TEXT: A 5E WARLOCK MIDGARD ADVENTURE 
  BY JON SAWATSKY
  The Bagiennik    
   game
  FOR 4 PCS OF 2ND—3RD LEVEL
  
  Kobold Press, Midgard, Open Design, and their associated logos  
  are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, 
  characters, artwork, sidebars, and trade dress. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes all monster stats 
  for the Bagiennik.
  © 2018 Open Design
  www.koboldpress.com
  irate adults and nervous youngsters who are reluctant to tell 
  the truth. Whether they gain the youths’ trust or not, the 
  party strikes out to find the missing child.
  Arriving at the ruins, the characters discover quickly that 
  the bagiennik isn’t the only inhabitant. The lord of the ruins, 
  a foul tempered far darig (Tome of Beasts, p. 179), has taken 
  the unconscious boy from the agitated bagiennik into the 
  depths of the ruins. As they search for the youth, the party 
  discovers the temple is overrun with dark fey things that 
  have no intention of allowing the party access to their home. 
  A watery and muddy tromp through the ruins eventually 
  leads to a confrontation with the far darig who might trade 
  for the boy, but otherwise must be defeated.  
  Little man of wood and soil, angry first then sad and loyal, strange faerie of inconstant mood, 
  your rooty home so soft and crude...
  THE BAGIENNIK GAME
  Design: Jon Sawatsky
  Editing: Blaine McNutt 
  Art Director & Graphic Design: Marc Radle
  Cover Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  Background
  TM
  TM
  TM
  In humble Tuwold, a small hamlet east of Reywald and 
  nestled into the edge of the Arbonesse forest, the youth have 
  invented a deadly game. The lair of an inconstant bagiennik 
  (see page 6) has been discovered not far from the hamlet. 
  The lair is in one of the ruined chambers of an elven temple 
  buried under the swamp. The youth have been taunting 
  the creature, hoping to have it knock them unconscious 
  where they “die” for a short time before being revived by 
  the bagiennik. Otherwise, they’ve not explored the sopping 
  elven ruin. 
  The story begins when one of the participants in the 
  game doesn’t return home. Concerned, the hamlet elders 
  send word to the city of Reywald asking for adventurers to 
  investigate. Arriving in Tuwold, the characters are met by 
  
  3
  2
  2
  3
  4
  5a
  1
  6
  5
  N
  h
  Tuwold
  TOMRA, VILLAGE ELDER (NPC)
  Tomra (veteran) is a retired guard from Reywald. He is 
  handy with an axe and shield, and he knows his way around 
  bows and crossbows. He is an older man with a broad frame 
  and close-cut, silver hair. He has managed to extract the 
  detail of where the children were playing from them but little 
  more. He is a good-hearted man with sincere concern for the 
  youth. If the party requires support, he is willing to join them 
  as a combatant (taking a share of the XP). He offers each 
  character a sack of 50 gp if they help find the boy. He has a 
  +1 handaxe that he is willing to part with if the characters 
  require more payment.
  1
  5
  CRUMBLED WALL
  Tuwold is a small community less than an hour walk from 
  Reywald. Its chief export is timber from the nearby forest. 
  There is a general goods store that sells most common 
  equipment and provisions for market price. It has no inn, 
  but a single-room bar, named Lost Steps, serves surprisingly 
  good beer. Once a year, some nobles from Reywald come to 
  drink the beer and spend a weekend roughing it in tents near 
  the hamlet.
  ULRAN, MISSING YOUTH (NPC)
  Ulran (commoner) was nabbed by the far darig before the 
  bagiennik could restore him. The children fled when this 
  occurred. Ulran is currently alive and unconscious in the far 
  darig’s lair in the elven ruins.
  
