TEXT: RE
  Bulette Storm
  A D&D 5e Adventure for
   4th Level Characters
   
  
  
  Bulette Storm
  Credits
  Author: Chris Bissette / Loot The Room
  Editing: Ken Carcas
  Bulette Cover Illustration: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin 
  Games
  Cover Design & Layout: Chris Bissette
  Interior Art: Jeshields, Josh Soper, Luigi Castellani, Deven Rue (www.rueink.com)
  Cartographer: Chris Bissette
  Layout: Chris Bissette
  Proofing: Ken Carcas, Joshua Parry
  Playtesting: Mike Hughes & The Axegrinders, DM Dan & The Demon Damsels
  Special Thanks To: Cody Faulk, Thought Eater Studios, Zardoz Industries, Erik Jensen, The 
  Wandering Alchemist, Broken Knives. Extra special thanks to Phil Beckwith, for giving me 
  the opportunity to use the words “I’m gonna need a bigger bulette” while talking about this 
  adventure.
  This adventure was released free of charge thanks to the support of my patrons:
  Michael Keenan, Hollie,  Scott Nash, Clay “Terminally Nerdy”, Collin, Phil Beckwith, John, 
  Bob Newbie, FableButt, Cody Faulk, Tim Holding, Andy James, Erik Martin, Symatt, Zargo 
  Games, James Lorimer, Lex Mandrake, Gareth, and DemonGM.
   
  If you would like to help support more free releases like this one, please consider 
  becoming a Patron. 
  Find out more at www.patreon.com/loottheroom.
  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.
  Copyright © Chris Bissette 2017
  www.loottheroom.uk
  
  www.loottheroom.uk
  T
  able of Contents
  1. Introduction
  a.
  Adventure Background
  b.
  Running the Adventure
  c.
  The Village of Concord
  2. Part 1: Bulette Holes
  a.
  The Red Barrel Inn
  b.
  Gwint's Tale
  c.
  The Town Square
  d.
  The Barret Farm
  e.
  The Fallow Field
  f.
  The Tinkers' Caravan
  3. Part 2: Bulette Wounds
  a.
  The Return of the Huntsmen
  b.
  The Hunting of the Bulette
  c.
  Into the Tunnels
  4. Part 3: Bulette Storm
  a.
  Getting Paid
  b.
  Bulette Storm
  5. Appendix A: The Bulette Set
  6. Appendix B: Stat Blocks
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  Introduction
  Bulette Storm is a Dungeons & Dragons 5e side-quest 
  adventure balanced to provide a hard challenge to par-
  ties of four 4th-level characters (APL 4). Guidelines for 
  scaling the adventure to different APL are provided with 
  each encounter. It is designed to be completed in 3-5 
  hours of play - since many of the encounters are optional, 
  GMs have full control over the pace of the adventure. You 
  can play the adventure any time the players are travelling 
  through a rural area during the autumn. The village of 
  Concord is designed to be easy to fit into any campaign 
  setting.
  Because Bulette Storm is intended as a side quest, it is 
  not constructed to provide a full adventuring day. Simi-
  larly, loot is minimal, but 3 new magic items are included 
  at end of this adventure should your group decide to har-
  vest the bulette for parts in lieu of finding treasure. The 
  construction of these items could well provide the seed 
  for future adventures.
  Adventure Background
  Every year as the harvest is brought in the villagers of 
  Concord throw a festival that stretches over four days. 
  Since many of the residents spend much of their time 
  working on their own farms, this is the one time of year 
  where the whole community comes together. It has be-
  come something of an event in the area, with merchants, 
  bards, and wandering tinkers arriving in town in the days 
  leading up to the festival keen to ply their trade during 
  the celebrations.
  This year, the increased activity around Concord has 
  attracted the attention of a bulette. Two attacks have 
  already occurred, and the mayor of Concord has put out 
  a bounty on the creature’s head that has attracted mer-
  cenaries and would-be adventurers from far and wide. 
  Brady, the head of Concord’s constabulary, has begged 
  McMahon to cancel the harvest festival, but he refuses - 
  the hit to the local economy would be too great.
  Unknown to everybody involved is the fact that the bu-
  lette is returning from its mating grounds, and has three 
  of its calves in tow. Until they are large enough to hunt 
  on their own, the bulette intends, as much as a bulette 
  can actively intend anything, to remain in its den outside 
  Concord and continue to use the villagers as feed for it 
  and its brood.
  Shortly before the characters arrive in Concord, anoth-
  er group of adventurers has headed out into the fields 
  and woods surrounding town to hunt the bulette. They 
  return later that night, battered and broken and missing 
  most of their party, but nevertheless carrying the body of 
  a bulette calf. The mayor declares that the beast has been 
  killed and the threat ended, and offers up the full reward. 
  Seeing that Concord is in danger Brady approaches the 
  party and ask them to go back to where the other group 
  slayed their monster and find the true threat. The festival 
  is going ahead whether the bulette is killed or not; if the 
  bulette is not dead, the consequences for Concord will be 
  dire.
  Running the Adventure
  Because this is only a short side-quest adventure, you 
  will not need to prepare as much as you might normally 
  do for a full-length module. Make sure you read through 
  the adventure fully before running it. Unless otherwise 
  stated, assume that all NPCs have the stats of Common-
  ers (MM, p. 345).
  Sections of boxed text like this one are designed to be 
  read aloud or paraphrased to your players. They contain 
  all the information that is immediately apparent to PCs 
  in any given encounter.
  Getting the PCs into Town
  The adventure assumes that the players are passing 
  through town, either for the harvest festival or having 
  been drawn by the rumors of a reward. If you are strug-
  gling to find reasons to get your players involved in the 
  adventure, the following adventure hooks can be used to 
  guide the players toward Concord. Feel free to combine 
  them or add to them to convince the players the festival is 
  worth their time.
  • 
  The party have been hearing about Concord’s 
  famous Harvest Festival, which comprises of a full four 
  days of eating, drinking, dancing, and generally having a 
  good time. People come from all over, and there are rum-
  ors that the council have employed a famed illusionist to 
  put on a display at the end of the festival.
  • 
  While travelling, the party come across a mer-
  chant leading a train of heavily-laden carts traveling in 
  the opposite direction. He tells them that he had been 
  heading to Concord for the festival, but that one caravan 
  has already been attacked and there is word that the 
  festival will be cancelled as a result.
  • 
  The party encounter a messenger on the road, 
  who tells them of the killings in Concord and the 500gp 
  reward on offer for anybody who can slay the beast.
  Starting The Adventure
  Shortly before the players arrive in Concord, the adven-
  turing party known as Lord Tanglewood’s Huntsmen 
  set out from town to hunt the bulette. They have not 
  returned yet, but word around town is that they seemed 
  confident, and that they have a reputation for dealing 
  with these kinds of problems. Mayor McMahon has spent 
  the day assuring people that the beast will be slain and 
  the festival will go ahead.
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  the festival will go ahead.
  The adventure begins later that evening when the 
  Huntsmen, or what remains of them, return from their 
  hunt and claim the reward. Players may wish to spend 
  the day leading up to that moment investigating Concord 
  for themselves.
  Roleplaying
  If your players wish to spend the day in town getting their 
  bearings or talking to the locals, you should let them. 
  The adventure lists some of the more notable NPCs in 
  Concord (those who the party are most likely to want 
  to speak to) and provides the information they know as 
  bullet points for your convenience. Named NPCs are also 
  given bonds, traits, ideals, and flaws to help you roleplay 
  them, should you wish to.
  The Village of Concord
  The adventure takes place in Concord and the surround-
  ing area, but you can easily adapt it to run in any farming/
  market community that you have already established in 
  your campaign world. If the players already have a con-
  nection to the village you decide to set the adventure in it 
  should be much easier for you to get your party involved 
  in the adventure. 
  Timeline
  Below you will find a short timeline of the events that 
  transpired before the party arrive in Concord. This is 
  designed to aid you in keeping the facts straight between 
  conversations with different NPCs:-
  -9 days: The bulette and its calves arrive in the area. 
  The bulette digs a makeshift lair beneath the Barret farm 
  and begins to hunt local game.
  -8 days: Attracted by the sound of the gnomish caravan 
  heading towards Concord, the bulette attacks the tinkers 
  and decimates them. 
  -7 days: The wreckage of the caravan is found, and 
  Brady, fearing bandits, advises Mayor McMahon to post-
  pone the festival while he investigates. McMahon refuses.
  -6 days: Brady begins searching the nearby woodland 
  for signs of bandit activity, but finds nothing.
  -4 days: Janel Barret throws a party in the fallow field 
  on her father’s land. The party attracts the attention of 
  the bulette, who is teaching its calves to hunt, and Janel 
  and her girlfriend, Roth Carter, are dragged back to their 
  den.
  -3 days: Brady visits the Barret farm with Gwint, a re-
  tired adventurer, who immediately recognizes the tell-tale 
  signs of a bulette attack. Gwint warns that more attacks 
  are imminent; holding the festival will only make things 
  worse. Though McMahon still refuses to call off the festi-
  val, he spreads the word that a bulette is nearby and 
  one hex = three miles
  (one hour's travel at normal pace)
  Concord will pay 500gp to anybody who can slay it.
  -2 days: A band of mercenaries staying in town ahead of 
  the festival head out to hunt the bulette. They are never 
  heard from again.
  Day 0 (morning): Lord Tanglewood’s Huntsmen arrive 
  in town and seek out Mayor McMahon, who offers them 
  500gp to slay the bulette.
  Day 0: The PCs arrive in Concord.
  Day 0 (evening): Two members of the Huntsmen 
  return, seriously wounded and carrying a dead bulette 
  calf. Despite Gwint’s protests that they haven’t killed the 
  bulette, McMahon pays them the reward and declares 
  that the festival will continue.
  +1 day: The harvest festival gets underway. 
  +1 day (nightfall): The Mayor has arranged a firework 
  display to start the festival. As the fireworks go off, the 
  bulette attacks!
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  “Bulette Holes” is an introductory section during which 
  the PCs become acquainted with Concord and learn 
  more about the events that have transpired. Think of 
  each of the encounters in this section as being optional; 
  they mostly involve the PCs gathering information and 
  beginning a hunt of the bulette, not knowing that they 
  will soon be hunted themselves. This is the longest sec-
  tion of this adventure, but by no means does that have to 
  be the case at the table.
