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  Second Glance 
   
   
   
  For parties of 1 player and 1 DM from the writers of D&D 
  Duet 
   
   
  Credits and Acknowledgements 
   
  Thank you so much to the wonderful people who gave their time looking over this adventure. Rachel and Justin and 
  Gia, we love you all! 
   
  Thank you to Michael Taylor of cryrid.com/digitaldnd for the stat block formatting and generally being awesome. 
   
  Thank you to Kathrin "Kitty" Polikeit. The forest on the cover is from her “Elf markwoman” and used under a GNU 
  license. It can be found here: https://commons.wikimedia.org/wiki/File:Elf_markwoman_by_Kitty.png 
   
  Thank you to Adam who did the art for our Cervidae. You can find more of his work on Instagram @bardandlute. 
   
   
   
  An adventure for one second-level character and 
  their DM 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards 
  of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
   
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  2 | P a g e  
   
  At Second Glance 
  Woodlands patient, woodlands wise 
  Beneath the valley’s obscured skies 
  Dangers foul and treasures fair 
  Lie in wait for those who dare  
  But should the prudent take note here 
  Deduce, observe, or lend an ear 
  All is not as it says or seems 
  The civilized are cutthroat for shiny dreams 
  - Haddiwe Vol, Witch of the Snakewood 
  Introduction 
  he sequel to “First Blush” by D&D Duet. 
  However, this adventure is not limited to that 
  storyline and could be inserted into any 
  campaign setting and scaled accordingly. It is 
  intended for one player and one DM, with a player 
  character and NPC of first or second level.  
   
  If you are picking this up following “First Blush,” 
  the beginning of the adventure would be a great 
  time for the PC and Garren to level up.  
  Appendices 
  A - maps of region, towns, and locations 
  B – stats for creatures and characters  
  C - Garren’s backstory 
  Setting Note 
  In First Blush we included a region map and 
  backstory material for the nation-state of 
  Estra’duhn. However, we realized that this region 
  could easily be situated instead in the southeastern 
  reaches of Faerun. Doing so would allow duets to 
  continue their journey in a well-established setting 
  and potentially result in more options for 
  exploration during play. However, while we 
  swapped Estra’duhn for the Amn region of Faerun, 
  everything else can stay the same. 
  Second Glance can also be setting-neutral and placed 
  in woods with a nearby mountain range for 
  homebrew campaigns.  
  Additional Story Hook or Development 
  If the player is interested, this adventure could serve 
  as a story hook, session zero, or multiclassing 
  narrative for a PC becoming a druid. In that case, 
  they might ask their host in the druid colony to teach 
  them in exchange for helping her Circle.  
  NPCs Note 
  Garren, the paladin, figured prominently in the 
  climax of the story arc of First Blush. Feeling that he 
  owes the PC a debt for freeing him, he intends to 
  help and protect them. His backstory can be found in 
  Appendix C.  
   
  Some parties have also added Remmy from First 
  Blush, the PC’s best friend from their time growing 
  up in the castle. If Remmy came along, he can help 
  the PC as a rogue.  
   
  Garren and Remmy’s stat blocks are located in 
  Appendix B. 
  Overview 
  The PC wakes up in a small druid settlement having 
  been discovered on the side of Strahmin’s Peak by 
  local rangers. As the PC rouses, they will recall the 
  misteleportation from a few days before where they 
  found themselves outside an ancient prison. The 
  amulet that’s been important to them throughout 
  their life was the key to opening this prison, and they 
  awakened the warrior locked inside, Garren. The last 
  thing they remember is fleeing a Frost Giant and 
  Garren trying to shield them. But rather than falling 
  unconscious, the paladin appears instead in the PC’s 
  amulet, where he is as our adventure begins. 
    
  Some of the druids in the Circle are warm toward the 
  PC and Garren, but others are wary. They’ve had 
  trouble with the neighboring town recently and its 
  ambition to take over their forest. What is more, a 
  creature they care for is missing, and they believe 
  she may be in the town. If they PC will help them 
  find her, they can promise trust, aid, and a reward. 
     
  If the PC agrees to take on the druid’s quest, they will 
  travel with Garren (and any other party members) 
  to Duskhollow to search for the missing creature, a 
  Cervidae (fey version of a unicorn). In their search, 
  they will uncover a series of disturbing rumors 
  throughout the town. The stable master is missing, 
  the priest and/or the magistrate are up to something 
  suspicious, and the priest’s son has been behaving 
  erratically. Additionally, an undercurrent of fear 
  pervades the town with whispers of lycanthropes in 
  the forest who are biding their time before they 
  destroy the beautiful, civilized space.  
  In Duskhollow: 
  The priest’s son, Destin, was bitten by a werewolf 
  when he wandered too far alone into the woods, 
  trying to leave the town of Duskhollow behind. His 
  father, Adywn, hired two poachers to capture the 
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  3 | P a g e  
  Cervidae in hopes of discovering a cure for 
  lycanthropy, having read that some fey have the 
  ability to heal curses. His love for his son and desire 
  to shelter him has placed him at the mercy of the 
  town magistrate, Louissa, to whom he owes a large 
  sum of money for the renovation of the temple of 
  Waukeen. The poachers who helped Adwyn 
  informed the magistrate of Destin’s recent 
  transformation; she is now holding this knowledge 
  over the priest’s head to further her own ends. 
    
  Unbeknownst to everyone save her assistant 
  Bertrand, Louissa plans to dramatically unleash 
  Destin in the middle of town during the next full 
  moon. She has been working to frame the druids for 
  his infection, claiming that they’re responsible and 
  cannot be trusted any longer. Ruining Adwyn’s place 
  in the town will place her as the sole power, and 
  getting rid of the druids will allow her to proceed 
  with the expansion and development she’s been 
  dreaming of, especially for the boon it will yield to 
  her personal finances.   
  In the Sacred Wood: 
  In their search through the town for the Cervidae, 
  the PC hears rumors of lycanthropes, both 
  werewolves and werebears, in the area. Although 
  werebears are peaceful and prevent themselves 
  from passing on the disease, the townsfolk are still 
  extremely suspicious and scared of the forest. If the 
  PC continues investigating, they find that the druids 
  are in fact the werebears, trying to live peacefully 
  and safely together. Plans for logging and 
  development have put them under threat, and they 
  fear the destruction of their community and 
  treasured forest. Louissa has been demonizing them 
  to the citizens of Duskhollow in hopes of gaining 
  access to their land. 
   
   
  Rise and Shine 
  mportant Note: All of the NPCs have been 
  designed with flexibility in mind. Feel free to 
  alter the names, gender, or personality of any 
  NPCs described here to best suit you and your 
  player’s needs or preferences. 
  You wake up, a pair of dark brown eyes staring into 
  yours. Noticing your startled expression, the woman 
  moves her head back but maintains pressure on your 
  shoulders, indicating that you should stay reclined on 
  the bed of furs. Glancing around, you note that you are 
  in a small but cozy hut. The strong smell of sage and 
  rosemary greet your nose as she briefly tends the fire 
  before turning her piercing gaze on you. 
  Eliastra 
  Elven Female Druid, Neutral Good 
  400s, only recently having begun to show her age, 
  chestnut brown skin glows lightly copper in the 
  firelight, flecks of gold in her dark eyes. 
  Ideal: A connection with nature binds all life. 
  Flaw: Sometimes I can be too idealistic, seeing good in 
  people when it isn’t there. 
  Goals: Eliastra is hoping to strike up a mutually 
  beneficial relationship with the PC and is looking for 
  reasons to trust them. She has a good feeling about 
  them and wants to help; she’s also curious about 
  their surprise arrival from the mountain. 
  • Her first priority will be assuring herself that the 
  PC is well, checking their extremities to ensure 
  that the frostbite they suffered on the 
  mountainside is healing.  
  • She reveals that the PC has been unconscious for 
  three days, mumbling some in their sleep. She kept 
  them relatively sedated with natural remedies so 
  that their body could rest and heal. Rangers found 
  the PC half frozen and dropped them off for care.  
  • She will ask what happened that left them 
  stranded in the snow. 
  If the PC doesn’t bring it up themselves, Eliastra can 
  lead them toward questions that will let them 
  explain finding Garren in the cave at the top of the 
  mountain. The druid is dubious, explaining that, 
  while not many explorers have returned from treks 
  high into the peaks, an ancient tomb or prison would 
  certainly have been discovered by now. 
   
  I 
  
   
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  If the PC is interested in what happened, they might 
  deduce that their amulet held the key to breaking the 
  enchantment that kept Garren’s cell hidden, protecting 
  it from explorers or those who, through the ages, 
  might have been looking to help him.  
  If they need extra prompting, the amulet might start to 
  glow as they talk about the paladin. 
   
  The item info for the Amulet of Binding can be found in 
  Appendix B. Included below is suggested text for when 
  the PC first uses the item. 
   
  In what has been a gesture of comfort and grounding 
  over the years, your hand wraps tightly around the 
  amulet with an entirely different purpose. Taking a few 
  moments to gather your will, you focus your energy on 
  the ancient being contained within. Tapping into a 
  previously unknown source of power, you call Garren 
  forth into the room.  
  Eliastra gasps as Garren emerges from your amulet into 
  the living area of her hut. She stumbles back, catching 
  herself on a stool several feet behind her. 
   
  Goals: The PC should participate in some revelatory 
  RP and get to know the person that they are 
  adventuring with. Garren is important to the story, 
  but his role in the duet is flexible and should be 
  tailored to fit your game. He can be a DMPC [Dungeon 
  Master’s PC], function as a powerful summon, or be 
  your player’s second character. He has been designed 
  as a helpful member of the Central Party, the group of 
  characters who help the PC and travel with them on 
  adventures. But again, use him as best fits your game. 
    
  If the player is new to D&D or not very comfortable 
  with stat blocks, then the DM should run Garren in 
  combat as usual. However, if they’re more experienced 
  or would like to try it out, they might consider running 
  the PC and Garren in combat but still letting the DM 
  handle Garren’s RP.  
   
