design. All Rights Reserved. (https://www.lpjdesign.com/) 
  Page Template © Lord Zsezse Works - 2013 (http://www.lordzsezseworks.com/)
  Other Resources
  Homebrewery (https://homebrewery.naturalcrit.com/) 
  Tetra-Cube Statblock Generator (https://tetra-cube.com/dnd/dnd-statblock.html) 
  Terry Herc (https://www.drivethrurpg.com/browse/pub/13437/Terry-Herc)
  Collaborators
  Keasha Barry 
  Rob Delfranco 
  Evan Wechsler
  
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