  The sections that follow are intended to cover any in-
  vestigations the players may undertake before night falls 
  and the Huntsmen return. Your group might not speak 
  to these people; if you feel that this part of the adventure 
  is taking too long, feel free to skip directly to Part 2: 
  Bulette Wounds.
  When the PCs arrive in town, read or paraphrase the 
  following boxed text:-
  Concord is a small village nestled at the bottom of a 
  sweeping valley, surrounded by fields of wheat and barley 
  that show clear signs of the harvest being well underway. 
  Colorful bunting stretches between the buildings, and the 
  village square is packed with stalls and booths erected by 
  traders here to take advantage of the coming festival. It 
  is not yet afternoon, and you can already hear the sounds 
  of music, song, and drunken merriment from The Red 
  Barrel Inn, Concord’s sole tavern. Clearly the locals are 
  already in the festive spirit.
  The following sections describe the areas of Concord 
  that the PCs are most likely to visit, along with who they 
  will find there and what information they might discov-
  er. Descriptive text and dialogue is kept to a minimum 
  (except for the optional encounter “Gwint’s Tale”), to give 
  you free reign in running the encounters in the way best 
  suited to you and your group. 
  Once the players have exhausted all avenues of inquiry, 
  or you have decided that the day is over, you should move 
  to Part 2: Bulette Wounds.
  Common Knowledge
  The following information can be easily learned by talk-
  Part 1: Bulette Holes
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  ing to any resident of Concord:-
  • 
  There have been two attacks thus far; one on 
  a caravan of gnomish tinkers by the edge of the eastern 
  forest, and one at Barret’s farm which claimed the lives of 
  two young girls.
  • 
  Brady wants to cancel the festival. He has 
  always been popular, but that might change if the festival 
  doesn’t go ahead.
  • 
  Mayor McMahon is a pompous ass, but he is 
  Concord’s pompous ass. Though he throws his weight 
  around most people are happy to let him get on with 
  things, since he rarely interferes in their day-to-day lives.
  • 
  The constabulary consists of Brady - an ex-sol-
  dier - and six other men, all of whom are farmers. They 
  rarely have anything to do, and only take on official duties 
  when there is a threat to Concord (which usually comes 
  in the form of bandits in the hills or forest, and even that 
  is rare).
  • 
  Gwint tells a tall tale, but he is prone to embel-
  lishment. This is probably nothing more than a bear or a 
  wild boar.
  • 
  Lord Tanglewood’s Huntsmen have accepted 
  the Mayor’s challenge and are currently hunting the 
  beast. Most people are confident that they will return 
  successfully by the end of the day, because that is what 
  Mayor McMahon keeps telling people.
  TRAVEL
  • 
  The Red Barrel Inn and The Town Square are 
  located within Concord itself, and take up trivial amounts 
  of time to investigate.
  • 
  The Tinkers’ Caravan takes 7 hours to travel 
  to by road at a normal pace, or 5 hours when traveling 
  cross-country. Parties who travel there and back to 
  Concord before heading to the Barret farm will probably 
  find that night is descending once they get to the farm, 
  and may well choose to skip that section of the adventure 
  entirely.
  • 
  The Barret Farm is about 2 hours’ travel to the 
  south of Concord.
  Lord Tanglewood's Huntsmen
  Lord Tanglewood’s Huntsmen are an adventuring party 
  of about the same level of experience as the PCs. Stats 
  are not provided for them, since the party are only likely 
  to encounter one member of the group alive.
  Though it is unlikely at 4th level, players attempting to 
  scry on Lord Tanglewood himself will be unsuccessful; 
  he wears an amulet of proof against detection and 
  location always. This protection does not extend to the 
  rest of his party.
  Feel free to invent any stories you like about the Hunts-
  men; they are primarily known as hunters of rare and 
  dangerous beasts, and their level of renown should be 
  like that of the PCs. Stories may well be embellished for 
  greater effect, and may not be entirely (or even partially) 
  true.
  The Red Barrel Inn
  The Red Barrel Inn is the only drinking establishment 
  in Concord. It does well enough, but most of its trade is 
  done during the week of the festival, when its 5 rooms 
  get booked up fast and the establishment is forced to 
  take on local youths to act as bartenders and to clean up 
  after close of business.
  Landlord: Arotorin Orman (AKA Artor, Arin)
  House Ale: Melting Heart by Red Barrel Brewing Arm 
  (Dark cherry compote-infused oatmeal stout, 6.2% ABV)
  Room and board: The 5 guest rooms above the Red 
  Barrel are already full, but space can be had in the loft 
  of the stables for 5sp per day - an inflated rate due to the 
  festival. A pitcher of adequate-quality wine can be had 
  for 2sp. A mug of ale will set the buyer back 6cp. Meals 
  of meat and bread can be had for 3sp, but Arotorin and 
  his staff will encourage customers to seek out food at the 
  market in the town square, since it is too busy to also be 
  running a kitchen.
  Read or paraphrase the following boxed text:
  The inside of the Red Barrel Inn is a riot of noise and 
  activity. People are packed into every space - the scrum 
  at the bar has the bartender running back and forth, a 
  sheen of sweat on his forehead. From somewhere near 
  the back of the room the sound of lute-accompanied sing-
  ing drifts across the bar - competent, but nothing special.
   There are plenty of people from out of town here. 
  Heavy backpacks are stuffed beneath tables, and here 
  and there you see the gleam of weapons and armor 
  throughout the crowd. Still, there is no violence in the air 
  - just expectation, revelry, and the smell of sweet ale.
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  NPCs in the Red Barrel Inn
  The information that can be gleaned from NPCs in this 
  adventure is provided in bullet points. You may choose 
  to simply provide this to your players, or else you may 
  reveal some of part of it over the course of the conversa-
  tion should you choose to roleplay these encounters. DCs 
  are provided for information that NPCs may be reticent 
  about sharing. You should
  decide whether these require successes in an 
  Intelligence (Investigation) check in a less 
  roleplay-centric game, or some combination of 
  Charisma (Persuasion) and Wisdom (Insight) 
  checks while roleplaying the conversation.
  Arotorin Orman
  Arotorin is an unusual sight - a rotund half-elf. He 
  was a cleric and healer of some renown, but fell 
  from grace when he took to the bottle. After 
  a string of incidents that saw him being 
  barred from most of his usual haunts, 
  Arotorin took to making his own 
  beer - and found that his years spent 
  brewing potions and healing salves 
  made him something of a natural. 
  He began plying his wares and soon 
  saved up enough money to move out to the 
  country and set up his own inn and brewery - 
  where he can drink as much as he likes, as long 
  as the bills get paid.
  Traits
  Bitter Alcoholic.
  Arotorin is still a functioning alcoholic. He also har-
  bours a deep-seated grudge against the clergy that 
  excommunicated him and the god that stopped answer-
  ing his prayers. He would love to regain his god’s favour 
  - divine magic made life worth living - but he would also 
  love to see the church punished for exiling him.
  Ideal. Things don’t happen for any bigger reason. You 
  make your choices, and you must deal with the conse-
  quences or take steps to change them.
  Bond. One day I will return to favour in the eyes of my 
  god and get revenge on those who exiled me.
  Flaw. I drink because it is the closest thing to feeling 
  divine power coursing through my body once more.
  Talking to Arotorin
  Arotorin knows only what he has heard from customers 
  at the bar - he has been far too busy this past week to 
  keep up with news or to speak to anybody who has solid 
  information. As a result, the information he should offer 
  isn’t entirely accurate. He is aware of that, and will happi-
  ly regale the party with all the stories he has heard, even 
  when they contradict one another - especially if the party 
  keep spending money! 
  The PCs can learn the following information by talking 
  to Arotorin:
  • 
  The two attacks are unrelated. Janel Barret 
  and Roth Carter had been experimenting with magic, 
  and accidentally summoned something that killed them 
  immediately. The tinkers were killed by a bear.
  • 
  The two attacks are related, but the deaths 
  weren’t caused by any monster. It was the alchemists 
  testing their fireworks, and the deaths were unfortunate 
  accidents. Rumor has it that there have been more 
  than two incidents, but Mayor McMahon is keeping 
  it hushed up.
  • 
  Farmer Barret killed his own daughter 
  in anger because she had fallen pregnant, then 
  dug the holes in his field himself to make it look 
  like another attack. Roth Carter died because 
  she was a witness.
  • 
  Bulettes are known as land sharks, 
  because they turn the earth around them to 
  water so that they can swim through 
  it.
  • Lord Tanglewood’s Huntsmen 
  waltzed into town like they had al-
  ready slain the monster and collected 
  the bounty - and they spent enough on 
  drinks that it seems they don’t need the 
  offered reward.
  • Gwint is the man to talk to regarding the mon-
  ster. He killed hundreds of beasts in his youth, and has 
  the scars to prove it.
  • 
  Gwint is an old fraud. He has never swung a 
  sword in anger; his scars are the result of growing up on 
  a cattle farm, where he was gored by a bull; his stories 
  are the result of his penchant for ale.
  Gwint
  Gwint is in his late 30s but looks much, much older. 
  His lined, leathery face is crossed with scars and he is 
  missing several teeth, half an ear, and a couple of fingers. 
  He is a retired adventurer who slowly saw all his friends 
  killed by various enemies over the year, eventually decid-
  ing that he had had enough excitement for one lifetime. 
  He keeps it quiet, but over a decade of looting tombs and 
  dungeons has left him fabulously wealthy - especially by 
  the standards of a small town like Concord. Now he is 
  content to see out his days drinking and spinning tales 
  of his adventures to anybody who will listen - and the 
  festival is the prime time to do that.
  An optional encounter - "Gwint's Tale" - follows the 
  section detailing Gwint's personality traits and useful 
  information. It is a storytelling encounter that should 
  be used if the party wish to spent some time listening to 
  Gwint's stories before talking to him.
  Traits
  Gallows Humourist.