  As much as possible, encourage the PC to drive the 
  conversation with Garren in order to have the DM 
  avoid talking to themselves. Occasionally, Eliastra 
  might nod or ask a follow-up question, but (if you 
  need a narrative reason) perhaps she notices that 
  Garren seems more comfortable talking to the PC, or 
  she’s generally reserved and contemplative.  
  Garren Bronson 
  Crystalline Male Paladin, Lawful Good 
  Sharp, angular features, strong and tall build, but a 
  long time from home. 
  Garren thanks Eliastra for the hospitality, taking a 
  few moments to settle himself and adjust to the new 
  environment. 
  Ideal: I must fight or disrupt the forces of evil. 
  Flaw: I overestimate my abilities from time to time. 
  Garren was a mighty warrior from the years just 
  before the Spellplague before he was overcome 
  and cursed. He is only a fraction as powerful as 
  he once was. 
  • Garren, like the PC, is puzzled by where he had 
  been and explains that he saw the past several 
  days transpire, in and out of consciousness, from 
  inside the PC’s amulet. He is rather shocked at 
  having survived the Ice Giant attack but relieved 
  to be alive.  
  • Questions from the PC, with help from Eliastra, 
  reveal that Garren has very few memories of his 
  previous life. He remembers why he was 
  imprisoned in the mountain, though he’s reticent 
  to talk about it. A successful DC 13 Wisdom 
  (Insight) check or general sensitivity on behalf of 
  the PC would indicate that he is dodging these 
  questions but will likely tell them later once he 
  understands more himself. You can refer to 
  Garren’s backstory in Appendix C to have a better 
  idea than the character does at present about when 
  he’s coming from and what he experienced in his 
  former life.  
  • Given time, Garren will start to make enquiries as 
  to the year and his physical location. A successful 
  Wisdom DC 13 (Insight or Perception) check will 
  allow the PC to see that Garren is alarmed by the 
  date and unfamiliar with their particular nation-
  state. He quietens, reflecting on what he’s just 
  learned and trying to understand.  
  After some time, or once there is a lull, Eliastra 
  informs the PC that they’ve aroused the druid 
  colony’s curiosity over the past several days. Various 
  members of her Circle have come to check on them, 
  bringing remedies and food. She excuses herself, 
  wanting to give them some space and privacy, and 
  says she’s stepping out to speak to her friend Restan. 
  If they’d like to go explore, they’ll likely find other 
  druids out and about nearby. She asks them not to 
  wander too far and urges them to be cautious. 
   
  
   
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  If they ask for recommendations of people to talk to 
  or things to do, she may suggest that Garren visit 
  Janvair, if he happens to be home, as he knows lots 
  of lore and history.  
   
  If the PC would like Garren to accompany them, he 
  will go with them to speak to the druids; otherwise, 
  he will stay in Eliastra’s hut for some time to think.  
  As the PC wanders about the druid grove, they have 
  mixed encounters with those they meet. A few are 
  welcoming and ask after the PC’s well-being and 
  background. Others are quite guarded, suspicious 
  that the PC may have ulterior motives for being in 
  the region. 
   
  The Sacred Wood 
  For a basic layout of the druid settlement, see map in 
  Appendix A. 
    
  The druid colony is intimate and located centrally at 
  the widest point in the Snakewood, half a day’s 
  journey from both the road and Duskhollow for 
  those who know where they’re headed. They’re 
  situated only a couple hours’ travel from Strahmin’s 
  Peak, where the rangers found the PC three days 
  earlier. The dense overstory, however, prevents easy 
  sightlines to the mountain range. The mature trees 
  are primarily deciduous, with a few evergreens 
  dispersed across the quaint wooded valley.  
   
  Each home has been integrated into the natural 
  environment so thoroughly that only the slight 
  aberrations in natural decor—an abundance of 
  flowers, carefully patterned vines, or organized 
  collections of herbs—distinguish them from their 
  organic surroundings.  
   
  The settlement is made up of ten huts, crafted from 
  wood and thatch and held together by beautiful 
  strands of ivy that extend into the trees beside each 
  home. They also have a rarely-used meeting house 
  with guest quarters for the rangers or occasional 
  passersby. When just among themselves, they gather 
  in beautiful spaces outdoors. The meeting house 
  serves as more of a formality for outsiders, a way of 
  being mindful toward other settlements’ traditions.  
   
  If the PC decides to explore, they’ll find that a few of 
  the homes are unoccupied. One appears to have 
  been vacated recently, while the other two have 
  been empty for some time.  
   
  Not everyone in the grove is as happy to receive 
  them as Eliastra.  
  • Gwenett and Diala, especially, are wary of the 
  newcomers and find their story of how they came 
  to be on Strahmin’s Peak unlikely.  
  • Restan, Eliastra’s closest friend, is neutral on the 
  subject, but trusts her judgment.  
  • Sanstra, the Circle’s youngest member, is 
  somewhat hesitant to contradict her partner 
  Gwenett’s suspicious, but she is also full of 
  questions for the PC and Garren and their surprise 
  arrival. She intuits a strong aura of significance 
  about their persons but doesn’t want to disrupt 
  their path by going into extensive detail. 
  At some point during their wandering, the PC will 
  encounter Janvair. 
   Janvair the Elder 
  Human Male Druid, Chaotic Good 
  100 years old, huge and lumbering, kind green eyes 
  Ideal: It is my sacred duty to shepherd my people and 
  the forest. 
  Flaw: I fixate on intriguing puzzles & can be slow to act. 
  One of the largest humanoids that the PC has ever 
  seen, even taller than Garren, Janvair is the Circle’s 
  elder. In his young adulthood, he trained with 
  wizards and spent many years as a scribe, sage, and 
  researcher. However, he found the woods to be his 
  true home. Life as a scholarly hermit can be lonely, 
  and he is very thankful for his Circle family. He still 
  loves intellectual puzzles and wracking his brain to 
  recover knowledge that it once knew or might know 
  again. 
  • He is curious about the PC and Garren and will 
  inquire how they came to meet, what they want to 
  accomplish, and where they may be headed. He is 
  especially interested in Garren and his crystalline 
  condition. 
  • He notes the PC’s amulet and requests to study it, 
  hoping to glean some information from the object. 
  He will spend time in reflection afterwards and 
  speak with the party again in a few days once he’s 
  been able to conduct further research and gain 
  insight from the natural world. 
  • Given a few days, he hopes to be able to assist 
  them more. In the meantime, Garren shouldn’t be 
  very far from the PC, no more than a mile, lest he 
  risk returning to a frozen crystalline state.  
   
  
   
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  Earning Trust 
  liastra returns from her consultation with 
  Restan and invites them to dine with her and 
  discuss an important matter. Over a light 
  meal, she asks the PC and Garren about their 
  morning around the colony. Hearing that some 
  people reacted to them with trepidation, she will 
  look grave for a moment before explaining that their 
  Circle is being villainized by their neighbors in 
  Duskhollow. The magistrate wants to expand the 
  town’s size and economic reach and plans to cut 
  down the forest to do so. The druids have been 
  standing in her way, and she’s accused them of 
  unleashing dark forest beings into the town to attack 
  its residents and warn them away from growing 
  their territory.   
   
  With a successful DC 17 Wisdom (Insight) check 
  following Eliastra’s explanation, the PC will 
  understand that she is not giving them the full 
  story. If they press the matter, she will acknowledge 
  that her Circle has some secrets she is obliged to 
  keep, but she will be more than happy to explain 
  everything to the PC in a few days’ time.  
   
  She will pause and allow the PC to take in what she’s 
  just said and ask any clarifying questions before 
  continuing: the Circle has become increasingly 
  alarmed for their own safety and wellbeing, though 
  they still hold out hope for remaining in their home. 
  They’re suspicious of outsiders, believing that they 
  might be spies sent from the town to find an excuse 
  to root them out. She quickly glances at the PC, 
  looking somewhat uncomfortable. If they don’t catch 
  on, Garren will fill in for them: “So they don’t trust 
  us.” 
   
  Eliastra will answer in the affirmative, saying that 
  she’s terribly saddened by this and had been hoping 
  to spend more time with them. However, if the PC is 
  willing, there is something they can do to help earn 
  the Circle’s trust which would then allow her to 
  shelter the PC and Garren for a while longer if 
  needed. She thinks this will help the PC understand 
  what happened with their misteleportation and 
  perhaps give Garren time to recover his memories.  
   
  She lays out the mission, relaying that a beloved 
  creature has gone missing or been captured. They’ve 
  searched the woods extensively, as have their ranger 
  friends, but they have not yet been able to locate her. 
  The Circle cares for a Cervidae, a fey unicorn of 
  sorts, but they haven’t seen her for five days and 
  are concerned about her whereabouts as she’s 
  never been absent for more than a day or two at 
  a time before.  
   
  The Cervidae, Vin’trys, resembles a large deer with 
  beautiful antlers covered in vines and flowers, but 
  her fur, ears, tail, and face are foxlike. Cervidae speak 
  telepathically, though only with those they trust, so 
  they may seem unintelligent to people who don’t 
  know otherwise, but Vin’trys is as wise and smart as 
  any humanoid.   
   
  It is not safe, at present, for the druids to go into 
  the town, but they are hoping the PC and Garren 
  might have a look around for them. They think 
  someone may be holding Vin’trys captive, and 
  they’re scared for her. The rangers reported seeing 
  large hoof prints near the edge of Duskhollow. She’s 
  a very powerful magical being, and they can’t fathom 
  what might have happened that’s preventing her 
  from escaping and returning to the forest.  
   
  The Circle cannot offer much, but if the PC will help 
  them and return the Cervidae unharmed, they will 
  give them a small reward and earn the colony’s trust 
  and gratitude. If they would like to stay in the grove 
  for a while after their mission, Eliastra may be able 
  to do more for them, and she and Janvair would like 
  some time to study Garren’s condition as well.  
   
  If the PC agrees to the quest, Eliastra details that 
  their reward for rescuing Vin’trys and successfully 
  returning to the grove would be a few magical items 
  that will help them on their later travels, a small sum 
  of money, and perhaps even a bit of druidic magic (at 
  DMs discretion).  
   
  In the meantime, Restan gave her 5 gp for each of 
  them to ease their time in town and serve as a 
  goodwill down payment for their help.  
   
  Eliastra clarifies, “They live and breathe this stuff 
  over there, but even the goddess of commerce they 
  worship would be horrified by some of the actions 
  they’ve taken in the name of wealth and power. Be 
  alert and remember who you’re dealing with.”  
   
