TEXT: Casting the Longest shadow
  Casting the Longest shadow
  A 5E WARLOCK ADVENTURE BY BENJAMIN L. EASTMAN  
  FOR FOUR 5TH LEVEL CHARACTERS
  
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  as defined in the Open Game License version 1.0a, Section 1(e), and are not 
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  place names, new deities, etc.), dialogue, plots, story elements, locations, 
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  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open Content in this adventure includes the 
  darkness ghoul, shadow fey rook, and shadow goblin stat blocks and the tincture 
  of moonlit blossom magic item.
  © 2020 Open Design
  www.koboldpress.com
  Recent Events
  Two weeks ago, Teppen traveled to Reywald to visit the 
  Court of the Beloved Imperatrix. He brought his cub Taimel 
  to see the Movable Feast of the Great Procession, presently 
  immobilized in the great city. 
  Three shadow fey, transformed into shadow goblins 
  after repeatedly disappointing their mistress, heard of the 
  ambassador’s trip to Reywald and awaited him there. In hopes 
  of regaining their original forms, they assaulted Teppen, 
  kidnapped Taimel, and spirited the cub away to Corremel, the 
  City of Lanterns. 
  Adventure Hooks
  Teppen and Ernalda would be happy to travel to Corremel and 
  rescue Taimel from the clutches of his kidnappers. However, 
  Ernalda’s status in the Moonlit Glades makes this action too 
  risky, meaning they must rely on adventurers to save the cub.
  • Hired by House vann Rottsten. The Grand Baron Dymytros 
  Howlik vann Rottsten builds connections by currying favors 
  throughout Dornig, whether his beneficiaries are elfmarked 
  CASTING THE LONGEST SHADOW 
  Design: Benjamin L Eastman
  Editing: Meagan Maricle 
  Art Director & Graphic Design: Marc Radle
  Art: Phil Stone
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
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  TM
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  Adventure Background 
  While traditionally an insular realm, the Kingdom 
  of Bjornrike has found itself drawn into political 
  machinations well beyond its borders. King Mesikämmen 
  has sent ambassadors to faraway lands such as Zobeck, 
  Perunalia, and the Grand Duchy of Dornig. These 
  ambassadors serve as the eyes and ears of the kingdom, 
  influencing foreign policy and identifying threats before 
  they find their way to port in Bjeornheim. Mesikämmen 
  sent Teppen Berlatillat to serve as ambassador to the 
  Dornitian city of Bad Solitz. Teppen brought his partner 
  and three cubs to this posting.
  Teppen is a cousin of Ernalda Berlasdottir, hierophant 
  of the Moonlit Glades. As the spiritual and magical 
  leader in the moonswept north, Ernalda is devoted to 
  maintaining the moonlit wards that protect the bearfolk 
  enclave in the Shadow Realm. As such, denizens of the 
  Shadow Realm often seek subtle ways to disrupt her work 
  or lessen her power.
  
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  courtiers, gnomish servants, or foreign ambassadors. 
  Dymytros, who has heard of the PCs’ exploits, sends word, 
  asking them to meet Teppen at the embassy. 
  • Shadow Traveler. One of the PCs has reputedly traveled 
  the shadow roads. Ernalda finds this PC in a Bad Solitz 
  tavern and convinces them to help her cousin Teppen, 
  stating that the PC, of all people, should know how 
  dangerous the Shadow Realm is for children. 
  • Past Exploits. Teppen already trusts the PCs after they 
  found his cub Khemma, and he contacts them again to 
  rescue Taimel. For more information, see Warlock Lair 
  #42: The Wandering Whelp. 
  Introduction
  The PCs are summoned to the Bjornrike embassy in Bad 
  Solitz based upon their adventure hooks. They wait in the 
  tearoom until a stout bearfolk guard escorts the PCs to a 
  hallway on the embassy’s second floor. In the meeting room, 
  two large bearfolk sit uncomfortably in chairs built for 
  humans. Upon seeing the PCs enter, both respectfully stand. 
  The shorter bearfolk is Teppen Berlatillat, Bjornrike’s 
  ambassador to Bad Solitz. He has thick, black fur and a 
  copper muzzle, and he wears a burgundy red tunic with gold 
  trim. His left eye is swollen shut. 
  The taller bearfolk is Ernalda Berlasdottir, the hierophant 
  of the Moonlit Glades. She is slender and decorates her long 
  red-gold fur with braids, beads, feathers, and silver charms. 
  While soft-spoken, she is unshakable when she makes up her 
  mind, and she peppers her language with Druidic phrases 
  and idioms to identify any druid PCs. 
  As a diplomat, Teppen treats every PC with equal respect, 
  regardless of the PC’s Status. Ernalda pays closer attention 
  to the PCs’ Status (see page 25 of the Midgard Worldbook for 
  more information on Status in Midgard). If you aren’t using 
  the Status optional rule, Ernalda directs her conversation to 
  the person with the highest Charisma score, while Teppen 
  addresses the PCs equally.
  After thanking them for coming, Teppen introduces 
  himself as the Bjornrike ambassador to Bad Solitz. He also 
  introduces his cousin Ernalda as the preeminent druid in 
  the Moonlit Glades in the Shadow Realm. Gesturing toward 
  his swollen eye, Teppen explains that he was accosted while 
  traveling home from Reywald. Shadow goblin assailants 
  knocked Teppen unconscious and kidnapped his youngest 
  cub, Taimel. Upon returning to the city, he summoned his 
  cousin Ernalda to Bad Solitz. 
  Ernalda has numerous contacts throughout the Shadow 
  Realm. In the days after the attack, her contacts reported that 
  a rickety coach crewed by goblins made several stops in the 
  Shadow Realm, heading along the River Lethe. Accordingly, 
  Ernalda believes the shadow goblins took Taimel to 
  Corremel, the City of Lanterns. 