  4
  INA, HALSON, AND GRALICH (NPCS)
  The three reluctant youths (commoners) are currently at 
  their respective homes. The families will allow the characters 
  access to the youths for a few minutes provided they have 
  Tomra’s blessing. Ina is deeply traumatized by the experience, 
  and she will reveal nothing unless a calm emotions spell is cast 
  on her, at which point she reveals the fate of Ulran. Halson is 
  terrified of the consequences of telling the truth, but he can 
  be coaxed into revealing what happened to Ulran with a DC 
  17 Charisma (Persuasion) check. 
  Gralich tells twelve different versions of the story, and 
  he believes it is all a game. A zone of truth spell or a DC 17 
  Charisma (Intimidation) check forces him to tell the truth.
  THE GAME
  The game is simple: taunt the Bagiennik into beating you 
  unconscious, then awaken from its healing magic feeling a 
  rush of endorphins. It is a terrible idea brought about by the 
  carelessness of youth.
  Finding the Ruins
  Tomra or any of the youth can direct the party to the 
  location of the ruins. You may require a DC 12 Wisdom 
  (Survival) check to ensure they find it quickly. The forest 
  beyond the hamlet is filled with beastly things, and you may 
  have the characters encounter such creatures before arriving 
  at the ruins.
  LORD OF THE RUINS
  Ingyf, a far darig and current lord of the sopping elven 
  ruins, is an old cantankerous creature. He is unsure what he 
  will do with Ulran, though many of the other fey in his lair 
  encourage him to eat the poor youth. Ingyf likes magical 
  items, and in particular, he likes staves and wands. When 
  confronted in his lair, he does not attack immediately and 
  suggests a trade. The party can make such an exchange to 
  avoid combat with Ingyf. If they plan to retrieve such an item 
  and bring it back, make it clear that Ulran might not survive 
  another hour in this dark and wet place.
  MAGIC OF THE RETREATED ELVES
  Spells cast by clerics, druids, and paladins inside the ruins 
  are cast one casting level above the declared level. This 
  is considered a magical effect, and it does not impact the 
  caster’s spell slots for the day.
  Area Descriptions
  The once beautiful elven temple is now barely recognizable 
  as the ever-encrouching swamp has reclaimed most of its 
  earlier splendor.
  1. MAIN ENTRY AND SHRINE
  The main entry is partially submerged under water and is 
  blocked by roots and debris. A small shrine just before the 
  blocked doors was ransacked long ago, and its contents are 
  smashed. A DC 16 Wisdom (Perception) check reveals a 
  hidden button in a stone stand that can be pressed to reveal 
  a hidden compartment. The compartment contains 43 gp of 
  the old elvish style.
  2. BAGIENNIK LAIR
  The three chambers that comprise this lair can be accessed 
  from the exterior through a crumbled wall. The Bagiennik is 
  resting in the innermost lair, and his wasp friends (swarm 
  of insects) fly through the other chambers freely. They 
  attack and defend their lair. The bagiennik is upset by his 
  inability to restore Ulran (an instinctual rather than morale 
  frustration), and therefore, he will not restore any creatures 
  he knocks unconscious.
  3. THE HALL OF MUD
  This long snaking corridor is filled with a foot of stinking 
  mud. It is considered difficult terrain.
  4. SUBMERGED PRAYER ROOM
  This chamber is almost entirely submerged in muddy water. 
  Two boloti (Tome of Beasts, p. 38) live in the brackish water, 
  and they delight in drowning the characters. Characters who 
  spend time swimming and searching (DC 18 Perception) 
  here are rewarded with a pair of greater healing potions in 
  fine glass bottles.
  5. TEMPLE STORES
  The large chamber is pitch black and covered in fungal 
  growth. Stone shelves, smashed along the wall, sit empty. The 
  water is shallow here, and the air is close and smells fetid. 
  Five violet fungi grow here and will attack when the party 
  is close. Each time a violet fungus dies, a poisonous snake 
  slithers out of its innards and attacks the nearest character in 
  the party.
  5.A. BUCCA NEST
  This small chamber has several narrow tunnels to the 
  exterior, which let in fresh air and allow the three bucca 
  (Tome of Beasts p. 46) that live here to come and go as they 
  please. On a DC 16 Wisdom (Perception) check, a character 
  
  5
  spots a simple snare trap at the 
  door (DC 15 Dexterity check to disarm) 
  that triggers when a small or larger 
  creature steps into the room. Creatures 
  caught in the snare must make a DC 
  15 Dexterity saving throw. On a failed 
  save, the creature is restrained until it 
  uses an action to free itself. The bucca 
  have amassed seven gemstones (50 
  gp each) and a pile of 112 gp.
  6. INGYF’S LAIR (FORMER 
  WORSHIPPING SPACE)
  This round room has three 
  makeshift curtains hung along its 
  wall, hiding the contents of three 
  small chambers. On a successful 
  DC 16 Wisdom (Perception) 
  check, a secret door is revealed 
  on the western wall that leads 
  back to area 3 via a small hallway. 
  The chamber is filled with branches 
  and deadfall, and a few holes in the 
  ceiling let in light and air. Ingyf mutters 
  and wanders through his wet lair. Behind 
  the curtains are his treasures and the living quarters for 
  his pet. Near the far eastern wall is Ulran, the unconscious 
  youth. Ingyf’s pet (crocodile) splashes through the shallow 
  water and defends the far darig. Once during the combat, 
  Ingyf can animate the branches and deadfall on the floor, 
  forcing any enemy standing in the room to make a DC 15 
  Dexterity saving throw. On a failed save, the creature is 
  restrained until the end of its next turn.
  Ingyf uses a wand of magic missile freely in combat. In one 
  of the curtained chambers, he keeps a gilded elven strongbox 
  filled with 200 gp, 2 common potions, and a finely carved 
  owl made from gypsum (75 gp).
  Conclusion
  Ulran is unconscious but otherwise unharmed. He can be 
  revived, but he is too weak to walk home. Once Ulran is 
  carried back to the hamlet, his overjoyed father and mother 
  thank the characters and offer them a humble meal in 
  celebration.
  