  She doesn’t think it will be safe for the PC to travel to 
  the town alone, and, she understands from Janvair, 
  Garren shouldn’t be very far removed from the 
  amulet. He is loath to allow the PC to embark on a 
  precarious journey through the forest regardless. 
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  Duskhollow lies a half day’s journey to the northeast. 
  Their host will suggest they gather their strength as 
  the forest is dangerous for the underprepared. 
  The Road Ahead 
  he next morning, Eliastra wakes Garren and 
  the PC early and gives them breakfast and six 
  rations for their journey. She hands the PC a 
  talisman, made of oak and dried herbs. It serves 
  as a map back to The Sacred Grove, but they 
  should be extremely cautious not to let it fall into the 
  wrong hands. She also gives the PC a small pink 
  flower tied on a leather cord. If they’re hurt, they can 
  consume it to revive somewhat. The flower charm 
  functions as a Potion of Healing. 
   
  As they travel, the PC may wish to ask Garren a few 
  more questions about his imprisonment. He will 
  redirect these questions to the PC, asking about their 
  life in the castle and what they were doing when 
  they were misteleported.  
   
  A few hours into their journey, a successful DC 15 
  Wisdom (Perception) or Intelligence (Investigation) 
  check will reveal a series of bear prints midway 
  between the druid colony and the town. If the PC 
  follows them, they find that the prints curve slightly 
  along a path that doesn’t seem to go anywhere. They 
  can track them to a spring where the prints vanish in 
  the water. 
   
  -A Note on Combat Encounters: While the intention is 
  for combat to be challenging, and the encounters have 
  been balanced for two level 2 characters, combat can 
  quickly take a deadly turn with a duet-sized party. 
   
  Should Garren fall unconscious, he will pop back into 
  the amulet. If the entire party falls, the DM could have 
  the PC fade out of consciousness and someone from 
  the town or druid grove can rescue them. They could 
  awake in safety, but missing some items or gear if the 
  DM decides. 
   
  ENCOUNTER- 1 Needle Blight and 2 Twig 
  Blights (MM page 32) 
  Just before the party reaches where Eliastra’s map indicates 
  the edge of the road should be, a successful DC 12 Wisdom 
  (Perception) check reveals a rustling up ahead.  
   
  In a darker portion of the woods about twenty paces ahead 
  to the right, they see a small collection of dead shrubs that 
  stand out against the otherwise verdant forest. Garren 
  suggests they ready their weapons just in case. When they 
  stop, the blights reveal their true form and attack. 
   
  The trees begin to thin slightly after the first few 
  hours of your journey, following Eliastra’s directive 
  to head north and slightly east. For the most part, 
  you’ve been able to orient from the sun and shadows 
  with help from Garren. After traveling through the 
  woods for a few hours, you’re both relieved to 
  discover the expanded road leading to Duskhollow. 
   
  Nearer to the town, looking for the Cervidae’s tracks, 
  with a successful DC 15 Wisdom (Perception) or 
  Intelligence (Investigation or Nature) check, the 
  PC instead comes across large wolf prints that turn 
  into human footprints leading to the outskirts of the 
  small populace in the directions of the stables. 
   
   
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  Duskhollow 
  uskhollow is a perfectly quaint town tucked 
  away at the foothills of the Cloud Peaks; 
  visitors can just make out the range in the 
  distance. The occupants seem to have an ideal 
  location, a safe distance away from the forest and 
  whatever creeps about in its shadows and shielded 
  by the mountains without having to deal with the 
  unsavory types living in the larger peaks. However, 
  this appearance of perfection has led to ready 
  paranoia and a scarcity mindset on behalf of the 
  residents; they hold tightly to their way of life, 
  fearful that others are eager to wrest it from them.  
   
  A more gregarious minority, on the other hand, are 
  delighted to see new faces for the trade and 
  commerce they often bring. In the last year or so, the 
  recently elected magistrate has been inspiring 
  dreams of a new future for Duskhollow, one of 
  fortune and prosperity, the destiny befitting all of 
  Waukeen’s loyal worshippers.  
   
  Goal: The PC needs to figure out who is responsible for 
  the disappearance of the Cervidae and should ask 
  around trying to figure out where to look. The PC will 
  also discover that there are concerns in the town 
  about lycanthropy, the closing of the Waukeen temple 
  due to a haunting, and the suspicious druids in the 
  woods. 
   
  Similar to the conversation with Garren and Eliastra 
  earlier, it would be best if the PC did the majority of 
  the RP with NPCs in town so the DM doesn’t have to 
  talk to themselves. Narratively, it is likely that the 
  populace has not seen many red crystalline men 
  walking around. Garren is still trying to understand 
  his new circumstances and would like to observe the 
  PC’s more natural interactions with those they 
  encounter so he can adjust accordingly. 
   
  There are a number of threads to pull on from the 
  tavern to the emporium, but eventually the PC needs 
  to find their way to Louissa, the new town 
  magistrate, who has been pushing for sleepy 
  Duskhollow to modernize and begin taking 
  advantage of its location near a major trade route 
  running through the Snakewood. Her associates will 
  warn the PC or perhaps even seek their aide 
  regarding a lycanthrope problem. Many of the 
  townsfolk are also suspicious of those pesky druids 
  who have been so helpful to Garren and the PC.  
   
  You squint as the forest’s darkness gives way to your 
  first sight of Duskhollow. The path through the 
  woods has been carefully cleared for the last quarter 
  hour or so, showing a diligence and attention to 
  detail that you expected given the druid’s 
  description of the town. But, as you walk ahead, you 
  are surprised by the lack of movement at such a busy 
  hour of the day.  
   
  Approaching from the road, the entire town looks 
  carefully planned and well-maintained. The wooden 
  cross beams are pristine and contrast nicely with the 
  eggshell-white exteriors of the variously-sized 
  buildings. 
   
  The important information that each NPC can 
  convey is bulleted below their description.  
   
  Duskhollow Locations and NPCs:  
  The Crippled Fawn Inn & Boarding 
  The inn is the tallest structure in town save 
  Waukeen’s Temple, visible from the road and a 
  welcome sight to weary travelers. The lower level 
  boasts a beautiful courtyard and garden with several 
  generously-sized suites for those looking to pay a bit 
  extra. The rooms on the top floor are more modest, 
  though still comfortable. Light, airy fabrics 
  compliment the sawn-wood floors and white walls 
  of the town’s finest establishment.   
   
  Players can secure a pleasant room here for 7 
  silver. Rooms include a bath and light breakfast. 
  Melusine Villeta—owner  
  A beautiful halfling woman, Melusine’s family has 
  lived in the valley for generations and were likely 
  among the first settlers. She has a twisted sense of 
  humor and is not a stranger to the world’s cruelties, 
  but she helps others when she can and advises 
  caution where appropriate. She’s retreated from 
  town politics in recent months as the tension 
  between Louissa and Adwyn (the Priest of 
  Waukeen) likely bodes ill and, sometimes, it’s best to 
  let these things be. She’ll warn the PC away from the 
  druids, living on dirt floors in the middle of the 
  woods. Melusine would much rather have paying 
  customers in the form of the PC and Garren, 
  especially if they’re intent on traveling to other 
  D 
  
   
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  locales where they might tell others about her 
  beautiful inn.  
  • Melusine knows about the druids and regards 
  them as savages, stuck in ancient ways. 
  • She is concerned about Torstran, the stable owner 
  and her friend, who left for Amn over a week ago 
  and hasn’t been seen since. 
  • People have reported strange happenings around 
  the temple since it closed. The haunting of the 
  Waukeen temple is certainly cause for concern, 
  and seems an ill omen for the little economy of 
  Duskhollow this season. 
  • If the PCs are looking for work, her farmer friend 
  just to the east of town is always open to hiring 
  help. See Side Quest: Y’all (Don’t) Come Back, 
  Ya Hear?  
   
  ENCOUNTER- Deni and 2x Bandits (MM 
  page 343) 
  This can be inserted wherever seems convenient for your 
  game. Beyond the usual enjoyment and experience of a 
  combat, this encounter can set up a helpful ally for the PC’s 
  raid on the temple and/or the magistrate’s house. If the PC 
  does not need a rogue, this would still be an opportunity for 
  them to practice using non-lethal force while subduing an 
  enemy. The encounter might also create an ideal opportunity 
  for the PC to meet Bertrand, the magistrate’s assistant and 
  nephew, who can then introduce them to the town’s most 
  powerful politician.  
   
  “You emerge from __________ (Salodan’s Emporium, The 
  Crippled Fawn, etc.) into the peaceful afternoon air, a light 
  breeze blowing against your skin and clothing. You cannot 
  shake the feeling that this town is too still, especially for all 
  its pomp around the Merchant’s Friend goddess Waukeen.  
   
  A disturbance across the town’s square draws your attention 
  as a slim human female in her mid-teens is slipping out of the 
  grasp of an aggressive-looking male wearing a heavy cloak. As 
  the girl looks over her shoulder for her pursuer, a second 
  cloaked man emerges fifteen paces to the left and begins 
  charging towards her.” 
   
  If Garren and the PC decide to intercede, refer to the stats in 
  Appendix B for the two poachers (Bandits MM page 343 or 
  see Appendix B), Deni, and Garren. Ideally the party will not 
  kill the poachers outright as they are in a civilized area with 
  governing laws. Once they are below half health, the two 
  men may try to run away without the sack Deni is carrying. At 
  the end of the encounter, Deni will tell them why she was 
  running away (see below), and Bertrand, an assistant to the 
  magistrate, will emerge from his office to thank these 
  keepers of the peace. He will be thrilled to offer them 
  another law-enforcement mission; see “Magistrate’s Home 
  and Hall” below. When Bertrand appears, Deni will scamper 
  off, not wanting to interact with him.  
   
