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  2 | Scourge of the Nightingale: A Song of Love 
   
  Scourge of the Nightingale 
  Part One: A Song of Love 
   
  Version 1 
   
  Background: Nimgyu 
   
  Cartography: Caeora, Elven Tower 
   
  Cover Art and Nightingale: Mara Marinescu 
  @mara_draws 
  https://www.artstation.com/maraart 
   
  Editors: Hiten Dave, Larrisa Jones  
   
  Internal Art: Kim Van Duen, Luiz Prado, Mara Art, George Sutherland 
   
  Layouts: Jeff C. Stevens 
   
  Music & Lyrics: A Song of Love by Jeff C. Stevens & Ron Murphy 
   
  Written by: Jeff C. Stevens 
   
  Playtesting: Carson Cooper, Jesse Peterson, Michael Lewis, Dalton Schubert, William Edwards, Will 
  Trap, Mason Anderson, Hiten Dave, Sarah Hollywood, Jerrica Mulgrew, Laura Johnson, Nathan 
  Brubaker, Steven Roesch 
   
   
   
   
   
   
   
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  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by 
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  All other original material in this work is copyright [2019] by Jeff C. Stevens and published under the Community Content 
  Agreement for Dungeon Masters Guild
  
   
  3 | Scourge of the Nightingale: A Song of Love 
   
  Introduction 
  Welcome to A Song of Love, the first adventure in the 
  Nightingale Trilogy of adventures. 
   
  This adventure is designed for three to seven 1st–
  10th level characters and is optimized for five 
  characters with an average party level (APL) of 8.  
   
  The adventures in the trilogy include: 
   
  A Song of Love: (Character level 1st – 10th) 
  Introduces Nightingale as a new foe in the 
  Moonsea region, though her motives are not yet 
  known. For characters of 1st – 10th level. 
  A Song of Revenge: (Character level 3rd – 10th) 
  Information about Nightingale’s backstory is 
  learned, as well as the potential reason why she is 
  creating chaos in the Moonsea region. For 
  characters of 3rd – 10th level. 
  A Song of War: (Character level 5th – 10th) 
  A war is brewing as Nightingale gathers her troops 
  and mercenaries at the camp of a hobgoblin 
  warlord, who she hopes to secure as an ally in her 
  war. The adventurers are tasked with securing 
  forces to protect Hillsfar, confronting Nightingale 
  at the hobgoblin stronghold. 
  Placing the Adventure 
  The adventure occurs in the Moonsea region of the 
  Forgotten Realms but can easily be adapted to fit 
  most campaigns. 
   Eberron: The Lhazaar Principalities seem like a 
  good place to set the adventure. Orcs and goblins 
  may have travelled from the south to aid Nightingale 
  in her quest. Other beasts can be substituted as you 
  see fit. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   
  To figure out whether you should consider adjusting 
  the adventure, add up the total levels of all the 
  characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL.  
   
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Adjusting Ability Check & Saving Throws 
  The adventure is written for Average Party Level 8. 
  You may want to adjust some of the DCs per the 
  following suggestions: 
   
  APL 1-3: reduce DC by 3 
  APL 4-5: reduce DC by 2 
  APL 6-7: reduce DC by 1 
  APL 8-9: as written 
  APL 10: increase DC by 2   
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   
  To facilitate this, keep in mind the following: 
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit.  
  The Nightingale 
  Though only a glimpse of Nightingale occurs in this 
  adventure, her complete stat block is included in the 
  event you need it, or you don’t wish to wait for the 
  continuing adventures.  
   
  
   
  4 | Scourge of the Nightingale: A Song of Love 
   
  The saga continues with the below adventures 
   
   
                 Releasing December 2019  
                                                Releasing January 2020
   
  
   
  5 | Scourge of the Nightingale: A Song of Love 
   
  Adventure Primer 
  But touch my tears, with your lips 
  Touch my world, with your fingertips. 
  And we can have forever 
  And we can love forever 
  Forever is our today 
   
   
   
   
  Performed by Queen 
  Songwriters: Brian May / Michael Kamen 
   
  Adventure Location 
  The adventure takes place in and around a small 
  village near Hillsfar called Dampfshire, where a 
  couple are about to be married. 
   
  Adventure Background 
  The events leading up to this adventure occurred 10 
  years ago, when a group of young villagers went to 
  the cliffs of the Moonsea for a late-night gathering. 
  The attendees included several young men and 
  women from neighboring villages, all of different 
  careers and backgrounds.   
   
  Lorelai Song, a rather beautiful young bard with long 
  blonde hair, fell victim to an unjustified prank. 
  Several Ladies of the Night had become irritated at 
  Lorelai, as their customers often talked of her while 
  in their company. It was true that the woman was a 
  rare beauty, but they didn’t care to hear about her 
  while working. 
   
  A few of the ladies took this meeting as an 
  opportunity to embarrass Lorelai. They waited until 
  she was in the middle of a song, then they walked 
  over to her, faked a fall, and spilled their full mugs of 
  liquor all over the bard. The guests laughed as the 
  alcohol splashed into Lorelai’s eyes, disrupting her 
  balance as she fell into the campfire, which ignited 
  her alcohol-covered body. The flames traveled 
  quickly across her clothes, face, and hair, causing 
  and the poor bard run off in agony and accidentally 
  fall off the cliff, right into the Moonsea 
   
  The attendees of the party covered up the mishap as 
  best they could. When asked about the missing bard, 
  they simply stated that she never made it to the 
  party and that they hadn’t seen her in the days 
  following.  
   
  Lorelai’s body was found the next morning by a 
  group of exotic pirates, who plucked her from the 
  shore and took her away on their ship. She endured 
  a life as a slave for several years until she was 
  rescued in a foreign land by another pirate of 
  mysterious background. This pirate prince, known 
  as Harrier, was a master of many exotic skills. He 
  saw promise in Lorelai as a minion and taught her 
  the monastic ways, while encouraging her to 
  continue her bardic studies. Years of practice, 
  training, and combat, along with a horrible stint as a 
  slave has changed the bard.  
   
  Now known as Nightingale, the monastically trained 
  bard has been given permission by Harrier to tend to 
  past matters. She has now returned to the Hillsfar 
  region, looking to exact revenge on those who 
  caused her to endure so much.   
   