  The two bearfolk ask the PCs to travel to Corremel and 
  rescue the young cub from the clutches of his abductors. 
  Teppen is willing to pay each PC 250 gp upon Taimel’s safe 
  return.  
  If the PCs ask about Teppen’s partner Kendhal (or if 
  the PCs tarry too long), the PCs hear a loud sound from 
  the other side of a nearby door. It is half growl and half 
  uncontrollable sob, but somehow exponentially more 
  frightening than either alone. Teppen winces before 
  explaining that his partner is distraught at the situation and 
  has sequestered herself in his study until Taimel returns. He 
  politely asks they hurry and save his son. 
  If the PCs agree to the mission, Ernalda leads them to a 
  pair of smooth river stones flanking a small creek a few miles 
  outside of Bad Solitz. These stones are all that remain of an 
  ancient, partially collapsed gate to the shadow roads that sees 
  seldom use due to its unpredictability. Practiced in traveling 
  between Midgard and the Shadow Realm, Ernalda awakens 
  the ancient gate in a swirl of argent and green magic, and 
  she directs its road to Shimmer, a small village she frequents 
  when she has business in Corremel. The strain of opening 
  the ancient, unstable gate and controlling the destination 
  of its road is noticeable in Ernalda’s furrowed brow and 
  trembling paws. She can hold the gate open for 1 minute 
  before she falls to her knees, too exhausted and magically 
  drained to continue. She growls at the PCs to hurry if they 
  take too long to step through it.  
  Part I. Traveling the  
  Shadow Road
  Once on the shadow road, the PCs are swallowed by dark, 
  gloomy forest. The shadow road continues through the forest 
  as a sparsely cobbled, dirt path. The shadows of the realm 
  are all encompassing and dampen all light. Nonmagical light 
  sources provide half their normal amount of light while in 
  the Shadow Realm. 
  Despite Ernalda’s efforts to get them close to Shimmer, the 
  PCs are still a few hours’ travel outside of the village. Travel 
  along any shadow road is dangerous and fraught with peril. 
  To traverse the road and not lose it among the roots, fallen 
  leaves, and shadows, the PCs must make DC 13 Wisdom 
  (Survival) checks. Shadow fey have advantage on these 
  checks, while creatures without darkvision have disadvantage. 
  If they make three successful checks before three failures, 
  the PCs successfully stay on the road and avoid the dangers of 
  the forest. They arrive in Shimmer after two hours of travel. 
  If they fail three checks before three successes, the PCs lose 
  the path a few times and are attacked by four shadows. They 
  arrive in Shimmer after 5 hours. This delay means that when 
  the PCs reach the Refectory in Shimmer, they see Andovarr 
  strike down Raerbitte. If the PCs don’t act fast, Raerbitte 
  dies and is unable to provide them with the information 
  presented in Travel to Corremel on page 4. 
  
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  A. THE VILLAGE OF SHIMMER 
  From Ernalda’s description, the PCs might expect to see a 
  quaint village along a lazy river bend. They instead encounter 
  cries of alarm and smoke rising over the forest canopy. 
  Two shadow-touched humans, known as dark folk by the 
  denizens of the Shadow Realm, rush down the forest path, 
  nearly colliding with the PCs. They warn that Shimmer is 
  under attack by creatures with long claws, sharp teeth, and 
  pitch-black eyes. A successful DC 10 Intelligence (Religion) 
  check confirms the description as that of a ghoul. 
  Entering Shimmer, the PCs wade into the carnage of a 
  ghoulish raid.
  1. THE CARRIAGE
  A large cart rests outside a modest home with a skeletal horse 
  yoked to it. Frightened screams echo from inside the home. 
  A warhorse skeleton stands yoked to the cart, while three 
  ghouls drag dark folk out of the home to shackle to the cart. 
  Upon seeing the PCs, the ghouls drop their prizes to fight 
  the more obvious threat. These ravenous ghouls fight to their 
  second deaths. While harnessed, the 
  warhorse’s speed is 0. After 1d4 rounds, 
  the warhorse breaks free and defends its 
  ghoulish masters. 
  2. THE REFECTORY
  A slender shadow fey lunges at a ghoul, 
  dagger in hand, and slices the ghoul’s 
  cheek. The ghoul dabs ichor from his face 
  before hissing, “You’re barely a meal, but 
  I’ll relish sucking the marrow from your 
  cracked clavicle.” The ghoul blasts the 
  shadow fey with an umbral bolt, briefly 
  blinding the bold fey. 
  The refectory is 40 feet long and 30 
  feet wide with a 10-foot high ceiling. The 
  ghoulish raiders toppled the benches 
  throughout the room, leaving the area 
  filled with difficult terrain. A large 
  fireplace smolders in the north wall, 
  casting dim light in the room.  
  Creatures. Three ghouls push dark folk 
  monks around the abbey’s refectory 
  at the instruction of their master, the 
  darkness ghoul Andovarr. Andovarr 
  orders the ghouls to attack the PCs while 
  he stays at range. When forced into 
  melee, Andovarr uses his claws and bite 
  to tear at his foes. When Andovarr dies, 
  all surviving ghouls flee the abbey and 
  Shimmer empty-handed. 
  Allies. Raerbitte is a shadow fey veteran who frequents 
  Shimmer and was meditating in the abbey when the ghouls 
  attacked. If the PCs engage the ghouls, he stands by the 
  injured dark folk monks, defending them from any ghouls 
  that draw near.
  TRAVEL TO CORREMEL
  After driving off the ghouls, the PCs meet Abbott Pocitod, 
  a kindly, graying dark folk who offers the PCs a tincture 
  of moonlit blossom (see page 12). Afterwards, the monks 
  prepare a dinner of caramelized carrots and sautéed 
  mushrooms, imported directly from Midgard, and the PCs 
  are encouraged to spend the night.