  If Garren and the PC fail to intercede, the two poachers will 
  steal the small purse and food she’s carrying along with a 
  pouch she’s hidden about her person and push her to the 
  ground before running away with her goods. See Deni’s 
  explanation below if the PC decides to walk over to the girl 
  and see what happened.  
  Deni Tumble 
  Human Female Rogue, Chaotic Good 
  14 years old, thin, short dirty-blonde hair 
  Ideal: If the world won’t give you what you need, you 
  must take it. 
  Flaw: Sometimes my ideals cause me to take on 
  challenges I’m not ready for yet. 
  Deni is friendly to the PC and may come in handy 
  later depending on how the investigation goes. Her 
  stat block can be found in Appendix B. 
  • The two men are ripping off her grandmother, 
  only giving her half of what the farm’s produce 
  and eggs have been earning in town. She’s 
  observed them for a week and made some 
  enquiries of her own about the price of goods with 
  the town’s merchants.  
  • They’ve been helping Cleric Adwyn with 
  something secretive.  
  • She knows they’re on good terms with the 
  magistrate, so she decided to take matters into her 
  own hands and take back some of what belonged 
  to her family.  
  Salodan’s Emporium 
  By far the most ostentatious building in Duskhollow, 
  Salodan’s lovely shop solicits visitors’ attention with 
  a shiny storefront and colorful signage. The 
  advertisements promise “many wondrous items 
  within,” though frugal newcomers will notice that 
  the locals prefer less pricey venues. For adventurers, 
  the emporium is one of the only places selling 
  magical items for many miles in all directions, which 
  can have an exaggerated effect on price. 
  Salodan Hamir — owner 
  A gregarious dark-skinned human man with a ready 
  smile and booming voice, Salodan is a recent 
  transplant into Duskhollow and an early supporter 
  of Louisa’s business-forward initiatives. He is widely 
  
   
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  regarded as a gossip and could prove to be a good 
  source of information for the party. 
   
  Salodan is happy to sell any of the adventuring 
  supplies in the PHB (beginning on page 148) at a 
  10% markup. A shrewd trader buying multiple 
  things, or someone ready to haggle can get him to 
  budge on his prices (with a DC 15 Charisma check), 
  especially if Salodan regards the PC as a friend of the 
  town. 
   
  Garren may want a javelin or two. If the PC 
  specifically asks, he does have a couple of magical 
  items tucked away but will be reticent to part with 
  them. He has a Quall’s Feather Token (Anchor; 
  DMG 188) for 50 gp and a very old vial of reddish 
  liquid with gold overlays (a Potion of Healing) for 
  50 gp. He keeps these items in a lockbox under the 
  counter. 
  • Five nights ago, Salodan was walking home from 
  the Greenside Tavern when he saw movement in 
  the new construction of the Waukeen Temple. He 
  went to investigate thinking that perhaps some 
  kids were playing inside. Instead, he ran into 
  Adwyn Corts, the temple cleric, who looked 
  exhausted and nervous. The next day, the temple 
  was closed. 
  • The poor cleric has so much going on between the 
  temple closing and his son’s drinking problem that 
  it’s no wonder he’s so addled. The son, Destin, can 
  often be found at the Greenside Tavern having a 
  few too many. 
  • Salodan feels bad for Mistress Louisa. Many folks 
  in this backwater do not see the good she is trying 
  to do in expanding the town’s reach by clearing 
  the forest and shipping lumber to Amn. 
  • Torstran, the stable master, was not to be trusted. 
  The man still has a tab with Salodan, and he 
  probably skipped town to avoid his debts. 
  Magistrate’s Home and Hall 
  Situated slightly away from the center of town, the 
  magistrate’s residence has never looked more 
  beautiful than in its first year under Louissa’s tenure. 
  She insists that the grounds be kept spotless and the 
  shrubs and flowers perfectly trimmed. The bottom 
  floor of the structure serves as a place where 
  villagers can seek an audience with her and the 
  upper floors provide a luxurious residence. 
  Louissa Prenav- Town Magistrate 
  A calm, confident half-elven woman in her mid-to-
  late thirties, Louissa’s charm and vision have led her 
  to a prominent position in an otherwise lethargic 
  town. Beneath the elegant facade, however, lies 
  brutal calculation. Louissa innately knows who is of 
  benefit to her and who can be ignored or swept 
  away. The PC intrigues her at first, being from a 
  larger city and potentially well-connected, but their 
  penchant for questions quickly removes them from 
  her list of possible allies and relegates them to a 
  likely problem. She does not worry about this overly 
  much, though, as her plan is unfolding perfectly. 
   
  On the PC’s second night in town, Louissa intends to 
  capitalize on the town’s fears and suspicions of the 
  druid colony and arrange for Destin Corts to have a 
  dramatic transformation in the middle of town. This 
  event will allow her to whip the loyal townsfolk into a 
  frenzy to charge through the forest and demand that 
  the druids leave. Duskhollow can then expand its 
  claim, begin logging, and increase traffic along the 
  road. 
  Note on timing: If you would like for the PC to have 
  more time to work on the side quests, feel free to 
  adjust the night of Louissa’s big plan accordingly. 
  The magistrate is busy and will not pay the PC much 
  mind, but her assistant (and nephew), Bertrand, will 
  be the one primarily interacting with the PC. 
   
  Bertrand Prenav 
  Human Male Commoner, Lawful Evil 
  27 years old, long but thinning black hair, permanent 
  sneer 
  Ideal: People should recognize when they are in the 
  presence of their betters. 
  Flaw: I am drawn to power, but in a grasping, pathetic 
  way. 
  Bertrand has an inflated idea of the importance of 
  the magistrate's office and, by extension, his position 
  in it. In exchange for information, he will expect 
  either flattery or coin. 
  • The druids are unwashed scum. Those savages are 
  holding back this whole area. 
  • Mistress Louissa is the best kind of person, noble, 
  graceful, intelligent, powerful… 
  • If the PC would like to make some coin, the City of 
  Amn has notified their office of a dangerous 
  
   
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  criminal thought to be hiding in the forest to the 
  South. He has waylaid a few travelers and scared 
  them away from continuing their journey to 
  Duskhollow. Several others have been so shaken 
  by their encounter that they’ve barely spent any 
  money in the town and are unlikely to return or to 
  speak positively about their trip. Duskhollow is 
  authorized to reward the criminal’s apprehension 
  with 50 gp. Bertrand generously offered this task 
  to the druids, but it was not in the town’s interest 
  to comply to their additional terms, about which 
  he is not willing to say more. See Side Quest: 
  Flemm the Foul. 
  • Anxious Adwyn is so tedious for the Mistress to 
  have to constantly deal with. Hopefully that will all 
  be resolved soon. Louissa has been instrumental 
  in expanding that silly man’s temple and has yet to 
  received the measure of gratitude that is her due, 
  not to mention the reasonable, regular payments 
  he agreed to! 
   
  If the PC is suspicious enough of Louissa to 
  investigate her more closely, especially if they decide 
  to go through her home and office, there are a 
  number of incriminating things they can find, though 
  they do run the chance of encountering Bertrand or 
  Louissa if they take this course.  
   
  Call for a Dexterity (Stealth) check as the party 
  transgresses property boundaries. Rolls under 10 
  will have a 25% chance of attracting unwanted 
  company in the form of Louissa or Bertrand. The 
  windows are unlatched, but the door is locked; it can 
  be forced open with a DC 12 Strength check or 
  picked with a DC 10 Thieves Tools check. A map 
  of Louissa’s house can be found in Appendix A. The 
  DM should call for Intelligence (Investigation) 
  checks as needed depending on the areas that the PC 
  explores. 
   
  Exploring Louissa’s house could yield the following 
  clues: 
  • On the mantle downstairs is a note in a rough 
  hand. The druids, she’s been informed by the 
  poachers she tipped off about doing a job for the 
  desperate Adwyn, are werebears. To their credit, 
  the poachers explain that werebears are by nature 
  careful and peaceful, unwilling to spread their 
  curse, so they do not pose a threat to Duskhollow. 
  Louissa, however, is happy to ignore this caveat 
  and seize the opportunity their land provides. If 
  she can demonize their antiquated religious 
  practices and misguided reverence for nature at 
  the same time, so much the better.  
  • Under the mattress in her bedroom is a diary. She 
  and Bertrand are planning on releasing Destin, 
  referred to as “the promising problem,” on the 
  town the night of the full moon in order to cause a 
  panic and rally the villagers to expel the druids 
  from their camp. 
  • The ledger on her desk reveals that the interest 
  rate she’s been charging Adwyn for expanding the 
  temple is exorbitant, and it seems unlikely that he 
  could afford the payments, especially in a town of 
  that size. 
  • A letter on her desk shows that she has been 
  working with merchants in Amn and other nearby 
  locations to gauge how profitable it would be to 
  expand the road and log the forest. She will be 
  pocketing 50% off the top to keep for herself and 
  adjust the town records accordingly. 
  ENCOUNTER- Animated Armor (MM page 
  19) 
  Upstairs, a nearly complete suit of armor stands in the office 
  area. Anyone besides Louissa tampering with the desk 
  (where all of the above information can be located if the PC 
  missed or skipped other locations) will cause the Animated 
  Armor to activate. It is missing a few pieces and therefore 
  has 20 HP. The command phrase is framed in needlepoint 
  beside the desk. It reads, “Under watchful, empty eyes” in 
  Elvish. Reading the command phrase aloud will give the PC 
  control over the Animated Armor within the confines of the 
  house. 
   
  If a loud fight breaks out, Louissa or Bertrand will show up in 
  10 rounds to investigate. 
   
  
   
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  Waukeen’s Temple 
  See the map in Appendix A.  
   
  The Temple of Waukeen is beautifully adorned with 
  daffodils all around the grounds. On either side of 
  the main entrance, a pair of gilded lions stand guard. 
  The smaller front portion of the temple hosts tall 
  windows through which a modest sanctuary can be 
  seen with a few benches for supplicants and 
  parishioners to rest and meditate. 
   
  Inside, an elegant statue of the Golden Lady nearly 
  reaches the temple’s ceiling; she stands with hands 
  facing outward, her long hair flowing wildly around 
  her. To either side, golden scales further beautify the 
  altar. There are two doors, one leading to the cleric’s 
  study and the other to the back where the new 
  construction is taking place.  
   
  This second door remains locked at all times, 
  requiring a DC 15 check with Thieves’ Tools to 
  open. The lock seems unusually sophisticated for a 
  small town temple. 
   