  This adventure begins with Nightingale abducting 
  and ransoming the soon-to-be husband of Gildus 
  Strong. Though he was once a friend, Gildus was 
  there the night of the accident and Lorelai views 
  everyone who was at the gathering as an enemy. Her 
  mission accomplishes two things: procurement of 
  the gold she needs to hire additional forces and 
  creating havoc in Gildus Strong’s life. 
   
  NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
   
  Dampfshire. A small, quaint village roughly half a day’s 
  walk east of Hillsfar. It is known for its dried elk and peach 
  preserves. The village contains a tavern (which doubles as a 
  general store and has a 50% chance of containing any 
  equipment found in chapter 5 of the Player’s Handbook), a 
  small inn, and a giant goat merchant. 
   
  Gildus Strong (GIL-dus Strong). Gildus Strong is the first 
  NPC players will meet in the adventure. His fiancé and soon-
  to-be husband – Devon Artis – was kidnapped in the night. 
  Gildus is a strong, military man with a broad body and red 
  hair. He’s been known to enjoy games of chess, red wine, and 
  cheese.     
   
  Devon Artis (dev-ON ART-us). The kidnapped groom. 
  Devon was captured during the night and is now being held 
  at a goblin fort several miles away. He has long, black hair 
  and green eyes. He’s been known to enjoy dancing, singing, 
  strong ales and unique meads, as well as games of chess. 
   
  
   
  6 | Scourge of the Nightingale: A Song of Love 
   
  Adventure Overview 
  The adventure is broken down into five parts: 
  Part 1. The adventurers are on their way to 
  Dampfshire to attend the wedding, when they 
  encounter one of the grooms battling a goblin riding 
  a worg. 
  The groom – Gildus Strong – leads the party into 
  the village. Here, they learn more about the 
  kidnapping and ransom demands, and also have the 
  opportunity to purchase a mount – a giant goat. 
  Part 2. The adventurers set out for Bridge Tree – 
  where they are to exchange the ransom for Devon 
  Artis, though they are unaware that the goblin 
  liaisons have come up with a new plan. The party 
  will most likely battle the goblins and then must 
  follow the tracks to the goblin fort, where Devon is 
  being held. 
  Part 3. The adventurers meet a mad NPC, who 
  gives them a glimpse of the goblin fort. The party 
  also encounters a group of entertainers who have 
  been hired to perform at the fort that evening. This 
  meeting provides the party with an interesting way 
  of entering the fort and dealing with the large 
  number of goblin forces within. 
  Part 4. There are many ways to complete the final 
  section of the adventure, though the easiest is for the 
  party to pose as actors/entertainers and perform a 
  play. A DM should encourage this avenue, as it is the 
  most rewarding option for all, and the least 
  detrimental for the characters.
  Part 5. This section concludes the adventure. 
  Options for both a successful and unsuccessful 
  rescue of Devon Artis are included. 
  Adventure Hooks 
  Story Hook. You have received an invitation to the 
  wedding of Gildus Strong and Devon Artis. Both men 
  are well known in their fields — Gildus as a military 
  commander and Devon as an entertainer, and 
  receiving an invitation from them is quite a mark of 
  prestige. Your reputation must be spreading. The 
  note states, “Please, no gifts. Your witnessing our 
  union is all that we ask.” 
   
  Faction (All Factions). You have been asked to 
  represent your faction at the wedding of Gildus 
  Strong and Devon Artis. Both men are well known in 
  their fields — Gildus as a military commander and 
  Devon as an entertainer, and the faction wants to be 
  represented at the wedding. No gifts are necessary, 
  the couple only wish to have you there to witness 
  their union. 
  Creature Stat Blocks 
  Most of the creatures in this adventure reference the 
  5th Edition Monster Manual or Volo’s Guide to 
  Monsters. Custom stat blocks are included at the end 
  of the adventure.
  
   
  7 | Scourge of the Nightingale: A Song of Love 
   
  Part 1. Wedding Bells and 
  Battle 
  Estimated Duration: 30 minutes 
   
  The adventure begins with the heroes entering a 
  small village on the outskirts of Hillsfar, known as 
  Dampfshire, where they have been invited to attend 
  the wedding of Devon Artis (a well-known 
  entertainer and actor) and Gildus Strong (a well-
  established soldier and commander). 
   
  Alas, the wedding was interrupted by a group of 
  goblins, who kidnapped one of the grooms – Devon 
  Artis – in the middle of the night before the wedding. 
  1. Battle at the Entrance 
  As the party nears the village, read or summarize: 
   
  The distant sound of ringing bells slips through the 
  forest, along with the closer sound of battle cries. 
  Rounding the bend, you see the source of the sounds: 
  a man dressed in an elegant blue suit and riding a giant 
  goat clangs his longsword against the scimitar of a 
  goblin woman sitting atop a worg. 
  “Yield, I say,” yells the man. “You’ll not be getting away 
  this day!” 
  The Man 
  The man is Gildus Strong (LG male Damaran human 
  veteran), a soldier and commander. It’s his wedding 
  day, but his groom (Devon Artis) was kidnapped the 
  previous night.  
   
  The men had spent the night separately, as is 
  customary before a wedding in their culture. The 
  next morning, when Gildus went to check on his 
  beloved, all he found was a ransom note in Devon’s 
  chambers. Distraught and worried, Gildus 
  immediately took the first mount he could find (a 
  giant goat) and ventured out to search for his fiancé.  
  He managed to track down a goblin who was spying 
  on him and has now engaged her in battle. He does 
  not intend to slay her, but to incapacitate her for 
  questioning.  
  The Battle Worg and the Goblin 
  The pair are part of the squad of henchmen hired by 
  an unknown villain who is using the kidnapping as a 
  means of securing funds for her upcoming onslaught 
  against Hillsfar. The goblin’s name is Grag. She is 
  uncooperative, understands only Goblin, and is a 
  mute. 
   
  Setting up the Encounter 
  Statistics for the battle worg and goblin knight can be found 
  in Appendix C.  
   