  His years on campaign have left Gwint with an ambiva-
  lence towards death that only comes from seeing every-
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  one you know torn to pieces by unspeakable horrors. He 
  makes light of even the most severe of injuries, and has 
  little sympathy for 
  people getting teary-eyed when loved ones draw their 
  final breath. Despite his cynicism, he is generous with 
  his time and his experience - though not with his money, 
  which he guards tightly. 
  Ideal. There’s no good in pretending to be something 
  I’m not.
  Bond. Concord has accepted me and allowed me to 
  make it my home. If it comes to it, I will fight to protect it.
  Flaw. I am slow to trust members of other races; the 
  less human you look, the less I trust you.
  Talking to Gwint
  Gwint spins a good tale, and he embellishes 
  where it serves the story, but he is an honest 
  man by nature. He has had as much experi-
  ence adventuring as the PCs (if not more), 
  and while the tales he tells of his adventuring 
  days seem unbelievable to common folk, 
  hardened campaigners see the truth in 
  his stories. He is deeply distrustful of 
  clergy of any kind, and of people 
  who put their trust in the gods. 
  He has seen too many cultists 
  seeking power at the behest of 
  their gods to be any other way.
  The PCs can learn the following infor-
  mation by talking to Gwint:
  • 
  There is no doubt that the attack on the car-
  avan and the attack at Barret’s farm were the work of 
  a bulette. He fought one once; it killed his entire party, 
  and left him nursing a wound that nearly killed him. The 
  long, purple scar across his ribs and stomach is his proof 
  of this.
  • 
  The tinkers’ caravan showed the signs of a 
  normal bulette attack. 
  • 
  The attack at Barret's farm seemed to indicate 
  multiple smaller bulettes, but he doesn’t know how that 
  is possible. Nobody has ever claimed to have seen an 
  infant bulette, and the creatures are known to be solitary 
  hunters.
  • 
  Bulettes exist to feed. They burrow through the 
  earth almost as fast as a man can run, and are drawn to 
  large gatherings of food - be it herds of cattle or towns of 
  people. 
  • 
  Mayor McMahon is stupid for failing to ac-
  knowledge the danger.
  • 
  Gwint went with Brady to look at the aftermath 
  on Barret’s farm. He ventured into the hole left by the 
  bulette, but the earth had collapsed a few feet into the 
  tunnel and he turned back once there was no way for-
  ward.
  • 
  Lord Tanglewood’s Huntsmen headed south 
  to Barret’s field. They were confident, but they are likely 
  going to die.
  The following information should be revealed only 
  after a successful Charisma (Persuasion) check if you 
  roleplay the encounter, or else a successful Intelligence 
  (Investigation) check while gathering information.
  • 
  DC 15: Brady is a good man, but he is woefully 
  unprepared - both to deal with McMahon throwing his 
  weight around, and to deal with what is inevitably com-
  ing if the festival goes ahead.
  Gwint's Tale
  Read or paraphrase the following boxed text, stopping to 
  conduct the checks when required:
  The old man sits in the corner of the room, his 
  back to the wall and a large mug of ale clutched 
  tightly in one hand. Though he sways in his 
  seat slightly his eyes dart constantly around 
  the room, sharp and observant and settling 
  briefly on anybody who looks armed - including 
  yourselves.
  “Right, another one then!” he says, 
  to a small cheer from the group of 
  ten or so people crowded around 
  his table. They are rapt as they 
  watch him, eating up his every 
  word. Clearly the man knows how 
  to 
  work an audience.
  “This one happened way down south, where 
  the land turns to dust and clay and the very air tries 
  to suck the sweat from your pores. We’d been hired by an 
  old cleric of some forgotten god, a real skeleton of a man; 
  leather skin stretched tight over his skull, eyes set deep 
  in the sockets… - you know the type. He said there was a 
  temple out in the sand, a place dedicated to the sun that 
  had been dark for centuries. And there was loot in it, 
  treasure, and gold, and magic. Magic that he wanted, and 
  that we were to recover for him.”
  At the mention of magic some of the gathered crowd 
  lean forward in their chairs, and one man leaning against 
  a nearby pillar - an out-of-towner - calls out, “Care to tell 
  us where that is, old man?” He seems to want to contin-
  ue talking, but one of the locals digs an elbow into his 
  ribs as irritated mutters run through the crowd. Clearly 
  Gwint is not a man to be interrupted.
  DC 12 Wisdom (Perception) check: The man who 
  called out seems to be with a small group of people sit-
  ting off to the side of Gwint. They are clearly adventurers, 
  and clearly drunk.
  Gwint just chuckles to himself. 
  “Wish I could tell you lad,” he calls back. “Course, the 
  old bastard swore us to secrecy, didn’t he? Had us sign 
  a blood pact to hold our tongues before he’d even tell us 
  where it was. Couldn’t tell you even if I wanted to! Not 
  that there’s anything left there to be had, of course.”
  He drops an obvious wink and a grin lights up his face 
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  The Red Barrel Inn
  Ground Floor
  Upper Floor
  one square = five feet
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  as a ripple of laughter spreads through the crowd.
  DC 15 Wisdom (Perception) check: As Gwint gestures 
  to the man who called out, his sleeve briefly falls back to 
  his elbow. In the moment before he pulls it back up to his 
  wrist, you notice a dark red scar in the crook of his elbow 
  that appears to be arcane in nature.
  DC 20 Intelligence (Arcana) check: You only see the 
  scarred rune for a second, but you think it might be the 
  result of a spell intended to force Gwint to keep some 
  kind of secret.
  “Anyway, we took that deal, of course, or I wouldn’t be 
  telling this story! We drank to a successful mission, and 
  then we headed out. Two days, we trekked across that 
  accursed desert. The days were blistering hot; the nights 
  were freezing, and no sleep was had, because when the 
  night falls out there the spirits of those that have died out 
  there come alive, and they hate the living. 
  “We beat them back, though. Made the undead re-dead, 
  all through the night. And then we got there, finally.
  “Wasn’t much. We would’ve missed it had the wind been 
  blowing bit stronger. Just a square of smooth stone in the 
  ground, almost covered in sand. Didn’t look like anything 
  to me, but that leather-faced bastard swore it was the tip 
  of a buried pyramid.
  “Weren’t no lock to pick, so we did what we do - took out 
  our biggest hammer, and smashed our way in.”
  He leans forward, his smile gone and a deep frown in 
  its place, and his audience lean in to match him. Sudden-
  ly his voice is quiet, measured, but it carries even over 
  the music still coming from the other end of the room. 
  “Things went wrong straight away. The chamber we 
  stumbled into was small, empty but for a pedestal and a 
  withered hand on top of it. We all saw it was bad news, 
  but our employer” - he pauses to spit, then takes another 
  draw of his drink before continuing - “had less sense than 
  my second wife. He walked right up to it, and without 
  thinking for a second plucks the damn hand from its 
  place!
  “All hells broke loose. ‘fore we knew what was happen-
  ing the floor was crumbling under us, the walls were 
  shaking, and then there was just dark and falling for gods 
  know how long. Then there was pain, and darkness.
  “When I woke, my team were dead. Most had died in 
  the fall. One, like me, was hurt but breathing. I could 
  hear him crying out, begging that priest to help him. Or 
  at least, I thought so. Then I sat up.
  “The damn priest was leaning over him, and I watched 
  as he slid a knife across my buddy’s throat like slaugh-
  tering a lamb. Then he turned on me - me with my legs 
  pinned under fallen rocks, one arms broken under me, 
  and only this ring as a weapon.”
  DC 15 Wisdom (Perception) check: On his right hand 
  Gwint brandishes an onyx ring carved in the shape of a 
  skull, with a two-inch spike of the same material emanat-
  ing from its screaming mouth.
  DM note: Gwint’s ring isn’t magical in any way. It’s just 
  nasty. If the PCs end up fighting Gwint for any reason, he 
  can use it in combat. He is proficient with it, and it deals 
  1d4 points of piercing damage.
  “He came over to me then, smiling a smile that I still 
  see in my sleep, and leaned down to me. The blade was 
  cold against my throat, hard and sharp, and I figured I 
  was done for. But he was stupid, and full of himself, and 
  he had to gloat in his little victory.
  “I’ll never know what he was going to say to me, and I’ll 
  never know how he survived the fall without a scratch 
  on him. What I do know is how satisfying it was to bury 
  my fist in his temple, to feel him shudder and spasm and 
  drop the knife.
  “How I got out that place is a story for another time. For 
  now, let me leave you with two lessons. The first is this - 
  never deliver a monologue when you should be killing a 
  man, and never trust a gods-damned priest!”
  With Gwint’s final shout, cheers and applause erupt 
  from his small crowd, and as Gwint turns back to his ale 
  they begin to disperse. It appears his tales are done for 
  the evening.
  The Town Square
  Read or paraphrase the following boxed text:
  The square seems like it would normally be quite a 
  plain space, a wide stretch of hard-beaten dirt with a 
  simple brick well in the middle and little in the way of 
  decoration. Today, though, it is full of color and bustle. 
  Bright bunting flaps in a stiff breeze and merchants shout 
  prices over one another, each trying to be louder than 
  her neighbor. The smell of roasting boar fills the air, thick 
  and sickly. 
  Here and there you spy posters nailed to some of the 
  stands - a call for bounty hunters, the promise of gold, 
  and an instruction to speak to Mayor McMahon should 
  you feel up to the task. Two official-looking men stand on 
  a raised platform by the well, overseeing a group of lab-
  orers driving long tubes into the ground in a space that 
  seems to have been kept deliberately clear of traders.
  The two men are Marlin Brady, the head of Concord’s 
  constabulary, and Taryon McMahon, the Mayor of Con-
  cord.
  The laborers are setting up fireworks for the display the 
  next evening, which will mark the true start of the 4-day-
  long festival.
  Taryon McMahon
  Taryon McMahon is a robust gentleman decked out in 
  plain, but fine, silk clothing. He wears a heavy silver 
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  chain around his neck that carries the key to the town - a 
  purely ceremonial item, since Concord has no external 
  walls. He has the nose of a man who is partial to whisky, 
  which sits above think black moustaches that he keeps 
  oiled to a luscious sheen.