  Temple break-in note: If convenient, Deni can arrive 
  to help the PC at the perfect moment for breaking into 
  the temple if they don’t arrange it with her ahead of 
  time. Otherwise, Garren can break down the door. A 
  successful DC 12 Dexterity (Acrobatics) or Strength 
  (Athletics) check on behalf of the PC will prevent the 
  door from crashing loudly. 
   
  If the PC and Garren encounter Deni, she tells them 
  that she saw the poachers exiting the temple 
  construction site five or six nights ago. If they need her 
  help, she has a few tools she brought from home. (Deni 
  has proficiency with Thieves’ Tools. Her stat block can 
  be found in Appendix B.) 
   
  The cleric’s study contains a large, frayed tapestry. 
  It’s disheveled and poorly hung and doesn’t seem to 
  aesthetically fit the rest of the temple. Behind it, 
  there is a hidden door that leads into the false room. 
  It is wedged shut. A DC 15 Strength check can force 
  this door open. The cleric’s study also has a partially 
  destroyed note on the desk. It reads, in a jagged 
  script: “The blood yields no answers thus far. 
  Perhaps more---”.  
   
  The rear section of the temple is under construction. 
  The walls and roof are up, but the windows are 
  boarded and the back door locked. The door 
  requires a DC 15 check with Thieves Tools to 
  open. It also seems a bit much for keeping curious 
  townspeople and their children away from the 
  dangerous worksite.  
   
  Inside the construction area, amid the expected dust 
  and debris of new work, the PC finds vials of blood, 
  remnants of potions, and spilled and half-full bottles 
  of mysterious liquids. As they look around, a 
  successful DC 13 Wisdom (Perception) check 
  reveals that the space of the new sanctuary doesn’t 
  make sense, almost like there should be more room 
  here based on the appearance of its size from the 
  outside. A successful DC 12 Intelligence 
  (Investigation) check will reveal the wall butting 
  against the old temple has a room-sized space that 
  shouldn’t be there, with brand new, but poorly or 
  hastily made walls and no discernible door. A DC 12 
  Wisdom (Perception) check will allow the PC to 
  hear movement and a quiet lowing. 
   
  Breaking through the wall with a successful DC 15 
  Strength check, the PC will find the Cervidae, 
  injured and fettered, but alive. A DC 10 Wisdom 
  (Medicine) check will let the PC see the deep cuts in 
  her foreleg from a hunter’s trap. Garren may offer to 
  use some of his lay on hands to heal her so she can 
  leave with the party.  
   
  Hearing the PC and Garren speak of helping her, or 
  that the druids sent them to find her, she will begin 
  to talk to them. The Cervidae, Vin’trys, will explain 
  that the cleric paid two poachers to hunt her and 
  bring her into the town.   
   
  Vin’trys will also reveal that Adwyn has been asking 
  her about lycanthropy and how to cure the disease 
  but that is outside her realm of knowledge or 
  restorative ability. Adwyn refused to believe this 
  was true and has been holding her here, 
  withdrawing her blood to conduct his experiments 
  and potion-making.  
   
  If the PCs follow through with freeing the Cervidae, a 
  successful DC 15 Dexterity (Stealth) check will 
  allow them to make it to the edge of the forest 
  unseen, assuming they’re traveling at night. She will 
  promise to return to the druids and is capable of 
  defending herself. 
    
  
   
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  If the Dexterity (Stealth) check is unsuccessful, they 
  may be spotted by Adwyn, Destin, or Bertrand at the 
  DM’s discretion.  
  • Adwyn will demand to know what they are doing, 
  panicked to have yet another person know about 
  his secret activities but even more upset about 
  what this means for his son. The PC may need to 
  make some Charisma (Deception or Intimidation) 
  checks. Adwyn’s Passive Insight is 13. The cleric 
  will avoid a direct conflict, but if he is pushed, he 
  will defend himself. A Charisma (Intimidation) 
  check of 15 or higher will see him falling to the 
  ground, weeping.  
  • Destin will emerge out of the shadows after the 
  Cervidae has entered the forest. He will remark 
  that he’s never seen one in real life before, but he’s 
  read about them. What was it doing in town? If the 
  PC reveals where they found the Cervidae, Destin 
  will try to quickly gauge how the PCs feel about his 
  condition, assuming he believes they know and 
  considers them to be a friend. He has been stuck in 
  Duskhollow for so long and is desperate to escape, 
  but when he tried to leave, he was attacked by a 
  werewolf in the forest and barely made it back to 
  town alive. If the PC, at this point, knows the 
  druids are werebears, they might suggest Destin 
  seek their help since they know how to control 
  their lycanthropy.  
  • Bertrand will be delighted to have stumbled upon 
  a secretive situation where he can gain 
  information and exert his power. As he postures 
  and tries to extort the PC, Deni may fade into the 
  shadows, sneak around behind him, and knock 
  him unconscious. 
  It would be best, given Louissa’s plot regarding 
  Destin, for the PC to remain in town and continue 
  seeking the truth of what’s transpiring in 
  Duskhollow. If they need some prompting in that 
  regard, Garren might suggest they stay and get to the 
  bottom of things. 
  Greenside Tavern 
  Tucked into the center of town, this bustling 
  establishment is a local favorite among Duskhollow’s 
  residents. If any bards or musicians travel through 
  the area, they’ll stop here to earn a few generous tips 
  and glean a story or two. The exterior is modest, 
  blending into the white siding found throughout the 
  town, but the welcoming, sometimes raucous, 
  atmosphere sets it apart from the more reserved 
  locales typical of the region.   
   
  Kaitsyl and Barris Stonefoot — 
  proprietors 
  This dwarf power couple run the social heart of 
  Duskhollow. Kaitsyl is the friendly and welcoming 
  face of the establishment. She is a great source of 
  information and can help steer floundering PCs back 
  onto the right path. However, Kaitsyl is much more 
  available to chat when the Greenside is less busy, so 
  the mornings and late afternoons are best. She is 
  quick to smile but equally quick with scathing 
  sarcasm for anyone daring to be rude. If that is not 
  sufficient, Barris coming out of the kitchen is almost 
  always enough to quench any would-be impropriety. 
   
  Meals are 2 silver and hearty. Players desiring 
  libations can have a mug of good ale for 4 copper 
  or a pitcher of slightly vinegary wine for 2 silver. 
  • Kaitsyl is suspicious of Louissa. She knows Eliastra 
  and Restan, having encountered them a couple of 
  times in the forest and does not like seeing the 
  Druids vilified. 
  • The cleric’s son is here all the time. Usually he’s 
  not a problem, but lately he has been unsteady. At 
  one moment he will be fine and in the next he 
  swings to sadness or anger. She is worried about 
  him, but he won’t speak to her about it anymore. 
  She’s also noticed that Bertrand, the magistrate’s 
  slimy assistant, watches the boy closely, and she’s 
  unsure of his intent. She’s asked Barris to observe 
  him as well, but he always leaves when her 
  partner emerges from the back.  
  • The road to Amn is dangerous. The Greenside has 
  been expecting an important delivery of fine ale 
  that’s late to arrive. In her younger days, she 
  would go out and investigate what happened, but 
  she and Barris have put adventuring behind them. 
  They will, however, offer the PC 80 gp to bring the 
  shipment back. Kaitsyl can suggest, if the PC needs 
  prodding, that it would be a good idea to equip 
  themselves and/or Garren with distance weapons 
  to have more options in their encounter with the 
  goblins. These goods can be purchased at 
  Salodan’s Emporium. See Side Quest: Goblin It 
  All Up.  
  • The haunting in the Temple of Waukeen is just 
  another of Louissa’s half-truths or Adwyn questing 
  after money that he’s misspent. Likely, the coin set 
  aside to finish the project ran out and one of the 
  two, or both, are trying to save face. She wishes 
  someone would go figure out exactly what’s going 
  on. 
  
   
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  • If the PC helps Kaitsyl with either the temple or 
  the supplies, she can reluctantly reveal that she 
  knows the druids are werebears, but that they are 
  good, like most werebears, and not responsible for 
  the ills Louissa is heaping on them. 
  The tavern also provides an opportunity for the PC 
  to meet with Destin Corts. 
  Destin Corts 
  Human Male, Neutral Good 
  27 years old, thick and unruly brown hair, athletic 
  Ideal: I want to travel this world and meet its people. 
  Flaw: I can be erratic and sometimes my temper gets 
  the better of me. 
  Destin avoids most people in the town, though he is 
  well-known, and he is occasionally gruff when trying 
  to remove himself from others. On nights when his 
  father is otherwise occupied, he spends the evening 
  at the Greenside Tavern, usually having too much to 
  drink. In his interactions with the PC, assuming 
  they’re relatively pleasant and genuine towards him, 
  he ranges from being overly-friendly to shutting 
  them out entirely or running off to take care of some 
  other task. 
  Destin is actually a Neophyte Werewolf (stats in 
  Appendix B). He was bitten while he was trying to 
  leave Duskhollow after wandering too deeply into the 
  Snakewood and getting lost. He will keep his secret if 
  at all possible. If confronted with proof, he will seek 
  aid from the PC. 
   
  Cleric’s Abode 
  This small house appears somewhat dilapidated. 
  Wilted daffodils waste away on either side of a 
  slightly off-center door. 
  Adwyn Corts—Head Cleric of 
  Waukeen 
  Human Male, Chaotic Neutral 
  63 years old, gray and brown hair, grim faced 
  Ideal: One should be prepared to do anything for one’s 
  family. 
  Flaw: Sometimes people must do bad things for good 
  reasons 
  The cleric used to hold more power in the town but 
  has been sidelined through recent political 
  machinations and alliances forged between Louissa 
  and other high-ranking town members. His primary 
  loyalty, besides to the goddess, is to his son, of whom 
  he is overprotective and readily defensive. Beyond 
  that, his behavior is erratic. It is clear, through 
  conversing with or observing him, that something is 
  amiss. When asked about his high stress, though, he 
  will gather himself together and reveal an aura of 
  the man he must have been in the past given the way 
  the townsfolk talk about him. These extreme 
  changes are more recent, reportedly within the last 
  few months. A careful PC might even notice the 
  cleric’s wariness of Louissa’s presence. 
   
  Valley Stables 
  The stables seem as though they could be better 
  cared for, though of course the absence of their 
  owner and manager might account for that. The 
  structure is relatively ordinary, made of large pieces 
  of lumber that have weathered to a light gray over 
  time and a sturdy, thatched roof. 
   