  Raerbitte feels indebted to the PCs for saving his life and 
  the lives of the people of Shimmer. Despite being shadow 
  fey, he finds solace in the Shimmer abbey and has learned 
  the monks’ meditations to combat the persistent shadow 
  around him. Upon learning of their mission, Raerbitte offers 
  to escort the PCs to Corremel. 
  If the PCs decline his offer, Raerbitte is disappointed but 
  takes solace in the abbey. If the PCs accept his offer, Raerbitte 
  
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  uses this time to teach the PCs some basic information 
  about the Shadow Realm and the shadow fey. If Raerbitte 
  isn’t with the PCs, a successful DC 15 Intelligence (History) 
  check reveals one of the following pieces of information. A 
  full breakdown of shadow fey society, etiquette, and court 
  traditions is outside the scope of this adventure. For those 
  who want to add such details or who want to expand this 
  adventure to encompass those aspects, see the Warlock Guide 
  to the Shadow Realms and the Courts of the Shadow Fey. 
  • Many believe shadow fey were once elves who swore 
  allegiance to Sarastra, the goddess of night and magic. 
  Having abandoned Midgard, they rule the Shadow Realm 
  with their cruel, capricious fists.
  • Many shadow fey courts exist within the Shadow Realm. 
  Those who wish to deal with the shadow fey must parlay 
  with their nobles.  
  • Among shadow fey, prestige and status are of primary 
  importance, but gifts, especially trendy gifts, can win over 
  most shadow fey in the courts. 
  • Shadow fey are protective of their servants, upon whom 
  they depend to maintain their comfortable lifestyles. 
  Harming their servants is considered abhorrent.
  • Despite his frequent absences from the city, the Black 
  Prince Hander Svenk rules Corremel. Many travelers from 
  Midgard consider the City of Lanterns the safest place in 
  the Shadow Realm. 
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
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  While unaware of any bearfolk in the city, Raerbitte 
  recommends the PCs query the visitors staying at the Horn 
  Gate Inn, as it is the primary destination for travelers from 
  Midgard. If the PCs mention the kidnappers were shadow 
  goblins, he suggests they speak with clientele at Forty Lashes, 
  a shadow goblin social hall. While he finds the practice 
  despicable, Raerbitte feels the PCs might find information 
  from the scallywags wagering on pit fights at Donnybrook’s. 
  Raerbitte also talks about some of Corremel’s latest 
  trends. As these trends follow the ebb and flow of the 
  ever-capricious shadow fey culture, one trend of the GM’s 
  choosing is woefully out of date. Raerbitte’s frequent trips in 
  Shimmer mean he isn’t always able to keep up with all the 
  trends of his people. 
  • This season, shadow fey favor sweet dishes with spicy 
  flourishes. Shadow goblin chefs highly value anything that 
  sates their masters’ hunger. 
  • Well-dressed visitors earn the respect of the shadow fey. 
  Of late, only fools are seen wearing anything at court but 
  terrycloth. 
  • Mice with crimson fur are considered the finest gift one 
  can give this season. 
  With or without Raerbitte, the PCs reach Corremel 
  without incident, entering through the northern gate near 
  the Horn Gate Inn. 
  Part II. City of Lanterns 
  Perched along the banks of the River Lethe, Corremel is a 
  beacon of relative safety in the Shadow Realm. Corremel 
  derives its nickname, the City of Lanterns, from the myriad 
  lamps lining its streets. 
  Two shadow roads intersect in Corremel, leading to 
  the Free City of Zobeck and the Nurian city also called 
  Corremel. This makes the City of Lanterns a crossroads 
  for commerce along the shadow roads. Full exploration 
  of Corremel is outside the scope of this adventure, which 
  focuses on the following three locations in the city and the 
  Gleaming Court outside the city. The Gleaming Court, 
  Forty Lashes, and Donnybrook locations are unique to this 
  adventure. For further details on Corremel or if you wish 
  to expand this adventure to encompass more of the City of 
  Lanterns, see the Warlock Guide to the Shadow Realm. 
  If Raerbitte didn’t survive the encounter in Shimmer or 
  didn’t travel to Corremel with the PCs, a successful DC 13 
  Charisma (Persuasion) check and an hour of talking to locals 
  in the city earns the PC one of three location names (your 
  choice) as possible areas for leads: Horn Gate Inn, Forty 
  Lashes, and Donnybrook. 
  Each hour the PCs spend in the streets of Corremel, there 
  is a 50 percent chance a street urchin, down-on-their-luck 
  dark folk, or capricious fey steals from one of the PCs. That 
  PC must succeed on a DC 12 Dexterity saving throw or lose 
  11 (2d10) gp. If the PC fails the saving throw by 5 or more, 
  the thief also steals 1d3 random mundane items from the PC. 
  The PCs can recover stolen goods by speaking with Calv in 
  the Horn Gate Inn.
  HORN GATE INN
  For many visitors, the Horn Gate Inn is their first experience 
  in the City of Lanterns. This tavern offers cold ale, loud music, 
  and warm pillows to anyone who can cover the modest price. 
  Its owner, Rodrig Goldseam, takes pride in offering food free 
  of the corruption that plagues the Shadow Realm. 
  Operators. PCs who sidle up to the bar can speak with 
  Harried Harald, a disheveled but hardworking human 
  commoner pouring flagons of ale. PCs who request a table 
  can speak with their server, Tamikula, an elfmarked woman 
  with emerald eyes and a warm smile. If they are polite, tip 
  well, and discuss their quest, Harried or Tamikula reveal 
  that there was a bearfolk cub in the inn for a short time. 
  They recall that the cub left with shadow goblins that serve 
  the Court of the Gleaming Beacon, an upstart court outside 
  Corremel on the southern bank of the Lethe. 
