TEXT: Shawn Merwin
  L A I R S
  
  L A I R S
  
  2
  CREATURE CODEX LAIRS
  Design: Shawn Merwin
  Editing: Meagan Maricle
  Art Direction & Graphic Design: Marc Radle
  Cover Art: Roberto Pitturru
  Cartographer: Jon Pintar
  Interior Art: Michele Giorgi, Leesha Hannigan,  
  Michael Jaecks, Josh Hass, Marcel Mercado, William O’Brien, Roberto Pitturru, Florian Stitz, Bryan 
  Syme, Egil Thompson, and Eva Widermann
  Publisher: Wolfgang Baur
  Credits
  © 2018 Kobold Press
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  The 5E logo is used by kind permission of Sasquatch Game Studio..
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  Open Game Content: Open content in this book includes the monster names, descriptions, monster statistics, and 
  monsterabilities. No other portion of this work may be reproduced in any form without permission.
  www.KoboldPress.com
  ISBN: 978-1-936781-98-0
  Printed in the USA 
  Kobold Press
  PO Box 2811
  Kirkland WA 98083 USA
  
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  LAIR TITLE
  table of Contents
  Lair of the Fire Cult .....................................4
  A Rat Among Us Part One ...........................8
  A Rat Among Us Part Two ..........................13
  Caverns of the Howling Moon ................... 18
  Paying the Shadow Toll ..............................22
  Swept Away ...............................................26
  Ice Maiden’s Kiss .......................................30
  King of Ill Fortune .....................................34
  Trollkin Hunt ............................................ 38
  
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  CREATURE CODEX LAIRS
  lair of the 
  fire Cult
  baCkground
  Dr. Ezra Freejus opened the Freejus Institute for the 
  Restoration of Equilibrium to help those with conditions that 
  prevented them from interacting in normal society. Catering to 
  all walks of life, Dr. Freejus accepts clients based on uniqueness 
  of situation rather than social station. For years she helped 
  countless people who even the most powerful clerics could not 
  heal with magic.
  Recently, however, Dr. Freejus has been seen very rarely, even 
  by her staff. She has locked herself in her basement office. She 
  comes up to retrieve a patient, takes them into the basement, 
  and is gone for hours or even days. The patient is not seen by 
  the staff again: Dr. Ezra claims they were cured and returned to 
  their families.
  In reality, Dr. Ezra has been stricken with a pyromantic 
  condition of her own. She believes madness can be burned 
  out of people, and she established a fire cult to support her. 
  Unfortunately, her experiments are destroying her patients and 
  bringing agnibarras into the world that want to burn everything 
  to the ground.
  adventure hook
  A rich and powerful merchant named Solly Steffard asks the 
  characters to look in on her son, who was placed in the care of 
  Dr. Freejus in a nearby city. The young man, Jessop Steffard, saw 
  and spoke to spirits, which urged him to sometimes do illegal 
  things. Solly had her son placed with Dr. Freejus because she had 
  heard the doctor could cure any illness. However, the last two 
  times Solly tried to visit the Institute, the staff told her that her 
  son was in a delicate state and could not be seen at the moment. 
  She offers them a total of 100 gp to infiltrate the Institute, locate 
  her son, and ensure he is safe.
  at the institute
  When the PCs arrive at the Institute, they are greeted by staff 
  who politely show them around the facility and answer their 
  questions. Everything seems fine at first glance. All patients are 
  treated kindly, and the minimum amount of restraint is used in 
  keeping them from hurting themselves or others.
  When the PCs ask about Dr. Freejus or Jessop, however, the 
  staff become nervous. A successful DC 10 Wisdom (Insight) 
  check reveals that the staff cleverly avoids answering questions 
  about them.
  If a PC succeeds on a DC 10 Charisma (Intimidation or 
  Persuasion) check, one of the staff says that Dr. Freejus has been 
  taking Jessop into the basement treatment facilities frequently 
  over the last few days. She instructed the staff not to interrupt. 
  The staff is uncomfortable with the doctor’s demeanor, but they 
  do not question her. The doctor’s treatments seem to work, 
  because the patients are released soon after she treats them. The 
  staff does not see them released, but they believe the doctor.
  If the characters speak to any of the clients at the Institute, 
  they might provide fragmented or confusing information about 
  the basement. Not every patient has seen the basement, so some 
  of them might even provide misleading information to the PCs.
  into the basement
  The characters can access the basement by going through a 
  locked door at the Institute that leads down a set of stairs to the 
  passage into Area 1.
  1. GUARDS
  Two people in leather armor sit at a table, playing a game of cards. 
  At your approach they rise and pull scimitars. “The doctor is not to 
  be disturbed,” says one in an angry bark. “Go back.”
  These two cultists are devoted to the fire cult, and they attack 
  if the PCs don’t turn back immediately. The Institute staff know 
  nothing about these people, as none of the staff has been allowed 
  in the basement since Dr. Freejus established the fire cult. The 
  cultists know the uniform of the staff members, and, if a PC is 
  disguised as a member of the staff, they might have a touch more 
  leniency and give the “staff member” an extra round or two to 
  leave before attacking.
  Fire Blast Trap. The doors to Area 4 are locked and trapped. If 
  the PCs attempt to forcefully open the doors into Area 4, the 
  trap triggers. A successful DC 10 Dexterity check with thieves’ 
  tools unlocks the door but triggers the trap, if it hasn’t been 
  deactivated. When the trap triggers, each creature within 10 feet 
  An agnibarra lair suitable for four or five 1st-level characters
  
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  CREATURE CODEX LAIRS
  of the door must make a DC 11 Dexterity saving throw, taking 5 
  (1d10) fire damage on a failed save, or half as much damage on a 
  successful one. 
   Prevention. A successful DC 10 Intelligence (Investigation) 
  check or DC 15 Wisdom (Perception) check reveals a panel on 
  the door inscribed with tiny runes. A successful DC 10 Dexterity 
  (Sleight of Hand) check or a DC 10 Intelligence (Arcana) check 
  removes the panel and deactivates the trap. Opening the door 
  with the correct rune-inscribed key will unlock the door and 
  prevent the trap from triggering.
  2. FUNGI
  Red mushrooms and crimson shrubs grow in patches of soil along 
  the walls of this warm chamber. On the other side of the room, a 
  wooden door is set into an alcove.
  This room is noticeably warmer than the others. Three 
  execrable shrubs (Creature Codex, p. 304) grow here, created by 
  the connection to the lower planes forged in the basement, and 
  they are fed with the bodies of Dr. Freejus’ failed experiments. 
  They attack as the PCs cross the room to the door. A PC can 
  detect that three of the shrubs are not ordinary with a successful 
  DC 10 Intelligence (Nature) check. If a PC succeeds on this 
  check, it isn’t surprised at the beginning of combat. A successful 
  DC 15 Wisdom (Perception) check reveals bones hidden among 
  the mushrooms and shrubbery.
  The door leading into Area 3 is closed but not locked.
  Treasure
  The bodies dumped here had their valuables removed, but one of 
  the victims had a pair of gold teeth worth 10 gp each. 
  3. OFFICE
  This nicely appointed office contains a desk and chair. Boxes and 
  crates holding notes line the walls. Toward the back of the room, a 
  small ball of fire, burning like a miniature sun, hangs in the air.
  A fire imp (Creature Codex, p. 103) called Shemoto hides within 
  the fire orb. A creature that touches the orb or starts its turn 
  within 5 feet of the orb takes 2 (1d4) fire damage.
  Desk and Papers. The desk is used by Dr. Freejus to make notes 
  on her studies. Characters taking the time to read the notes can 
  find the following information:
  • Notes from months ago show the genius of the doctor in 
  working with patients to find the cause of and cure for their 
  problems. Her notes indicate her genuine concern for the 
  well-being of her patients and the dedication to resolving 
  their issues.
  • Over the last few weeks, the tone and tenor of the notes 
  changed drastically. Talk of slow and methodical care and 
  curing turned into more violent procedures for “burning the 
  disease out of the body to save the mind and soul.”
  • Dr. Freejus writes of consulting frequently with Dr. Shemoto, 
  whom she refers to as “a consulting physician from a faraway 
  land.”
  One of the desk drawers is locked. A successful DC 10 
  Dexterity check with thieves’ tools unlocks the drawer. If the 
  drawer is forced open, the two potions of fire resistance within 
  break and are lost. The drawer also contains three gold plaques 
  and statuettes, awards to Dr. Freejus from the community for 
  her work, worth a total of 50 gp if melted down. At the bottom 
  of the drawer is a spare key that opens the doors leading into 
  Area 4.
  Development
  Shemoto stays within the fire orb, watching and listening to the 
  PCs. If the PCs try to douse the orb, it comes out and presents 
  itself as an assistant to Dr. Freejus. It says that Dr. Freejus is 
  very close to finding a cure for all diseases—she just needs a few 
  more weeks to perfect the technique. It tells the PCs to leave 
  the basement and come back in a month, when her research is 
  complete.
  If the PCs don’t leave, Shemoto uses the fire orb to teleport to 
  Area 6 and warn Dr. Freejus that intruders are present. Shemoto 
  can teleport between the magical orbs of fire as an action, but 
  only the fire imp can do so. They are a gift from Shemoto’s 
  superior in Hell and are tied to the imp. All orbs within 60 feet of 
  the imp extinguish if it dies. Igniting or extinguishing a fire orb 
  in the basement causes the other orbs in the basement to flicker. 
  If Shemoto is killed, the other orbs begin to fade and completely 
  disappear after 24 hours. If the PCs kill Shemoto before it can 
  teleport to Dr. Freejus, the flickering and dimming of the fire 
  near the doctor will indicate to her that something is amiss.
  4. SMOKE
  Stairs lead down into a large octagonal chamber whose center is 
  obscured by thick smoke. More steps descend into the smoke within 
  the central pit. Along three walls, stone tables hold vats.
  The smoke in this chamber heavily obscures everything in 
  the 10-foot-deep pit. The smoke cannot be removed by normal 
  means. However, if the PCs disturb the fire giant skeleton on the 
  slab within the pit, the vats ignite with fire orbs, lessening the 
  effects of the smoke (see Developments).
  Fire Giant Skeleton. With the smoke obscuring vision in the 
  pit, the characters can only feel their way through the area. 
  When they touch the central slab or the skeleton, they are able 
  to see again (see Developments). When they are able to see, a 
  successful DC 15 Intelligence (Nature) check reveals that the 
  skeleton belongs to a fire giant. A successful DC 15 Intelligence 
  (Arcana) check on the slab reveals that magical runes on it there 
  are drawing energy out of the skeleton, making it a conduit to 
  some other fiery plane of existence.
  Tables. Each of the tables holds 2 vats that ignite with fire orbs 
  if the skeleton in the center is disturbed. A variety of ritual 
  implements sit on each table worth 25 gp per table. It takes 1 
  round to gather the implements on a table, so a PC may take fire 
  damage while at a table if the orbs have been ignited.
  Development
  When the skeleton or slab is touched, the vats erupt with fire, 
  igniting fire orbs like the one in Area 3. A creature that touches 
  the orb or starts its turn within 5 feet of the orb takes 2 (1d4) 
  fire damage. If the vats are lit with orbs, the smoke in the room 
  burns away slightly, leaving only a lightly obscuring haze in 
  the pit. Alerted by the flickering of the orbs in Area 5, the two 
  cultists in that area come to investigate within 2 rounds of the 
  orbs igniting in this room.
  
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  5. VICTIMS
  Two burning orbs hang in the air in this room, while three pits 
  covered by cage doors are dug into the floor. Double doors in the 
  western wall are closed, but one hangs slightly off its hinges.
  The cultists keep people waiting for experimentation here. 
  Currently the southernmost pit is empty, the middle pit 
  contains an unconscious and burned commoner, and the 
  northernmost pit’s door was just smashed by its inhabitant, a 
  violent patient of the Institute named Raubert [raw-BARE] (use 
  thug statistics).
  As with the orbs in the other rooms, a creature that touches 
  an orb or starts its turn within 5 feet of an orb takes 2 (1d4) fire 
  damage.
  Development
  If the PCs already faced the fire cultists who came from this 
  room to investigate Area 4, Raubert stands facing off against 
  two thugs. If the PCs did not alert the cultists in this room to 
  the happenings in Area 4, Raubert faces off against two thugs 
  and two cultists. Raubert is hostile and wields a beam of wood 
  (treat as a quarterstaff) in two hands, swinging at anyone 
  that gets close. Because of his fragile mental state, the PCs 
  have advantage on Charisma checks made to influence his 
  behavior. A successful DC 10 Charisma (Intimidation or 
  Persuasion) check convinces him to put down his weapon 
  or to turn his attacks against the threatening cultists (or the 
  doctor in Area 6).
  6. FIRE
  This hall is supported by six stone columns. At the far end 
  of the hall, a woman stands on a raised dais. She holds 
  her hands to a young man standing on a stone. He 
  seems unconscious even though he is standing. They are 
  flanked by two burning orbs.
  The woman, Dr. Freejus (cult fanatic), uses her 
  newly earned magical abilities to draw power out 
  of Jessop. If Shemoto lives, it is hiding within one 
  of the fire globes.
  Development
  On initiative count 20 on the second round of 
  combat and each round after that, an agnibarra 
  (Creature Codex, p. 9) leaps from a fire orb. The first 
  one engages in combat with the PCs, defending Dr. Freejus to 
  the best of its ability.  All the other agnibarras streak out of the 
  hall, either up the stairs to a door that leads to an exit behind 
  the Institute or out the double doors toward the Institute. 
  Dr. Freejus fights to keep the PCs away from Jessop while the 
  agnibarras are summoned. If the PCs remove Jessop from the 
  dais, the fire orbs extinguish, halting the flow of agnibarras.
  Shemoto fights until Dr. Freejus is defeated. After that, it 
  disappears into a fire orb. If the PCs kill Shemoto, both orbs 
  immediately extinguish, halting the flow of agnibarras. If 
  Shemoto escapes, the PCs may encounter it again!
  Treasure
  Behind the block where Jessop stands, the PCs find a satchel 
  containing 200 gp, a potion of healing, and notes on “curing 
  insanity” that the imp tricked Dr. Freejus into reading, leading 
  to her fire mania.
  ConClusion
  Any agnibarras escaping Area 6 must be tracked down and 
  defeated before they burn down the city. They should be easy to 
  find, since they leave a trail of fire in their wake. Provide bonus 
  experience if the PCs can defeat all the fire creatures before 
  innocents are hurt or killed.
  LAIR OF THE FIRE CULT
  