  APL 1: worg and goblin 
  APL 2: battle worg and goblin 
  APL 3: battle worg and goblin knight with 45 hit points 
  APL 4: battle worg and goblin knight 
  APL 5: battle worg and goblin knight with 65 hit points 
  APL 6: battle worg and goblin knight with 75 hit points 
  APL 7: battle worg and goblin knight with 80 hit points 
  APL 8 - 10: battle worg and goblin knight with 85 hit points  
   
  Killed Goblin 
  If Grag is killed, Gildus is very upset and begins 
  yelling at the party: 
   
  • 
  “Do you know what you’ve done?” 
  • 
  “She could have had valuable information!” 
  • 
  “If Devon dies because of this, I’ll have each of 
  you put away for life!” 
   
  Casting speak with dead reveals information found 
  under “Captured Goblin.” 
  Captured Goblin 
  Gildus is grateful if the party helps capture the 
  goblin: 
   
   
  • 
  “Thank you! Now, let’s see what information 
  we can cut from this creature.” 
   
  A successful DC 12 Charisma (Intimidation) check 
  results in Grag sharing one of the below pieces of 
  information. Since she is mute, she tries to 
  pantomime or draw as best she can. Magic may also 
  assist with communicating with Grag. 
   
  • 
  She is part of a group goblinoids hired to 
  kidnap the “fancy man.” 
  • 
  She doesn’t know the name of the woman 
  who hired them, but she has seen her. 
  • 
  The woman who hired her has a mask 
  covering one side of her face. 
  • 
  If the ransom isn’t paid, the prisoner is to 
  be taken to a fort. 
  • 
  The fort is several miles from a place 
  called “Bridge Tree.” 
  
   
  8 | Scourge of the Nightingale: A Song of Love 
   
   
  Casting detect thoughts reveals the following: 
  • 
  Grag is scared, both about being captured 
  and about what will happen to her if the 
  other goblins find out. 
  • 
  She’d rather be let go to fend for herself, 
  forgoing returning to her fellow goblins. 
  • 
  The lady in the mask may hurt her. 
   
   
  The Nightingale 
  As of this adventure, only a few NPCs have information about 
  Nightingale, and even that information is suspect. As a DM, 
  you may find information about Nightingale in the Adventure 
  Background section. Although it is unlikely the PCs physically 
  encounter Nightingale during the course of this adventure, 
  her stat block is included in the Appendix.  
   
  Even the name “Nightingale” is foreign to this region. 
  Characters should not have any information on her yet. 
  However, her story unfolds as the adventure continues. 
  Treasure 
  In addition to her armor and weapons, Grag carries 
  15 sp in a small leather pouch. 
  Developments 
  Once the issue with the goblin has been resolved, 
  Gildus escorts the party to the village. 
  2. Dampfshire 
   
  Dampfshire General Features 
  Dampfshire has the following general features.  
   
  Terrain. The village is built in a clearing surrounded by a 
  forest.  Chairs, lined with white tulle and adorned with 
  colorful flowers, are set in the in the center of the village. 
  Weather. The weather is calm and peaceful.  
  Light. The clear sky provides ample light in the village.  
  Smells and Sounds. The villagers and wedding guests are 
  busy milling about, expressing their concerns for Devon Artis, 
  and wondering how Gildus Strong is dealing with the 
  circumstances. 
   
   
   
   
   
   
   
   
   
  As the party enters the village, read or summarize: 
   
  Wooden chairs and pews, lined with white tulle and 
  embellished with colorful flowers, sit in front of a small 
  flower garden located in the center of the village. 
  Several fancifully-dressed people sit in the pews, 
  chatting nervously amongst themselves, while others 
  meander about.  
  The Guests 
  The guests are all beside themselves with worry 
  over what has happened. They came to bear witness 
  to a wedding between two well-established 
  individuals, but they are now experiencing the tolls a 
  kidnapping takes on loved ones. 
   
  If spoken to, the guests have the following to 
  share: 
  • 
  “Poor Devon. He must be out of his wits 
  after being kidnapped.” 
  • 
  “Devon is such a wonderful performer. I 
  just can’t believe he’s been…”(begins 
  weeping). 
  • 
  “Gildus seems distraught, and rightly so.” 
  • 
   “The two make such a lovely couple…” 
  (begins weeping) 
  The Ransom Note 
  Gildus holds the note and shows it if asked. The note 
  has the following written on it in fantastic 
  calligraphy: 
   
  Devon Artis is being held for ransom. In exchange 
  for 2,000 gold pieces, I will spare his life.  
   
  Deliver the gold to Bridge Tree. There you will find 
  several of my liaisons. They have specific instructions 
  to release Devon to you if you pay the ransom. 
   
  No tricks! The entertainer’s life is in your hands. 
   
    
   
   
   
   
  N 
   
  Collecting the Ransom 
  Gildus begins collecting the ransom, but falls short 
  by 7 gold pieces. He asks the heroes if they can spare 
  7 gp to bring the total to 2,000. 
   
  
   
  9 | Scourge of the Nightingale: A Song of Love 
   
  Clues in Devon’s Cottage 
  Devon was sleeping in a cottage near the edge of the 
  village the previous night. A group of goblins entered 
  the cottage in the middle of the night. They 
  apprehended Devon who, while putting up a fight, 
  bloodied his nose. A feather was attached to the 
  ransom note, but became loose and fell to the floor 
  during the struggle. 
   
  A character searching the cottage where Devon 
  stayed and succeeding on a DC 10 Wisdom 
  (Perception) check finds (cumulative): 
   
  d20 Result 
  Clue 
  10-11 
  Humanoid footprints outside the cottage  
  12-14 
  The bedsheets are in a state of disarray, 
  indicating a possible struggle. 
  15-17 
  A small spot of blood is found near the 
  interior doorway. 
  18+ 
  A small feather (a successful DC 12 
  Wisdom (Nature or Animal Handling) 
  check reveals it is a nightingale feather). 
   
  A creature succeeding on a DC 13 Wisdom (Survival) 
  check while searching the village and the forest 
  surrounding the village finds the goblin and worg 
  tracks of the raiding party. The tracks continue for 
  several miles into the forest, eventually leading to 
  the landmark known as Bridge Tree. 
  Bridge Tree 
  Bridge Tree is exactly what its name states – a bridge 
  built from a tree.  
   