  Traits
  Minor Noble. Mayor McMahon has ideas well above his 
  station. He is an elected official, by rights only the first 
  among equals (those equals being the rest of the small 
  council that runs Concord), but he sees himself as a Lord 
  and the people of Concord as his vassals. He believes 
  that it is obvious that he is a cut above the unwashed 
  masses who he oversees.
  Ideal. Respect is due to me because of my position, and 
  those who fail to show it will soon find that life can be 
  much more difficult.
  Bond. The common folk must see me as a hero of the 
  people.
  Flaw. The only language I speak is money. All principles 
  can be bought, if you know the price.
  Talking to McMahon
  McMahon doesn’t particularly care about the deaths of 
  the tinkers or the girls at Barret’s farm, though he knows 
  he must put on a show of being concerned. His main fear 
  is that panic will set in and the festival will have to be 
  called off, which will result in a hefty loss to the finances 
  of the town and McMahon himself. 
  The PCs can learn the following information by talking 
  to McMahon:
  • 
  Nobody has seen the bulette. Its tracks were 
  identified by Gwint, a retired adventurer who now lives 
  in Concord. Gwint can usually be found at the Red Barrel 
  Inn.
  • 
  Lord Tanglewood’s Huntsmen set off a few 
  hours ago to hunt the beast, and they are sure to return 
  before nightfall having succeeded.
  The following information should be revealed only 
  after a successful Charisma (Persuasion) check if you 
  roleplay the encounter, or else a successful Intelligence 
  (Investigation) check while gathering information.
  • 
  DC 10 (DC 15 if Brady is present). Gwint is an 
  old drunk who went too deep into the depths of the earth 
  in his youth. He undoubtedly saw some horrible things, 
  but they have warped him and caused him to see mon-
  sters everywhere.
  • 
  DC 15 (DC 20 if Brady is present). The bulette 
  is nothing to be worried about. Brady and Gwint are par-
  anoid, fearful men, Brady is a fool to trust Gwint’s word, 
  and they are making a fuss over something that poses 
  little more threat than a wild boar. In fact, Gwint probably 
  invented this ‘monster’.
  Marlin Brady
  Brady is in his early 50s, but a life of hard field work and 
  harder fighting gave him a powerful build that has not yet 
  gone to seed. His dark hair is shot through with streaks 
  of white, and he speaks like a man used to commanding 
  soldiers. Whatever his personal feelings about Mayor 
  McMahon, he has a deeply ingrained sense of respect for 
  authority, and he is reticent to talk about his superiors in 
  an unfavorable light.
  Brady should be treated as a veteran (MM, p. 350) for 
  the purpose of determining stats.
  Traits
  Retired Soldier. Brady didn’t choose the life a fighter, it 
  chose him. He was enlisted in his youth, plucked from 
  his father’s farm and forced to fight in a war he didn’t 
  understand. He was good at it, though, or he stayed alive 
  when others around him died, depending on his mood 
  when you ask him. He did well enough that he was able 
  to retire to his own farm while he still had all his own 
  limbs. Now he spends his days keeping the peace, which 
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  is easy in a place like Concord, and keeping the forests 
  and roads that surround the town free of bandits.
  Ideal. I do what I must and obey just authority.
  Bond. I fight for those who cannot fight for themselves, 
  and would lay down my life to protect those I serve.
  Flaw. I have little respect for anyone who is not a prov-
  en warrior.
  Talking to Brady
  Though Brady has never heard of a bulette before, he 
  trusts Gwint enough to take the old campaigner’s word 
  on the matter. He thinks McMahon is a fool, though he 
  will be hard-pressed to admit that, and he worries that 
  the Mayor isn’t taking the threat to the town seriously.
  The PCs can learn the following information by talking 
  to Brady:
  • 
  There have only been two attacks thus far; a 
  group of travelling gnomes on the edge of the forest, and 
  the two girls in Barret’s field.
  • 
  The Huntsmen seemed confident and well-pre-
  pared. Their reputation as bounty hunters precedes 
  them, and Brady shares the Mayor’s confidence that this 
  will be dealt with soon. Still, having more people hunting 
  it can’t hurt, and the party are welcome to help.
  • 
  Gwint claims to have lost his hand to a bulette, 
  and will happily part with information about the beast in 
  exchange for a drink.
  • 
  Mr. Barret had reported disturbances in the 
  earth in the week before the attacks. Large mounds of 
  dirt like enormous mole hills run in long, unbroken lines 
  across his fields before disappearing.
  The following information should be revealed only 
  after a successful Charisma (Persuasion) check if you 
  roleplay the encounter, or else a successful Intelligence 
  (Investigation) check while gathering information.
  • 
  DC 15: The attack at the Barret farm left mul-
  tiple smaller holes in the ground rather than the one 
  large hole at the tinker’s caravan. Gwint can’t explain 
  them, and says that bulette usually hunt alone, but Brady 
  is worried that there is more than one creature in their 
  midst.
  The Barret Farm
  The Barret farm is about 6 miles south of Concord. At a 
  normal travelling pace, it takes about 2 hours for PCs to 
  make the trip to the farm, following rough dirt tracks that 
  run between fields of wheat and barley in various stages 
  of harvest. No random encounters are included in this 
  adventure, but you are free to introduce any encounters 
  that suit your game.
  The Barrets
  If night has fallen once the party reach the Barret farm, 
  they will find the doors locked and no light in the win-
  dows. The Barrets will not answer the door to callers 
  after night has fallen; they are grieving, and wish to be 
  left alone.
  If it is day when the party arrives at the farm, read or 
  paraphrase the following:
  Barret’s farmhouse sits at the middle of his fields, 
  a squat wooden building with a thatched roof that is 
  dwarfed by the large barn and grain silos surrounding it. 
  Behind the farm you can make out a pair of dray horses 
  pulling a cart across a field. The driver stands as he sees 
  you, raising a hand against the sun as he peers across 
  the field in your direction.
  Then the door of the farmhouse opens with a bang, and 
  a fierce-looking woman in a simple dress stands on the 
  low porch.
  “Get out of here, now!” she shouts, making a shooing 
  motion with her hands. “I’ve had enough of you bounty 
  hunters trampling over my fields! Can’t you just leave us 
  in peace?”
  Allow the players as much or as little time as you like 
  to interact with Mrs. Barret before her husband arrives. 
  Mrs Barret has no desire to talk to any more bounty hunt-
  ers or adventurers, though she will begin to open up once 
  her husband invites the group to ask their questions. At 
  that point, she will see no need to withhold information; 
  to do so would only keep the PCs on her farm for longer 
  than is necessary.
  While Mr Barret is not present, Mrs Barret will not 
  reveal any information without the party succeeding on a 
  DC 20 Charisma (Persuasion) check made at disadvan-
  tage. Failed checks will result in her standing silently in 
  the doorway to the house with her arms crossed, waiting 
  for either her husband to arrive or for the party to leave. 
  She is not a stupid woman, and knows that attempting to 
  see multiple armed individuals off by force will probably 
  end badly for her.
  When Mr. Barret reaches the farmhouse, read or para-
  phrase the following:-
  “More of you, is it?” the man says as he climbs down 
  from the cart. He pauses to inspect the blades of the 
  rotating scythes attached to the back of the cart before 
  continuing to meet you. “What’s the matter? That first lot 
  come back empty handed?”
  He glances toward his wife, who gives him a hard look 
  and shakes her head. He gives a brief sigh, wiping the 
  sheen of sweat from his forehead as he does so.
  “Look, this isn’t the best time, right? We’re going 
  through some things right now. Normally I’d invite you 
  in, but… I’m sure you understand. Ask your questions; I’ll 
  answer them, I’ll point you to where it happened if you 
  like, but let’s be quick about this. I’ve work to do, and my 
  wife and I are in no mood to entertain visitors today.”
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  Mrs. Barret
  Born and raised in Concord, Mrs. Barret has always 
  stayed away from the festival. She went to a city once 
  as a child and was overwhelmed by the experience, and 
  the crowds that the festival brings in remind her a little 
  too much of that for her to ever enjoy it. She is mistrust-
  ful of outsiders in the way only a person who has spent 
  the best part of 50 years in the same ten-mile-area can 
  be. That combined with her grief over the death of her 
  only daughter mean that she is not exactly hospitable to 
  visitors.
  Traits
  Of The Land. Farming and family have been the two 
  constants in Mrs. Barret’s life. She has little in the way 
  of a formal education. She claims to be able to read and 
  write (she refuses to demonstrate these skills), she un-
  derstands the land intimately. Though she doesn’t know 
  what a bulette is, she knows something dangerous has 
  moved into the area; she has seen the signs in the land, 
  in the behaviour of the animals and birds around the 
  farm.
  Ideal. I am brutally practical. Even distasteful, painful 
  work is work that needs to be done, and there is no bene-
  fit to standing around talking about it first.
  Bond. My family is my life.
  Flaw. I am too proud for my own good. If somebody tells 
  me I can’t do something, I will go out of my way to prove 
  them wrong.
  Mr. Barret.
  Mr Barret is a quiet man who wants nothing more than 
  to be left alone. Like his wife, he has rarely left the im-
  mediate area of Concord. Usually he enjoys the Harvest 
  Festival, but this year he intends to stay away and be with 
  his wife. Though Gwint and Brady have warned him of 
  the danger the bulette poses he, too, is practical. It’s pos-
  sible the bulette may kill him while he is out in the fields, 
  yes - but if he doesn’t get on with bringing in the harvest, 
  he and his wife will starve.
  Traits
  Rustic Hospitality. Mr Barret was raised to always 
  offer a roof, a bed, and a warm meal to those who need it. 
  These are principles he firmly believes in, but the influx 
  of bounty hunters to his land after the death of his daugh-
  ter has caused him to reassess his priorities. For the time 
  being, he simply wants to be left alone.
  Ideal. People deserve to be treated with dignity and 
  respect.
  Bond. I do what I must to provide for those I love.
  Flaw. Secretly, I think things would be better if I was in 
  charge of Concord rather than that fool McMahon.
  Talking to the Barrets
  Mrs Barret is a mother in mourning, but she refuses to 
  let her grief get in the way of practicality. Life for her and 
  her husband must go on; the harvest must be reaped, 
  because even in grief she will need to eat in the days to 
  come. She knows that she can do nothing to stop the bu-
  lette, and though she would like to see it killed, a desper-
  ate thirst for revenge helps nobody. At the moment, she 
  just wants to be left alone by the world.