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  CREATURE CODEX LAIRS
  Chittr’k’k is a relatively minor demon lord with an immense 
  following among rodents, wererats, ratfolk, and a few 
  strange humans. Chittr’k’k is not required to run or enjoy this 
  adventure, but you can find more information about him in 
  the Creature Codex on pages 76-77.
  WHO IS THIS DEMON LORD OF RATS?
  a rat among us  
  Part one
  baCkground
  Chittr’k’k, the Demon Lord of Rats, is making a play to corrupt 
  the city with his filthy influence. His followers have built shrines 
  around the city, drawing followers and fostering the vermin 
  population. At first the spread of Chittr’k’k’s influence was 
  contained to the least populated or least affluent parts of the 
  city: slums, abandoned docks, squalid cellars, and the like. Now, 
  however, Chittr’k’k’s servants are growing bolder as the Lord of 
  Rats bestows gifts upon them.
  From dark holes, damp cellars, and refuse-strewn alleys, the 
  ratfolk and other servants of Chittr’k’k emerge to show their 
  growing might in other parts of the city. Now they hope to 
  spread their influence to thieves’ guilds, merchant consortiums, 
  and others easily influenced by avarice.
  A driving force behind this expansion is Jeeb Kraatuhl, a 
  ratfolk warlock (Creature Codex, p. 316) dedicated to the service 
  of Chittr’k’k. She has been gifted a kuunganisha (Creature 
  Codex, p. 245) familiar, called Fleabit, by the Lord of Rats, and 
  she whips her followers into a frenzy of destruction. Hoping to 
  become the ruler of a city of rot and refuse, Jeeb uses the wharf 
  and the nearby abandoned buildings as a staging ground.
  Chittr’k’k has greater plans, however. He has planted a rattok 
  demon (Creature Codex, p. 90) loyal to him in the city as well. This 
  demon, Rathsys, ostensibly serves Jeeb and is detailed further 
  in A Rat Among Us, Part Two. Jeeb is suspicious that the demon 
  might have plans of its own and doesn’t fully trust Rathsys. 
  adventure hook
  The first offering from the Book of Lairs, The Riverfront Rat 
  Gang, details the lair of a ratfolk rogue (Tome of Beasts, p. 320) 
  named Matimer Creel, a fugitive from the city’s thieves’ guild. 
  Creel has established his base in an abandoned dock area, and 
  he uses his ability to communicate with rats to build an army of 
  eyes, whiskers, and gnashing teeth. If you run that adventure, 
  add to Matimer’s lair a letter from Jeeb Kraatuhl inviting Creel 
  to join her movement. This introduces the characters to Jeeb’s 
  lair in the Wharf District.
  The Wharf District is beset with a mystery. Cats, both wild and 
  domesticated, are going missing, and swarms of rats are making 
  the area uninhabitable. Many merchants have abandoned the 
  area and moved to a different part of the city to dock their ships. 
  A merchant and owner of several buildings in the area, a dwarf 
  called Horath Firmbirch, seeks help in getting to the bottom of 
  the problem.
  Firmbirch tells the PCs that he is expecting a very important 
  shipment of valuable foodstuff in a day or two. He needs to 
  ensure that his docks are clear of problems when the shipment 
  arrives. So many rat attacks have occurred in the Wharf District 
  recently that he is having trouble getting teamsters and porters 
  to agree to offload his wares when they arrive.
  The first part of two lairs—a ratfolk warlock lair and a rattok demon lair—suitable for four or five 3rd-level characters. 
  The lairs can be run separately or together as one longer adventure.
  This adventure fits neatly in the Midgard setting, either in 
  a harbor town of the Seven Cities or a river town along the 
  Argent, most likely Zobeck. Note that in Zobeck, the Mouse 
  King also exists and openly holds the line against Chittr’k’k 
  and his kind. If the PCs get stuck in a dead end or need a 
  push in the right direction, a talking mouse and servant of 
  the Mouse King is one easy solution. In addition, the Dock 
  District of Zobeck is fully described in the Zobeck Gazetteer 
  for 5th edition, pages 58-60.
  SETTING “A RAT AMONG US” IN MIDGARD
  
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  CREATURE CODEX LAIRS
  the Wharf distriCt
  The PCs can investigate the wharves at whatever time of day 
  suits them. The area is brightly lit during the day; at night, 
  however, it is absolutely dark. Posts for lanterns and sconces for 
  torches have been vandalized and destroyed.
  1. EMPTY WAREHOUSE
  The doors to this abandoned warehouse are warped. The windows 
  are shuttered, and paint peels from the wooden boards. A faint 
  light flickers from within, peeking through the cracks between the 
  doors and the walls.
  The door is stuck and can be forced open with a successful DC 
  15 Strength check. If the PCs push on the door to the warehouse, 
  they trigger a trap. 
  Necrotic Rat Droppings Trap. When the door is pushed, a small 
  spike between the door and wall is dislodged, and a panel above 
  the door releases rat droppings infused with necrotic energy 
  onto those below. Each creature within 10 feet of the door must 
  make a DC 12 Dexterity saving throw. On a failure, a creature 
  takes 7 (2d6) necrotic damage and is poisoned for 1 hour. On a 
  success, a creature takes half the damage and isn’t poisoned.  
   Prevention. A successful DC 12 Wisdom (Perception) check 
  notices the spike. A character can jam the spike in place, 
  preventing the trap from triggering, with successful a DC 10 
  Strength (Athletics) check or a successful DC 10 Dexterity check 
  with thieves’ tools.
  Within the warehouse, a pair of lanterns flicker with guttering 
  flames. Each is low on oil. Dead cats of various sizes and colors 
  litter the floors, hang from rafters, and fill empty crates. The 
  smell of death and decay fills the air. Each body has been gnawed 
  on by rat-sized teeth.
  Treasure
  Some forgotten treasure lies in a locked chest in the corner of 
  the warehouse. A successful DC 15 Intelligence (Investigation) 
  check locates the chest, and a successful DC 10 Dexterity check 
  with thieves’ tools unlocks it. It can also be smashed open but 
  doing so destroys the potion and the vase within.
  Inside the chest is a potion of poison resistance, a ceramic vase 
  worth 30 gp, and several pieces of fine linen worth a total of  
  100 gp.
  2. ABANDONED OFFICE
  The door to this building has been torn from its hinges. The sound of 
  hundreds of tiny feet skittering on wood echoes from the building as 
  a squeaky voice mutters: “Fleabit herds the rats. Fleabit steals the 
  coins. Fleabit helps the master. Well now Fleabit tired so Fleabit 
  have fun and rip papers.” 
   
  The voice is accompanied by the rhythmic sound of tearing 
  paper. These sounds come from beneath a heaping pile of pages torn 
  from books scattered around the floor of the building. A desk, table, 
  and some chairs are haphazardly piled in the corner.
  If the PCs haven’t encountered Jeeb, her kuunganisha 
  (Creature Codex, p. 245) familiar, Fleabit, is here seeking respite 
  from a busy day of doing fiendish things for its master. If the PCs 
  already defeated Fleabit or Jeeb, the kuunganisha isn’t present. 
  Fleabit gleefully tears pages from old logbooks and ledgers 
  abandoned here by Firmbirch. Fleabit remains unaware of the 
  PCs until they make their presence known. If at any point the 
  PCs attack Fleabit, it yells out to the rats in the warehouse for 
  assistance. Two swarms of rats attack the PCs while Fleabit 
  attempts to escape via the chimney. The familiar flees to warn its 
  master, Jeeb, of the presence of interlopers in the area.
  Fleabit will talk with the PCs as long as they are polite and 
  don’t attack, but it doesn’t reveal anything important. It 
  talks fondly about its master, who is bringing the glory of the 
  rat kingdom to the city. With a successful DC 12 Charisma 
  (Persuasion) check, a PC can coax Fleabit into sharing some 
  details about the happenings in the tavern (Area 3).
  3. POP-UP TAVERN
  Sounds of chatter and off-pitch singing emerge from this building. 
  It has not suffered the same neglect and vandalism as the others 
  in the area. A filthy human enters the building through the 
  dockside door, and a cheer erupts from within. The din dies down 
  momentarily, replaced by further conversation and singing.
  This building once acted as a meeting hall and storage area: 
  a place for Firmbirch to do business, entertain guests, feed 
  dockworkers and sailors, etc. After the rat infestation and its 
  abandonment by Firmbirch, the structure was repurposed by 
  Jeeb. Vagrants and ne’er-do-wells were using the building as a 
  shelter and meeting place. Jeeb seized this opportunity to recruit 
  new followers to the cult of Chittr’k’k, bringing in casks of ale 
  and roughly-crafted tables and benches. She turned the place 
  into a makeshift tavern for the growing cult.
  Before long, word spread that this was a place to get a hot 
  meal, a mug of ale, and a roof over your head. Jeeb found the 
  clientele amenable to her preaching. Those who still have their 
  health are given weapons to fight for the Lord of Rats. The 
  infirm act as spies as they wander the city. Money gathered 
  through theft or panhandling is turned over to Jeeb or her 
  lieutenants. The warlock has progressed well with building her 
  own thieves’ and beggars’ guilds, all in the name of Chittr’k’k.
  Developments
  The “tavern” is currently occupied by 18 commoners, half of 
  whom are armed. Among the rabble are three ratfolk rogues 
  and four ratfolk (Tome of Beasts, p. 320). These ratfolk remain 
  mingled among the mostly human occupants, only making 
  their presence known if the PCs threaten anyone or try to 
  interfere with the operation. Members of Chittr’k’k’s cult 
  wear red clothing—signaling their status to Jeeb’s ratfolk, who 
  defend these tavern-goers above the others if any threatening 
  actions occur.
  PCs can pretend to join the festivities with a successful DC 
  15 Charisma (Deception or Persuasion) check. Success earns 
  them a welcome cheer from the crowd, while failure draws the 
  attention of the ratfolk. No important information is revealed to 
  the PCs, but if they spark the suspicion of the ratfolk, the rogues 
  follow the PCs out of the building and attempt to ambush them 
  at the worst possible time for the heroes.
  One of the revelers here, a woman named Treniece, is an 
  undercover agent of the city guard (use spy statistics). She 
  wears the tattered clothes and dirty countenance of a vagrant, 
  
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  and she is attempting to learn more about the overall goals 
  of this strange rat-adoring organization before calling in the 
  authorities. If the PCs get in over their heads, she does not 
  blow her cover, although she might surreptitiously stabilize or 
  otherwise assist them to protect innocent lives. Alternatively, 
  if she notices the ratfolk rogues following the PCs out of the 
  building, she might also secretly follow as this new lead might 
  get her more information than listening to the revelers in the 
  tavern. Whether she assists the PCs when the ratfolk rogues 
  ambush them or not is at your discretion. 
  The Basement
  The basement holds crates of simple foods and kegs of weak ale. 
  A PC can find a secret door hidden behind a stack of barrels with 
  a successful DC 15 Wisdom (Perception) or DC 10 Intelligence 
  (Investigation) check. If the PCs find the secret door and open 
  it, two keg golems (Creature Codex, p. 199) animate and attack, 
  pursuing intruders through the tunnel but not upstairs into the 
  main tavern area.
  The tunnel winds for a great distance beneath the city, ending 
  at the basement of Area 1 in the Gnawing Thirst Inn, a business 
  located in a residential area. The Gnawing Thirst Inn is detailed 
  in A Rat Among Us, Part Two. If you are not running that lair in 
  conjunction with this one, the tunnel can lead to some other 
  section of the city or be removed from this tavern, at your 
  discretion.
  Complication
  One of the ratfolk rogues in the tavern is a young ratfolk named 
  Squoon. He had a run of bad luck and a falling out with his 
  family, which put him firmly into the waiting embrace of the 
  cult of Chittr’k’k. He isn’t sure this group is where he wants to 
  be. At your discretion, he might surrender during any combat 
  where he’s present. If the PCs treat him kindly, their mercy 
  gets back to his mother Mirley, the proprietor of the 
  Gnawing Thirst Inn. This earns them her favor 
  when they encounter her, assuming Squoon 
  has had the chance to reunite with his 
  mother and share the story.
  Treasure
  In a coffer behind the bar, a cache of copper and silver pieces 
  totaling 120 gp represents the day’s take from thieving and 
  begging. The ratfolk rogues carry a total of 40 gp in coins.
  4. UPPER DOCK
  The upper dock extends from street level, reaching out over the 
  water. The dock is currently empty; however, a pair of hands grip 
  the end of the dock.
  The hands are two pairs severed from two different corpses 
  (one elf and one orc), nailed to the end of the dock as bait for 
  intruding do-gooders. The pinky finger on one hand wears an 
  opal-set ring worth 70 gp.
  Weakened Pier. The upper eastern pier has a weakened section 
  where it meets the dock (represented with a “T” on the map). If 
  a creature steps on the weakened section, the wood collapses, 
  dumping the creature into the water.  
   Prevention. A successful DC 15 Wisdom (Perception) reveals 
  the weak spot in the pier. With a successful DC 12 Dexterity 
  check, a creature can use thieves’ tools to wedge the planks 
  together and make it safe to walk down the pier.  
  Two ahuizotls (Creature Codex, p. 10) lurk here and attack any 
  creature that falls into the water or that walks down the pier.
  A RAT AMONG US PART ONE
  