  ENCOUNTER- 4 Giant Rats(MM page 327) 
  This is a false lead. Inside the stables, the PC will find lots 
  of rubbish and grossness. Something smells rotten in here. 
  Inside 4 Giant Rats are eating garbage. They will attack on 
  sight, but flee once 2 have been killed.  
   
  
   
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  A Plot Unfurls 
  his adventure can evolve in a number of ways 
  depending on how the PC proceeds with 
  either uncovering (or not) the werewolf plot 
  and locating and freeing the Cervidae. This section 
  includes likely outcomes and suggested resolutions. 
  Failing to Intervene 
  If, for whatever reason, the PC doesn't manage to 
  intervene with Louissa’s plot, Destin will become 
  very intoxicated one evening and Bertrand will lead 
  him out into the light of the full moon. Bertrand will 
  attempt to escape as Destin turns into a Neophyte 
  Werewolf in the middle of town (stats in Appendix 
  B). The horrified townsfolk will bar their doors. 
  Barris, the dwarf, will stand guard over her tavern, 
  protecting her wife and her patrons, intent on 
  subduing the young werewolf.  
   
  In the light of the following day, Louissa will call on 
  her fellow residents to come together and demand 
  that the druids leave. She will try to provoke the 
  Circle into revealing their true natures as werebears 
  and attempt to get them to abandon the land. They 
  will…but Duskhollow will still be plagued by a 
  werewolf. 
  Note on lycanthropy: If something goes terribly awry 
  and Destin bites the PC, Vin’trys could reveal her 
  ability to heal the curse if the victim is brought to her 
  within the first 48-hours. Garren, because of his 
  crystalline form, is immune. Ideally, this last resort 
  won’t need to come into play.  
  Confronting Louissa 
  Without evidence obtained from her house directly 
  incriminating Louissa in wrongdoing, she will deny 
  everything and may call on the town or her poacher 
  henchmen to detain the PCs long enough for her to 
  go through with unleashing Destin Corts. She will 
  then lead the townspeople against the druids, 
  instigating a conflict. 
   
  With evidence, she will likely admit to her plans, 
  heaping praise on the resourcefulness of the PC. She 
  will try to convince the PC to join her and help her 
  make sure that no one gets hurt by Destin. If the PC 
  refuses, she will attempt to get them to leave and 
  then immediately try to have them detained in the 
  manner described above. 
  Confronting Adwyn 
  Adwyn will break down if the PC reveals proof of his 
  wrongdoing and implicates Louissa. He will blame 
  the great love he feels for his son for clouding his 
  judgment and better sense. 
   
  If the PC seems intent on harming Destin, he will 
  turn and try to attack them. However, if the PC will 
  allow it, he will promise to take Destin and they will 
  leave town. If this is the case, the PC may find out 
  later that a cleric was found ravaged by a 
  particularly large and vicious wolf -OR- depending 
  on the characterization of Destin in your game, 
  perhaps he escapes his father and joins the druids, 
  who can help him, and Adwyn returns to town alone.  
  Confronting Destin 
  As the PC is one of the only people in the town who 
  is near his age, if they work to befriend the young 
  man, he may trust them with his secret, especially if 
  the PC reveals Louissa’s plan to him. His actions 
  from there would depend on the PC’s advice since he 
  looks up to them for their experience in the wider 
  world. If the PC knows that the druids are 
  werebears, they might suggest Destin seek their 
  protection and tutelage as they know how to control 
  their lycanthropy and could likely help him learn to 
  do the same.  
  Confronting Eliastra 
  Eliastra will have no problem admitting that the 
  colony is comprised of werebears, especially if the 
  PC asks her after they’ve returned the Cervidae. 
  Despite what some may say, the werebears are only 
  interested in living peacefully and protecting the 
  forest. They want to be left alone. They focus on 
  tempering their affliction and learning to harness it 
  for the greater good. She will be grieved if the PC is 
  upset that she didn’t tell them sooner. She wanted to, 
  but she’s not only looking out for her own safety, but 
  the Circle’s as well.  
   
  The druids would happily take in Destin and provide 
  him training and safety if the various parties are 
  amenable. 
   
   
   
  T 
  
   
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  Resolution 
  “Good” Outcome 
  As a reward, the druids give the adventurer and 
  their companion(s) 100 gp, a Figurine of 
  Wondrous Power (Silver Raven; DMG page 170), 
  and a Cloak of Protection (DMG page 159). At the 
  DMs discretion, they also learn one druid cantrip of 
  their choice.  
   
  Upon their return to the druid colony (if they go 
  back), Janvair will have researched parts of Garren’s 
  past. A few more details from Garren’s backstory, 
  especially revolving around the Spellplague and 
  Garren’s place in history, can be revealed to the PC 
  and Garren from Janvair’s report. 
    
  Eliastra will ask to more closely examine Garren’s 
  crystalline condition.  
   
  She holds both of his hands in hers and her eyes roll 
  back in her head in a trance. Several seconds pass as 
  her eyes shift back and forth in her head, her senses 
  delving deeper into Garren’s person. She emerges a 
  few moments later, somewhat out of breath, and 
  looks into his eyes with great concern. “I fear that 
  your condition places you in grave danger.”  
   
  She then looks to the PC and explains that she can’t 
  fully understand the magic that is both imperiling 
  and protecting Garren, but she believes even more 
  strongly now that they should remain close together 
  as it seems his safety relies on proximity to the 
  amulet. If they are willing to make the journey, 
  she has a wise friend, a wizard, a few days’ travel 
  down the road, who might be able to help both of 
  them.   
  “Bad” Outcome 
  If the party turns on the druids instead, they will see 
  the powerful werebears, under the light of the full 
  moon, defend their homes from panicked villagers. 
  They will not harm anyone unless given no other 
  choice, but they would like the opportunity to 
  carefully gather their belongings and travel to a 
  different area of the forest. As they leave, the forest 
  itself darkens and the atmosphere changes. The 
  townsfolk, and the party, should hurry back to 
  Duskhollow before whatever evil that intends to 
  replace the peaceful werebears settles in.  
   
  On the way back to town, the werewolf who attacked 
  Destin one month before stalks the villagers, picking 
  off a few here and there to join her pack. The PC and 
  Garren narrowly escape this assault; it should feel 
  close, but not so much that the PC actually takes on a 
  fully grown werewolf.  
   
  As the town recovers from their decisions and 
  accounts for those who are missing, they come to 
  understand that subduing the forest will not be as 
  simple as they had thought. What is more, the 
  werewolves surrounding them are growing in 
  number and seem to have a plan.  
   
  In terms of Garren and the PC’s next steps, if it seems 
  appropriate to the DM, Adwyn can explain what 
  Eliastra was able to relay to Garren from herself and 
  Janvair in the previous section. Otherwise, as they 
  set out from the town, they might happen upon the 
  wizard Eliastra would have alerted them to, though 
  it will not be as easy for them to gain his trust and 
  assistance. 
   
   
  
   
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  Side Quests 
  Y’all (Don’t) Come Back Now, Ya Hear 
  A farmer, Bosun Klinp, is in need of someone to help 
  him put down his in-laws that just will not stay in 
  the ground. Turns out his wife Marguerite’s 
  parents—who plagued him while they were alive—
  insist on continuing to hungrily involve themselves 
  in his life even after their death several months 
  before.  
   
  Marguerite has taken to locking herself in their 
  home, too distressed by the ever-worsening state of 
  her family members. He’s hired people to take care 
  of them before, but their only solution has been to 
  bury them, which only works for so long. But the PC 
  and Garren seem incredibly capable! Would they be 
  able to help him? He can offer them a small financial 
  reward and several days’ worth of rations to help 
  them on their journey.  
   
  ENCOUNTER- 2x Zombies (MM 316) 
   
  The PC and Garren must burn the bodies in order for them to 
  stay down. 
   
  LOOT: 10 gp, 6 Rations, and a Bag of Beans (DMG page 152) 
  with 2d4 beans inside. 
  Flemm the Foul 
  An acolyte, convicted in Amn of irresponsible magic 
  use, escaped on the way to the labor camp he was 
  sentenced to and has been hiding out in a small cave 
  in the forest near the road, slightly beyond the 
  midway point between The Sacred Grove and 
  Duskhollow. He is responsible for the Blights in the 
  forest.  
   
  Flemm has grown somewhat mad in his time alone 
  and has seen all kinds of savage beasts and 
  monsters. The Blights are his friends and protectors, 
  and he is sure the PC is there to destroy them and 
  apprehend him, but he doesn’t intend to let that 
  happen.  
   
  ENCOUNTER- 1x Acolyte and 1x Vine Blight 
  (MM page 342 and 32) 
  This is a good opportunity for the PC to practice using non-
  lethal force if possible.  
  LOOT: 5 sp, a Vial of Poison. 
  REWARD: 50 gp as promised if returned alive, 20 gp if the 
  party returns a dead body.  
  After the encounter, Garren can help the PC tie up Flemm 
  and return him to Duskhollow to collect their reward.  
   
  Goblin it All Up 
  Some goblins have waylaid a shipment of goods and 
  booze destined for the Greenside Tavern and have 
  subsequently become drunk off the spoils. The 
  goblins are outcasts from a small clan on the other 
  side of the mountains. They have been here for some 
  time.  
   
  Torstran’s body (the stable master) can be found 
  half-buried in the area, the stench indicating that he 
  has been deceased for a few days. 
   
  The PC and Garren are alerted to the goblins’ 
  presence nearby when their loud threats to one 
  another and plans for conquering their former clan 
  drift up the small hill that lies between the party and 
  the goblins. 
   
  ENCOUNTER- 4x Gobins w/ Disadvantage 
  (MM page 166)  
   
  Because the goblins are very intoxicated, they make all 
  attacks at disadvantage. 
   
  LOOT: 2 Casks of Ale with Greenside Tavern markings, 3 gold 
  teeth (worth 1 gp each) 
  REWARD: 80 gp and half-price meals at the Greenside 
  Tavern. 
   