  A massive, magical oak tree grew along a tall cliff 
  which had no easy means to navigate. The 100-foot-
  tall tree allowed climbers access to the top of the 60-
  foot-tall cliff. This became a frequently used route, 
  which led the climbers to create an actual suspended 
  bridge from the tree to the top of the cliff. In 
  addition, several platforms were created in the tree, 
  so that more than one person could be in the tree at 
  one time, making the transportation of wares and 
  goods much easier.  
   
  The tree is now home to several goblins who prevent 
  anyone from crossing (see Part 2 for info). 
  Searching Gildus’s Room 
  Gildus stayed in a small room at the local inn on the 
  eve of the wedding. If the characters suspect Gildus 
  for some reason and want to search his room, he is 
  appalled at the thought that anyone would even 
  consider him responsible for his fiancé’s 
  disappearance. If the party’s tone is aggressive and 
  confrontational, Gildus’ temper begins to flare. 
  However, if politely reasoned with, he yields and 
  grants access. 
   
  A search of Gildus’ room yields nothing of interest 
  except for his wedding suit and a small painting of 
  Gildus and Devon.   
  Gildus Accompanies the Party? 
  Gildus insists on going with the party but can be 
  persuaded to stay back with a successful DC 17 
  Charisma (Persuasion) check. His emotions have 
  gotten the better of him and he wants to help save 
  his love.  
   
  If Gildus accompanies the party, he fights with 
  passion and doesn’t think through situations or plan 
  for battles.  
  Faction Assignments 
  Several faction representatives also attended the 
  wedding. If you want to keep faction incentives as 
  part of this adventure, consider having one or more 
  faction representatives approach the group with an 
  assignment once the adventurers learn of the 
  kidnapping: 
   
  Emerald Enclave. “This Bridge Tree sounds like a 
  very precious natural landmark. After retrieving the 
  bard, see to it that the vile goblins are driven out of 
  that area.”    
   
  Lord’s Alliance: “Return to the village with Devon 
  Artis, but also see if you can glean more information 
  about his kidnapper. Is there a higher power at work 
  here?” 
   
  Order of the Gauntlet: “Ensure the safety of Devon 
  Artis and see he returns home. Try to learn more 
  information about the kidnappers as well. We want 
  to know if this is a small-time operation, or if it has 
  been planned by a mightier foe.”  
   
  Zhentarim: “Although there is foul play afoot, this 
  might be the act of a powerful future ally. Learn 
  what you can of these kidnappers and relay that 
  information to me.” 
  Mounts 
  If the party wishes to use a mount during this 
  adventure, Gildus directs them to a local merchant 
  named Galen Turk (LG Damaran human 
  
   
  10 | Scourge of the Nightingale: A Song of Love 
   
  commoner), a smelly old man who is missing his 
  bottom teeth and has only a wisp of hair dangling 
  from his forehead.  
  Giant Goats for Sale 
  Galen has seven giant goats which he can sell, along 
  with a riding saddle, bit and bridle, and saddlebags, 
  for a total of 30 gp each. If the adventurers can’t 
  afford the price, he is happy to let them borrow the 
  goats free of charge but explains that there will be a 
  50 gp charge for each injured, killed, or otherwise 
  unreturned mount. The goats are of average age and 
  trained for riding, but they only respond if their 
  names are used. 
   
  • 
  Pinky – white female 
  • 
  Money Maker – black and white male 
  • 
  Curly Butt – tan and white male 
  • 
  Hopps – a sand-colored male 
  • 
  Barley – a black and white female that is 
  missing its left horn 
  • 
  Squirrel – a black and grey male 
  • 
  Dragon – a black female with unnaturally 
  thick and long horns 
  Developments 
  After the clues have been gathered and the ransom 
  gold has been procured, the party sets out for Bridge 
  Tree. Proceed to Part 2. 
  Part 2. Journey to Bridge 
  Tree 
  Estimated Duration. 30 minutes 
  The party travels through the forest for five miles 
  until they reach Bridge Tree. While traveling, they 
  may have issues with their newly acquired mounts, 
  or they may encounter one of the goblins from the 
  raid who has found himself caught in a bear trap. 
  Traveling to Bridge Tree  
  Riding a Giant Goat 
  Although the giant goats are trained for riding, they 
  can still be quite temperamental.  
  The journey to Bridge Tree is five miles, which 
  takes approximately 1 hour while riding a giant goat. 
  Each goat rider must make a DC 13 Wisdom (Animal 
  Handling) check. On a success, the rider steers their 
  goat effortlessly. On a failure, have the player roll a 
  d4 and consult the below table: 
  1 – The goat stops, grabs some leaves from a 
  nearby tree, and munches away. It continues to do so 
  until the rider succeeds on a DC 12 Wisdom (Animal 
  Handling) check.  
  2 – The goat unexpectedly bolts to the west and 
  runs 90 feet before abruptly stopping. A rider must 
  succeed on a DC 14 Strength (Athletics) check or be 
  thrown from the goat when it stops. On a failure, the 
  rider is thrown 10 feet forward, takes 1d6 
  bludgeoning damage, and is knocked prone. The goat 
  waits for the rider to return and get back on, then 
  returns to the group. 
  3 – The goat decides it’s time to take a nap. It 
  stops, lays down on its stomach, and then begins to 
  snore. The rider must succeed on a DC 13 Wisdom 
  (Animal Handling) check to get the goat to cooperate 
  again. The check is made with advantage if food is 
  used to entice the goat. 
  4 – The goat starts bucking. The rider must 
  succeed on a DC 16 Strength (Athletics) check to stay 
  on the goat. On a failure, the rider is tossed 20 feet 
  into the air and lands 10 feet away from the goat, 
  taking 3d6 bludgeoning damage and landing prone. 
  On a success, the rider must succeed on a DC 15 
  Wisdom (Animal Handling) check to calm the goat. 
  On a failure, the goat continues to buck, which 
  requires the rider to make another Strength 
  (Athletics) check. This pattern continues until either 
  the rider succeeds on the check, or they are thrown 
  from the goat. 
   
  
   
  11 | Scourge of the Nightingale: A Song of Love 
   
  If one of the four goat events occurs, that rider is 
  assumed to have learned from their errors and has 
  advantage on future Wisdom (Animal Handling) 
  checks while riding a giant goat for the rest of the 
  adventure.  
  The Trapped Goblin (Optional) 
  BrapBrap, one of the scouts in the raiding party, fell 
  behind the original group and then stumbled into a 
  metal bear trap (see below). He is in a lot of pain but 
  is trying his best to stymie his tears and hide. He has 
  seen the approaching adventurers and hides as best 
  he can, covering himself poorly in moss and twigs. 
  His creation looks out of place but may very well fool 
  the unsuspecting party. 
   