  12
  CREATURE CODEX LAIRS
  5. MAIN DOCK
  Two sets of stairs from street level lead down to the main docks. 
  From here, two piers jut into the water. The dock area is empty save 
  for a few damaged crates and barrels.
  One ratfolk and one ratfolk rogue hide under each set of 
  stairs, keeping watch for any intruders that might interrupt 
  Jeeb’s plans. The four do not emerge or attack unless they are 
  spotted and confronted, or if the PCs attack Jeeb (see Area 6). 
  If the PCs confront the ratfolk here, Jeeb is alerted to their 
  presence by the sounds of combat. She goes to the aid of her 
  ratfolk lookouts, bringing Fleabit (if it is still alive) and the 
  potion of fire breath with her.
  6. LONG DOCK
  A long dock juts into the water, suitable for larger ships delivering 
  cargo. A stack of crates and barrels rests at the end of the dock.
  Jeeb, a ratfolk warlock (Creature Codex, p. 316), hides among 
  the barrels at the end of the dock. Unless the PCs dealt with 
  her familiar, Fleabit, already (Area 2), it is hiding with its 
  master. Jeeb heard rumors that Firmbirch’s ship might arrive 
  tonight, so she waits for it. She hopes to steal the cargo to sell, 
  use, or contaminate, depending on your campaign’s direction. 
  If confronted, she calls on the lookouts in Area 5, if the PCs 
  haven’t already dealt with them.
  A potion of fire breath sits on a barrel of lantern oil next to Jeeb. 
  If the fight is going in her favor, Jeeb or Fleabit use the potion 
  as a weapon against the PCs. If the fight is looking grim, Jeeb 
  or Fleabit uncork the barrel and roll it down the pier as an 
  action, coating the area within 15 feet of Jeeb in lantern 
  oil. Jeeb then lights the oil with a fire bolt spell or the 
  potion, or Fleabit lights it with the potion to 
  provide a distraction for Jeeb’s escape.
  Jeeb is a coward, and, as soon as it looks 
  like her life might be in danger, she uses any 
  means at her disposal to escape, including 
  diving into the water and swimming away. She 
  is allied with the ahuizotls in Area 4 who come to 
  her aid in the water if the PCs have not dealt with 
  them already. If she flees, she heads directly for the 
  rattok demon’s lair to recover and seek shelter.
  Among Jeeb’s possessions are her rod (a 
  rune-covered human femur), 2 potions of healing, and 
  an emerald worth 50 gp. Her red cloak and cape are 
  not magical, but the stitching forms runes and symbols 
  of devotion to Chittr’k’k.
  ConClusion & interlude
  If the PCs defeat Jeeb and her hench-rats—or at least drive them 
  away from the Wharf District—the dwarven merchant Firmbirch 
  offers them a total of 200 gp for saving his business. If the PCs 
  befriended Treniece or earned her trust, they now have a contact 
  in the city guard, though how often and in what ways they can 
  call on her aid is up to you. This concludes the first part of the 
  adventure, which can stand alone and resolves at this point.
  However, if you and your players would like to investigate 
  further, then any of Jeeb’s followers, including her familiar, can 
  tell the PCs that Jeeb is just one spoke of a larger wheel. The 
  cult of Chittr’k’k is spreading through the city, and a tunnel 
  beneath the tavern gives access to another area where the cult 
  holds sway. Jeeb used the tunnel frequently to meet with other 
  followers of the Lord of Rats, passing information and sharing 
  wealth. If the PCs didn’t find the tunnel, fleeing ratfolk or 
  Treniece can point them to it.
  The PCs can take a rest if they desire 
  before pursuing this lead. However, if they 
  take a long rest, Jeeb (if she survived) and 
  any other of her followers have 
  recovered and warn the 
  rattok demon at the 
  Gnawing Thirst Inn 
  about a potential attack.
  
  13
  Chittr’k’k is a relatively minor demon lord with an immense 
  following among rodents, wererats, ratfolk, and a few 
  strange humans. Chittr’k’k is not required to run or enjoy this 
  adventure, but you can find more information about him in 
  the Creature Codex on pages 76-77.
  WHO IS THIS DEMON LORD OF RATS?
  a rat among us  
  Part tWo
  baCkground
  Chittr’k’k, the Demon Lord of Rats, is making a play to corrupt 
  the city with his filthy influence. His followers have built shrines 
  around the city, drawing followers and fostering the vermin 
  population. At first the spread of Chittr’k’k’s influence was 
  contained to the least populated or least affluent parts of the 
  city: slums, abandoned docks, squalid cellars, and the like. Now, 
  however, Chittr’k’k’s servants are growing bolder as the Lord of 
  Rats bestows gifts upon them.
  From dark holes, damp cellars, and refuse-strewn alleys, the 
  ratfolk and other servants of Chittr’k’k emerge to show their 
  growing might in other parts of the city. Now they hope to 
  spread their influence to thieves’ guilds, merchant consortiums, 
  and others easily influenced by avarice.
  A driving force behind this expansion is Jeeb Kraatuhl, a 
  ratfolk warlock (Creature Codex, p. 316) dedicated to the service 
  of Chittr’k’k. Jeeb, her plans, and her followers are detailed in A 
  Rat Among Us, Part One.
  Chittr’k’k has greater plans, however. He has planted a rattok 
  demon (Creature Codex, p. 90) loyal to him in the city as well. This 
  demon, Rathsys, ostensibly serves Jeeb and maintains a lair in a 
  residential area of the city, where it corrupts wealthy residents to 
  fund its enterprises and spread its influence.
  adventure hook
  A Rat Among Us, Part Two details the workings of a ratfolk 
  warlock, Jeeb Kraatuhl, in the Wharf District of the city.  Any of 
  her followers or her familiar can be pressured into revealing that 
  the warlock serves a rattok demon named Rathsys. The PCs can 
  follow that lead to the Gnawing Thirst Inn. The conclusion of 
  that lair holds further details of how the PCs go from the Wharf 
  District to the inn, which graces a more sedate and residential 
  area of the city. 
  Alternatively, this adventure can be run after The Riverfront 
  Rat Gang lair from the Book of Lairs. In The Riverfront Rat Gang, 
  a ratfolk rogue (Tome of Beasts, p. 320) named Matimer Creel, 
  a fugitive from the city’s thieves’ guild, establishes a base in an 
  abandoned dock area and uses his ability to communicate with 
  rats to build an army of eyes, whiskers, and gnashing teeth. If 
  you run that adventure prior to this one, add to Matimer’s lair 
  a letter from Rathsys inviting him to join Chittr’k’k’s faithful at 
  the Gnawing Thirst Inn.
  the gnaWing thirst inn
  Many residents of this community, through magic or their own 
  greed and vice, have joined the cult of Chittr’k’k. The Gnawing 
  Thirst Inn acts as a hub for cult activity, while the private club 
  across the street is where the major rituals take place.
  The Basement
  If the PCs following the tunnel from the Wharf District, they 
  arrive at a blank wall after about 30 minutes of travel. The latch 
  to an unlocked secret door is easy to spot on the wall.
  Acid Trap. The door at the end of the hall is trapped with the 
  explosive runes of a glyph of warding spell. If the door is opened 
  without removing the ward or saying the passphrase (“Chittr’k’k 
  rules the night”), acid sprays down the tunnel. Each creature 
  within 20 feet of the door must make a DC 14 Dexterity saving 
  throw, taking 22 (5d8) acid damage on a failed save, or half as 
  much damage on a successful one. 
   Prevention. A successful DC 14 Intelligence (Investigation) 
  check reveals the explosive runes protecting the door. A 
  successful dispel magic (DC 13) cast on the door destroys the 
  trap. Alternatively, a successful DC 14 Intelligence (Arcana) check 
  suppresses the magic of the runes for 1 minute, allowing the PCs 
  to safely open the door.
  The follow up to the ratfolk warlock lair, A Rat Among Us, Part One. It is suitable for four or five  
  3rd-level characters. The lairs can be run separately or together as one longer adventure.
  A RAT AMONG US PART TWO
  
  14
  CREATURE CODEX LAIRS
  The door opens into a basement stocked full of food and drink 
  of a much higher quality than the makeshift tavern near the 
  docks. A stairway leads up into the back room of the Gnawing 
  Thirst Inn.
  1. THE BACK ROOM
  The stairs lead up into a small room with a few casks and 
  boxes. The stairs continue up to another floor, and three 
  doors lead from the room. The din of conversation 
  is obvious beyond the south door.
  The casks contain ale, and the boxes contain 
  bread and cheese. None of the doors out of 
  this room are locked. The stairs continue up 
  to simply appointed rooms where the inn’s current 
  customers stay.
  2. THE BAR
  The bar area of this inn is packed. Every seat is 
  taken, both at the tables and at the bar. A matronly 
  ratfolk scurries from bar to table to kitchen and back 
  again. Some of the patrons are ratfolk, but just as many 
  are human. 
  The bar area of the Gnawing Thirst Inn is full 
  of patrons. Some are members of the cult of 
  Chittr’k’k, but most are just innocent folk getting 
  a drink or a light meal, as interest in ratfolk 
  cuisine has become a recent fad in the city.
  The barkeep is a ratfolk rogue (Tome of Beasts, p. 320) 
  named Mirley. She is not a member of the cult of Chittr’k’k, 
  but she pays them a protection fee. They force her to cater to 
  their proclivities, and she knows that they sometimes snatch 
  individuals from her inn for their rituals and sacrifices. She 
  would rather run a nice establishment and introduce new 
  customers to the joy of ratfolk cuisine, but the presence of the 
  rattok demon means life in this area is all foul rituals, bloody 
  sacrifices, and the like.
  If the PCs enter the bar area through the door to the back 
  room, Mirley doesn’t fuss—after all, there is a door to the back 
  alley from there. However, it does draw the attention of three 
  more ratfolk rogues sitting at the bar. If any of the cultists of 
  Chittr’k’k from the previous lair saw the PCs and then later 
  escaped, their descriptions have been passed around.
  Mirley tells the PCs to wait for the next table to open if 
  they want a meal. Otherwise they can stand at the bar for a 
  drink. With the ratfolk rogues watching, she cannot pass on 
  information to them. However, if they spared her son Squoon 
  in A Rat Among Us, Part One, she makes sure to answer their 
  questions and help them stop the cultists here, if possible.
  Development
  While the PCs are in the Gnawing Thirst Inn, a human man 
  enters from the street and approaches Mirley. He asks her if she 
  or anyone else has seen his wife, a woman named Delpha. They 
  are new to the area, and she has been missing since the previous 
  day, when she said she was going to come to the Chatterers’ 
  Social Club across the street to ask about joining.
  Mirley answers in the negative, but a successful DC 10 
  Wisdom (Insight) check reveals the barkeep is lying. Delpha was 
  here yesterday, and she was grabbed when she went to the social 
  club. The man, Dayell, thanks Mirley and leaves to go across the 
  street. Unless the PCs interfere, Dayell goes across the street to 
  the social club and gets grabbed for the sacrifice later that day.
  3. PROPRIETOR’S QUARTERS
  This two-room suite contains a simple bed and nightstand in 
  the first room, while the second is an office with a weathered but 
  functional desk.
  Mirley lives in this suite. The desk in that office is locked. A PC 
  can open the lock with a successful DC 10 Dexterity check using 
  thieves’ tools.
  Treasure
  The desk holds 50 gp, Mirley’s life savings. A ledger on the desk 
  shows expenses, including regular payments to the Chatterers’ 
  Social Club: extortion from the cult.
  the Chatterers’ soCial Club
  Across the street from the Gnawing Thirst Inn is a private club 
  called the Chatterers’ Social Club. The place is a front for, and 
  the headquarters of, the cult of Chittr’k’k in this neighborhood. 
  The rattok demon lairing here prepares for the ritual to create a 
  rat king to serve it. 
  
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  16
  CREATURE CODEX LAIRS
  4. ENTRYWAY
  The door to this nicely appointed building opens 
  easily into an entryway. Two humans wearing splint 
  mail and carrying longswords stand on either side of 
  the doorway on the inside. “I’m sorry,” says one in 
  a slow, bored drawl. “Private club. Members only. 
  I’m afraid you are going to have to leave.”
  The two guards are veterans, and their job is to 
  keep intruders out of the rest of the building. They 
  are not technically members of the cult, but they 
  do know that terrible things are happening in the 
  club. As long as the cult pays them regularly, they 
  don’t care and turn a blind eye to what transpires 
  within the club. 
  If the PCs try to bluff their way in, the guards do not 
  fall for anything but the most ingenious lies. If 
  the PCs make a successful DC 15 Charisma 
  (Deception) check while wearing red robes, 
  they can convince the guards they are 
  members of the cult.
  If Dayell came across the street without 
  the PCs, he was attacked here, knocked 
  unconscious, and handed over to the rattok demon 
  as a suitable sacrifice. A successful DC 10 Wisdom 
  (Perception) check notices fresh drops of blood on the 
  floor near the south door leading toward Area 6.
  The stairs lead up to some bedrooms containing only 
  sleeping areas and nothing of great value.
  5. DINING ROOM
  Finely crafted chairs surround a matching dining table. A long, 
  elegant tablecloth covers the table, and exquisite place settings sit 
  atop the linen.
  Delpha, unconscious and bound with shackles, lies beneath 
  the table. She is the main course for tonight’s celebration, after 
  the ritual to create the rat king.
  Treasure
  The place settings fetch a total of 50 gp if sold to a collector.
  6. SITTING ROOM
  Two men sit on plush sofas, chatting over glasses of brandy and 
  smiling amicably.
  Ruprecht and Belville are two spies, members of the cult 
  acting as extra guards on this important day. Their shortswords 
  are hidden in the sofas. A skirmish in the entryway (Area 4) 
  brings one to assist the veterans, while the other runs to warn 
  Rathsys, the rattok demon, in the shrine (Area 8).
  7. KITCHEN
  Several ratfolk and others move about the kitchen, preparing a 
  meal. Rats scurry among the pots and pans, nibbling from the food 
  as it is being prepared.
  Four ratfolk and seven commoners prepare for the ritual and 
  the festivities to follow. They are too busy to be bothered with 
  questioning the PCs, unless the alarm has been raised by others 
  in the club.
  
  17
  8. SHRINE
  This inner courtyard is littered with trash but also decorated 
  with statuettes, emblems, carvings, and other totems dedicated to 
  rat-kind. Dead felines are nailed to the walls of the courtyard. A 
  jade idol of a demonic rat rests in the courtyard’s center. Several 
  human figures, sporting long red robes, prostrate themselves before 
  the idol. Next to the idol, a small demon jibbers and prances. On 
  the other side of the idol, a ratfolk wielding a bone wand chants 
  along with the demon.
  If Jeeb escaped, the bone-wielding ratfolk warlock is here. 
  If not, the warlock is another recruit of Rathsys, the rattok 
  demon (Creature Codex, p. 90) at the center of the cult. Four of 
  the prostrate figures are nobles, lured by the promise of power 
  and coin to this odd cult.
  Developments
  Rathsys orders the warlock and nobles to attack immediately. 
  When the first combatant dies, the idol glows with a sickening 
  purple light. At the second death, the idol glows brighter. At 
  the third death, rats stream from the walls and form a rat king 
  (Tome of Beasts, p. 318), which attacks the intruders with gusto.
  A RAT AMONG US PART TWO
  Treasure
  The jade rat idol itself is worth 500 gp. Rathsys’ hoard—buried 
  in a pit in the courtyard—includes 350 gp and a cloak of protection 
  that the demon could not attune to.
  ConClusion
  If the PCs run into trouble, Treniece might arrive with some 
  city guards to help in the fight—especially if they accidentally 
  summon the rat king through their slaughter of the enemy. 
  With the cult uncovered in this area, they might earn the 
  thanks of the city for a job well done or there could be further 
  threats posed by worshippers of Chittr’k’k elsewhere.
  