  The PCs can learn the following information by talking 
  to the Barrets:
  • 
  They weren’t at the party. Janel threw it for her 
  own friends, and the Barrets trusted her enough that they 
  didn’t feel the need to supervise the event.
  • 
  Janel was involved romantically with Roth 
  Carter, the girl who died with her. Janel had tried to keep 
  it secret, but her parents figured things out. They never 
  told Janel that they knew. Mr. Barret believed it to be a 
  youthful fling, but Mrs. Barret was sure there was more 
  to it.
  • 
  The party - and the attack - took place in a field 
  that is lying fallow, about half a mile from the farm-
  house.
  • 
  Neither of the Barrets have ever seen anything 
  like the holes in the ground left by the creatures that 
  killed Janel. 
  • 
  Brady has been out to the farm on three 
  occasions since the attack. The first was with Mayor 
  McMahon, who made a show of inspecting the holes 
  and tracks and of offering his condolences. The second 
  was with Gwint, who studied the tracks with the look of 
  a man who knew what he was doing. The third time he 
  came alone, offering sincere condolences and a promise 
  to support the Barrets in any way he could.
  • 
  Gwint said something about a “land shark”, 
  but neither of the Barrets know what that mean.
  • 
  Lord Tanglewood’s Hunstmen came to the farm 
  this morning, asking the same questions as the party. 
  They were confident that they would slay the creature, 
  and promised to bring Mrs. Barret its head when they are 
  done.
  • 
  Mrs. Barret has no desire to have the head of 
  the creature that killed her daughter delivered to her.
  • 
  Mr. Barret directed the Huntsmen to the field 
  where the attack happened earlier that day. He has not 
  seen or heard from them since, and his work today didn’t 
  take him near that field.
  • 
  The attack on the tinkers’ caravan took place 
  about 4 hours’ travel on foot to the east, where the road 
  snakes around the edge of the forest. Mr. Barret has seen 
  strange mounds of earth in long lines in the fields in that 
  direction.
  • 
  Mr. Barret is happy to direct the party to his 
  fallow field, but he asks that they not investigate it once 
  night has fallen. He and his wife need time to grieve their 
  daughter, and he would rather not worry about groups of 
  heavily armed mercenaries wandering his lands in the 
  dark.
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  The Fallow Field
  The Barret’s fallow field is about half a mile to the south 
  east of the farm, and takes about fifteen minutes to reach. 
  Mr. Barret will not accompany them to the field.
  When the party get to the site where Janel and Roth died, 
  read or paraphrase the following:
  The field is a stretch of dark, stony earth, not levelled 
  or ploughed, with nothing sown in it. All that there is to 
  see here is bare dirt, and three dark holes in the ground 
  where you know the two young girls spent their final 
  moments.
  These holes are the result of the bulette’s calves attack-
  ing the two girls. The holes are only 5 or 6 feet in diam-
  eter, and less than 10 feet deep. PCs can drop into them 
  without suffering any ill effects, though only one person 
  can stand in each hole at a time. Each hole gives way to 
  a low tunnel that stretches off to the north; these tunnels 
  are only 5 feet high, and anybody taller than that height 
  will have to crouch to pass through them. The tunnels 
  only stretch for 50 or 60 feet before collapsing on them-
  selves and becoming impassable.
  A successful DC 12 Intelligence (Investigation) or 
  Wisdom (Survival) check shows clear signs of another 
  group of humanoids having explored this area earlier 
  in the day. These are the tracks of Lord Tanglewood’s 
  Huntsmen, and it is clear that once they reached the 
  end of the tunnels they turned back and left the area. 
  After climbing back out of the holes, the sorcerer with 
  the Huntsmen  cast the spell pass without trace (PHB, 
  p. 264) on her party before they continued tracking the 
  bulette.
  Unless the party have encountered a bulette before, 
  they will have no way to determine what caused these 
  tunnels. Any tales of bulettes that they have heard will 
  refer to a creature much too big to have created them.
  The Tinkers' Caravan
  The site of the tinkers’ caravan is about 15 miles south-
  east of Concord. At a normal travelling pace on foot it 
  takes roughly 7 hours of travel to reach the site by road 
  from Concord, 5 hours cross-country from Concord, or 4 
  hours cross-country from the Barret’s farm. Full rules for 
  travel speeds, including rules for the use of mounts, can 
  be found on page 242 of the Dungeon Master’s Guide.
  Read or paraphrase the following boxed text, stopping 
  to conduct the check when required:
  As the road heads south it rises gently, presenting you 
  with an elevated view of Concord and the farmlands 
  surrounding it. From here you can see vast fields, mostly 
  brown and bare after the harvest, while others are still 
  being worked. Farm hands the size of ants swing mi-
  niscule scythes, and off to the north you can make out 
  a low white cloud rolling across the land that must be a 
  shepherd moving his flock.
  DC 15 Wisdom (Perception) check: The Barret farm 
  lies off to the west, and the more you look the easier it 
  becomes to make out dark, uneven lines of earth running 
  across the ground between the farm and the road up 
  ahead. You can see that more of these lines snake out 
  north towards Concord itself, though they stop a mile or 
  two from the town.
  DM note: These lines of dirt are the result of the bulette 
  and its calves burrowing beneath the ground. 
  You know you have come to the right place immediate-
  ly. It seems that the ground itself erupted here; a wide 
  black hole leads down into the earth, and a few shards 
  of broken wood and twisted metal still litter the ground 
  at the edge of the forest. A little further along the road, 
  many trees appear to have been torn out of the ground. 
  The sounds of chattering birds and rustling undergrowth 
  that accompanied you on your journey to this place have 
  ceased; all you can hear is your own breath and the soft 
  whisper of the wind.
  Investigating the Area
  Brady and his constables have mostly disposed of the 
  wrecked caravan. Some detritus remains along the edge 
  of the forest, but there is nothing of use or value here.
  The players can learn the following information by 
  investigating this area (you can either give them all the 
  information provided here, or also parcel it out depend-
  ing on where they choose to search and the results of 
  any Intelligence (Investigation) or Wisdom (Survival) 
  checks you may ask for):
  • 
  The hole in the ground is nearly 10 feet in 
  diameter and some 15 feet deep. It turns abruptly at the 
  bottom, tunnelling into the earth in the direction of the 
  Barret’s farm.
  • 
  The felled trees show signs that something 
  sharp or hard struck them violently, tearing deep gashes 
  into the bark.
  • 
  DC 10: The damage to the ground wasn’t caused 
  by an explosion of any kind. It appears something large 
  tunnelled out of the earth at a rapid pace.
  • 
  DC 12: The trees probably weren’t torn up but 
  rather pushed over by something large and heavy run-
  ning into them.
  • 
  DC 15: You find the only thing that remains of 
  the tinkers - the small, child-sized foot of a gnome, still in 
  its boot and missing the rest of the body. It was pinned 
  beneath one of the felled trees, and appears to have been 
  torn off as the body was pulled away from it, rather than 
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  severed by teeth or blades.
  • 
  DC 20: Dark trails in the dirt still show signs of 
  where blood was spilled. Without fail they lead towards 
  the hole in the ground, as though bodies were dragged 
  into it while bleeding heavily.
  Into the Hole
  Should any players take it upon themselves to descend 
  into the hole, they will have to succeed on a DC 15 
  Strength (Athletics) check to climb down the almost 
  vertical shaft of loose earth. You may modify the DC of 
  this check (or rule that it is not needed) if players make 
  suitable preparations for the climb. Anybody failing such 
  a check must succeed on a DC 15 Dexterity saving 
  throw to safely land after falling, taking 1d6 points of 
  damage on a failed save, and half as much on a success-
  ful save.
  Read or paraphrase the following boxed text:
  The hole in the ground is dark and moist, but with 
  no breeze the moisture in the air has turned to cloying 
  humidity in the early autumn heat. There is an animal 
  smell down here that makes your hackles rise, musty and 
  somehow feral. Up ahead, a dark tunnel descends into 
  the earth at a sharp angle. Mounds of dirt cover the floor, 
  seemingly thrown behind whatever creature dug this 
  passage.
  The tunnel continues for about 120 feet, descending all 
  the time, before ending abruptly in a wall of bare earth; 
  the tunnel has collapsed here, and it is not possible to 
  continue following the bulette’s trail.
  A successful DC 20 Intelligence (Investigation) check 
  made at the collapsed end of the tunnel reveals a small 
  leather pouch containing 17gp which was dropped by 
  one of the tinkers as she was dragged away to the bu-
  lette’s calves.
  Continue to Part 2: Bulette Wounds >>
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  “Bulette Wounds” is a short series of encounters de-
  signed to lull the players into a false sense of security and 
  to give them a small taste of what is to come in Part 3, 
  “Bulette Storm”. 
  Begin this chapter either once the party have finished 
  exploring Concord and investigating the attacks, or 
  immediately if you wish to skip that stage of the adven-
  ture. The first encounter “The Return of the Huntsmen” 
  takes place just outside The Red Barrel Inn.
  The Return of the Huntsmen
  Once the players are ready to settle down for the night, 
  read or paraphrase the following:
  Night draws in quickly here, and soon the daytime bus-
  tle of Concord is fading away, replaced with the cool quiet 
  of late evening. The only real sign of life in town comes 
  from the Red Barrel Inn, though the daytime crowds have 
  dispersed somewhat. 
  As the night gets underway and the patrons get deeper 
  into their cups, a sudden cry from outside shatters the 
  stillness that fills the town.
  “Help!” a voice calls, weak and full of pain. “For the love 
  of gods, help, we need a healer!”
  The voice belongs to Lady Rellen, an elven sorcerer 
  who is a member of Lord Tanglewood’s Huntsmen. Once 
  the party can see her, read or paraphrase the following:
  Kneeling in the street before you is one of the sorriest 
  sights you have seen; an elven woman in once fine leath-
  er armor, bleeding and broken and clearly only barely 
  clinging on to consciousness. Her left hand has been torn 
  away at the wrist; a leather belt is strapped tightly around 
  the stump in a rough tourniquet. 