  Patrons. A few other patrons enjoy the comforts of the inn at 
  the same time as the PCs, including:
  • Calv, a blink dog gifted with the ability to speak Common 
  and Umbral, sits on a barstool, lapping ale from a wooden 
  bowl. He uses his nose to track down missing objects for 
  locals and can help the PCs recover any items they lost. 
  Calv charges 10 gp to track down coins lost within the last 
  half day or 20 gp to track down items. A successful DC 17 
  Charisma (Persuasion) check reduces his fee by half. A PC 
  that buys Calv a bowl of ale has advantage on this check. 
  If hired, Calv meets the PCs outside the Horn Gate Inn 
  before they leave Corremel, their lost items in saddle bag-
  like pouches on his back. 
  • Mandisa Alrayan, a Nurian merchant, lounges in a 
  terrycloth robe at one of the more opulent tables, enjoying 
  shadow fey wine. If the PCs inquire, Mandisa is willing to 
  sell similar robes for 10 gp each. 
  WHERE TO GO?
  Both Raerbitte and locals direct the PCs to three locations 
  in Corremel. Depending upon party composition, you may 
  guide them to the location that best piques their interests. 
  While adventure can be found at each location, the PCs 
  need only visit one to learn that Taimel’s abductors are 
  servants of the Duchess of the Gleaming Beacon.
  
  7
  FORTY LASHES
  Ten cellar steps off a side alley lead to Forty Lashes, a social 
  hall frequented almost exclusively by shadow goblins. While 
  most shadow fey prefer their goblins submissive, most are 
  pragmatic enough to realize their servants must occasionally 
  blow off steam. So long as their rolls are buttered and their 
  pillows are fluffed, the fey don’t pay close attention to where 
  their servants disappear at the end of the evening. 
  Forty Lashes is owned by Eben the Clever. Once a servant 
  of a shadow fey noble, he poisoned the wrong courtesan’s 
  drink, for which he was punished. Eben received forty lashes, 
  one more than permitted by shadow fey custom. For this 
  malfeasance, the Black Prince ordered Eben freed, and the 
  noble paid her former servant for this extra lash. Eben used 
  the money to open this hall, now named for the folly that 
  freed him. 
  Entering Forty Lashes. Fennel, a trollkin thug, protects 
  the front door. If accompanied by a shadow goblin, he 
  admits the PCs without second thought. Otherwise, the PCs 
  must succeed on a DC 15 Charisma (Persuasion) check to 
  gain entrance. The DC is reduced by 1 for each gold piece 
  offered to Fennel. Shadow fey are never permitted inside the 
  hall—“no masters.” 
  Inside, the PCs can survey the social hall. Shadow goblins 
  and their guests drink mead from copper flagons and eat 
  spicy stews from wooden bowls. Others play darts and roll 
  dice. Torches stolen from the street illuminate a small stage 
  where a bard is finishing a romping set. 
  Patrons. If asked, most shadow goblins are tight-lipped 
  about their compatriots. Nevertheless, a successful DC 15 
  Wisdom (Insight) check deduces the shadow goblins know 
  more than they admit. Any threat of violence results in the 
  PCs’ ejection from Forty Lashes. However, a few of the hall’s 
  patrons are willing to listen to the PCs, including:
  • Belica Oselia, a dark folk bard, is far more talkative. PCs 
  mentioning their search for the cub find her willing to 
  discuss an altercation she witnessed three nights ago. 
  During her set, two groups of goblins were forcibly ejected 
  from the hall. From the stage, she thought she saw a small 
  animal posturing with one group. Later that evening, 
  Fennel showed her a bite mark courtesy of a bear who 
  traveled with servants of the Gleaming Beacon, an upstart 
  court outside Corremel on the southern bank of the Lethe.
  • Hayrazor, a shadow goblin thug with red knuckles, 
  approaches the PCs with a proposition. Inside a wooden 
  box, he carries eight mice with crimson fur that are all the 
  rage at the courts. He’s willing to part with one for 10 gp. 
  A successful DC 15 Wisdom (Perception) check realizes 
  the mice are painted red. Less discriminating recipients 
  may accept the mice at face value, however. 
  DONNYBROOK’S
  This dilapidated theater was once home to comedy and 
  drama, but its greatest tragedy is that it now plays host to an 
  underground fighting ring. At Donnybrook’s, all manner of 
  creatures can fight for coins, gems, or whatever currency the 
  shadow fey deem valuable. 
  Fighting and Gambling. When they arrive, a fight between 
  an alliumite knight and a shambling mound takes place in 
  the ring. The PCs can gamble on the winner. By making a 
  successful DC 15 Wisdom (Insight) check, a PC correctly 
  predicts the winner. Winners earn double their wagers. If the 
  PCs log opposing wagers, the PC with the higher result wins. 
  A PC can also challenge the victor. As no one fights to 
  the death, the combatants make attack rolls against their 
  respective ACs. The first combatant with three successful 
  attacks wins. If both opponents make three successful attacks 
  on the same turn, the contest continues until one succeeds 
  and the other fails. The victor earns a portion of the lost 
  wagers—25 gp. 
  Patrons. Many patrons at Donnybrook’s have loose lips, but 
  most of the information isn’t useful. A few patrons draw the 
  PCs’ eyes, however: 
  • Dagmark, a reaver dwarf who brought his pet bulette to 
  brawl, has information for the PCs. Three days ago, he 
  saw shadow goblins at Donnybrook’s who were hoping 
  to fight their bear in the ring. After revealing a mere cub, 
  the goblins were laughed out of the theater. Dagmark 
  thought he heard another patron mention that such fools 
  could only come from the Gleaming Beacon. Looking for 
  new marks, he learned that this is an upstart court outside 
  Corremel on the southern bank of the Lethe.
  • Rutendo, a Southlands merchant from the High Jungles, 
  sits at the periphery of the theater, nearly passed out in 
  his booth. Poisoned by his guards and robbed of most 
  his worldly possessions, he implores the PCs to help him. 