  18
  CREATURE CODEX LAIRS
  Caverns of the 
  hoWling moon
  baCkground
  Meziwah [MEHZ-eh-wah] is a matriarch serpentine lamia 
  (Creature Codex, p. 249) who, through intermediaries and 
  proxies, leads a large consortium of merchants across several 
  cities. Her snake-like body scares some, so she remains secreted 
  away, keeping her enterprise running smoothly while enjoying 
  the fruits of her labors in private.
  At the height of every full moon, however, Meziwah succumbs 
  to the hedonistic madness of her kind. For that one night, she 
  takes up residence in a series of caverns she secured just for this 
  purpose. Her merchant network is invited to join her in a festival 
  of the senses.
  This night of madness, unfortunately, includes a violent 
  culmination. Enemies of Meziwah and her consortium—
  rival merchants, uncooperative tradespeople, interfering 
  adventurers, etc.—are invited to the festivities to play a central 
  role: death at the hands (and fangs) of Meziwah’s servants.
  adventure hook
  A merchant with whom the PCs have had interactions in the 
  past invites them to join her for a celebration, presented by the 
  leader of a merchant consortium. This invitation might ask the 
  PCs to act as bodyguards, or be guests, or serve as a way of being 
  introduced to the consortium’s rich and powerful leader for 
  potential work.
  Whether this merchant is honest or deceitful depends on the 
  direction of your game. She might be complicit in the deception 
  and happenings at the caverns, or she might be horrified to see 
  what occurs there. She could be an innocent needing protection 
  or a full participant in the atrocities.
  hoWling moon Caverns
  When the PCs arrive at the Howling Moon Caverns, they see an 
  abandoned mine entrance.
  1. ENTRANCE
  This cave was once an active mine, but it has been played out. Fresh 
  red paint on the rock wall above the entrance reads “Howling 
  Moon Caverns.” A cart of food and drink—fine ales and wines as 
  well as fresh bread and expensive cheeses—sits by the entrance.
  The food and drink are laced with slow-acting, intoxicating 
  poison. The “regulars” know this and avoid the food, unless they 
  are noncombatants—then they make a full meal of it, relishing 
  the intoxicating effects. The poison doesn’t take effect until 
  those that eat or drink it enter combat for the first time after 
  ingesting it. When such a creature enters combat, it must make 
  a DC 11 Constitution saving throw. On a failure, the creature 
  gains one level of exhaustion and has disadvantage on Wisdom 
  and Charisma saving throws until it finishes a long rest. On a 
  success, the creature feels light-headed and finds things a little 
  more humorous than normal but is otherwise unaffected. 
  2. PIT CAVERN
  Steep steps lead down a passage to a cavern with a pit in the center. 
  Nicely dressed people carrying food and drink circle the pit. Their 
  finery seems out of place among the dirt and rocks of the cavern. 
  Seven commoners and five nobles occupy the room, enjoying 
  the refreshments while waiting for the “entertainment” 
  to commence. Four guards patrol the room, keeping the 
  occupants safe—while also keeping the people who will provide 
  the entertainment (whether they know it or not) from leaving 
  (see Developments).
  Northwest Shelf. Climbing to the 10-foot-high shelf in the 
  northwest corner of the cavern requires a DC 5 Strength 
  (Athletics) check using the ropes. On the shelf is a shaft leading 
  down. Shining a light down the shaft reveals a deep pit full of 
  hundreds of snakes of various sizes. The shaft is home to many 
  snakes that serve Meziwah.
  A serpentine lamia lair suitable for four or five 4th-level characters
  
  1
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  20
  CREATURE CODEX LAIRS
  An unlocked chest in the corner of the shelf contains valuable 
  gems and jewelry worth a total of 400 gp.  All of the jewelry has 
  motifs of snakes or moons.
  Developments
  When the “entertainment” begins, a pair of commoners 
  are shoved into the pit by the guards. Moments later, two 
  Zanskaran vipers (Tome of Beasts, p. 354) writhe out of cracks in 
  the pit walls and attack the innocent people. The pit is 10-feet 
  deep. A PC can climb down the walls with a successful DC 10 
  Strength (Athletics) check. Alternatively, a PC can jump into the 
  pit and land on its feet without taking damage or falling prone 
  with a successful DC 15 Dexterity (Acrobatics) check.
  If the PCs take actions to rescue the people in the pit or 
  interfere, the guards attack and attempt to push the PCs into the 
  pit as well. After one viper is defeated, a scitalis (Creature Codex, 
  p. 321) emerges from the shaft on the shelf, slithers down the 
  ropes, and joins in the fray in the pit.
  3. THE WIRBELN COLONY
  This cavern teems with colorful spiral-shaped fungi. Most are 
  rooted in place on the floor or walls, but some of the strange fungi 
  hover at eye level. A few revelers wander the room, some staggering 
  as if drunk, and a few others pacing madly with panicked looks in 
  their eyes.
  This cavern is at the edge of a wirbeln fungi colony. The 
  sentient fungi have fostered a symbiotic relationship with 
  Meziwah. She provides food and company, and they provide 
  security for the lair when she’s away.
  Two yellow and two purple wirbeln fungi (Creature Codex, p. 
  166) patrol the cavern. They attack only if attacked first. They 
  periodically use their spore cloud on assembled groups. The 
  revelers await this eagerly, as they seek the strange effects the 
  spores have on them. They call it “going sporing.”
  The passage to the east leads to the main colony of the wirbeln. 
  Only Small or smaller creatures can squeeze into the tight 
  passage, but the main colony does not welcome trespassers. 
  4. GAMES
  More revelers fill this room. Tables on the western wall hold cards, 
  dice, and other equipment for games of chance. A game of darts is 
  just getting started on the eastern wall. 
  Alter the goings-on here as you see fit if the “entertainment” 
  already happened in Area 2. People in this cavern are ignorant of 
  the violence and continue with their games.
  The characters can take part in some games of luck and skill, 
  perhaps making a few coins in the process.
  • A PC that wants to play a game of cards or dice must make a 
  DC 10 Intelligence (Investigation) check followed by a DC 10 
  Wisdom (Insight) check. A PC that fails one check loses 5 gp. 
  A PC that fails both checks loses 15 gp. A PC that succeeds on 
  both checks wins the game and gains 20 gp.
  • A tournament of darts is starting. A PC that wants to join the 
  tournament must pay 50 gp. A PC in the tournament must 
  make three consecutive successful ranged attacks against AC 8 
  to win the preliminary match and recoup the entry fee. In the 
  next match, the PC must make three consecutive successful 
  ranged attacks against AC 14 to win 30 gp. In the final round, 
  the PC must make three consecutive successful ranged attacks 
  against AC 18 to win the tournament and an additional 70 gp.
  North Chamber. The chamber to the north of the main chamber 
  is decorated with a sign saying, “The Most Beautiful Statue in 
  the World: Kiss for Luck.” An intricately carved marble statue of 
  Meziwah rests in the northwestern corner of the chamber.
  If a creature kisses the statue, it must make a DC 13 
  Constitution saving throw. On a failure, the creature takes 6 
  (1d12) psychic damage. If a creature is charmed by Meziwah and 
  fails this saving throw, it takes 13 (2d12) psychic damage instead. 
  On a success, the creature gains advantage on its next attack roll, 
  ability check, or saving throw. 
  The magic of the statue can be temporarily suppressed with a 
  successful DC 20 Intelligence (Arcana) check. Meziwah, who 
  has a magical connection with her statue, becomes angered if the 
  statue’s magic is suppressed and sends two Zanskaran vipers to 
  investigate. The magic of the statue returns after 1 hour.
  5. GUARDS
  Steps lead down from the game chamber into an area where even 
  more finely dressed individuals mill about, chatting with each 
  other and looking at pieces of art hanging on the walls. Flanking 
  the opening to a passageway leading north are two suits of plate 
  armor. A line of revelers stands before the “guards,” as if they are 
  waiting to enter the chamber beyond.
  The two “guards” are animated armor, and each holds a 
  swarm of poisonous snakes inside it. When a suit of armor is 
  defeated, the swarm of poisonous snakes inside it pours out and 
  attacks.
  
  21
  The nobles and merchants here wait for their turn to 
  meet the hostess, hoping to curry favor with the leader 
  of the consortium. The guards await Meziwah’s 
  command before allowing anyone access to the 
  chamber where she entertains her guests. If the PCs 
  attempt to push through the line, the suits of armor 
  block the passage. Further attempts to enter the 
  chamber cause the guards to attack.
  6. MEZIWAH
  A strange creature with the torso of a human woman and 
  the lower body of a snake holds court in this chamber. An 
  underground stream cuts through the eastern edge of the cavern, 
  disappearing into a passage fully submerged in water. Several 
  revelers stand transfixed, staring either at the serpentine creature 
  or a body in the water, thrashing and struggling to stay afloat.
  Meziwah, a matriarch serpentine lamia (Creature Codex, 
  p. 249), charms creatures here, then watches as the three 
  grindylows (Creature Codex, p. 210) in the water drown victims 
  she sends their way. The grindylows are members of a larger tribe 
  of the creatures that reside in the stream. They have an alliance 
  with Meziwah that is mutually beneficial: they protect the 
  stream entrance to the area, and she brings them fresh victims.
  The six nobles here are either charmed by Meziwah or 
  intoxicated by the food and drink, leaving them incapable of 
  doing anything other than stare. If the combat is too easy for 
  the PCs, you might have Meziwah order a charmed noble 
  to assist her in battle. Alternatively, if the combat is proving 
  more difficult for the PCs, you can have a noble break out of 
  its stupor and aid them.
  If Meziwah charms a PC before open hostilities occur, she 
  instructs the PC to kiss the statue in Area 4, taking the PC out 
  of combat for a few rounds. 
  The grindylows use their mimicry trait to make it sound like 
  people are drowning in the water. If a PC enters the water to 
  search for people to rescue, the grindylows attack and attempt to 
  drown the PC.
  Stream. This stream is 10 feet deep, requiring a successful DC 10 
  Strength (Athletics) check to remain afloat and move. Two dead 
  bodies are resting on the bottom of the stream already. A moored 
  boat rests on land at the edge of the stream. As an action it can be 
  pushed into the water to assist in the battle.
  Developments
  If the guards in Area 5 were not defeated already, they rush to 
  Meziwah’s aid after a few rounds of combat. Meziwah does 
  not want to die. To secure her safety, she surrenders before 
  getting close to death or she might use the stream to swim to 
  safety, where it is hard for the PCs to follow. Being a powerful 
  mercantile and political force in the area, Meziwah might try to 
  bribe the PCs to let her live in return for wealth and power. 
  ConClusion
  If the PCs defeat Meziwah, there is a noticeable decline in 
  disappearances of people, especially around the time of the full 
  moon. Unfortunately, Meziwah belongs to a large organization 
  of serpentine lamia in the area, and, if the PCs killed Meziwah, 
  those lamia eventually catch wind of their sister’s death at the 
  hands of the PCs. An assassin or two might be dispatched, 
  and, if those fail, the lamia might take more forceful means of 
  revenge.
  The wirbeln fungi are happy to make a new deal with someone 
  other than Meziwah, ensuring that they can stay in the caverns 
  without fear of encroachment. The strange fungi may not 
  understand the humanoid world very well, but they can be 
  powerful allies.
  A note on treasure: how much the characters can get for the 
  treasures from the caverns is up to you. Several of the revelers 
  are wealthy nobles and merchants, and the statuary and 
  paintings within could be worth a good bit of coin. If the PCs 
  insist on taking everything, many of the art objects here could 
  have been stolen by Meziwah, and the rightful owners would 
  appreciate their return. Taking the coin, jewelry, and other 
  possessions from the nobles and merchants could lead to further 
  trouble when the PCs attempt to sell them.
  CAVERNS OF THE HOWLING MOON
  