  Bear Trap 
  Simple trap (level 1-4, dangerous threat) 
   
  A bear trap resembles a set of iron jaws that springs shut 
  when stepped on, clamping down on a creature’s leg. The 
  trap is spiked in the ground, leaving the victim immobilized. 
   
  Trigger. A creature that stops on the bear trap triggers it. 
   
  Effect. The trap makes an attack against the triggering 
  creature. The attack has a +8 attack bonus and deals 5 (1d10) 
  piercing damage on a hit. This attack can’t gain advantage or 
  disadvantage. A creature hit by the trap has its speed 
  reduced to 0. It can’t move until it breaks free of the trap, 
  which requires a successful DC 15 Strength check by the 
  creature or another creature adjacent to the trap. 
   
  Countermeasures. A successful DC 10 Wisdom 
  (Perception) check reveals the trap. A successful DC 10 
  Dexterity check using thieves’ tools disables it. 
   
  Perception Checks 
  10-12 – The character sees an odd-looking heap of 
  leaves, twigs, and moss. 
  13+ – The character sees an odd-looking heap of 
  leaves, twigs, moss, and an eye. 
  What BrapBrap Knows 
  BrapBrap isn’t very smart or wise. As a result, when 
  spoken to, he uses broken Common or Goblin and 
  speaks with incorrect vocabulary. 
   
  A successful DC 6 Charisma (Persuasion or 
  Intimidation) check is sufficient to get BrapBrap 
  talking, though he may not answer the question 
  directly. On a successful check, roll a d8 to determine 
  BrapBrap’s random answer: 
  1. “Fancy man worth gold.” 
  2. “Goblins want gold.” 
  3. “Take him to tree.” 
  4. “Tree not far.” 
  5. “Lady is pretty.” 
  6. “Fast hobgoblins.” 
  7. “Singing masked lady.” 
  8. “More coming.” 
   
  BrapBrap 
  • BrapBrap has the statistics of a goblin with Wisdom and 
  Intelligence scores of 6 (-2).  
  Treasure 
  BrapBrap carries a scimitar and 7 gp. In addition, if 
  the bear trap wasn’t destroyed, a creature may also 
  acquire a bear trap. 
   
   
   
  
   
  12 | Scourge of the Nightingale: A Song of Love 
   
  Part 3. Battle at Bridge Tree 
  Battle at Bridge Tree 
  Estimated Duration:  45 minutes 
  The party reaches Bridge Tree, delivers the ransom, 
  and waits for Devon Artis to be released. However, 
  the greedy goblins hired by Nightingale have 
  decided to amend the demands and try to extort 
  more treasure from the adventurers. 
   
  Battle Notes: 
  As soon as the sounds of battle begin, the hobgoblin 
  guarding Devon Artis on the other side of the canyon flees 
  with the prisoner, riding as quickly as possible to the fort. 
  If you feel the combat is taking too long, you may decide to 
  have each of the goblins surrender when they lose half of 
  their hit points. You may also consider removing goblins from 
  the tree as needed. 
  It is difficult to gauge how long the final section of this 
  adventure will take. Keep the battle moving as quickly as 
  possible, allowing for at least one hour for the final section. 
  Bridge Tree  
  Bridge Tree General Features 
  Bridge Tree has the following general features. 
   
  Tree. The tree can be described as giant oak tree covered 
  in thick, lush leaves.  
  Leaves. Although not on the map, each of the smaller tree 
  limbs is filled with leaves. When viewed from a distance, 
  these leaves hide the structures built within the limbs of the 
  tree and create partial cover and hiding places for the 
  goblins. Once inside and under the tree’s canopy (Area B and 
  higher), the area is open, and creatures can see as the map is 
  depicted. Use your judgement on whether a character’s 
  position inhibits their line-of-sight. 
  Magic Resistance. Although the leaves may be knocked 
  away during battle, Bridge Tree itself is immune to magical 
  attacks and elemental damage. It cannot be set ablaze.  
  Terrain. Various obstacles, explained further in the text, 
  prevent most creatures from moving quickly through the 
  group of trees. All terrain on the tree is difficult terrain for 
  creatures other than the goblins.  
  Weather. The weather is pleasant with a slight breeze 
  causing the leaves and branches to rustle. 
  Light. By day, the thick canopy of the trees provides shade. 
  By night, the moon is obscured by the canopy and only traces 
  of moonlight slip through.  
  Smells and Sounds. Although not noticeable by most, a 
  creature with a favored enemy of goblins might pick up a 
  whiff of their stench. 
   
   
  As the party enters this area, read or summarize: 
   
  The dense forest opens to 100 feet of cleared, gently 
  sloping hillside. The clearing is covered with waist-high 
  grass and leads to a cliff which is roughly 80 feet tall. 
  Growing from the base of the cliff, but towering some 
  100 feet in the air, is a mighty oak tree, its sturdy 
  branches covering a span of 80 feet, roughly 40 feet 
  above the ground.  
   A bridge begins at the base of the tree and extends 
  up into its branches. 
  Goblins in the Tree 
  Several goblins are hiding in the tree. They have 
  been instructed to retrieve the ransom and release 
  the prisoner. However, this seasoned group of 
  goblins have come up with a new plan – extort as 
  much as they can from the adventurers! 
   
  These goblins are well-seasoned and trained. see the 
  “Setting Up the Encounter” sidebar and appendix A 
  for their statistics.   
  Climbing Goblins 
  Having spent a lot of time in these trees, the goblins 
  are familiar with the branches, limbs, and obstacles; 
  therefore, the branches and obstacles are not 
  difficult terrain for the goblins. In addition, they have 
  advantage on all ability checks made to avoid falling. 
  Goblin Liaison 
  The goblin archer from Area C (Rox) watches the 
  party from its hidden perch. As they approach, the 
  goblin releases an arrow, striking the ground near 
  one of the adventurers. He then yells from his perch: 
   
  • 
  “You bring gold?” 
  • 
  “Put gold on middle of bridge. Me come 
  down and get it, count it, then give you 
  fancy man.” 
   