  Rutendo is poisoned and at 1 hit point. Healing Rutendo 
  gives him the strength to fight off the poison. Alternatively, 
  the poison can be removed with the lesser restoration spell 
  or a successful DC 12 Wisdom (Medicine) check using 
  a healer’s kit. Once healed or cured, Rutendo informs 
  the PCs he will hastily return to Midgard. If they help 
  him unload his coach, he offers the PCs his cargo: green 
  mangos and chili peppers. 
  
  8
  Part III. Court of the  
  Gleaming Beacon
  Having explored Corremel, the PCs have learned the 
  connection between Taimel’s abductors and the Court of the 
  Gleaming Beacon. They also should have found one or more 
  items desired by the shadow fey to help gain admittance to 
  the court. 
  The Court of the Gleaming Beacon is a relatively new court 
  that’s caused a bit of a stir in the shadow fey political sphere. 
  Unhappy with the Black Prince for unexplained reasons, 
  the Duchess created a court just outside Corremel to spite 
  the prince, and she has steadily been gaining attention and 
  followers. She holds her court at a mansion a quarter mile 
  southeast of Corremel, overlooking the Lethe. 
  Duspin, the shadow goblin butler, speaks with the PCs 
  when they arrive. He is congenial and listens to them. 
  However, he doesn’t allow the PCs entry without some type 
  of gift for the Duchess or proof of their trustworthiness. 
  GAINING ENTRY TO THE COURT
  The PCs must have at least two of the following items or 
  qualifiers before Duspin allows them entry:
  • A PC is a shadow fey 
  • A PC has a noble title
  • The PCs rescued Raerbitte, and he accompanied them to 
  Corremel.
  • A trendy item, such as mangoes and peppers, terrycloth 
  robes, or crimson mice 
  If the PCs don’t have enough qualifiers to gain entry and 
  are persistent, Duspin relents under one condition. One 
  of his roles at court is to prepare, distill, and serve mortal 
  memories to the courtiers. Since the court’s move outside 
  Corremel, such memories are harder to obtain. If the PCs 
  each sacrifice a favored memory, Duspin grants them an 
  audience with the Duchess. 
  Ask the players to describe the memories they sacrifice. 
  Before the end of this adventure, you can impose 
  disadvantage on one attack roll, saving throw, or ability check 
  as the PC inconveniently forgets a past lesson related to the 
  sacrificed memory.  
  Duspin pricks each PCs’ finger and drains the memory into 
  a small bottle. In sacrificing a memory, the PC forgets that it 
  ever existed. The PCs can regain their sacrificed memories by 
  purchasing the bottles from Duspin before returning home 
  (see the Conclusion on page 12).
  AN AUDIENCE WITH THE DUCHESS 
  Once granted audience with the Duchess, the PCs enter the 
  Court of the Gleaming Beacon. Since breaking away from 
  the Black Prince’s court in Corremel, mortal petitioners have 
  been few and far between, and many courtiers view the PCs 
  with an air of mystery.
  Once presented before the Duchess, an elegant female 
  shadow fey seated on a magically gleaming throne, the PCs 
  can explain their quest. The Duchess is aloof and often 
  requires prompting from her chief counselor to continue 
  paying attention to the PCs’ words. Though inattentive, a 
  successful DC 13 Wisdom (Insight) check recognizes the 
  power the Duchess wields, as her guards wield razor-sharp 
  falchions and the shadow fey courtiers filling the grand hall 
  hang on her every word. 
  Realizing her servants are likely to blame, the Duchess 
  states that she transforms her worst courtiers into shadow 
  goblins if they fail too often. She admits to making an 
  off-hand comment recently about the incompetence of some 
  of her shadow goblins, saying they can’t even do something 
  as simple as steal a bear cub from its parent. 
  If the PCs ask to speak with the goblins, the Duchess 
  requires assurances that no harm will come to them. She 
  reminds them that shadow fey treasure their servants—even 
  the most incompetent—and harming them will result in 
  furious retribution. Alternatively, if the PCs mention the 
  cub is the nephew of Ernalda Berlasdottir, hierophant of 
  the Moonlit Glades, the Duchess pauses for a moment, 
  paying full attention to the PCs for the first time. Her soft, 
  power-filled voice sweeps in an icy wave across the hall, 
  demanding the shadow goblins responsible show themselves. 
  Shadow fey relations with the Moonlit Glades are tenuous 
  with occasional ambassadors on both sides, but the Duchess 
  knows that such a kidnapping, especially from a newer court, 
  could cause her more trouble than she has the magical and 
  political power to handle. 
  Duspin brings the shadow goblin abductors before the PCs 
  and the Duchess to answer the charges. The goblins admit 
  they stole a carriage and kidnapped Taimel. They even took 
  him around Corremel, trying to improve his reputation for 
  the Duchess’s benefit. Upon bringing him to court, they were 
  waylaid by the “squatters” and haven’t seen him in two days. 
  At the mention of squatters, the Duchess’s brow furrows 
  ever-so-slightly. She explains that a mutated cousin and its 
  hangers-on have taken up residence in her basement. While 
  once content to steal food and clothing, the squatters have 
  grown bold of late, even filching the Duchess’s canopy bed. 
  Each courtier visibly winces at the barely contained rage in 
  the Duchess’s voice. 
  ENTERING THE COURT WITH STATUS
  If you are using the optional Status rule (Midgard Worldbook, 
  p. 25), a PC with a Status of 6 or higher counts as one 
  qualifier. If at least one PC has a Status of 8 or higher, 
  Duspin hurries them in to see the Duchess without asking 
  for any other qualifiers.
  
  9
  The Duchess’s mutated cousin, Gallineau, was once a 
  member of the Black Prince’s court like her. Together, they 
  decided to break away from the court and start their own. 