  22
  CREATURE CODEX LAIRS
  Paying the  
  shadoW toll
  baCkground
  Hurkl the shadow goblin (Creature Codex, p. 191) was a 
  particularly unexceptional specimen of his kind—until he 
  found his destiny (or vice versa) one fateful day traveling along 
  the Dancing Shadow Path between two shadow roads. Hurkl’s 
  master, a lieutenant of the Moonlit King, led his troops into 
  an ambush set by a rival band of shadow fey. Only Hurkl and a 
  shadhavar (Tome of Beasts, p. 344) mount survived.
  When the cowardly shadow goblin emerged from his hiding 
  place to search the area, he found the valuables of both forces 
  decorating the ground. Among the assorted coins and weapons 
  was a wand of fireballs, which the goblin quickly learned how to 
  trigger. He also nursed the shadhavar back to health, earning the 
  creature’s loyalty.
  Within weeks, Hurkl’s growing sense of empowerment, his 
  powerful new wand, and his dangerous shadhavar ally earned 
  him a few shadow goblin followers. They established a base in 
  the forest along the Dancing Shadow Path, forcing travelers to 
  hand over some of their valuables in order to pass. This “shadow 
  toll” has given Hurkl’s band of shadow goblins a growing 
  reputation in the area.
  adventure hook
  The PCs are asked to hunt down a shadow fey pattern dancer 
  (Creature Codex, p. 147) called Jaffmin who escaped from a 
  local town’s authorities after she was caught spying. It is 
  important that she is captured alive, because she holds valuable 
  information. The sheriff is willing to pay 500 gp to a group 
  bringing her back.
  She was last seen moving toward the nearest shadow road. As 
  the PCs pursue her, they come upon a standoff between Jaffmin 
  and the shadow goblins of Hurkl’s army. When the tension is at 
  its highest, a shadow fey knight of the road (Creature Codex, p. 
  146) approaches, seeking to claim the shadow fey bounties on 
  the heads of both the goblin leader and the pattern dancer.
  danCing shadoW Path
  The PCs approach the lair from the south, following the trail of 
  Jaffmin.
  1. CLEARING
  The thick foliage and underbrush choking the path up to this point 
  thin out into a clearing. A few felled trees and exposed rocks mar 
  the otherwise flat, clear landscape along the path. Despite the day’s 
  wonderful weather, clouds hang above this stretch of the forest, 
  leaving the area dim.
  The presence of the nearby shadow roads casts a pall over the 
  area. The PCs’ view of the standoff (Area 4) is blocked by trees 
  and rocks. They must move past the pit trap before they can see 
  what is happening. They also must move stealthily from this 
  point forward if they want to escape the notice of the hidden 
  shadow goblins in Area 2.
  Goblin Pit Trap.  A cloth piled with grass and dirt covers a 
  pit in the pathway (represented by “pit” on the map). When a 
  creature or creatures weighing 100 pounds or more step on the 
  cover, it collapses and drops all creatures in the pit’s area into 
  the pit. The pit is 20 feet deep and creatures that fall into it take 
  falling damage. A creature must succeed on a DC 10 Strength 
  (Athletics) check to climb out of the pit. 
   Prevention. A successful DC 15 Wisdom (Perception) check 
  discerns the edges of a green cloth that has been piled with grass 
  and dirt and covers a pit.
  2. LOOKOUTS
  Six shadow goblins (Creature Codex, p. 191) hide in the foliage of 
  a felled tree. A successful DC 20 Wisdom (Perception) check is 
  required to see them. However, their attention is focused fully 
  on Jaffmin, so PCs have advantage on Dexterity (Stealth) checks 
  made to move past them.
  Developments
  These shadow goblins wait to see how the standoff in Area 3 
  plays out. They are just as likely to flee as they are to attack, 
  A shadow goblin lair suitable for four or five 4th-level characters
  
  Pit
  1
  2
  3
  4
  5
  6
  7
  8
  
  24
  CREATURE CODEX LAIRS
  although they try to follow the commands of their leader, Hurkl, 
  to the best of their (cowardly) abilities.
  If the PCs hide and watch the situation instead of taking 
  an active role, you can spur them into action by having these 
  goblins throw knives at them. If the PCs trigger the pit trap in 
  Area 1, these goblins attack those who didn’t fall.
  3. TREE BARRAGE
  Thirty feet up in this oak tree, a shadow goblin named Wriith 
  sits holding a sack. Within the sack is a swarm of insects she 
  has meticulously collected and trained over the weeks she has 
  worked for Hurkl.
  When she decides it is time, Wriith hurls the sack into a space 
  within 30 feet of the tree. The swarm of insects then emerges to 
  attack a creature in that space. 
  Wriith watches gleefully as the insects bite and sting the 
  creatures below her. If the insect swarm is defeated, Wriith is 
  distraught and furious. She hurls herself out of the tree at the 
  creature who struck the final blow to the swarm (or the nearest 
  ally of the perpetrator). The target must make a DC 15 Dexterity 
  saving throw. If the target is more than 30 feet away from the 
  tree, it has advantage on this saving throw. On a failure, the 
  target takes 14 (4d6) bludgeoning damage and is knocked prone 
  as Wriith crashes into the target. On a success, the target takes 
  half the damage and isn’t knocked prone as Wriith’s dive doesn’t 
  connect quite how she wanted. Wriith lands prone within 5 feet 
  of the target whether it succeeds on its saving throw or not. She 
  then gets up and viciously attacks the creature that struck the 
  final blow to her swarm.
  4. STANDOFF
  Standing on the path, wielding a shortsword, is the escaped shadow 
  fey dancer. She holds very still, looking to the north. An enormous 
  brown bear stands in front of her, growling and swiping with its 
  razor-sharp claws at a log fallen beside the road. A trio of dusk-
  skinned goblins lie bleeding out at her feet.
  Jaffmin the shadow fey pattern dancer (Creature Codex, p. 147) 
  was attacked by Hurkl and his troops when she refused to turn 
  over any treasure, because she has none. She killed the three 
  goblins at her feet with her blade, but she also took a fireball from 
  Hurkl’s wand before the cowardly shadow goblin retreated on 
  the back of his shadhavar mount.
  On the other side of the fallen log are four shadow goblins, 
  ordered by Hurkl to remain there and parley with Jaffmin until 
  the leader can figure out what to do. They are currently terrified 
  by the major image of a brown bear that Jaffmin is concentrating 
  on. A successful DC 13 Intelligence (Investigation) check after 
  interacting with the bear reveals it to be an illusion.
  A successful DC 15 Wisdom (Perception) check reveals that 
  Jaffmin’s arms and torso are burned quite badly. The PCs can 
  notice the goblins behind the log with a successful DC 20 
  Wisdom (Perception) check.
  5. HIDING
  Hurkl the shadow goblin sits with his shadhavar (Tome 
  of Beasts, p. 344) mount in a clearing off the main path. He 
  retreated when he saw how easily Jaffmin took out three of his 
  goblin followers. Hurkl has no idea that one more solid strike 
  from his wand of fireballs would have taken down Jaffmin.
  Hurkl is currently having a crisis of conscience: he wants to kill 
  the troublesome shadow fey trying to cross his territory, but he 
  is also not a big fan of dying. He is hoping that his followers can 
  take care of the problem, but he also knows he has to put himself 
  in danger again.
  If Hurkl emerges from hiding on his shadhavar mount, read:
  A shadow goblin riding a unicorn emerges from the thicket of the 
  forest. He clutches an arcane wand.
  The shadhavar is using its disguise self to appear as a unicorn, 
  which might slow down area attacks that include it. A successful 
  DC 13 Intelligence (Investigation) check after interacting with 
  the shadhavar reveals the disguise.
  Development
  Hurkl uses his mount’s speed to his advantage, popping out to 
  use the wand of fireballs and then riding away. The wand only has 
  two charges left, but Hurkl does not know that.
  6. FALLING TREE
  A shadow goblin called Brak hides here, waiting to spring a 
  trap when the time is right. Brak has chopped away at the base of 
  the tree, and it is now only being held up by a rope. If Brak uses 
  an action to cut the rope, the tree falls into the path, covering a 
  30-foot-by-30-foot area just south of the fallen log in Area 4.
  If Brak does this, read:
  A loud twang, like that of a rope breaking, echoes from the east. It is 
  followed immediately by a cracking and splintering sound. One of 
  the large oaks of the forest falls across the path.
  
  25
  Falling Tree. A creature in the path of the falling tree must make 
  a DC 13 Dexterity saving throw. On a failure, a creature takes 21 
  (6d6) bludgeoning damage, is knocked prone, and is pinned by 
  branches. On a success, a creature takes half the damage and isn’t 
  knocked prone or pinned. A pinned creature is restrained and 
  can’t stand up. A creature can take an action to make a DC 10 
  Strength check, ending the pinned state on a success. 
  7. REINFORCEMENTS 
  Six more shadow goblins hide behind a pair of boulders, 
  waiting to see how the standoff plays out. These goblins 
  comprise Hurkl’s elite guard (AC 14, 18 hp), and they do not run 
  away from battle. If Hurkl emerges from hiding to attack, they 
  do as well. 
  8. ARRIVAL
  When you feel the time is appropriate, the situation is 
  complicated by the arrival of Jesserry, a shadow fey knight 
  of the road (Creature Codex, p. 146). She has heard that a 
  bounty has been placed on the heads of both Hurkl and 
  Jaffmin by the courts of the shadow fey, and she is moving 
  to intercept the pattern dancer before the dancer escapes to 
  the Shadow Realm.
  As Jesserry arrives, read:
  Hoofbeats drum a sharp and steady rhythm from the 
  north. Atop a dark steed sits a shadowy figure in an 
  elaborately decorated breastplate. She levels a wickedly 
  sharp lance and speaks. “Well, this looks like a situation 
  that could use a little sorting. It’s a good thing I am here. 
  Sorting is my specialty! Everyone should drop their weapons, 
  spell components, and general hostilities.”
  Like the PCs, Jesserry has instructions to bring back 
  Jaffmin alive—except that her bounty is being paid by 
  the Queen of Night and Magic (Tome of Beasts, p. 192). 
  Hurkl, on the other hand, can be brought back to the 
  queen dead.
  Jesserry is less conniving than Jaffmin, but just as 
  self-assured and haughty. If both are given the chance 
  to manipulate the PCs, they make promises of treasure 
  and power that they can provide the PCs if the PCs 
  assist one side or the other. Neither, of course, follows 
  through on any promises in the long run, turning on the 
  characters as soon as they are back in a position of power.
  For his part, Hurkl also pleads with the PCs for his life 
  if it comes to that. He is less convincing than the shadow 
  fey, but he is much more earnest.
  ConClusion
  This lair can end in a variety of ways, meaning it can spark 
  further adventure. If the PCs end up siding with any of the three 
  (Hurkl, Jaffmin, or Jesserry), those shadow creatures can be 
  prompts for further quests. Doing this embroils the characters 
  in the machinations of the fey lords and ladies.
  Hurkl’s treasure trove is hidden beneath a boulder just off the 
  trail. It contains 275 gp in coins, 450 gp in stolen goods, assorted 
  nonmagical weapons, and two potions of healing. 
  If the PCs kill or capture all three, they can go about their lives 
  as usual—until, of course, the masters of Jaffmin or Jesserry 
  learn what happened. The shadow fey may send out assassins or 
  other servants to make life difficult for the PCs. Little is more 
  dangerous than having the enmity of a powerful fey creature!
  PAYING THE SHADOW TOLL
  
  26
  CREATURE CODEX LAIRS
  sWePt aWay
  baCkground
  No one in town knows who created the Obelisk of a Thousand 
  Runes. Even the oldest elf says the great monolith was there 
  when her grandmother was born. As far as folks are concerned, 
  it has been there forever. A few hours’ walk from town, the 
  obelisk is deemed a symbol of good luck for those who make the 
  trek to touch it. Since it’s not on a main thoroughfare, it only 
  gets visited by those specifically seeking it. But many do.
  The granite obelisk rises over 100 feet in the air, thinning 
  and tapering to a point near the top. One face of the monolith 
  contains etched runes that even the most knowledgeable 
  scholars could only guess at the origins or meaning of.
  While the obelisk shows no obvious magical effects, the locals 
  insist that if you touch one of the monolith’s runes immediately 
  before an important occasion in your life, your endeavor is 
  blessed with good luck. The higher the rune’s placement on the 
  obelisk that you touch, the better the luck—or so it’s said. On 
  any given day you might find people hoisting pregnant women 
  onto their shoulders to touch a rune higher on the obelisk. An 
  engaged couple might climb the obelisk on the night before 
  their wedding. Merchants about to embark on long journeys 
  or craftspeople opening new businesses bring ladders to get as 
  much luck as possible. A few intrepid youngsters have climbed 
  to the top before leaving home on their adventures.
  Unfortunately, the area around the Obelisk of a Thousand 
  Runes was recently claimed as the new home of a wind’s harp 
  devil. The bizarre fiend’s presence has drawn a menagerie of 
  twisted creatures that share an affinity for wind. As their first act 
  of aggression against the land around them, they toppled the 
  obelisk and disrupted a wedding ceremony taking place there.
  adventure hook
  While the PCs rest in town or travel along the road, a woman 
  on horseback rides into town at a panicked gallop. The woman, 
  a leatherworker called Geornie, tells a tale of the scene at the 
  Obelisk of a Thousand Runes when she left: a dozen people were 
  attending a wedding ceremony at the obelisk when a terrible gale 
  began out of nowhere. The wind tossed people around like dolls, 
  and the great monolith began to tip. She rode away as fast as she 
  could to seek help and escape the maelstrom.
  the obelisk of a  
  thousand runes
  The obelisk is located on a plateau, clear of many trees and other 
  major foliage. A shallow, spring-fed stream runs across the path 
  here. It is only a few inches deep where it crosses the path but 
  deepens as it travels along the plateau. The path from town to 
  this area is only dirt, but it has been beaten into a serviceable 
  road by the frequent travel of visitors to the obelisk. 
   
  As the PCs approach the obelisk, they can get a general view 
  of the area. Read:
  The path southward through the rolling countryside ascends slowly 
  to the wide top of a large plateau. Tall grass covers the plateau 
  while a few apple trees and berry bushes grow near a small stream 
  flowing across a footpath. 
   