  Rox comes down, grabs the gold, then returns to his 
  perch, but demands more gold. 
   
  • 
  “New deal. Need more gold!” 
  • 
  A new voice from further in the tree says, 
  “And magic weapons!” 
  • 
  “Yes! Magic weapons!” comes the voice 
  from the tree.  
  • 
  “Leave 1,000 more gold and two magic 
  weapons on bridge. I come down, pick up, 
  and then give you prisoner.” 
  
   
  13 | Scourge of the Nightingale: A Song of Love 
   
   
  The demands continue to change. The goblins are 
  disobeying their orders and taking advantage of the 
  situation. 
  Reasoning with the Goblins 
  The goblins are confident that they hold the upper 
  hand. They have the advantage of hiding in the tree 
  and they hold a prisoner. They cannot be reasoned 
  with or intimidated. However, if they are attacked 
  and until attacked. Once the battle begins, if they are 
  losing, they can be intimidated into giving up, with 
  advantage given to intimidation checks if they have 
  lost half or more of their comrades. To speed up the 
  adventure and combat, you may wish to have goblins 
  surrender if they see that they are losing the battle. 
  Devon Artis 
  At the top of the cliff, a trail leads 300 feet from 
  Bridge Tree, where it meets the edge of a forest and 
  then continues onward. Waiting at the edge of the 
  forest is a hobgoblin on horseback, with Devon Artis 
  bound and riding behind him. If sounds of battle 
  break out, the orc quickly rides to the fort.  
  Goats on the Bridge? 
  Due to their surefootedness, the giant goats can 
  certainly walk on the bridge. However, once on the 
  bridge, they are unable to turn around and the 
  bridge is considered difficult terrain for them. If a 
  goat takes damage on the bridge, it dashes along the 
  bridge and attempts to push other goats out of the 
  way (refer to the “Overrun” and “Shove Aside” 
  actions described in chapter 9 of the Dungeon 
  Master’s Guide). If this occurs, the rider of a spooked 
  goat may attempt a DC 15 Wisdom (Animal 
  Handling) check to calm the goat down. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Setting up the Encounter 
  See the section descriptions for the number of goblins in 
  each area of the tree. Statistics for creatures other than a 
  standard goblin or goblin boss can be found in Appendix C.  
   
  This encounter has the potential to be deadly, no matter 
  what level character. Be prepared to adjust as needed or 
  allow ability checks for a character to realize they may need 
  to regroup. 
   
  APL 1: Change all to goblins, each with three hit points. 
  Change the DC of all ability checks to 10. 
  APL 2: Change all to goblins, each with 5 hit points. Change 
  the DC of all ability checks to 10. 
  APL 3: Change the goblin enchanter to a goblin boss. All 
  other creatures are goblins. Change the DC of all ability 
  checks to 12. 
  APL 4: Change all goblin archers to goblin spies. Change 
  goblin enchanter to a goblin boss. 
  APL 5: Change goblin archers to goblin spies; goblin 
  berserkers to goblin boss. 
  APL 6: Change all but one goblin archer (Area C) to goblin 
  spies. 
  APL 7: As written. All goblin archers start with 60 hit points. 
  APL 8: As written  
  APL 9: Each goblin berserker has 99 hit points. 
  APL 10: Each goblin berserker has 99 hit points, and each 
  goblin knight has 80 hit points. 
  Alert Goblins 
  The goblins are on alert. They are waiting for the 
  ransom and are keeping watch around the tree. 
  A -The Bridge 
  A wooden bridge rises 30 feet, crosses the river, and 
  ends at Area B. Once the bridge is crossed, creatures 
  have a clear view of the layout of the tree. 
   
  Though the bridge appears rickety, it is structurally 
  solid. A creature pushed off the bridge falls 30 feet 
  and into the slow-moving river below. The rocky 
  sides can be climbed with a successful DC 12 
  Strength (Athletics) check. 
  B – Pulley System 
  A wooden platform attached to ropes and a pulley 
  system is used to keep unwanted guests from 
  entering the tree. The platform is currently lowered, 
  resting on the ground. A creature standing on the 
  platform can use an action to raise it 35 feet up to 
  Area D. 
   
  The platform can hold three Medium-sized 
  creatures. However, a successful DC 12 Strength 
  
   
  14 | Scourge of the Nightingale: A Song of Love 
   
  (Athletics) check is required to raise the platform if 
  it holds more than two creatures.  
  C – High Hide 
  A goblin berserker and one goblin archer prepare 
  to attack creatures crossing Area A. A dangling rope 
  allows for a quick exit by sliding to the ground, 
  which the berserker may use to attack creatures in 
  Areas A and B.  
   
  A long, angled rope extends from Area C to Area G, 
  allowing the goblins to slide down the rope and into 
  Area G.  
   
  This platform is 75 feet off the ground. 
  D -Tree Trunk 
  Using the pulley system from Area B grants access to 
  Area D. The bridge extends around the tree. Two 
  goblin berserkers hide along the tree trunk, just 
  past the large limb, and attack any creature that 
  enters Area D. 
   
  This area is 35 feet off the ground. 
  E - Goblin Platform 
  One goblin archer and one goblin berserker stand 
  on this platform, which is 45 feet off the ground. The 
  goblin berserker protects the wooden limb bridge 
  that leads up to the magic platform (Area F). 
   
  A dangling rope allows for a quick exit by sliding to 
  the ground.  
  F – Magic Platform 
  This platform is 55 feet off the ground. A goblin spy 
  and a goblin berserker hide here, lying on their 
  stomachs. When a creature enters Area E or Area G, 
  they stand up and attack. The spy uses its bow while 
  the berserker uses the long rope to slide onto Area G, 
  attacking any creatures in Area D and Area G. 
   
  A dangling rope allows for a quick exit by sliding to 
  the ground.  
   
  A shorter rope is attached to a tall pole in Area H. A 
  creature succeeding on a DC 12 Strength (Athletics) 
  or Dexterity (Acrobatics) check can hop up to the 
  rope, grab it, and use their movement to slide into 
  Area F. 
  G – Big Platform 
  This platform is 50 feet off the ground. One goblin 
  knight hides behind some thick leaves here, 
  attacking any creature that enters this platform.  
   