  Unfortunately, neither could agree who should rule the new 
  court. A magical duel between the two resulted in Gallineau’s 
  transmogrification and subsequent loss of much of his magic. 
  After the duel, he fled to the basement of the new court’s 
  mansion, taking his loyal shadow goblins with him. As the 
  duel wasn’t to the death, the laws of the courts prevented the 
  Duchess from hunting down her wayward cousin, leaving the 
  two in their current stalemate. 
  The PCs’ arrival presents the Duchess with a delightful way 
  of removing her troublesome burden. The fact that Gallineau 
  has a coterie of his own shadow goblins and that he stole the 
  bear cub from her servants also leaves the Duchess room to 
  absolve herself of the kidnapping should bearfolk from the 
  Moonlit Glades come knocking.
  Of course, the Duchess doesn’t share this information with 
  the PCs, preferring to appear congenial to these outsiders 
  who claim to have the ear of a powerful figure in the Moonlit 
  Glades. She declares she will permit the audacious mortals 
  to leave with the cub if they eliminate the squatters. Even if 
  the Duchess knows Taimel’s identity, she gives the PCs this 
  stipulation, desperate to be rid of her cousin and not willing 
  to lose her own servants to recover the cub. Duspin then 
  leads the PCs to the basement. 
  Part IV. Down to the Basement 
  The basement lies through the mansion’s kitchen and down 
  past the laundry rooms. When the PCs reach the wooden 
  door to the basement, Duspin stammers, “We don’t go past 
  here—too much trouble.” As he walks away, he whispers, 
  “Good luck!”
  Doors. Doors in the basement are unlocked and constructed  
  of wood. 
  Lighting. Unless otherwise noted, the basement is unlit. Like 
  elsewhere in the Shadow Realm, light sources shed half their 
  normal amount of light.
  1. GAMING ROOM 
  The wooden stairs, swollen with moisture, creak and quake 
  with each step. The stairs end in a square room with stone 
  walls. The northern wall is incomplete, revealing worked earth 
  behind the mortared stone. Stacks of stone lie nearby. 
  A successful DC 12 Wisdom (Perception) check hears 
  sounds of laughter as the PCs descend the stairs into the 
  room. Along the north wall, eight small creatures play cards. 
  Creatures. After spotting the PCs, the shadow goblins 
  (Creature Codex, p. 191 or page 13) cease laughing, and their 
  smiles turn to sneers. Six goblins crack their knuckles and 
  clench their fists menacingly, while the other two goblins 
  rush out the eastern door. These shadow goblins sided 
  with the Duchess’s cousin when the Court of the Gleaming 
  Beacon was formed and continue to serve him even after his 
  defeat. They regularly sneak into the mansion above to steal 
  food and other objects, waging a silent and petty war against 
  their former mistress.  
  Treasure. The PCs find little of value in the room—a broken 
  table, chairs with missing backs or legs, a set of bone dice, 
  and moldy playing cards with too many jokers—but each 
  goblin carries a set of thieves’ tools. 
  2. LONG HALLWAY
  This small room continues to the east in a long hallway. A 
  wooden door sits in the room’s northern wall. 
  Hazard. The floor here is slick with mold and slime. If a 
  creature takes the Dash action in this area, it must succeed 
  on a DC 13 Dexterity saving throw or fall prone. 
  Tracking the Goblins. If any goblin in Area 1 escaped the 
  PCs, the PCs can follow their trails. A successful DC 12 
  Intelligence (Investigation) or Wisdom (Survival) check 
  discerns the goblins didn’t go through Area 5. A successful 
  DC 17 Intelligence (Investigation) or Wisdom (Survival) 
  check discerns one goblin entered Area 6. If more than 
  one goblin escaped, the PC also determines another goblin 
  entered Area 3. 
  3. FERMENTING ROOM
  Large earthenware pots line the walls of this room, giving 
  the area a pungent funk of decaying food. The entrance to an 
  unfinished hallway sits in the eastern wall. 
  If the PCs remove the lids on the pots, they find cabbage 
  fermenting inside. The goblins and their leader ferment food 
  stolen from the kitchens above to preserve for leaner times. 
  Tainted Food. A successful DC 15 Intelligence (Arcana or 
  Nature) checks reveals the food is tainted by the Shadow 
  Realm. A creature that isn’t native to the Shadow Realm 
  that eats the food is poisoned for 1 hour. If a creature eats 
  nothing but this tainted food for 24 hours, it is poisoned 
  until it spends at least 24 hours outside the Shadow Realm, 
  eating untainted food. Since this food is tainted by existing 
  within the Shadow Realm, spells like purify food and drink 
  don’t remove the corruption. 
  SHADOW-CORRUPTED FOOD
  If you are using the Midgard setting and the shadow 
  corruption rules (Midgard Worldbook, p. 414), eating the 
  tainted food in Area 3 gives the PC two levels of shadow 
  corruption instead of the poisoned condition.
  
  10
  4. EEL POOL
  The rough-hewn tunnel winds into a small cavern filled with 
  shallow water.
  Shallow Water. The water in this area is a few feet deep. It 
  is difficult terrain for Medium or larger creatures. Small or 
  smaller creatures must swim when traversing the water. The 
  water in the short tunnel to Area 8 reduces to a few inches in 
  depth and no longer affects the PCs’ movement.  
  Creatures. Electric eels sleep at the bottom of the pool 
  and bats sleep on the cavern’s ceiling. A successful DC 15 
  Wisdom (Perception) check notices the sleeping bats and 
  eels. Each creature that walks or swims through the water 
  must succeed on a DC 15 Dexterity (Acrobatics) check to 
  avoid awakening the eels. Once awakened, the eels swarm 
  and attack. The eels use the statistics of four swarms of 
  quippers. Each creature that starts its turn in a swarm of 
  eels takes 3 (1d6) lightning damage. 