  Chunks of granite of various shapes and sizes are spread 
  throughout the tall grass. Each piece has runes etched into one face. 
  To the south, across the stream in a well-trod area, is a stump of 
  rock emerging from the ground. Several humanoid bodies, all very 
  still, lie near this protruding rock.
  The action does not begin until the PCs cross the stream. If 
  they try to fly or teleport into the area, they are greeted by the 
  storm spirits (see Area 2).
  1. THE CROSSING
  The stream is only a few inches deep where the path crosses the 
  water. A strong breeze picks up, rustling the leaves of the trees and 
  bushes. The violence of the wind increases steadily.
  One wind weasel (Creature Codex, p. 375) hides in its whirlwind 
  form, appearing as leaves dancing in the wind above the stream. 
  Four giant shockwing moths (Creature Codex, p. 179) hide in the 
  berry bushes and leaves of the apple trees. The wind weasel and 
  the shockwings attack when a PC steps into the water or crosses 
  the stream. 
  A wind’s harp devil lair suitable for four or five 6th-level characters
  
  1
  3
  2
  
  28
  CREATURE CODEX LAIRS
  At your discretion, a PC standing in the water when it 
  takes lightning damage from the shockwing could 
  take an extra 2 (1d4) lightning damage, or the 
  PC could have disadvantage on the saving 
  throw to avoid the lightning damage from 
  the shockwing’s Charged trait. As the 
  creatures are defeated, their forms 
  dissolve to dust and are blown away 
  on the wind.
  2.  REAPING THE 
  WHIRLWINDS
  In the clearing between the stream and the base of 
  the monolith, ten storm spirits (Creature Codex, p. 
  350) protect against intruders. The wind’s harp devil 
  instructed them to make sure no one approached Area 3 
  without its permission—and the PCs certainly don’t have 
  its permission. Read:
  As the road curves south, the wind turns to blow directly 
  against anyone approaching the obelisk’s resting place.
  Moving east and west does not cost extra movement 
  but moving south is considered difficult terrain. 
  A creature moving north, either on its own or 
  because it is forced to, moves an extra 10 feet. For 
  example, if a storm spirit uses its tempest action to push 
  a target north, the target is pushed 20 feet instead of 
  10 feet.
  A creature that makes a ranged weapon attack 
  roll at a target south of it has disadvantage on the 
  attack roll, and a creature that makes a ranged 
  weapon attack roll at a target north of it has 
  advantage on the attack roll. Magic that controls 
  wind or weather can eliminate the wind completely for the rest 
  of this adventure. Alternatively, druid PCs or PCs who worship 
  wind or weather deities could, at your discretion, call upon 
  nature or entreat their gods to intervene.
  3. THE WEDDING PARTY
  A well-worn path encircles an area that holds a stump of granite 
  and a few rows of chairs. Two humans, a man and a woman 
  dressed in fine clothes decorated with flowers and lace, rise with 
  a jerking motion, leaves and rose petals dancing around them. 
  Similarly, a woman dressed in priestly vestments rises between 
  them. A small, cloaked figure sits behind the priestess and plays a 
  strange, disconcerting tune on a large harp.
  The wedding party comprised the bride and groom, humans 
  named Aplynn and Hrobert, and several attendants and family 
  members (commoners lying on the ground that are unconscious 
  but stable). Overseeing the ceremony is an acolyte named Sister 
  Jatrice. The three “moving” people here are unconscious but 
  stable, being held aloft by three wind weasels in whirlwind form. 
  The cloaked figure is a wind demon (Creature Codex, p. 93), and 
  the harp is, of course, the wind’s harp devil (Creature Codex, p. 
  105). A second wind demon hides among the rows of chairs 
  nearby, waiting for the wind’s harp devil’s signal to attack any 
  intruders.
  A PC watching the grim pantomime of the wedding play out 
  can make a DC 15 Wisdom (Insight) check. On a success, the PC 
  realizes that the three humans are alive but unconscious, and 
  that their actions are being manipulated by creatures hiding in 
  the wind.
  If the bride, groom, priestess, or any of the wedding party 
  lying on the ground are damaged, they die. The wind’s harp 
  devil wants to have a little fun with the townsfolk before killing 
  them, and, after the PCs arrive, it hopes to trick the PCs into 
  accidentally killing the innocent people.
  Developments
  If the PCs continue to watch and not act, the wind weasels make 
  their unconscious puppets take violent actions against each 
  other, such as slapping and kicking with flopping limbs. A PC 
  watching this has advantage on its Wisdom (Insight) check to 
  determine the humans are being manipulated.
  The wind weasels might grow impatient and manipulate their 
  puppets into making aggressive motions toward the PCs to 
  increase the likelihood the PCs will attack the innocent victims. 
  Alternatively, the wind weasels or the wind demons might grow 
  tired of the whole charade and attack the PCs out of boredom.
  Once all pretenses of subterfuge are removed, the wind 
  demons, wind weasels, and wind’s harp devil attack directly, 
  hoping to knock the PCs unconscious and play with them next.
  
  29
  Aftermath
  Even after dealing with the fiends here, the PCs have one more 
  challenge to overcome. The devious wind’s harp devil has etched 
  a magical trap into one of the unconscious wedding guests, 
  which could bring a gruesome end to all of the innocent victims 
  even after the devil is defeated. 
  Trapped Guest. An unconscious guest has been trapped with 
  a glyph of warding spell. The explosive runes of the glyph are 
  triggered when the guest stands up or is lifted to a standing 
  position. When the trap triggers, the trapped guest explodes, 
  killing it instantly in a crack of thunder. Each creature within 20 
  feet of the guest must make a DC 13 Constitution saving throw, 
  taking 22 (5d8) thunder damage on a failed save, or half as 
  much damage on a successful one.  
   Prevention. A successful DC 10 Wisdom 
  (Perception) or Intelligence (Investigation) check 
  reveals that a wedding guest has blood on its shirt 
  that looks like a specific pattern. Opening the shirt 
  reveals a rune etched into the guest’s flesh. The rune 
  can also be found with a detect magic spell. The 
  rune can be deactivated with a successful DC 15 
  Intelligence (Arcana) check or destroyed with a 
  successful dispel magic (DC 13) cast on the guest. 
  Alternatively, magical healing can close the wounds 
  on the guest and eliminate the rune.
  Treasure
  The wind’s harp devil acquired a small amount 
  of treasure before establishing its lair here. 
  Buried at the base of where the obelisk once 
  stood are 10 diamonds worth 50 gp each, 
  2 potions of greater healing, a potion of animal 
  friendship, and a wand of secrets. There is also a map 
  to another landmark in the area where people 
  often congregate, but it is not clear why the devil 
  had this map.
  ConClusion
  If the PCs manage to save everyone, the father 
  of the bride, a wealthy merchant from the town, 
  offers each character 100 gp as gratitude. Any 
  divine characters might be asked to oversee the 
  marriage ceremony at a later date, and any offspring 
  from the marriage might be named after one or more 
  of the characters.  If one or more people died, the 
  situation is more somber. Smaller rewards might 
  be offered by some of the townsfolk for stopping 
  the spread of further evil.
  For further adventure, the wind’s harp devil might have been 
  sent to the obelisk by a master that needed the great monolith 
  toppled because its protective powers were hindering a larger 
  invasion. The townsfolk could ask the PCs to find a way to 
  reconstruct the obelisk themselves or go out in search of a 
  powerful creature who can do it. The wind’s harp devil’s master 
  would not want this to happen and would send more minions 
  to interfere. The area detailed on the wind’s harp devil’s map 
  may have something to do with the mastermind behind these 
  terrible deeds.
  SWEPT AWAY
  
  30
  CREATURE CODEX LAIRS
  iCe maiden’s kiss
  baCkground
  Mother Rime, a snow hag (Creature Codex, p. 214), lives north of 
  a small fishing village in the cold and barren wastes. The villagers 
  do not know her true nature. She is cunning enough to make 
  them think she is a beneficent figure, even as she, year after year, 
  secretly brings trouble and strife to the population.
  A year ago, Mother Rime stole a young girl named Bruffa from 
  her fisherfolk family, bringing the girl back to the lair and eating 
  her, as snow hags are known to do. Just recently, Bruffa was born 
  again from Mother Rime as an ice maiden (Tome of Beasts, p. 
  254). Unlike others of her kind, however, the new incarnation of 
  Bruffa is not evil by nature. She retained a bit of her humanity, 
  although spending too long under the tutelage of Mother Rime 
  will eventually drive that out of her.
  Just a few days ago, after birthing the ice maiden version 
  of Bruffa, Mother Rime went back into the village. This time 
  she stole three children: Dove, Kallik, and Jermini. She was 
  seen, however, leaving the vicinity with the children, and the 
  townsfolk are confused as to why the kind Mother Rime would 
  take children.
  Mother Rime intends, with Bruffa’s help, to turn these 
  children into ursa polari to join the one that currently serves 
  her as a terrible lair guardian. With an army of four of these 
  mighty monstrosities, Mother Rime could wipe out the village, 
  completely dominating this area for years to come. Bruffa, 
  however, cannot bear to see these children harmed. The conflict 
  between her humanity and her new form rages inside her.
  adventure hook
  The PCs are asked by the fisherfolk villagers to travel to the 
  home of Mother Rime, which is rumored to be an ice-choked 
  cove a mile’s boat ride from the village. The villagers are poor, 
  but they offer the PCs 50 gp and the indefinite hospitality of 
  their village, if the PCs can bring home the children and learn 
  what led Mother Rime to take them away.
  If the PCs ask the villagers about Mother Rime, they speak of 
  a gentle and wise hermit who lives by herself in an icy cove. She 
  visits once a year, bringing her medicines and toys for sale. She 
  only stays one day, and then returns to her cove until next year. 
  The villagers say no ill word against Mother Rime, for the snow 
  hag hides her treachery well. The villagers do admit that people 
  go missing frequently in the area, but such is the lot of seafaring 
  people in the icy environs. They do not know that Mother Rime 
  is responsible for many of these missing folks.
  An expert sailor named Helusta offers the use of her boat if 
  the PCs require it. She even volunteers to pilot the small fishing 
  vessel into the area free of charge. As winter sets in, the cold 
  weather, the dangerous terrain, and the prowling monsters 
  on the tundra make getting to the area overland practically 
  impossible. The waters to the cove have not yet frozen over, so 
  that path is the safest.
  mother rime’s lair
  Mother Rime lairs in a secluded cove that ices over in the 
  winter. Mountains and other dangerous terrain make the cove 
  inaccessible by land travel, but it is easy to sail into the cove. 
   
  Because winter is approaching, the water of the cove is 
  frigid. A creature in the icy water must succeed on a DC 10 
  Constitution saving throw each round or take 3 (1d6) cold 
  damage. Each minute a creature remains in the water, it must 
  succeed on a DC 10 Constitution saving throw or gain one level 
  of exhaustion. If a creature finishes a long rest near a warm 
  fire, it removes one level of exhaustion gained from being in 
  the icy water. Creatures with resistance or immunity to cold 
  damage or creatures naturally adapted to living in arctic water 
  automatically succeed on this saving throw.
  The water leading into the cove is calm and still. A creature 
  without a swimming speed can swim in it with a successful DC 
  5 Strength (Athletics) check, despite its biting cold. An icy sheen 
  covers the beach here, making movement on land difficult. The 
  ice is considered difficult terrain. If a creature uses the Dash 
  action while on the ice, it must succeed on a DC 10 Dexterity 
  (Acrobatics) check or fall prone at the end of its movement. 
  Because of the approaching winter, the daylight in this area 
  provides only dim light. At night there are fires in the caves just 
  west of the beach, providing dim light on the beach.
  A snow hag lair suitable for four or five 7th-level characters
  
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  CREATURE CODEX LAIRS
  3. MOTHER RIME’S HANDMAIDS
  Three metee-kolen-ol (Creature Codex, p. 404) were offered up by 
  another nearby community to serve Mother Rime in exchange 
  for her protection and mercy. The snow hag ordered them to 
  guard the beach as she prepares for her important ritual. The 
  creatures hide behind the sloping, 10-foot-high ice ridges, which 
  provide three-quarters cover against attacks from the beach, 
  and they use the exploding shard traps to their advantage. A 
  successful DC 15 Strength (Athletics) check is required to climb 
  the icy, east-facing slopes of the ridges.
  Exploding Shard Traps. The flat areas between the ice ridges 
  are trapped with magically exploding shards of ice (represented 
  with a “T” on the map). When a creature first enters the trapped 
  area, it must make a DC 15 Dexterity saving throw, taking 14 
  (4d6) piercing damage and 11 (2d10) cold damage on a failed 
  save, or half as much damage on a successful one. The magic of 
  the trap automatically resets after 1 minute. 
   Prevention. A successful DC 15 Wisdom (Perception) check 
  spots magical runes that have been etched into the ice. A 
  successful DC 10 Intelligence (Arcana) check made as an action 
  while within 30 feet of a single trapped area suppresses the 
  magic of the trap for 1 minute, allowing creatures to cross the 
  area without triggering the trap.
  1. GHOUL ATTACK
  The cove rolls into sight above the calm water. No signs of life are 
  apparent on the shore, but a series of caves behind the beach could 
  hold life. As the boat pushes forward toward the shore, an icy blue 
  hand rises from the water and grasps the edge of the boat. 
  While still far from shore, the PCs encounter Mother Rime’s 
  first line of defense. She turned many of the villagers she has 
  taken into undead creatures that guard the approach to her 
  cove. Currently, seven ghouls, remnants of former fisherfolk 
  she killed, swim the waters outside of her cove. 
  A creature that succeeds on a DC 12 Wisdom (Perception) 
  check isn’t surprised by the ghoul attack. The ghouls, as 
  specialized variants created by Mother Rime, have a swimming 
  speed of 20 feet, and they are adapted to the chill of the arctic 
  water. They are not strong enough to capsize the small fishing 
  boat. Instead they climb onto the deck of the ship to attack or 
  cling to the side of the ship and attack those near the edge. A 
  paralyzed PC, however, might be dragged into the water by a 
  ghoul, forcing the other PCs to mount a very cold rescue.
  Treasure
  Each of the ghouls carries what they did in life. Some carry 
  fishing gear in small tackle boxes on leather belts. One ghoul 
  wears a locket that contains a drawing of her children. Another 
  wears a silver wedding band, and his widow, still back in the 
  village, wears its mate. These items hold little monetary value 
  if sold, but the sentimental value to the villagers is great. These 
  trinkets also prove that Mother Rime is more than what she 
  appears.
  2.  URSA POLARIS
  If the PCs survive the ghoul attack, their trip gets even more 
  dangerous as they approach the shore. Mother Rime’s personal 
  ursa polaris (Creature Codex, p. 364), which she calls Berg, floats 
  placidly just off the beach. When he does this, he is almost 
  indistinguishable from a small ice floe. A successful DC 15 
  Intelligence (Nature) check reveals that one of the ice floes 
  is actually a dangerous creature.
  Developments
  One round after Berg attacks the PCs, the 
  metee-kolen-ol from Area 3 assist the ursa 
  polaris. Each metee-kolen-ol takes cover 
  behind one of the ice slopes and lobs whatever 
  spells it thinks will assist Berg the most. The 
  metee-kolen-ol do not come down to the beach 
  to help Berg directly—even if the bear appears 
  to be losing the fight—preferring to harass the 
  PCs from a distance.
  Treasure
  Berg’s pelt, if fashioned into magic items by 
  a master leatherworker, could be made into 
  a cloak of protection, boots of the winterlands, 
  or a +1 leather armor of cold resistance. 
  Otherwise the pelt would be worth up to 
  750 gp if taken to a city with merchants 
  looking for exotic fur.
  