  A short rope is attached to a tall pole in Area F. A 
  creature succeeding on a DC 15 Strength (Athletics) 
  or Dexterity (Acrobatics) check can hop up to the 
  rope, grab it, and use their movement to climb up 
  onto Area G.  
  H – Hiding Spies 
  One goblin spy hides behind some crates here, 
  giving them half cover as they attack with their 
  crossbow. 
  I – Last Chance 
  A goblin enchanter and a goblin knight stand on 
  the far side of the bridge, attacking any enemies they 
  see in Area D, E, F, and G. 
  Developments 
  Once the party rounds the tree, the bridge that 
  crosses to the top of the cliff is accessible.  
  Bridge Tree Obstacles 
  Many platforms have been built on Bridge Tree, as 
  well as many ways to get onto them. 
  The Ziplines 
  The ziplines lead to other areas as follows: 
  
   
  15 | Scourge of the Nightingale: A Song of Love 
   
   
  • 
  Slide from F to G (short rope) 
  • 
  Slide from G to F (long rope) 
  • 
  Slide from C to G 
   
  The zipline is a rope stretched between two points, 
  with one end lower than the other. Using a handle 
  (such as a bow, scabbard, or sheathed dagger) a 
  creature can attempt to slide down the rope while its 
  body dangles in the air. To do so, a creature must 
  succeed on a DC 15 Dexterity check to successfully 
  land on the next platform. On a failure, the creature 
  ends its turn in a random square 5 feet from its 
  destination, determined by rolling a d8. If the space 
  is empty (no branches, no platform) the creature 
  falls and suffers 1d6 bludgeoning damage per 10 
  feet. 
  Goblin Camp  
  Crossing the bridge at the top of Bridge Tree leads 
  the party to the goblins’ camp, made of a wooden 
  shack and five canvas tents. 
  Treasure 
  Searching the tents yields: 
  • 
  A total of 200 gp, 250 sp, and 500 cp from 
  searching the tents. 
   
  Searching the wooden shack yields: 
  • 
  A small, locked wooden chest with ‘karful’ 
  written on the lid. A successful DC 12 
  Dexterity check using thieves’ tools unlocks 
  the chest, which contains a necklace of 
  fireballs created by a goblin shaman. It is not 
  as glorious as others of its kind, being made 
  of twine, handcrafted stone rings, and 
  worked-stone beads.  
  • 
  A note that reads:  
   
  Secure the gold, release the prisoner, and return to the 
  base. 
    
   
   
   
  N 
   
   
  Necklace of Fireballs Adjustment 
  If running this adventure with 1st – 3rd level 
  characters, the necklace only has 1d4 - 1 beads 
  remaining (minimum 1). 
   
   
   
  Milestone Leveling 
  If using milestone leveling, you can assume the 
  characters have earned enough experience to gain 
  one level. 
   
   
   
   
   
  
   
  16 | Scourge of the Nightingale: A Song of Love 
   
  Part 4. Journey to the Fort 
  Estimated Duration: 45 minutes 
  Having defeated the goblins at Bridge Tree, the 
  adventurers travel further into the thick forest, 
  following the fresh hoofprints left by the horseback 
  hobgoblin.  
   
  The idea behind this section of the adventure is to 
  give the characters a glimpse of the goblin fort and 
  the large number of enemies there. Hopefully, this 
  encourages them to opt for a more creative way to 
  deal with the goblins (see “Along Comes an 
  Opportunity”). 
   
  Depending on how quickly you wish to conclude the 
  adventure, use either “Option 1 - A Glimpse of the 
  Fort” or “Option 2 - Bartimer Bandifol,” with the 
  latter taking longer to play out. Be certain to 
  conclude this section with “Along Comes an 
  Opportunity.” 
  Tracking the Horseback Hobgoblin 
  Characters easily notice the fresh hoofprints left by 
  the horseback hobgoblin carrying Devon Artis. 
  These tracks lead into a thick forest. After two hours 
  of travel, the adventures encounter either “Option 1” 
  or “Option 2” below. 
  Option 1 - A Glimpse of the Fort – 15 
  minutes 
  The adventurers reach a section of the trail, high 
  along the top of a 300-foot-tall cliff, that allows them 
  a glimpse of the fort. From this vantage point, they 
  are able to see everything on the following list (refer 
  to the goblin fort map for more information):  
   
  • 
  The large, wooden goblin fort. 
  • 
  An ogre tending to the front gate. 
  • 
  One or two goblins manning each of the 
  towers. 
  • 
  What appears to be a wooden platform or 
  stage built near the center of the fort. 
  • 
  20 goblins roaming the interior of the camp. 
  • 
  A few red-faced hobgoblins roaming the 
  interior perimeter of the fort. 
  • 
  A man locked in a wagon made of metal 
  bars. 
  • 
  Several buildings that look like barracks. 
   
  While viewing the fort from this point, they can also 
  get a glimpse of Nightingale. 
  A View of the Nightingale  
  If the adventurers remain along the ridge, they see 
  the orc with Devon Artis ride into camp. Read or 
  summarize the following: 
   
  A horse carrying a hobgoblin and a tied-up, black-
  haired man gallops up to the main entrance. The gate 
  doesn’t open immediately, as the goblins in the towers 
  yell and point at the hobgoblin.  
   An ogre lumbers out from a small building, walks up 
  to the gate, and opens it for the rider, who then trots 
  slowly into the center of the fort. 
   From a small building on the east side of the fort, a 
  woman dressed in red and white, with flowing blonde 
  hair, briskly walks up to the dismounting rider. The 
  woman points at the hobgoblin, then at the man still 
  sitting on the back of the horse, and she yells. Though 
  her voice is distant, you can tell she is unhappy with 
  the hobgoblin.  
   She continues to point at the hobgoblin. Suddenly, a 
  booming voice erupts from her and the hobgoblin is 
  pushed back. She yells again and the poor sap falls to 
  his knees, covering his ears. The woman then charges 
  the kneeling hobgoblin, jumps into the air, and does a 
  front flip to land two kicks and a punch to his head. The 
  dazed hobgoblin sways a few times, then falls to the 
  ground and doesn’t move. 
   The woman then yanks the man from the horse and 
  instructs two goblins to lead him away. She then leaps 
  onto the horse and rides out of the gate. As she rides, 
  you see she is wearing a red mask on the right side of 
  her face. 
  Nightingale Rides 
  The below information is simply for a DM’s 
  reference and is not known by any of the NPCs in the 
  goblin fort. 
   