  If the eels awaken and attack the PCs, the bats roosting on 
  the ceiling also awaken and attack. The bats form two swarms 
  of bats. If a swarm of bats is reduced to 10 hit points or fewer, 
  it disperses, the bats fleeing through a hole in the ceiling. 
  5. SHORT STAIRWELL
  This dusty stairwell leads down to a small landing with a 
  closed wooden door.
  Unused Stairwell. A successful DC 12 Intelligence 
  (Investigation) or Wisdom (Perception) check notices this 
  stairwell hasn’t been used in months. 
  Shadow Burst Trap. Gallineau (see Area 8) used the last of 
  his fading power to magically trap this stairwell when he 
  fled to the basement. The trap activates when more than 20 
  pounds of weight is placed on a pressure plate at the base of 
  the stairs, causing a 10-foot-radius burst of necrotic energy 
  extending from the pressure plate. Each creature in the burst 
  must make a DC 12 Constitution saving throw, taking 22 
  (4d10) necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  Prevention. A successful DC 18 Wisdom (Perception) 
  check notices the pressure plate. Wedging an iron spike or 
  other object under the pressure plate prevents the trap from 
  activating. A successful dispel magic (DC 13) cast on the 
  pressure plate destroys the trap.
  6. LONG CHAMBER
  A short stairway curves east, ending in a large, narrow 
  chamber dominated by a large stalactite. Two doors sit in the 
  northern wall and the hallway continues to the east. 
  This room is home to a roper Gallineau has trained as 
  a sort of guard. A successful DC 10 Wisdom (Perception) 
  check notices bones of several small creatures litter the 
  ground. These bones belong to bats, rats, and other small 
  animals the goblins fed to the roper. 
  Creature. The stalactite is a roper that doesn’t attack shadow 
  goblins or shadow fey. The roper attacks with its tentacles 
  once two PCs enter the room. As the room is quite narrow, it 
  can use only two of its four tentacle attacks at one time. If it 
  starts its turn with half its hit points or fewer, the roper flees 
  through a hole in the ceiling to seek easier prey, dropping 
  any grappled creatures on the floor below. 
  7. SLEEPING QUARTERS
  Ten wooden beds lie scattered haphazardly around the room. 
  Most sheets are filthy, but a basket of clean linens sits against 
  the west wall.
  Locked Doors. The doors into this room are locked. A 
  successful DC 15 Dexterity checks using thieves’ tools 
  unlocks a door, while a successful DC 15 Strength check 
  forces it open.
  Treasure. A successful DC 15 Intelligence (Investigation) 
  or Wisdom (Perception) check while searching the room 
  discovers a small box under the smallest bed. Inside are five 
  memory philters of youthful joy (Midgard Worldbook, p. 409) 
  which the PCs may trade to the Duchess’ butler to regain 
  their own memories. If they can find a buyer, they can sell 
  all five philters for 250 gp. If you aren’t using the Midgard 
  setting, the PCs find five potions of healing instead.
  8. TAIMEL’S PRISON
  A shallow pool of dark water covers most of this large 
  chamber. Doors sit in the north and south walls, an open 
  hallway exits the chamber to the west, and a narrow, 
  water-filled tunnel exits to the east. A shadow-shrouded bear 
  cub sits on a small mound of stones on the eastern wall.
  Most of this room is pool of still water. The water is only a 
  few inches deep and doesn’t hinder movement. Sandy earth 
  covers the western part of the room leading to Areas 6 and 
  9, and the bearfolk cub Taimel  reclines on a pile of stones 
  against the eastern wall (see star on the map).
   Creatures. Gallineau watches over his new pet in this 
  chamber, not fully aware that the cub isn’t a normal bear. He 
  hopes to help the cub grow into a formidable ally against his 
  cousin and has been feeding Taimel shadow-tainted food to 
  
  11
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
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  3
  6
  5
  7
  8
  1
  4
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  12
  “help him grow strong.” Gallineau’s transformation during 
  his duel with the Duchess left him with many crow-like 
  features, including wings, but also left him without much 
  of his former power or memories. Now, he is a shadow fey 
  rook (see page 13), and he waits in darkness to the north 
  with one shadow goblin and any of the goblins that escaped 
  death in Area 1. A successful DC 16 Wisdom (Perception) 
  check notices him; otherwise, Gallineau and his allies 
  ambush the PCs when they cross the pool to reach Taimel. 
  Taimel. Taimel, too young and shadow corrupted to fully 
  understand what is going on, comes to Gallineau’s defense 
  if Gallineau is attacked within 20 feet of him. Taimel uses 
  the statistics of a black bear, and he is poisoned. If Gallineau 
  is slain, Taimel sits down and sobs, believing his only 
  friend and protector has been killed. A successful DC 15 
  Charisma (Persuasion) check calms the distraught cub. A 
  PC has advantage on this check if the PC mentions Teppen 
  or Ernalda by name. Once calmed, Taimel’s affliction can 
  be removed with the dispel evil and good spell or if the cub 
  drinks the tincture of moonlit blossoms. Alternatively, the 
  cub’s affliction is cured after spending a few days back in 
  Midgard under Ernalda’s care. 
  9. GALLINEAU’S QUARTERS
  A canopied bed covered in silk sheets dominates this room. 
  Throw pillows and a plush, though moldy, rug lie about the 
  room. Small chests sit against the walls.
  Gallineau resides primarily in this room, attempting to 
  recreate some semblance of the life he vaguely remembers. 
  Though enamored with his new pet, his shadow fey vanity 
  wouldn’t allow him to share the room with the smelly, 
  walking “wet rug,” forcing him to spend his recent days in 
  Area 8 with Taimel. 
  Treasure. The Duchess’s canopied bed sits in the room, 
  mostly intact with only a few torn sheets. The chests contain 
  silver coins worth 100 gp and assorted gems worth another 
  200 gp.  