  33
  without the assistance of Bruffa. She flees across the tundra, 
  taking advantage of her Ice Walk trait and the incoming winter.
  Failure with Bruffa. If the PCs cannot convince Bruffa of their 
  good intentions and Mother Rime’s evil ones, Bruffa joins the 
  snow hag in attacking the PCs.
  Treasure
  In the caves, in addition to the children, are 800 gp worth of 
  coins, gems, jewelry, and art—loot stolen from passing ships 
  and local settlements. Mother Rime also stored away a +1 wand 
  of the war mage that she had yet to attune to.
  ConClusion
  If the children are returned to their families, the village is 
  ecstatic. The elders of the community order a celebration to 
  honor the PCs, who not only saved the children but also defeated 
  a terrible threat.
  If Bruffa returned with the PCs, she is slowly but inevitably 
  accepted into the community and, after a time, evolves to become 
  a true guardian of the village. However, the cold heart of an ice 
  maiden beats in her chest and fighting the magic that created her 
  could prove too much for the young woman. She might even seek 
  the PCs’ aid in curing her affliction at a later date.
  Developments
  Mother Rime and Bruffa are 
  discussing the fate of the three 
  children in the caves to the 
  west of the area represented 
  by the map. When you deem it 
  dramatically appropriate, they can 
  emerge (as discussed in Area 4 below).
  Treasure
  The three metee-kolen-ol carry a total of 250 gp 
  worth of tiny ice diamonds. One of them also carries 
  a potion of greater healing.
  4. THE ICE MAIDEN’S DILEMMA
  With all the disturbances on the beach, Mother 
  Rime the snow hag (Creature Codex, p. 214) and 
  Bruffa the ice maiden (Tome of Beasts, p. 
  254) are aware that intruders are present. 
  Bruffa emerges first to see what is causing the 
  commotion, followed closely by Mother Rime.
  Developments
  If Bruffa exits the cave while the characters are still 
  fighting the metee-kolen-ol, she immediately begs 
  all parties to cease hostilities. If the PCs continue to 
  fight, Bruffa joins the battle against the PCs. Each 
  time she attacks, however, each PC must make a DC 
  15 Wisdom (Insight) check. On a success, the PC 
  realizes that Bruffa does not want to hurt anyone, 
  but the violent actions of the PCs are spurring 
  her on.
  If Bruffa exits after the metee-kolen-ol 
  have been killed, she angrily orders the 
  PCs to tell her what they have done and 
  why they are here. A successful DC 15 
  Charisma (Persuasion) check pacifies her, at least 
  momentarily, but she demands answers to her questions and 
  will attack the PCs if they refuse to answer. 
  How the combat plays out is at your discretion and depends 
  on the roleplaying of the PCs. Mother Rime emerges and tries 
  to convince Bruffa that the PCs are a threat and need to be 
  eliminated before they hurt the children. The snow hag tries to 
  counter any PC arguments by telling Bruffa that the children are 
  ill, and that she needs to perform a ritual to save their lives and 
  to make them stronger. 
  In general, you can play out the scene with the PCs making 
  Charisma checks opposed by Mother Rime’s Charisma 
  (Deception) checks. Make sure to give advantage or 
  disadvantage based on roleplaying and good logical reasoning. 
  As a guideline, if any PC uses the mementos gained from 
  the ghouls as evidence against Mother Rime, the PC gains 
  advantage on the Charisma checks. Similarly, if the PCs 
  withhold information or do not mention they were sent by the 
  fishing village, they have disadvantage on the Charisma checks.
  Success with Bruffa. If the PCs can convince Bruffa that they 
  are no threat and that the children are in danger from Mother 
  Rime, Bruffa agrees to return to the village with them. Mother 
  Rime is furious, but she knows she is no match for the party 
  ICE MAIDEN’S KISS
  
  34
  CREATURE CODEX LAIRS
  king of ill fortune
  baCkground
  In a ruined, abandoned tower said to be cursed by its creator, a 
  kobold king (Creature Codex, p. 239), going by the appellation 
  King Qalqat, gathers kobold followers in a bid to establish his 
  own realm. A dragonborn war chaplain (Creature Codex, p. 410) 
  named Brustival, a traitor to her people and wanted fugitive, has 
  joined King Qalqat’s court as an advisor. A squad of dragonborn 
  bounty hunters moves on the Tower of Ill Fortune, determined 
  to bring Brustival to justice.
  adventure hook
  The local authorities have put out a wanted poster with a sketch 
  of Brustival, a dragonborn who is wanted alive in relation to 
  a series of attacks on pilgrims traveling the roads of the area. 
  Survivors of the attacks relate that the dragonborn focused her 
  attacks on priests, clerics, and acolytes of deities that she claimed 
  “did not represent the true faith of the land” and “allowed 
  discord and chaos to seep into the realms.” The authorities 
  want her alive because it is believed she knows more about a 
  conspiracy brewing in the land. A 500 gp reward is offered if she 
  is brought in alive but only 50 gp if she is returned to the local 
  sheriff dead.
  Brustival was last seen in the badlands west of the city, near a 
  ruined tower known as the Tower of Ill Fortune by the locals. 
  A wizard built the tower a century ago, and rumors said he did 
  terrible magical experiments there. Local legend tells that there 
  was an explosion at the tower that could be heard over 100 miles 
  away. People who went to investigate found only a ruined tower, 
  its rubble strewn for miles. The wizard was nowhere to be found.
  The area around the Tower of Ill Fortune has also been 
  teeming with kobolds as of late. The creatures have kept to 
  themselves, fleeing when spotted, but there is worry in the city 
  that they are gathering. The locals worry that increased kobold 
  activity might mean a dragon has taken residence nearby and is 
  using the kobolds as servants.
  toWer of ill fortune
  The remains of the Tower of Ill Fortune rest atop a terraced hill, 
  carved out of the land to provide defense against attack. The sheer 
  cliffs behind the tower limit access to it. The long, winding stone 
  steps to the southeast provide the easiest access to the tower.
  Each sheer cliff is 20 feet high and requires a successful DC 
  20 Strength (Athletics) checks to climb.  A creature climbing the 
  cliff with climbing gear has advantage on this check. A creature 
  standing within 5 feet of the cliff’s edge has disadvantage on 
  Dexterity ability checks that require balance and on Dexterity 
  saving throws due to the loose, treacherous footing. The stairs, 
  though an easier climb, also present their own hazard.
  Treacherous Stairs. The stairs were carved into the cliff face long 
  ago and haven’t been maintained. A creature that ascends or 
  descends the stairs must make a DC 15 Dexterity saving throw 
  as some of the steps give way. On a failure, a creature takes 22 
  (4d10) bludgeoning damage and is knocked prone as it slides to 
  the bottom of the stairs. On a success, a creature takes half the 
  damage but isn’t knocked prone and doesn’t slide down the stairs. 
   Prevention. The crumbling, treacherous steps can be found 
  with a successful DC 15 Intelligence (Investigation) or Wisdom 
  (Perception) check. If they are spotted, they can be avoided while 
  ascending or descending the stairs. The kobolds have found the 
  safe paths and avoid the dangerous steps when traversing the hill.
  During the day, the area is brightly lit by sunlight. At night, the 
  area is dimly lit by the lanterns, torches, and bonfire kept by the 
  dragonborn besieging the tower. The height of the cliffs prevents 
  creatures from a lower tier seeing the happenings of the tier above. 
  The walls of the tower that remain standing are 20-feet high. 
  Nothing remains of the upper floors, and the interior of the 
  tower is open to the sky. At night, no light emerges from the 
  tower, although the noises of kobold chattering and stones being 
  moved and stacked echoes from it.
  A kobold king lair suitable for four or five 8th-level characters
  
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  36
  CREATURE CODEX LAIRS
  1. DRAGONBORN SIEGE HEADQUARTERS
  A tall hill rises in terraces toward a ruined tower at its summit. 
  Steep stone steps carved into the cliffs provide access to the terraces 
  up the hill. At the base of the first set of stairs, several dragonborn 
  sit around a cart that has been turned into a makeshift table. A 
  purple pennant made from coarse sackcloth snaps atop a lance next 
  to the cart. Twelve warhorses, snorting and pawing at the dirt, are 
  secured to trees a short distance from the group of dragonborn. 
  A troupe of dragonborn called the Order of the Coarse Pennant, 
  a mercenary group known for their ferocity and willingness to 
  do anything for pay, is laying siege to the tower. They are led by 
  a dragonborn edjet (Creature Codex, p. 121) named Stanislaw. 
  Brustival was once a member of the Order, but her religious 
  mania caused her to betray her former allies. She saw them as 
  insufficiently devout and too prone to chaos, an accusation 
  Stanislaw finds insulting and inaccurate.
  In addition to Stanislaw, the contingent from the Order of the 
  Coarse Pennant includes a dragonborn elementalist (Creature 
  Codex, p. 122), two dragonborn heavy cavalry (Creature Codex, 
  p. 123), and eight dragonborn light cavalry (Creature 
  Codex, p. 124). 
  A successful DC 10 Intelligence (History) check 
  reveals the identity of these dragonborn as members 
  of the Order of the Coarse Pennant. They are 
  known to be brutal and efficient, working for the 
  highest bidder regardless of the ethical or moral 
  nature of the work they do. The group numbers 
  in the hundreds, so this is just a small 
  contingent of the larger organization.
  Development
  Since Brustival is a traitor to the Order of the Coarse Pennant, 
  the mission of this group is her destruction. They are willing 
  to work with the PCs for that purpose, and that purpose only. 
  Any talk of capturing her alive and returning her to the city for 
  trial or questioning is waved off. Stanislaw looks down on other 
  races, and he does not hesitate to use threats and intimidation to 
  drive the PCs away, resorting to violence if that does not work. 
  He also orders an attack if the PCs attempt to move up the hill 
  toward the tower, unless they agree to all of his demands.
  A battle with the Order of the Coarse Pennant is difficult but 
  not impossible. None of the dragonborn surrender, each happily 
  fighting to the death for their group. A dragonborn that is 
  knocked unconscious and allowed to live immediately returns to 
  the main headquarters of the Order, which might spell trouble 
  for characters in an ongoing campaign (see Conclusion).
  Sharing Knowledge
  If the PCs try to gain knowledge of the area and situation from 
  the dragonborn, they learn very little unless they join forces (or 
  pretend to) with the Order of the Coarse Pennant. In that case, 
  they learn the following:
  • Brustival was a member of their group, a devout war priestess 
  dedicated to the god of justice, war, and law. A few months ago 
  she seemed to go mad. She claimed the Order had lost its way, 
  failing to mete out justice and uphold the law to her exacting 
  standards.
  • She killed a few of the members of the Order when she fled. 
  The group polices their own, so she must now die for her 
  crimes.
  • The Order has heard rumors that Brustival has been attacking 
  clergy of other deities in the area, which allowed them to track 
  her here. They believe she resides in the tower at the top of the 
  hill.
  • Kobolds are swarming around the area, which is the only 
  reason the Order is hesitating in their assault. They have no 
  doubt that they can defeat any obstacle before them, but they 
  are taking it slowly.
  Treasure
  If the PCs defeat the members of the Order of the Coarse 
  Pennant, either here or at a later time in this adventure, they 
  find the following treasure: a total of 75 gp in various coins and 
  four potions of greater healing on the dragonborn cavalry and a 
  spell scroll of fireball on the elementalist. Stanislaw also carries a 
  golden badge of his office worth 100 gp.
  2.  KOBOLD AMBUSH
  A stream runs quickly north to south on this terrace. Large chunks 
  of stone, likely from the ruined tower, litter the area. 
  King Qalqat knows the dragonborn are here, and he has sent 
  some troops to deal with anyone who climbs the steps to the first 
  terrace. Tunnels have been dug leading down from the tower 
  ruins to this level, allowing the small kobolds to move between 
  them without being seen.
  Eight elite kobolds (Creature Codex, p. 237) and two swolbolds 
  (Creature Codex, p. 240) hide behind stones and within the cracks 
  in the cliff. They attack the first creatures to access the terrace. 
  
  37
  The 3-foot-deep stream drifts along slowly but steadily. A 
  creature in the stream has disadvantage on melee attack rolls. 
  Tactics. The swolbolds use their normal attacks, hurl opponents 
  off the cliff to the ground below, or crush grappled foes while 
  holding the creatures underwater. A creature that fails its 
  saving throw against a swolbold’s Crush action while being 
  held underwater starts choking (see the Suffocating rules in the 
  System Reference Document 5.1). 
  Two elite kobolds team up on their turns to use their picks 
  to take advantage of the unstable cliff. A creature that fails its 
  saving throw against the elites’ Small but Fierce action while 
  within 5 feet of the cliff’s edge slides in a rockslide down the cliff 
  and is knocked prone on the terrace below. 
  Developments
  The swolbolds fight to the death, but the elite are not as brave 
  and foolhardy. If both the swolbolds and more than half of the 
  elite are slain, the remaining creatures attempt to flee through 
  the tunnels. Only Small or smaller creatures can use these 
  tunnels and must squeeze to do so.
  3. THE TOWER
  Within the tower, Qalqat the kobold king (Creature Codex, p. 
  239) waits for his last stand in case the attack reaches him. The 
  mad dragonborn war chaplain Brustival (Creature Codex, p. 410), 
  who is convinced that Qalqat is a divine representative of her 
  god of justice, stands at the kobold king’s side. Peppik, a kobold 
  wizard (Creature Codex, p. 241), also stands with the king.  
  Four more elite kobolds act as personal bodyguards and  
  stand in a circle around Qalqat.
  The Tower. The area within the confines of the tower walls is 
  difficult terrain, and the interior of the walls themselves are 
  scorched. Runes etched into the remaining walls hint at some 
  kind of powerful magic. A successful DC 12 Intelligence (Arcana 
  or Religion) check determines that these runes were used in a 
  ritual to summon and trap a powerful angelic creature in the 
  tower. A successful DC 12 Wisdom (Perception) check spots a 
  large stone on the ground amid the rubble. It is unblemished 
  by whatever took down the tower and is carved with the same 
  runes. Brustival, in her madness, believes the runes on the walls 
  of Qalqat’s chosen home are signs of his divine right to rule the 
  area. Qalqat basks in this adoration, but Peppik knows the runes 
  are magically holding something. He isn’t certain if the runes 
  are imprisoning a creature, an item, or some secret knowledge, 
  and he hasn’t been able to “unlock” the runes to release 
  whatever they are holding.
  A good-aligned creature who touches the stone on the ground 
  and succeeds on a DC 10 Intelligence (Arcana or Religion) 
  check can release the trapped song angel (Creature Codex, p. 
  20), who appears above the stone in a golden cacophony of 
  heavenly music. If the creature touching the stone succeeded 
  on the earlier check to recognize the runes on the walls, it has 
  advantage on this check. The angel, disoriented by its long 
  imprisonment and sudden release into combat, aids the one 
  who released it. After combat, the angel thanks its rescuer and, 
  at your discretion, speaks briefly with its rescuer. The angel 
  might answer questions about the tower’s history and how it was 
  trapped, or it might ask its rescuer the current year and recent 
  events to learn how long it was trapped. What the angel tells the 
  PCs, if anything, is up to you. If the angel has no reason to speak 
  with the PCs, it vanishes in a flash of golden light and divine 
  song after thanking its rescuer.
  Developments
  This is a very tough encounter, which could be offset with the 
  help of the song angel. Some of the dragonborn from the Order 
  of the Coarse Pennant, either allied with the PCs or bolstered 
  by the PCs’ successful ascent into the tower, could join the fray 
  as well, aiding the PCs in securing Brustival. The kobolds are all 
  cowards once they are threatened and might also turn the battle 
  in the direction of the PCs.
  Treasure
  The kobold king might offer his wand of fear and ring of free action 
  in exchange for his life. In addition, his crown is worth 250 gp, 
  and his scepter is worth 500 gp.
  ConClusion
  The PCs can return Brustival to the authorities, dead or alive, for 
  the reward. If they ran afoul of the Order of the Coarse Pennant, 
  other members of that group or the Order itself might seek 
  revenge. Also, the main forces of the kobold king might have 
  been elsewhere at the time of the attack, and they could harass 
  the PCs in later adventures.
  KING OF ILL FORTUNE
  