  6
  Bagiennik
  With webbed claws, bulbous eyes, and two nostril-slits 
  that ooze an oily black substance, the creature is not quite 
  hideous—but it might be, if most of it wasn’t concealed by a 
  thick coating of muck and mud.
  Bathing Uglies. When a bagiennik is alone, it spends 
  its time bathing in local springs, rivers, and marshes. 
  The creature sifts through the muck and silt, extracting 
  substances that enhance its oily secretions. If anything 
  disturbs the creature during its languorous bathing sessions, 
  it angrily retaliates. Once a bagiennik has bathed for four 
  hours it seeks a target for mischief or charity. 
  Unpredictable Moods. One never knows what to expect 
  with a bagiennik. The same creature might aid an injured 
  traveler one day, smear that person with corrosive, acidic 
  oil the next day, and then extend tender care to the burned 
  victim of its own psychotic behavior.  
   
  If the creature feels beneficent, it heals injured animals 
  or even diseased or injured villagers. If a bagiennik visits a 
  settlement, the ill and infirm approach it cautiously while 
  everyone else hides to avoid provoking its wrath.  
   
  When a bagiennik leaves its bath in an angry mood, it 
  raves and seeks out animals or humanoids to spray its oil 
  onto. If a victim drops to 0 hit points, the foul-tempered 
  bagiennik applies healing oil to stabilize them, grumbling all 
  the while.
  Acid Oils. Collecting a dead bagiennik’s black oils must be 
  done within an hour of the creature’s death. A successful DC 
  15 Wisdom (Medicine) check yields one vial of acid, or two 
  vials if the result was 20 or higher. 
   
  A bagiennik can use these chemicals either to heal or 
  to harm, but no alchemist or healer has figured out how to 
  reproduce the healing effects. Other than their acidic effect, 
  the secretions lose all potency within moments of being 
  removed from a bagiennik.
  A bagiennik weighs 250 lb., plus a coating of 20 to 50 lb. of 
  mud and muck.
  BAGIENNIK
  Medium aberration, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., swim 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  18 (+4) 
  16 (+3) 
  9 (–1) 
  16 (+3) 
  11 (+0)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common
  Challenge 3 (700 XP)
  Healing Oil. A bagiennik can automatically stabilize a 
  dying creature by using an action to smear some of its 
  oily secretion on the dying creature’s flesh. A similar 
  application on an already-stable creature or one with 1 
  or more hit points acts as a potion of healing, restoring 
  2d4 + 2 hit points. Alternatively, the bagiennik’s 
  secretion can have the effect of a lesser restoration spell. 
  However, any creature receiving a bagiennik’s Healing 
  Oil must make a successful DC 13 Constitution saving 
  throw or be slowed for 1 minute. 
  Actions
  Multiattack. The bagiennik makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 18 (4d6 + 4) slashing damage.
  Acid Spray. Ranged Weapon Attack: +6 to hit, range 
  15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The 
  target must make a successful DC 13 Dexterity saving 
  throw or fall prone in the slick oil, which covers an area 5 
  feet square. A creature that enters the oily area or ends 
  its turn there must also make the Dexterity saving throw 
  to avoid falling prone. A creature needs to make only 
  one saving throw per 5-foot-square per turn, even if it 
  enters and ends its turn in the area. The slippery effect 
  lasts for 3 rounds.
  
  7
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of  
  this License. 
  4. Grant and Consideration: In consideration for agreeing to 
  use this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, nonexclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this 
  License. 
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the exact text 
  of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of 
  this License. 
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based 
  on original material by E. Gary Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, Open Design; Authors Chris 
  Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.
  The Bagiennik Game. Author: Jon Sawatsky. © 2018 Open 
  Design LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #07 - The Bagiennik Game.pdf