  She hunches over the clearly dead body of a human 
  male, clutching him close to her chest and begging you 
  and the onlookers who are slowly stepping out of the 
  Red Barrel to help him. Both his legs have been severed 
  above the knee; it appears he bled out some time ago, 
  probably while she was dragging him back to town.
  Lying in the dirt at her side is the severed head of what 
  Part 2: Bulette Wounds
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  must be a bulette.
  “That’s them Huntsmen”, a voice says from somewhere 
  amongst the villagers forming a rough circle around the 
  scene. “And the beast!” another voice says. People shift 
  uncomfortably and mutter to each other; nobody seems 
  to want to separate themselves from the anonymity of the 
  crowd.
  “Please, help,” she says again. It appears she is fading 
  fast.
  Lady Rellen
  Lady Rellen poses no threat, and will not fight should the 
  party want to (for whatever reason): she has expended all 
  of her spells and abilities for the day, and is hovering on 
  the brink of death with only 1hp remaining to her. For all 
  intents and purposes, any attempt to attack her will be 
  nothing short of an execution.
  Traits
  Ignoble. Lady Rellen was born into money, and a two-
  fold power; that of a noble daughter of an ancient elven 
  lineage, and of a powerful sorcerer who discovered her 
  talent at an early age. She has never met a challenge 
  she could not easily overcome. Even as an adventurer, 
  she and the rest of the Huntsmen have never truly been 
  tested in battle. This is the first time she has faced defeat 
  and the first time she has faced the loss of anybody she 
  cared about. She is not taking it well. The following traits 
  represent her state of mind at the time that the party 
  encounter her.
  Ideal. I thought I had proved I could handle myself with-
  out the coddling of my family. Apparently, I was wrong.
  Bond. I was hailed as a prodigy, a future hero of my 
  people, but all the hope and pride that was handed to me 
  was misplaced.
  Flaw. I know now that I am no better than the people I 
  once looked down on; I can bleed and die like anyone 
  else, and that disgusts me.
  Talking to Lady Rellen
  Lady Rellen is on the edge of consciousness. As the 
  party speak to her, you should make it clear that she may 
  pass out at any moment. To increase the urgency of the 
  situation, you can make DC 15 Constitution Saving 
  Throws for her as you see fit during the conversation. On 
  a success, she remains conscious and able to talk to the 
  party. On a failed save, she falls unconscious. It is up to 
  you whether healing administered by the party can halt 
  this process.
  The party can learn the following information from 
  speaking to Lady Rellen:
  • 
  She is a member of Lord Tanglewood’s Hunts-
  men. They were a party of five, but the rest of her group 
  are now dead.
  • 
  There was more than one bulette; Lady Rellen 
  doesn’t know how many in total, because the fight was so 
  chaotic. She doesn’t think the Huntsmen killed any more 
  than the one whose head she has returned to Concord.
  • 
  None of the monsters that killed her party were 
  any bigger than the one whose head she brought back.
  • 
  The creatures hit hard and fast, bursting out of 
  the ground beneath her and her friends with their jaws 
  open wide.
  • 
  The Huntsmen investigated the Barret farm 
  earlier in the day and attempted to follow the mounds of 
  earth to wherever the bulettes were lairing. They never 
  found the lair; they were ambushed by the creatures an 
  hour or two ago, in the middle of a field barely a mile 
  from Concord.
  Once the players are done talking to Lady Rellen, read 
  or paraphrase the following:
  The arrival of the mayor is announced by a rustle of 
  clothing as the crowd parts to make way for him, and his 
  far-too-jovial voice booming out into the night.
  “Where are they?” he says. “Where are the ones who 
  have delivered us from this-“
  The mayor stops his speech abruptly as his eyes fall on 
  the sight before him. For a moment, the color seems to 
  drain from his face, though he composes himself quick-
  ly enough. As quickly as he stopped speaking, his face 
  lights up again and he throws his arms wide, turning to 
  face the crowd.
  “The beast is dead!” he exclaims. “Here it lies, beaten 
  and slain. The festival will continue!”
  A muted cheer runs through the crowd, picking up 
  steam a little as McMahon waves his arms and frowns at 
  the people nearest him.
  “This brave hero has returned victorious. Bloody she 
  may be - we’ll see to that, don’t you worry - but once she 
  has rested I am sure she will have a tale to tell!”
  He turns once more to Lady Rellen, casting his eyes 
  over the bodies of her dead companion and the bulette 
  calf. “Here,” he says, his voice quiet and oddly cold. “This 
  should help matters.”
  A heavy pouch falls to the ground beside Lady Rellen, 
  spilling gold coins into the dirt, and Mayor McMahon 
  pushes his way out of the crowd, disappearing into the 
  night once more.
  Mayor McMahon wants nothing more than for people to 
  stop worrying about the bulette and get on with enjoying 
  the festival (and, more importantly, spending money). He 
  knows that the threat is likely still present, but it will take 
  quite some convincing to get him to admit that privately 
  (and he will never admit it publicly). He will do his best to 
  brush off any conversation with the party at this point; as 
  far as he is concerned the deed is done, the reward has 
  been paid, and he no longer has to concern himself with 
  swords for hire.
  After McMahon leaves, Brady and Gwint approach the 
  party. Read or paraphrase the following:
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  As the crowds disperse and Lady Rellen is taken away, 
  Brady approaches you with Gwint at his heel.
  “A minute of your time, please,” he says, trying to guide 
  you away from curious ears. 
  If the party agree to talk to Brady and Gwint, they 
  should learn the following information:
  • 
  The threat is by no means gone. Gwint sus-
  pects that the creature Lady Rellen brought back is one 
  of the bulette’s calves, though he seems confused by this. 
  By all accounts, that means that there are more of them 
  still near Concord, as well as an adult bulette.
  • 
  Gwint fears that the adult bulette will become 
  enraged by the death of its calf and attack the town as 
  a response. He has nothing to back this up beyond gut 
  instinct.
  • 
  Brady asks that the party finish the work that 
  the Huntsmen started, and suggests that they go to 
  where Lady Rellen says her group were attacked and 
  begin trying to track the bulettes back to their lair.
  • 
  Brady wants the party to head out immediate-
  ly, but Gwint urges caution. Bulettes are dangerous foes 
  at the best of times; hunting them in the dark would be 
  nothing short of suicide.
  • 
  Brady will make sure the party are paid the 
  500gp bounty that was offered, even though McMahon 
  has already paid Lady Rellen. This money will be coming 
  out of his and Grady’s pockets. Should the party attempt 
  to haggle he can be convinced to go up to 750gp, but that 
  is as much as the two of them can afford.
  If the players choose to go after the bulettes immediate-
  ly, keep in mind the rules of exhaustion (PHB, p. 291). 
  You should make it clear to your players that taking levels 
  of exhaustion is likely to make the coming encounters 
  much more difficult, and that the price for their failure 
  will be the demise of Concord.
  Lord Tanglewood is now dead, and his amulet of proof 
  against detection and location is no longer functioning. 
  Should any PCs attempt to scry on him at this point, they 
  will see his headless body slumped against the wall of a 
  narrow underground passage with no natural lighting, a 
  few miles north of Concord.
  The Hunting of the Bulette
  The place where the Huntsmen were ambushed is about 
  a mile north of Concord, in the middle of a recently-har-
  vested field. If it is daylight, it is easy to follow the tracks 
  left by Lady Rellen the night before, only taking about 20 
  minutes of travel for the party to reach the site. Attempt-
  ing to track Lady Rellen by night requires a successful 
  DC 15 Wisdom (Survival) check and takes approximate-
  ly an hour.
  Once the party arrive, read or paraphrase the following:
  The site of the ambush is impossible to miss. Three 
  fresh holes mar the earth in this bare field, dark punc-
  ture wounds in the earth. Loose dirt and rocks cover 
  the ground, along with a broken bow and a sturdy mace 
  that doesn’t appear to have contacted anything living 
  before being cast to the ground. The slumped body of a 
  large beast, something like an armored mole, lies in the 
  dirt, conspicuously missing its head. Long smears in the 
  ground leading into the mouths of the holes mark the 
  places where the rest of the Huntsmen were dragged 
  beneath the earth.
  The holes in the ground are only around 6 feet deep, 
  and all lead to cramped tunnels that descend beneath 
  the earth. Dropping into the holes doesn’t require any 
  skill checks, and PCs can jump down into them with-
  out suffering any damage. The tunnels can be followed 
  easily, though players will have to travel single file. Any 
  PCs more than 3 feet tall will have to crawl until they 
  reach Lord Tanglewood's body, at which point the tunnel 
  becomes large enough for those below 6 feet to stand, 
  albeit crouched..
  Into the Tunnels
  There are three tunnels to choose from, and players who 
  choose to split up to explore them will be unable to com-
  municate with those in the other tunnels without magical 
  assistance. All of the tunnels are functionally the same, 
  and all lead straight to the bulettes’ temporary den half a 
  mile to the north.
  If the party stay together, it doesn’t matter which tunnel 
  they went down. If they chose to split up, randomly select 
  one of the groups. Either way, somebody is about to find 
  the body of Lord Tanglewood.
  Lord Tanglewood
  Read or paraphrase the following:
  The tunnel doesn’t wind or curve - it is straight as an 
  arrow, clearly dug with purpose. The ground makes for 
  rough going as you try to avoid the mounds of soft, loose 
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  earth piled up along the bottom of the tunnel walls. Still-
  wet blood marks the path, though it doesn’t matter - there 
  is only one way to go here. North, and down.
  After about half a mile you see a limp form slumped 
  against the tunnel wall. It seems it was once the body of a 
  proud warrior; silvered plate mail engraved with twisting 
  vines and leaves speaks of the wealth its owner presuma-
  bly enjoyed. There is no head to go with the body, though, 
  and the legs are bent at an angle that makes you think 
  this man could not possibly walk again even if the rest of 
  him was intact and breathing.
  This is the deceased body of Lord Tanglewood. Players 
  who stop to investigate his corpse will find an amulet 
  of proof against detection and location (DMG, p. 150) 
  beside his body along with a leather pouch that contains 
  67gp.