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  CREATURE CODEX LAIRS
  trollkin hunt
  baCkground
  The Red Craw Marsh, so called because of the delicious and 
  plentiful red crayfish that live in the area, is a boon to the nearby 
  village. More than a few intrepid souls brave the swamp each 
  season to collect the crayfish. They either sell the crayfish to local 
  establishments or ship them to nearby cities, where they earn a 
  good price as the crayfish is a delicacy among the wealthy.
  The villagers have established a tentative peace with a clan of 
  trollkin that inhabit the swamp. The crayfish collectors pay a 
  small fee to the trollkin, who allow them to ply their trade in the 
  marsh without (much) interference. It is a tense but profitable 
  relationship for all involved. A powerful creature has moved into 
  the marsh, however, threatening the delicate balance.
  When a venom maw hydra decided to move to the area of the 
  marsh between the human and trollkin villages, it brought along 
  a number of creatures that worship and serve it. This hydra and 
  its allies have killed some of the crayfish hunters and some of 
  the trollkin. Each side, unfortunately, believes that the other has 
  broken the truce, thus stirring up animosity and putting both 
  groups on the verge of war.
  adventure hook
  The PCs hear that the village on the edge of the marsh needs 
  adventurers. When they arrive, the villagers are in an uproar, 
  fearful of a trollkin attack and itching to take the fight into the 
  marsh. The town’s village elder, however, preaches patience 
  before sending all the able-bodied folk into the swamp to fight 
  dangerous trollkin.
  So far, five crayfish collectors have failed to return. The only 
  witness to this is another collector named Hurm Fervit. He saw 
  the dead bodies in the area of the Red Craw Marsh called White 
  Willow Grove. A coward and a drunk, Hurm fled immediately. 
  He did not examine the bodies of his peers, who were killed by 
  the venom may hydra. When presented the opportunity to gain 
  free drinks and attention with his story, he concocted a narrative 
  that sounds more dramatic: he claims that he witnessed 
  trollkins attacking and killing the others.
  The village elder wants the PCs to enter White Willow Grove 
  and investigate. He wants them to scout and see why their 
  trollkin neighbors might be on the warpath. He offers each 
  character 50 gp for completing the task. If the PCs interview 
  Hurm Fervit before leaving, a successful DC 10 Wisdom 
  (Insight) check reveals he is not being truthful. If the PCs press 
  him on the matter, he reveals the truth: he saw the bodies from 
  a distance but did not see any attacks, although he strongly 
  suspects the trollkin are the perpetrators.
  the red CraW marsh
  The Red Craw Marsh is a fetid wetland, overgrown with tall 
  reeds and many exotic plants found only here. In places where 
  there is enough land amid the water, tall willow trees thrive. 
  White Willow Grove is the closest area to the village that teems 
  with the much sought-after red crayfish, and it is a favored spot 
  for collecting them.
  For a majority of the marsh’s terrain, the land (shown as green 
  on the map) is interspersed with knee-deep muddy water (shown 
  as brown on the map) that is difficult terrain for a creature that 
  doesn’t have a swimming speed.
  As the PCs enter White Willow Grove (approaching from the 
  top of the map), read:
  The land and muddy water alternate in this part of the marsh, 
  making travel difficult. Mud coats everything moving through the 
  marsh while humidity hangs in the air like a warm, wet cloak. The 
  low-hanging branches of several white willow trees and the tall 
  reeds of swamp plants obscure sight in the area. Nothing obvious 
  prowls the landscape here, although the normally cacophonous 
  insect chirps are silent near the willows.
  A venom maw hydra lair suitable for four or five 10th-level characters
  
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  CREATURE CODEX LAIRS
  1. THE BODIES
  The ground beneath this tree is shielded from view by the low-
  hanging willow branches. Half buried in the mud and water are 
  five human bodies and one trollkin corpse. 
  The five humans from the village were killed beneath the 
  drooping branches of this willow. A trollkin reaver who came to 
  investigate the area later was killed nearby. 
  A successful DC 10 Wisdom (Medicine) check reveals that the 
  dead were killed by a combination of acid and bites from a very 
  large creature. It is obvious that the humans and the trollkin did 
  not do this damage to each other.
  Creatures. A group of six lou carcolh (Creature Codex, p. 257) 
  hide in the muddy water to the east of the dead bodies. They 
  watch from their hiding place until a good opportunity presents 
  itself to attack.
  Sticky Strands. Each of the lou carcolh has extended its 
  sticky tongues into the area with the dead bodies. The PCs 
  must succeed on a DC 15 Intelligence (Nature) check while 
  investigating these strands to recognize them as part of a living 
  creature. Otherwise the strands look like some sort of plant. If a 
  creature touches one of these sticky strands, it must succeed on 
  a DC 13 Dexterity saving throw or be restrained as it adheres to 
  the strand.
  Treasure
  The human corpses hold no treasure. The trollkin wielded a 
  +2 battleaxe, comprised of an obsidian head lashed to a highly 
  polished mahogany handle. The entire weapon is intricately 
  carved with symbols and decorations relating to the trollkin, his 
  deeds, and his tribe.
  2.  SCRAG PACK
  A larger pool of muddy water rests in the center of White Willow 
  Grove. Faint bubbles ripple along the top of the water. Shiny glints 
  of gold, possibly the size and shape of coins, sparkle on the surface.
  The northernmost section of this mud pit contains a mud pool 
  geyser (represented with a “T” on the map and detailed below). 
  To the south of the geyser area, five lesser scrags (Creature Codex, 
  p. 322) lounge beneath the surface of the muddy water. The shiny 
  objects on the surface are indeed 20 gold coins, hinting that 
  more might be resting in the pool.
  The scrags cannot see or hear anything happening on the 
  surface, as they are resting. However, if the water is disturbed, 
  they realize intruders are nearby. Similarly, the PCs cannot see 
  or hear the scrags, but if the scrags start swimming or moving 
  through the area, they reveal their presence.
  Mud Pool. The muddy water in this area is deeper than in the 
  other areas. Within five feet of land, the muddy water is five feet 
  deep, but it is 10 feet deep further out from the land. A creature 
  swimming through the muddy water must succeed on a DC 10 
  Strength (Athletics) check each round it is in the mud pool to 
  move where it wants. On a failure, the creature remains afloat 
  but is unable to move to a different space. A creature with a 
  swimming speed automatically succeeds on this check.
  Mud Pool Geyser. A natural geyser sits near the center of this pool 
  of mud. It erupts every couple of rounds in a shower of heated 
  mud (treat as Recharge 6). Each creature in the area when the 
  geyser erupts must make a DC 15 Dexterity saving throw. On a 
  failure, a creature takes 22 (4d10) bludgeoning damage and is 
  blinded until the end of its next turn. On a success, a creature 
  takes half the damage and isn’t blinded. The scrags know about 
  the geyser and swim around its eruption area when possible.  
  Geyser Mud. A successful DC 15 Intelligence (Nature) check 
  reveals that creatures covered with the geyser’s mud are resistant 
  to acid damage. Only creatures that are struck by the mud 
  directly from the geyser gain this resistance. The mud hardens 
  and flakes off after 1 hour unless a creature continues swimming 
  in the mud around the geyser. 
  Developments
  The venom maw hydra (Area 3) hides beneath the long, drooping 
  branches of the two willow trees. It watches any combat between 
  the PCs and the scrags, studying the PCs with its limited but 
  cunning intelligence.
  If it looks like the PCs are easily overpowering the scrags, the 
  hydra might sneak forward to attempt to scare the PCs away 
  with an overwhelming assault. It cares nothing about its scrag 
  servants and burns them with acid without pause. 
  Treasure
  Buried at the bottom of the mud pool is an open chest that fell 
  from a pirate ship offshore. The scrags found it during a foraging 
  expedition and dragged it here. The chest contains a total of 500 
  gp, which is now spread throughout the muddy pool because of 
  the geyser. It takes 1 hour to collect all of the coins. 
  3. HYDRA
  A pair of huge, white willow trees dominate an island in the middle 
  of a mud pool. Tied into the branches are carcasses of various 
  swamp creatures: crocodiles, marsh deer, large cranes, and others. 
  Many of these creatures are rotten and partially eaten. The stench of 
  their decay hangs thick in the humid air. 
  Unless the venom maw hydra (Creature Codex, p. 370) has 
  moved forward to attack, it hides in the long branches of the 
  white willows that hang to the ground. 
  Despite its size, the hydra is an ambush predator. It hides 
  beneath the muddy water or within the willow branches, hoping 
  to surprise intruders. 
  Enemy of Nature. Some of the creatures that the hydra and its 
  followers killed and tied in the tree were favored by nature, 
  which angered the spirits of nature. A successful DC 15 
  Intelligence (Nature) check recognizes an almost shimmering 
  presence of nature spirits beneath the branches of the willow 
  trees. As a bonus action, a creature hostile to the venom maw 
  hydra can call on these spirits with a successful DC 12 Charisma 
  (Persuasion) check. A PC with a connection to nature such as 
  a druid, a ranger, a cleric of a nature deity, or a barbarian or 
  warlock closely aligned with the natural world has advantage on 
  this check. If successfully called, the spirits wrap the hydra in the 
  branches of the willow trees, restraining it for 1d4 rounds. The 
  spirits of nature can be called on only once.
  Developments
  When the hydra first takes damage, it bellows in pain. Four 
  boloti (Tome of Beasts, p. 38) who serve the hydra arrive at the 
  end of the hydra’s next turn, ready to defend their master. They 
  
  41
  belong to a larger tribe that lives in a section of the marsh much 
  further south, which worships the hydra as a god. Once the 
  hydra is dead, the boloti flee back to their tribe.
  Treasure
  Three sacks, containing offerings to the hydra from the scrags 
  and boloti, are buried in a hollow at the base of the southern 
  willow tree. One sack contains gems and jewels worth a total 
  of 500 gp. A second sack contains intricately carved idols and 
  statuettes of the hydra made of various stones, woods, and bones 
  worth 700 gp to a collector. In the final sack are a pair of boots of 
  levitation and a +1 shield.
  ConClusion
  The boloti, if they successfully flee the area, want nothing to 
  do with any creature that can kill their hydra god. After news 
  spreads to the tribe of the hydra’s defeat, the tribe moves out of 
  their southern, deep water section of Red Craw Marsh within 
  1 week. If the PCs follow the fleeing boloti, the whole boloti 
  community runs away, immediately moving the tribe out of the 
  area.
  If the PCs rest in this area after defeating the hydra and its 
  allies, four trollkin reavers (Tome of Beasts, p. 390) visit the area, 
  looking for their fallen comrade. If the PCs took the +2 battleaxe 
  that was next to the trollkin corpse in Area 1, the reavers assume 
  that the PCs killed the trollkin to steal the weapon, and they 
  begin the encounter hostile to the PCs. Having the PCs talk 
  their way out of another fight, not to mention reestablishing 
  the peace between the villagers and the trollkin, would be a fine 
  diplomatic encounter worthy of true heroes. Or, if things go 
  horribly awry, the PCs might actually cause further hostilities 
  between the two groups.
  TROLLKIN HUNT
  
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
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  Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy 
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  Creature Codex Lairs. © 2018 Open Design LLC; Author Shawn 
  Merwin.
  
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  TAKE THE FIGHT TO FOUL 
  CREATURES IN FORESTS, 
  FIELDS, & DUNGEONS!
  Kobold Press.com
  $19.99       
  Creature Codex Lairs brings you 9 great monster lairs for  
  5th Edition! Each of these exciting and unusual battlegrounds 
  comes with a complete short adventure, including a hook, terrain 
  map, area hazards, tactics, and treasures. Stage your 5th Edition 
  fights in unforgettable one-shot adventures including:
  • Lair of the Fire Cult, Level 1
  • A Rat Among Us Part 1, Level 3
  • A Rat Among Us Part 2, Level 3
  • Caverns of the Howling Moon, Level 4
  • Paying the Shadow Toll, Level 4
  • Swept Away, Level 6
  • Ice Maiden’s Kiss, Level 7
  • King of Ill Fortune, Level 8
  • Trollkin Hunt, Level 10
  Designed by RPG veteran Shawn Merwin, Creature Codex Lairs 
  add an aura of danger and wild adventure to your game! Creature 
  Codex Lairs uses standard monsters as well as surprising new 
  creatures from the Creature Codex and the Tome of Beasts. Both 
  monster books are required for maximum playability.
  ALSO AVAILABLE: To expand your battlefield, pick up 
  high-resolution battle maps with two PDF files for every lair, 
  available now at Koboldpress.com/KPStore (a DM’s version 
  of each map is included with notes in the regular edition). Each 
  digital battle map comes with and without a grid, so you can 
  use it with a projector or with a virtual tabletop (VTT) such as 
  Roll20, d20Pro, or Fantasy Grounds!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Creature Codex - Lairs.pdf