  Conclusion
  Having recovered Taimel, the PCs are able to return to 
  Midgard. The Duchess commands some of her courtiers 
  to escort the PCs and cub back to Bad Solitz via the nearby 
  shadow roads. 
  Before departing, the PCs can speak with Duspin and trade 
  the five memory philters for their own memories, if they 
  traded their memories for entry. They can also find buyers for 
  the philters in Corremel’s market, and they can return to the 
  Horn Gate Inn if they hired Calv to recover their stolen items. 
  With the Duchess’s escort, travel back along the shadow 
  roads takes a few days but is uneventful. Teppen and his 
  partner are overjoyed at Taimel’s return. Teppen pays the 
  PCs for their service, and a grateful Ernalda offers to create 
  750 gp worth of scrolls or potions for them. 
  If the PCs are interested in further interactions with the 
  shadow fey and their courts or in the Shadow Realm in 
  general, you can find more information and adventures 
  in Warlock Guide to the Shadow Realms and Courts of the 
  Shadow Fey. 
  TINCTURE OF MOONLIT BLOSSOM  
  Potion, very rare
  This potion is steeped using a blossom that only grows in 
  the moonlight. A creature that drinks this potion removes 
  three levels of shadow corruption* (see Midgard Worldbook, 
  p. 414).
  *If not using the Midgard setting, this potion instead acts 
  as a single casting of the greater restoration spell. 
  DARKNESS GHOUL
  Found in Courts of the Shadow Fey on page 31, these ghouls 
  are infused with the essence of the Shadow Realm. While 
  frequently tasked with stealth missions, darkness ghouls 
  sometimes lead raiding parties of lesser ghouls in search of 
  fresh food sources.
  DARKNESS GHOUL
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 45 (7d8+14)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  16 (+3) 
  14 (+2) 
  9 (–1) 
  10 (+0) 
  16 (+3)
  Skills Stealth +5 (+7 in dim light or darkness)
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Umbral
  Challenge 4 (1,100 XP)
  Shadow Stealth. While in dim light or darkness, the 
  ghoul can take the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the ghoul has 
  disadvantage on attack rolls, ability checks, and saving 
  throws.
  Actions
  Multiattack. The ghoul makes two attacks, one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) piercing damage.
  
  13
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. If the target is a 
  creature other than an elf or an undead, it must succeed 
  on a DC 12 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success.
  Shadow Bolt. Ranged Spell Attack: +5 to hit, range 60 
  ft., one creature. Hit: 17 (5d6) cold damage. The target 
  must succeed on a DC 12 Constitution saving throw or 
  become blinded for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  SHADOW FEY ROOK
  Medium humanoid (elf), neutral evil
  Armor Class 14 (leather armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  11 (+0) 
  13 (+1)
  Skills Acrobatics +7, Stealth +7, Arcana +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Elvish, Umbral
  Challenge 4 (1,100 XP)
  Cunning Action. On each of its turns, the shadow 
  fey rook can use a bonus action to take the Dash, 
  Disengage, or Hide action. 
  Fey Ancestry. The shadow fey rook has advantage on 
  saving throws against being charmed, and magic can’t 
  put it to sleep.
  Sneak Attack (1/Turn). The shadow fey rook deals 
  an extra 10 (3d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  fey that isn’t incapacitated and the fey doesn’t have 
  disadvantage on the attack roll.
  Sunlight Sensitivity. While in sunlight, the shadow fey 
  rook has disadvantage on attack rolls and on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The shadow fey rook makes two attacks: 
  one with its bite and one with its shortsword.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage, and the target 
  must succeed on a DC 13 Dexterity saving throw or its 
  speed is halved until the end of its next turn.  
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  SHADOW GOBLIN
  Found in the Creature Codex on page 191, shadow goblins 
  are goblins who inhabit the Shadow Realm. Many serve 
  within the courts of the shadow fey, which affords them 
  varying levels of prestige and safety. Some shadow goblins, 
  like those who kidnapped Taimel, are transformed shadow 
  fey that greatly displeased their superiors.
  SHADOW GOBLIN
  Small humanoid (goblinoid), neutral evil
  Armor Class 13
  Hit Points 13 (3d6 + 3)
  Speed 30 ft.
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA
  10 (+0)  
  16 (+3)  12 (+1)  
  13 (+1)  12 (+1)  8 (−1)
  Skills Sleight of Hand +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish, Goblin, Umbral
  Challenge 1/2 (100 XP)
  Nimble Escape. The shadow goblin can take the 
  Disengage or Hide action as a bonus action on each of 
  its turns.
  Shadow Camouflage. The shadow goblin has
  advantage on Dexterity (Stealth) checks made to hide in 
  dim light or darkness.
  Sunlight Sensitivity. While in sunlight, the shadow 
  goblin has disadvantage on attack rolls and on Wisdom 
  (Perception) checks that rely on sight.
  Traveler in Darkness. The shadow goblin has advantage 
  on Intelligence (Arcana) checks made to know about 
  shadow roads and shadow magic spells or items.
  Unseelie Blessing. The shadow goblin has advantage on 
  saving throws against being charmed, and magic can’t 
  put it to sleep.
  Actions
  Multiattack. The shadow goblin can make two 
  attacks with its kitchen knife. The second attack has 
  disadvantage.
  Kitchen Knife. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage.
  Reactions
  Vengeful Jinx. When the shadow goblin is hit by an 
  attack from a creature it can see, it can curse the 
  attacker. The attacker has disadvantage on attack rolls 
  until the end of its next turn.
  
  14
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the 
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  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
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  Courts of the Shadow Fey © 2019 Open Design LLC; Authors: 
  Wolfgang Baur & Dan Dillon.
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  Casting the Longest Shadow. © 2020 Open Design LLC. Author: 
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