   
   
   
  
   
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  Appendix A- Maps 
   
  The Sacred Wood 
   
   
   
   
   
  
   
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  The Region and Town of Duskhollow
   
  
   
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  Louissa’s House 
   
  The Temple of Waukeen 
  
   
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  Appendix B- Stats
  Cervidae  
  Large fey, Chaotic Good 
   Armor Class 
  12 
   
  Hit Points 
  67 
  (9d10+18) 
  Speed 
  50 ft. 
    
   
  STR DEX CON INT WIS CHA  
   
   
   
   
   
  15 
  (+2) 
  18 
  (+4) 
  14 
  (+2) 
  11 
  (+0) 
  17 
  (+3) 
  16 
  (+3) 
   
   
   
   
   
   
  Saving Throws:  Dexterity Saving Throws +7 
  Skills: Perception +6 
  Damage Immunities: poison  
  Condition Immunities: charmed, paralyzed, poisoned 
  Senses: Darkvision 60 ft., Passive Perception 16 
  Languages: Common, Elvish, Sylvan, telepathy 60 ft.  
  Challenge: 5 (1,800 XP) 
   
  Charge. If the cervidae moves at least 20 feet straight toward a target, if the target is a creature, it must succeed on a DC 13 Strength 
  saving throw or be knocked prone. 
  Innate Spellcasting. The cervidae’s innate spellcasting ability is Charisma (spell save DC 14). The cervidae can innately cast the 
  following spells, requiring no components: 
  At will: druidcraft, faerie fire, fog cloud, pass without trace 
  1/day each: calm emotions, entangle, plant growth 
  Magic Resistance. The cervidae has advantage on saving throws against spells and other magical effects. 
  Magic Weapons. The cervidae’s weapon attacks are magical. 
   
  Actions 
  Multiattack. The cervidae makes two attacks: one with its hooves and one with its antlers.  
  • 
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) bludgeoning damage. 
  • 
  Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) piercing damage. 
  • 
  Healing Touch (3/Day). The cervidae touches another creature with its antlers. The target magically regains 12 (2d8 + 3) hit 
  points. In addition, the touch removes one disease or neutralizes one poison afflicting the target.  
  • 
  Treestride (1/Day). The cervidae magically treestrides itself and up to three willing creatures it can see within 5 feet of it, along 
  with any equipment they are wearing or carrying, to a tree the cervidae is familiar with, up to 1 mile away. 
  Legendary Actions 
  The cervidae can take 3 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 cervidae regains spent legendary actions at the start of its turn. 
  • 
  Hooves. The cervidae makes one attack with its hooves. 
  • 
  Nature’s Shield (Costs 2 Actions). The cervidae creates a magical field of ivy, leaves, and branches around itself or another 
  creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the cervidae’s next turn. 
  • 
  Heal Self (Costs 3 Actions). The cervidae magically regains 12 (2d8 + 3) hit points.  
   
   
    
  
   
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  Character Description: Garren Bronson is a devoted paladin of Torm, god of duty, loyalty, and righteousness. He is naturally 
  protective, and his years of military service will make him instinctively guard the PC from the dangers they face in the outside 
  world. He is compassionate and insightful, and desires to inspire courage and confidence in those around him. If the PC is 
  nervous or frightened, he will attempt to comfort them and assure them of their safety, even in the face of readily apparent 
  danger. Garren will not hesitate to risk his life in protection of the PC. He should remain near the PC’s Amulet of Binding or be 
  returned to his crystalline state.   
   
   
  Garren Bronson (Paladin) 
  Medium male human, Lawful Good 
  Armor Class 
  18 
  (Chain mail & shield) 
  Hit Points 
  19 
  (2d10 + 4) 
  Speed 
  30 
    
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
   
  Skills: Athletics +5, Insight +3, Intimidation +4, Medicine +3 
  Saving Throws:  Wisdom +3, Charisma, +4 
  Senses: Passive Perception 11 
  Languages: Common, Dwarvish 
  Challenge: 1/2  
   
    
  Spellcasting. Garren is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with 
  spell attacks). He has the following paladin spells prepared: 
  1st level (2 slots): command, cure wounds, heroism 
  Lay on Hands. As an action, Garren can draw power from his pool of divine energy and restore up to 10 hit points to a 
  creature of his choice. Alternatively, he expends 5 of those points to cure the target of one disease or neutralize one 
  poison affecting it. The pool replenishes when he takes a long rest. 
  Divine Smite. When Garren hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant 
  damage to the target, in addition to the weapon’s damage. The extra damage is worth 2d8 for a 1st-level spell slot. 
  The damage increases by 1d8 if the target is an undead or a fiend. 
   
  Actions 
  • 
  Flametongue Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 13 (1d8 + 3) slashing + 2d6 fire damage. 
   
  Reactions 
  • 
  Protect. When a creature Garren can see attacks an ally within 5 feet of him, he can use his reaction to impose 
  disadvantage on the attack roll. 
    
  
   
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  Deni Tumble (Rogue) 
  Medium female human, Neutral Good 
    
  Armor Class 12 (Cloth tunic + Dex) 
  Hit Points 
  8 
  (8 + Con) 
  Speed 
  30 
    
    
   
    
  STR DEX CON INT 
  WIS CHA 
  10 (+0) 15 (+2) 11 (+0) 14 (+2) 13 (+1) 14 (+2) 
    
   
   
  Skills: Acrobatics +4, Investigation +4, Sleight of Hand +6, Stealth +6 
  Senses: Passive Perception 11 
  Languages: Common 
  Challenge: 1/8 (25 XP) 
   
    
  Sneak Attack. Once per turn, Deni can deal an extra 1d6 
  damage to one creature she hits with an attack if she has 
  advantage on the attack roll. She doesn’t need advantage 
  on the attack roll if another enemy of the target is within 5 
  feet of it, that enemy isn’t incapacitated, and Deni doesn’t 
  have disadvantage on the attack roll. 
   
  Cunning Action. Once per turn, Deni can take a bonus 
  action to Dash, Disengage, or Hide. 
    
   
    
  Actions 
  • 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. 
  Hit: 5(1d4 + 2) piercing damage. 
    
   
   
  Tools 
  Thieves’ Tools. Deni adds 4 to ability checks she makes 
  with Thieves’ Tools. 
  Remmy Sullivan (Rogue) 
  Medium male human, Chaotic Good 
    
  Armor Class 13 (Cloth tunic + Dex) 
  Hit Points 
  12 
  (2d8 + Con) 
  Speed 
  30 
    
    
   
    
  STR DEX CON INT 
  WIS CHA 
  9 (-1) 16 (+3) 11 (+0) 14 (+2) 13 (+1) 15 (+2) 
    
   
   
  Skills: Acrobatics +7, Deception +4, Insight +3, Investigation +4, Sleight 
  of Hand +7, Stealth +5 
  Senses: Passive Perception 15 
  Languages: Common 
  Challenge: 1/8 (25 XP) 
   
    
  Sneak Attack. Once per turn, Remmy can deal an extra 
  1d6 damage to one creature he hits with an attack if he 
  has advantage on the attack roll. He doesn’t need 
  advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and 
  Remmy doesn’t have disadvantage on the attack roll. 
   
  Cunning Action. Once per turn, Remmy can take a bonus 
  action to Dash, Disengage, or Hide. 
    
   
    
  Actions 
  • 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target 
  Hit: 5 (1d4 + 3) piercing damage. 
   
   
  Tools 
  • 
  Disguise Kit. Remmy adds 2 to checks he makes 
  with a disguise kit. 
   
   
   
  
   
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  Werebear Archdruid 
  Medium humanoid (any race, shapechanger), Neutral 
  Good 
  Armor Class 
  16 
  (hide armor and shield; barkskin) 
  Hit Points 
  50 
  (6d8 + 18) 
  Speed 
  30 ft.   
    
   
    
  STR DEX CON INT 
  WIS CHA 
  15 (+2) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 11 (+0) 
   
   
  Skills: Medicine +7, Nature +3, Perception +7 
  Senses: Passive Perception 17 
  Languages: Common, Druidic, Elvish, Sylvan (can’t speak in bear 
  form) 
  Challenge: 5 (1,800 XP) 
   
    
  Spellcasting. The werebear druid is a 6th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save 
  DC 15, +7 to hit with spell attacks). It has the following 
  druid spells prepared: 
   
  Cantrips (at will): druidcraft, mending, poison spray, 
  produce flame 
  1st Level (4 slots): cure wounds, entangle, faerie fire, 
  speak with animals 
  2nd Level (3 slots): animal messenger, barkskin, hold 
  person 
  3rd Level (3 slots): conjure animals, meld into stone, 
  water breathing  
   
  Shapechanger. The werebear druid can use its action to 
  polymorph into a Large bear-humanoid hybrid or into a 
  Large bear, or back into its true form, which is humanoid. 
  Its statistics, other than its size, are the same in each 
  form. The werebear druid can choose whether its 
  equipment falls to the ground, melds with its new form, or 
  is worn by the new form. It reverts to its true form if it 
  dies.   
   
  Keen Smell. The werebear druid has advantage on 
  Wisdom (Perception) checks that rely on smell.   
   
  Actions 
  • 
  Claw (Bear or Hybrid Form Only). Melee 
  Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 3) piercing damage. 
  • 
  Scimitar (Humanoid or Hybrid Form 
  Only). Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. 
  Hit: 6 (1d6 + 3) slashing damage. 
  Werebear Druid 
  Medium humanoid (any race, shapechanger), Neutral 
  Good 
  Armor Class 
  11 
  (leather armor in druid form, natural armor in 
  bear and hybrid form; 16 with barkskin) 
  Hit Points 
  35 
  (5d8 + 15) 
  Speed 
  30    
    
   
    
  STR DEX CON INT 
  WIS CHA 
  13 (+1) 12 (+1) 17 (+3) 10 (+0) 15 (+2) 11 (+0) 
   
   
  Skills: Medicine +4, Nature +2, Perception +4 
  Senses: Passive Perception 14 
  Languages: Common, Druidic, Sylvan (can’t speak in bear form) 
  Challenge: 2 (450 XP) 
   
    
  Spellcasting. The werebear druid is a 4th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It has the following druid spells 
  prepared: 
   
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  1st Level (4 slots): entangle, longstrider, speak with 
  animals, thunderwave 
  2nd Level (3 slots): animal messenger, barkskin  
   
  Shapechanger. The werebear druid can use its action to 
  polymorph into a Large bear-humanoid hybrid or into a 
  Large bear, or back into its true form, which is humanoid. 
  Its statistics, other than its size, are the same in each form. 
  The werebear druid can choose whether its equipment falls 
  to the ground, melds with its new form, or is worn by the 
  new form. It reverts to its true form if it dies.   
   