  The Brood
  Once the party have moved on from Lord Tanglewood's 
  body, read or paraphrase the following:
  The tunnel continues for another half a mile or so. As 
  you descend into the earth the air grows warmer, and 
  you realise that you have been able to smell something 
  for some time now - the musk of wild beasts, and the dull 
  copper tang of blood.
  Ahead of you the tunnel suddenly opens, revealing a 
  small chamber beneath the earth. More tunnels exit into 
  it, and you can see clear signs that yet more openings 
  have collapsed on themselves. At the back of the cham-
  ber there is a much larger hole in the ground - where it 
  leads is anybody’s guess. In the middle of the room is 
  the same kind of beast that Lady Rellen brought back to 
  town - this one alive, and engaged in eating something 
  that was probably once human. The harsh crack of bones 
  snapping and sharp teeth grinding against one another 
  fills the air. You do not appear to have been noticed, for 
  now.
  The creature is a bulette calf. It has not currently 
  noticed the party, but anybody attempting to move into 
  the chamber should make a Dexterity (Stealth) check 
  against the calf’s DC 14 Wisdom (passive Perception).
  A successful DC 12 Wisdom (Perception) check 
  reveals that the roof of this chamber is unstable; now and 
  then loose rocks and trails of dirt fall from it.
  Another calf is currently out of sight in the larger hole 
  left by the adult bulette, who is out hunting.
  If the party attacks the calf or otherwise attracts its 
  attention, it attacks immediately. The calf in the tunnel 
  does not wait before getting involved - it is only ten feet 
  below the surface of the large tunnel, and will act imme-
  diately once combat is begun. Roll initiative!
  There are 2 bulette calves in this chamber. This is a 
  medium encounter for a party of APL 4.
  Bulette Calf Tactics
  Bulettes are not at all intelligent - they know only one 
  thing, and that is the desire to hunt and kill. They attack 
  the most threatening thing they can see - in most cases, 
  this is simply the closest enemy. Whenever possible, they 
  will make use of their deadly leap in order to knock ene-
  mies prone and temporarily neutralise them.
  Bulettes are killing machines, but they also possess 
  a sense of self-preservation. For a more challenging 
  combat, calves that are not making use of their deadly 
  leap should burrow as often as they move on foot. Their 
  burrow speed of 30ft. means that they can just as easily 
  tunnel through the earth and attack from beneath the feet 
  of their targets as they can move across the room on foot.
  OPTIONAL: Unstable Roof
  The addition of the unstable roof makes this a hard 
  encounter.
  The roof of this chamber is not at all stable. Any area 
  of effect spells that deal bludgeoning, force, or thunder 
  damage cause loose rocks and dirt to fall from the ceiling 
  within the radius of the effect. After the third such effect, 
  a portion of the roof collapses. Any creature within a 15’ 
  radius of the center of the area of effect that triggered 
  the collapse must succeed on a DC 20 Dexterity saving 
  throw, suffering 14 (4d6) points of bludgeoning damage 
  on a failed save, and half as much on a success. PCs who 
  fail their saving throws are buried by the falling dirt, be-
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  coming incapacitated and prone. Buried PCs must suc-
  ceed on a DC 15 Strength (Athletics) check at the end 
  of their turn to pull themselves free, repeating the check 
  at the end of each turn that they continue to be buried.
  Any bulettes in the chamber (i.e. not burrowing) when 
  this happens must also make the save, taking damage 
  as normal but not becoming buried due to their burrow 
  ability.
  The unstable roof effect only occurs once.
  Scaling this encounter
  If the encounter is going badly, you may wish to allow 
  the players to find the bodies of the Huntsmen - and 
  their healing potions - before combat ends. To scale 
  this encounter for lower- or higher-level parties, use the 
  following guidelines:-
  APL 3:  Keep the same number of bulette calves, but al-
  low a round or two before the second one appears and do 
  not use the collapsing ceiling. This is a hard encounter.
  APL 5: Add 1 bulette calf (3 total). This is a medium 
  encounter. For a hard encounter, use 4 bulette calves.
  Loot the Room!
  If the PCs defeat the bulette calves and the roof did not 
  collapse, they may recover some items from the bodies 
  of the fallen Huntsmen. A successful DC 12 Intelligence 
  (Investigation) check reveals the following:
  • 
  1d4 potions of healing (there are 4 total, but 
  depending on the die roll some may have been broken 
  and rendered useless while the bulettes fed).
  • 
  Two leather pouches containing 72gp between 
  them.
  • 
  A thimble-sized ivory pot sealed with wax, con-
  taining thick black ink.
  The Aftermath
  Depending on how the fight with the calves went, the 
  PCs may decide to try hunting the adult bulette. Due to 
  its tunnels collapsing behind it and the depths that it has 
  burrowed to, it is impossible to track the bulette without 
  relying on magical means. The bulette is approximately 
  20 miles away, beneath the forest to the east of Concord, 
  where it is currently hunting a group of bandits who are 
  planning to assault a merchant caravan heading to the 
  festival.
  Once the party decide to return to Concord, move to 
  Part 3: Bulette Storm.
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  The Brood Battle Map
  One square = Five feet
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  This chapter is the climax of the adventure. The party 
  have a chance to claim their reward and take some rest 
  (long if they went after the calves at night, short if they 
  set out in the morning) before the festival begins with the 
  fireworks display later that night and the bulette attacks.
  There is a chance that the party may be out hunting 
  the bulette when it attacks. Where possible you should 
  try to avoid this - as with the end of Part 2, non-magical 
  means of tracking the bulette will prove fruitless. After 
  returning from its (successful) bandit hunt, the bulette 
  finds its calves dead and burrows deep beneath Concord. 
  It waits there, listening to the vibrations in the ground as 
  the crowds gather during the day and striking once the 
  commotion reaches its peak.
  If the PCs are not in Concord when the bulette attacks, 
  they are likely to fail this adventure. Decide whether you 
  want this to be possible, and what ramifications this may 
  have for your ongoing campaign.
  Getting Paid
  Use this section if the PCs return with one or all the 
  bulette calves and seek out either Brady or McMahon in 
  search of their reward.
  Brady
  Brady will be impressed and grateful that the party 
  managed to neutralize some of the threat, but he knows 
  that the work is not yet done. The adult bulette is still 
  out there and still poses a huge threat to Concord. He 
  will encourage the party to hunt the bulette, but he is an 
  experienced man and is not unreasonable. He recognizes 
  that the party need to be at full health to bring down the 
  beast.
  Brady will be reluctant to pay the reward he offered 
  with the adult bulette still at large, but he can be 
  convinced to part with the money on a successful DC 15 
  Charisma (Persuasion) check should the party threaten 
  to simply leave Concord to fate if he refuses. Make a note 
  of this if you intend for the party to return to Concord 
  Part 3: Bulette Storm
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  one day; while Brady will still be grateful if they succeed 
  in killing the bulette, he will remember that they held 
  Concord to ransom in their time of direst need.
  To help you roleplay Brady in this interaction, consider 
  the following questions:
  • 
  What became of the Huntsmen?
  • 
  Are you sure all the calves are dead?
  • 
  Was there any sign of the adult bulette?
  McMahon
  McMahon’s opinion hasn’t changed since Lady Rellen 
  returned to Concord, and he will not be happy that the 
  party sought him out for payment. He knows nothing of 
  their deal with Brady, and wants nothing to do with it.
  If they attempt to hold the town to ransom over the 
  money he will create a scene, shouting and attracting the 
  attention of anybody nearby, making anybody who will lis-
  ten aware of the threats the party are making. The more 
  they try to extort him, the more obstinate he will become.
  The People of Concord
  Unless the party try to extort money from McMahon and 
  he creates a public outcry, the people of Concord will be 
  ecstatic that the party have brought back the dead calves. 
  While there will be a few doomsayers who fear the venge-
  ance of the adult bulette, the overall mood will be that of 
  jubilation and celebration.
  Allow the players to feel like heroes, even though they 
  know the job isn’t done yet. The festival is about to start, 
  the party have done a great boon to the town, and there is 
  a sense in the air that whatever is coming can be worried 
  about in the morning. The party are practically guaran-
  teed to drink for free in The Red Barrel Inn, especially 
  if they keep telling the story of how they slew the bulette 
  calves. 
  Bulette Storm
  The final battle with the bulette takes place as night falls 
  on Concord and the fireworks that mark the start of the 
  festival are let loose.
  OUT OF TOWN
  If the players are out hunting the bulette when the fire-
  works begin, read or paraphrase the following:
  You have hunted and searched all night, following 
  tracks that lead nowhere or circle around to where you 
  began, finding nothing but mounds of dirt and holes in 
  the ground that lead nowhere, or the days-old corpse of a 
  deer or boar that fell to the bulettes.
  You pause for a moment as distant pops and crackles 
  fill the night air, turning towards Concord in time to see 
  red and green sparks filling the sky. A few seconds later 
  the low roar of hundreds of voices cheering in unison 
  reaches you ears. Then you turn back to the hunt - there 
  is work to be done.
  More fireworks follow - but the roar is changing. Now 
  you can make out shrieks and screams above the cheer-
  ing and clapping, until the joy is gone and only the terror 
  remains. Concord is under attack!
  Use the map of Concord to determine where the players 
  are currently searching and how long it will take them to 
  get back to town. It will take less than an hour for the bu-
  lette to utterly destroy Concord and kill everybody within 
  the town; if the players cannot return to Concord in time, 
  they will be unable to help save the people there and they 
  will have failed in their mission.
  The Harvest Festival
  If the players are in Concord when the fireworks begin, 
  they are going to have to face the bulette.
  When you are ready to begin read or paraphrase the 
  following, stopping to conduct the check when required:
  As night falls on Concord, the crowds in the Red Barrel 
  Inn begin to spill out into the street. Word is spreading 
  quickly that the fireworks - and, thus, the festival proper 
  - are about to begin, and excitement at the prospect of a 
  four-day holiday is beginning to reach its apex.
  As the crowds move past, you find hands clapping you 
  on the shoulders, and words of congratulations thrown 
  your way from faces you don’t get a chance to see before 
  they disappear into the throng. The crowds flow into the 
  town square, filling every conceivable space around the 
  raised platform where the fireworks have been set up. 