  Keen Smell. The werebear druid has advantage on 
  Wisdom (Perception) checks that rely on smell.   
   
  Actions 
  • 
  Claw (Bear or Hybrid Form Only). Melee Weapon 
  Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 
  1) piercing damage. 
  • 
  Quarterstaff (Humanoid or Hybrid Form 
  Only). Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. 
  Hit: 5 (1d8 + 1) bludgeoning damage if wielded with 
  two hands, or 7 (1d8 + 3) bludgeoning damage with 
  shillelagh. 
   
   
  
   
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  Neophyte Werewolf 
  Medium humanoid (human, shapechanger), Chaotic Neutral  
  Armor Class 11 (In humanoid form; 12 in Hybrid or Wolf form) 
  Hit Points 
  37 
  (5d10+10) 
  Speed 
  30 
   
   
    
  STR DEX CON INT 
  WIS CHA 
  15 (+2) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 
   
   
  Skills: Perception +3 
  Senses: Passive Perception 13 
  Languages: Common (Can’t Speak in Wolf Form) 
  Challenge: 1 (200 XP) 
   
    
  Shapechanger. The neophyte werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back 
  into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to its true form if it dies. 
   
  Keen Hearing and Smell. The neophyte werewolf has advantage on Wisdom (Perception) checks that rely on hearing or 
  smell. 
   
  Actions 
  • 
  Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 7 (2d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw 
  or be cursed with werewolf lycanthropy.  
  • 
  Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 6 (2d4 + 2) slashing damage. 
  • 
  Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) piercing damage. 
  Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
   
   
  Amulet of Binding 
  Wondrous Item, Legendary (requires attunement)
  While attuned to this amulet, you can use an action 
  to summon forth Garren Bronson. If Garren drops to 
  zero hit points, instead of falling unconscious, he 
  returns into the Amulet of Binding, 
  You may also dismiss Garren back into the amulet 
  using your action. However, if dismissed in this 
  fashion, Garren cannot be called forth again until 
  after a long rest. 
   
  
   
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  Appendix C- 
  Garren’s Backstory 
   
  The History of Garren Bronson, 
  Oath of Vengeance Paladin of Torm 
   
  Note to DM: Garren himself is unaware of this history, 
  but we thought it would be helpful to have something 
  to work from as your campaign and storyline move 
  forward. Though he doesn’t remember many of these 
  events, he has still been shaped by them, and they are 
  part of his character. Ideally, Garren will slowly 
  regain his memories and be able to share them with 
  the PC.  
   
  One of the advantages of Garren not having very many 
  memories is that it creates lots of opportunities for the 
  player, through the PC, to fill in details about the 
  shared world. All of it is new to Garren, and so the 
  player can speak customs and personal or national 
  histories into being during their conversations with 
  the paladin.  
   
  As his memories return, Garren may choose different 
  paths for himself, especially because he feels a 
  responsibility to protect the PC. Though in some ways 
  his division between good and evil or conception of 
  justice is rather black and while, he is also wise, 
  thoughtful, and intelligent, and will make a great 
  companion for helping the PC adapt to a life of 
  adventuring.  
   
  Back in the years preceding the Spellplague, when 
  the deities sensed a shift among themselves and in 
  the balance of power, select warriors joined the 
  gods’ Chosen to further the causes of goodness and 
  justice, the highest callings of their loyalty. These 
  positions of honor exempted the soldiers from a 
  responsibility to a city or nation-state, calling them 
  far from home to engage in epic deeds, risking their 
  lives for the fate of the world.  
   
  One such soldier grew up on a farm located in the 
  distant outskirts of a prosperous city. The owners, 
  Erdin and Bratis, took in orphan children who would 
  otherwise fall victim to the more unsavory parts of 
  the city and taught them to till the land and provide 
  for themselves and their neighbors. No one knew the 
  history of the young boy who was brought to their 
  door one chilly night; he seemed as though he had 
  experienced some sort of trauma, and all he could 
  communicate was his name, Garren.  
   
  In his later years as a hero, when given the chance to 
  address cheering populaces, he would return to that 
  initial kindness he had been shown by the two men 
  and encourage others to follow their example. Their 
  lack of selfishness saved his life, allowing him to save 
  many others; this was the foundation of his 
  understanding of law and justice.  
   
  In Garren’s early adolescence, the struggles between 
  the gods and among mortals intensified. Erdin and 
  Bratis, in service to their city, turned their barn into 
  a hospital for wounded soldiers. Garren was 
  enchanted by the battle-hardened men he met, 
  though later he would look back and realize they had 
  only been a few years older than he was at the time. 
  As the battlefields grew ever larger, the recruitment 
  ages decreased, leading to Garren being drafted into 
  a regiment when he was fifteen. He assured his 
  adopted parents that he would be careful, and they 
  watched him striding off to his training camp, unable 
  to shake the feeling that he would never return.  
   
  Being naturally tall and strong and hardier still from 
  the labor on the farm, Garren quickly made an 
  impression on his commanders. There was a 
  knowing depth behind the boy’s eyes; he had seen 
  and understood much more of the world than his 
  sheltered peers. One promotion followed another, 
  and after a few short years, Garren was made the 
  captain of his own unit. Even better, his first mission 
  would be to return to the city of his birth to protect 
  it from ever-looming threats from the outside.  
   
  But the leaders and strategists had once again 
  misunderstood Cyric and his trickery, believing that 
  the city would face its greatest challenge from afar 
  rather than within. Politicians turned against one 
  another, priests betrayed their congregations, 
  neighbors falsely accused one another of crime and 
  absconded with all the family’s valuables in the 
  night.  
   
  In Garren’s home, among Erdin, Bratis, and all the 
  children he had regarded as friends and siblings, 
  who looked up to him as their mentor, the deceit 
  took a particularly unfortunate turn. Whether the 
  warriors were bewitched, secret agents, or 
  traumatized beyond discernment, Garren’s parents 
  
   
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  had been right about him not being able to return 
  home; they had just misguessed the reason. 
   
  One night, as tempers flared throughout the city, 
  several of the wounded soldiers turned on their 
  fellowes, creating in-fighting and panic that spread 
  across the farm. The braziers burning in the barn to 
  provide comfort to the weary and wounded in the 
  hours of darkness overturned in the fray, igniting the 
  hay and wood and quickly engulfing the structure. 
  The flames spread across the late summer grasses, 
  dried by the sunny days leading into harvest, and lit 
  the main house and outbuildings as well. Bratis was 
  killed ushering children out of one of the structures 
  when a beam fell and crushed him from above. 
  Erdin, in his dismay searching for his partner, failed 
  to discern that the soldier running at him was not 
  fleeing in terror but sprinting in anger. He turned to 
  show the panicked man the way to safety but was 
  cut down instead. Judging by the footprints, many of 
  the children survived, but the trails to them were 
  lost in the unrest and riots of the city. 
   
  Garren returned a few days after the worst of the 
  turmoil subsided. He had pushed his regiment to 
  travel ever faster the last few days on the road, 
  concerned, like his soldiers, that their messages 
  were going unanswered. Even if they had known, 
  they would have been too far away to make it back 
  in time, but such facts proved little comfort. 
   
  In his anguish at the destruction of his home and all 
  those he held dear, those he had sworn to protect, 
  Garren threw his helmet to the side, crying out as he 
  fell to his knees in frustration. That day, his sword 
  clutched between his hands, his only remaining 
  support, he swore to the gods that if they would 
  allow him, he would enact vengeance on his foes.  
   
  The men surrounding him saw a beam of light engulf 
  their leader, so bright they had to shield their eyes 
  and could only just make out his silhouette. Garren, 
  however, witnessed his sword burst into flames and 
  felt himself swell with power. The symbol of a white 
  gauntlet for the right hand emblazoned itself on his 
  shield, covering over the flag of his region—Torm 
  had accepted the warrior’s oath and would aid him 
  on his quest.  
   
  The young paladin grew in power, so much so that 
  he surpassed his mentors in record time. His 
  intuition was keen for discerning the greatest 
  threats to the forces of the light, but no amount of 
  success was enough for the raging spirit within the 
  warrior. No amount of good could absolve him of the 
  debts he laid against himself.  
   
  At the height of his own ability, when he was a 
  legendary fighter almost on par with the gods 
  themselves, a clever series of traps were laid before 
  Garren, one of several victims of such schemes. To 
  the dark deities and their allies, Cyric and Shar in 
  particular, the greatest weakness of their foes lay in 
  their dependence on and affection for mortal 
  creatures. But this would prove the moment of their 
  great triumph. They would not kill the warriors 
  outright—no, that would only serve to make them 
  martyrs or invite a show of mercy through 
  resurrection. Instead, Cyric proposed, they would 
  separate the heroes from their souls, making it 
  impossible for them to be resurrected, especially 
  following the sundering of much of Faerun itself.  
   
  Garren was led through a series of dangers, all the 
  while believing he was growing closer to one of the 
  head lieutenants of his enemies. The men and 
  women serving beside him died off one by one to the 
  forces surrounding them until only Garren himself 
  was left. His might weakened and energy spent over 
  the days tracking his prey through the mountains, he 
  fought powerfully and bravely, but it was not 
  enough. However many he struck down, more would 
  take their place. In the final moments of the battle, 
  they taunted him to call down his god, to cry out for 
  aid that he might be avenged or saved. His oath 
  called him to protect and defend the greatest good, 
  and his faith placed Torm above himself. And so 
  Garren stopped, giving himself over to his enemies 
  that his deity might continue on and not be caught 
  up in the Spellplague’s destruction.  
   
  But all magic comes at a cost. When Cyric and Shar 
  murdered the goddess of magic herself, their own 
  actions spiraled out to Garren and those like him. 
  The bonds holding the souls of the heroes weakened, 
  and the fracturing magic entered a few ancient 
  items. The fleeing gods had heard their heroes’ silent 
  cries; they would live on to fight again, one day when 
  the world most needed them. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/D&D Duet - Second Glance .pdf