  Mayor McMahon stands atop the platform, arms out-
  stretched as he addresses the crowd.
  “Ladies, gentlemen. Good people of Concord and 
  welcome guests! We have had a trying few days - a tragic 
  few days - but that is behind us now. For tonight, at least, 
  let us cast our worries aside. Let us celebrate the new 
  harvest. The festival has begun!”
  As he speaks, the laborers have been lighting long fuses 
  on the ground behind him. With his last words McMa-
  hon throws his hands to the sky, and with almost perfect 
  timing it begins. With a dull crackle, the flames along the 
  fuses reach the bottom of a group of long tubes set into 
  the ground, and muted pops mark the launching of long, 
  slim cylinders into the sky above Concord. There is dark-
  ness for a second - then the heavens erupt into a riot of 
  noise and color, gold and red and green sparks bursting 
  out into the dark.
  The fireworks go off in waves, their light pushing the 
  fire aside, and a roar of applause rises up from the 
  crowd. A low rumble fills the air, almost seeming to 
  shake the ground itself.
  Give the players a few moments to mill around, mak-
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  ing small talk with the crowd and maybe buying some 
  street food from the stalls. If you are feeling generous, 
  you might allow a DC 12 Wisdom (Perception) check to 
  notice that the ground is beginning the shake.
  Then you realize that the ground is shaking. From the 
  crowd on the other side of the square, behind the stage, 
  you hear the first shocked screams. The market stalls 
  over there are beginning to tip and fall over as the ground 
  beneath them rises in a shape you have seen before - a 
  long, earthen mound that cuts across the town square.
  As the screams spread a dark shape breaks the surface 
  of the mound, almost like a fin cresting through waves, 
  before it plunges beneath the earth again. The mound 
  stops moving, but the rumbling begins as the creature 
  moves deep in the earth below you.
  There is a second of stillness. Then with a bestial roar 
  the ground beneath the platform splits apart, revealing 
  ten feet of hot, monstrous death. Earth cracks and wood 
  splinters as the bulette rises out of the earth, jaws open 
  wide, jagged teeth gleaming with reflected sparks. The 
  Mayor has but a second to look down, horrified, into 
  certain death, before the jaws snap shut and his legs 
  disappear.
  Behind the Mayor, more fireworks streak up into the 
  dark sky. Roll initiative!
  There is 1 bulette (MM, p. 34) in Concord. This is a 
  hard encounter for a party of APL 4. 
  Bulette Tactics
  Kill. Everything.
  Some Actual Bulette Tactics
  The adult bulette is more intelligent - and more expe-
  rienced - than its calves. It exists to do one thing - kill 
  everything in its path. It will not waste time on defense-
  less prey when it is facing aggression from the PCs. Feel 
  free to describe it casually tearing through the crowd to 
  get to the party once combat is joined, but the bulette 
  should not waste its actions attacking people that don’t 
  pose a threat to it.
  Make full use of the bulette’s abilities. Whenever possi-
  ble, it either leaps to knock enemies prone or else bur-
  rows to evade attacks, reappearing from directly beneath 
  the feet of whoever you feel like terrorizing this round.
  Because this is a sole monster against a full party of 
  adventurers, this combat may be over quickly. Don’t pull 
  your punches; bulettes are pure aggression, and the party 
  should be made to feel that. Every round it gets to attack 
  should be a round where the party feel like they are being 
  punished for failing to kill it sooner.
  Scaling this encounter
  One does not simply scale a bulette encounter, and we 
  will make no attempt to. 
  Parties of APL 3 or 4 will find this to be a hard encoun-
  ter. 
  Groups of 5 level 4 characters will find this to be a 
  medium encounter.
  For APL 5, this will be an easy encounter. The addition 
  of one more bulette calf is enough to render this a hard 
  encounter.
  Concluding the Adventure
  The adventure ends when the PCs defeat the bulette 
  and its calves or leave town. If they were successful, the 
  people of Concord will remember this deed for the rest of 
  their days. Word of the slaying of the bulette will spread 
  in the local area, and the party will be recognised as local 
  heroes whenever they return to this area.
  If he has not already done so, Brady will pay the party 
  the reward that he promised them (minus any balance 
  that he has already given to them).
  The Price of Failure
  If the PCs fail to heed the warnings that the bulette will 
  strike during the festival and are out of town when the 
  attack happens - or if they decide not to get involved at all 
  - you should decide what ramifications this will have for 
  them. There may well be survivors in Concord who will 
  remember the adventurers who promised to help and 
  then vanished into the night. 
  There are also plenty of NPCs in Concord who might 
  wish to see the party brought to task for abandoning 
  Concord in its time of need - Brady and Gwint are both 
  experienced men who have seen combat plenty of times, 
  and if Brady paid the party any money prior to the attack 
  he may decide it's time he took it back. Artorin could well 
  turn back to his god in the wake of the attack, regaining 
  his abilities and swearing vengeance on both the bulette 
  and the so-called heroes who failed Concord. Similarly, 
  Lady Rellenmay still be alive. 
  However you choose to deal with it - even if nobody 
  actively seeks out the party, - it should be made clear to 
  them that they failed, and that word of their failure will 
  stick to them as their reputation grows.
  The Issue of Loot
  Aside from the reward offered by Brady and the small 
  bits of treasure that the party may have scavenged from 
  the fallen Huntsmen, this adventure does not offer much 
  in the way of tangible rewards for slaying the bulette.
  If the players wish, you might allow them to harvest 
  parts from the body of the bulette. The 3 new magic 
  items in Appendix A are just some suggestions for po-
  tential uses of these recovered bulette parts. The creation 
  of these wondrous items could well provide the seed for 
  future adventures.
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  turn back to his god in the wake of the attack, regaining 
  his abilities and swearing vengeance on both the bulette 
  and the so-called heroes who failed Concord. Similarly, 
  Lady Rellenmay still be alive. 
  However you choose to deal with it - even if nobody 
  actively seeks out the party, - it should be made clear to 
  them that they failed, and that word of their failure will 
  stick to them as their reputation grows.
  The Issue of Loot
  Aside from the reward offered by Brady and the small 
  bits of treasure that the party may have scavenged from 
  the fallen Huntsmen, this adventure does not offer much 
  in the way of tangible rewards for slaying the bulette.
  If the players wish, you might allow them to harvest 
  parts from the body of the bulette. The 3 new magic 
  items in Appendix A are just some suggestions for po-
  tential uses of these recovered bulette parts. The creation 
  of these wondrous items could well provide the seed for 
  future adventures.
  Thank you for reading!
  This free adventure was made possible thanks to the generosity of my supporters on Patreon. In every month where 
  funding is over $100 I have pledged to release a free adventure - Bulette Storm is the first of those. If you would like 
  to contribute to future free releases, please take a moment to visit my Patreon page. Funding tiers start at $1 per 
  month, and make it possible for me to release products like this one and to keep Loot The Room running.
  More on DMs Guild
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  them fun, free stuff to do it with, three times a week.
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  Appendix A: The Bulette Set
  The three magical items that follow are not intended 
  to be provided as loot after completing Bulette Storm. 
  Instead, they are intended to act as incentives for future 
  adventure, as the players seek to find the means to create 
  these magic items from parts they have harvested from 
  the bulette they killed in Concord.
  You might have one of the NPCs in Concord provide 
  the hook the players need to set off on this new quest. 
  Perhaps Gwint could tell a tale of the A hero he had once 
  known, a woman who wielded gauntlets made from the 
  claws of a bulette she had felled that allowed her to bur-
  row through the ground as easily as walking across it.
  Similarly,  Arotorin might once have heard tell of 
  a gnomish monk who ventured into the Underdark 
  equipped only with his wits and a strange set of earplugs 
  that he claimed allowed him to hear creatures moving 
  through the earth itself. 
  However you choose to place these items in the hands 
  of your players, take the opportunity to make them work 
  for it. The quest for new sources of power should always 
  be one fraught with peril.
  Earplugs of the Bulette
  Wondrous item, uncommon 
  Value: 500gp
  These heavy earplugs are made from the smoothed and 
  filed 'teeth' of a bulette. While wearing these earplugs, 
  you have tremorsense out to a range of 40 feet.
  Gauntlets of Burrowing
  Wondrous item, rare (requires attunement)
  Value: 4,500gp
  These gauntlets are made from the front claws of a 
  bulette. While wearing these gauntlets, you can burrow 
  through earth as easily as you can walk on land. You can 
  speak the gauntlets' command word as an action to gain 
  a burrowing speed equal to your walking speed for 1 
  hour. Once used, this effect can't be used again until the 
  next dawn.
   In addition, you can use the gauntlets to make unarmed 
  strikes. If you hit with them, you deal piercing damage 
  equal to 1d4 + your Strength modifier, instead of the 
  bludgeoning damage normal for an unarmed strike.
  Boots of Deadly Leaping
  Wondrous item, rare (requires attunement)
  Value: 5,000gp
  These boots bear the large claws of a bulette. When you 
  wear these boots, you can jump three times your normal 
  distance, though you can't jump further than your remain-
  ing movement would allow.
  In addition, if you jump at least 15 feet as part of your 
  movement, you can use an action to land on your feet in 
  a space that contains one other creature that is one size 
  larger than you or smaller. This creature must succeed 
  on a Strength or Dexterity saving throw (target's choice) 
  or be knocked prone. The DC for this saving throw is 
  equal to 10 + your Athletics modifier. On a successful 
  save, the creature isn't knocked prone, and is pushed 
  5 feet out of the space into an unoccupied space of the 
  creature's choice. If no unoccupied space is within range, 
  the creature instead falls prone in your space.
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  Appendix B: NPC and Monster 
  Stats
  The statblocks in this Appendix are presented in alphabeti-
  cal order.
  • 
  Arotorin
  • 
  Brady
  • 
  Bulette
  • 
  Bulette Calf
  • 
  Gwint
  • 
  McMahon
  Bulette stats are taken from page 34 of the D&D 5e Mon-
  ster Manual and are republished here under the terms of 
  the DMs Guild Content Guidelines.
  Arotorin
  Brady
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  Bulette
  Bulette Calf
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  McMahon
  Gwint
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Bulette Storm (A4).pdf