  Nightingale is disgusted by the way this simple 
  kidnapping and ransom request has turned out. She 
  rides out of the fort, which is only one of her staging 
  points. She returns to her main hideout and 
  proceeds with her plans, only now she is a little 
  short on the gold that she had intended to use to pay 
  the hobgoblin leader known as Grath of the Axe. 
  Nightingale is still building her army, and the 
  hobgoblin forces would make a great addition. (This 
  section alludes to the final adventure in this series – 
  A Song of War). 
   
   
   
  
   
  17 | Scourge of the Nightingale: A Song of Love 
   
  Option 2 - Bartimer Bandifol – 30 minutes 
  You may add this encounter if you feel you have 
  ample time. 
   
  The adventurers meet a fellow adventurer. Or is he? 
   
  Bartimer Bandifol 
  Bartimer (LN human commoner) has short blonde hair, 
  brown eyes, and wears spectacles that he constantly adjusts. 
  He is a scholar and thespian, but he has become slightly mad 
  and insane. He thirsts for knowledge and loves the 
  performing arts and is often found at village fairs, or in 
  taverns reciting poetry.  
   
   
  While looking over the wares of a used goods store, 
  Bartimer found an old set of theatrical plate armor, which is 
  much too thin to offer any protection and pocked with holes 
  of various sizes. Bartimer thought this would be a fine 
  costume to wear while reading his soon-to-be-released poem 
  titled ‘The Shiny Man.’ 
   
   
  When Bartimer donned his shiny new armor, his mind 
  went even more mad. He has now become delusional – 
  seeing himself as a great fighter and tracker, and believing 
  that his armor is magical, empowering him with protection 
  and the ability to walk silently. 
   
   
  Bartimer has blundered into the Devon Artis kidnapping. 
  He knows something is amiss with the goblin and hobgoblin 
  activity. He is close to the hideout, but watching it from afar 
  while he plans his next move. This is where the adventurers 
  meet him. 
   
  When he is interacted with, a creature succeeding on a DC 12 
  Wisdom (Perception) or Intelligence (Insight) check realizes 
  the shiny armor Bartimer wears appears to be costume 
  armor. In addition, a creature succeeding on a DC 14 Wisdom 
  (Perception or Insight) check believes Bartimer may be 
  delusional. 
   
   
  The Poem – The Shiny Man 
  Though do I see you – you shiny man 
  Your armor so clean and bright 
  I say to thee – you shiny man 
  Have you killed anything tonight? 
   
  Great danger lurks in the woods, crypts and ruins 
  But you are not afraid 
  For you are the shiny man 
  Who things see and then run away 
   
   
  After the party follows the tracks leading through 
  the forest, read or summarize:  
   
  The fresh tracks are nearly impossible to miss, and it is 
  obvious the horse was running.  
   
  As you walk along, a whispering voice comes from 
  somewhere along the tree line. 
   
  “Psst. You there! Are you friend or foe?” 
  The Whispering Man 
  A character succeeding on a DC 13 Wisdom 
  (Perception) check realizes the whispering is coming 
  from behind a bush on the right side of the trail. In 
  addition, the voice speaks with a certain weight, 
  much like how a scholar or noble would speak. 
  Friends 
  If the heroes answer that they are friends, Bartimer 
  urges them to come behind the bush. 
   
  “Come here then, behind the bush. I have something 
  you simply must see!” 
   
  “Get low and be quiet!” 
   
  If the adventurers do as he says, they find Bartimer 
  in his pock-marked plate armor. He directs them to 
  follow him, crawling on the ground until they reach 
  the top of a small hill.  
  Not Friends 
  If the heroes answer that they are not friendly, 
  Bartimer says the following, while maintaining his 
  position behind the bush. 
   
  “You’re with those despicable, foul goblins and orcs 
  then. I have no choice but to relieve you of your 
  weapons and take your lives.” 
   
  The man then stumbles out of the forest, his armor 
  adorned with a few leafy twigs which he stuck in 
  between the various plates in an attempt to 
  camouflage himself. 
   
  It is obvious his armor has seen better days – 
  various sword slashes and bolt-sized holes riddle the 
  plates.  
  You Have to See This! 
  Bartimer Bandifol leads the characters through the 
  forest as he crawls on his hands and knees. He 
  
   
  18 | Scourge of the Nightingale: A Song of Love 
   
  constantly urges the adventurers to ‘keep low’ and 
  to ‘stay quiet’ as they crawl to the edge of a ridge. 
   
  The goblin fort can be seen from the edge. It is 
  roughly half a mile away, but the characters can still 
  make out humanoid shapes from this vantage point, 
  though it’s not close enough to let them hear any 
  speech.  
   
  The man crawls through the forest while urging you to 
  follow. “Keep low! Stay quiet!” he repeats, as branches 
  scrape along his armor and his crawling rustles leaves. 
   
  He leads you to the edge of a ridge. Still laying on his 
  belly, he stretches his arm to point ahead. “There,” he 
  whispers. “I’ve been watching them and planning my 
  attack.” 
   
  “See there? That’s the main gate. They have an ogre to 
  open it. Each of the towers has one or two goblins and 
  there’s a patrol inside and outside the fort.” 
   
  “It looks tricky to enter, that’s quite certain. Yet, I’ve 
  seen a couple of goblins sneak out from the west wall. 
  Even though I don’t see a gate, there may be a way in 
  there.”  
  A View of the Nightingale  
  If the adventurers remain along the ridge, they see 
  the hobgoblin with Devon Artis riding into camp. 
  Read or summarize the following: 
   
  A horse carrying an orc and a black-haired man gallops 
  up to the main entrance. The gate doesn’t open 
  immediately as the goblins in the towers yell and point 
  at the orc.  
   
  An ogre lumbers out from a small building, walks up to 
  the gate, and opens it for the rider, who then trots 
  slowly into the center of the fort. 
   
  From a small building on the east side of the fort, a 
  woman dressed in red and white, with flowing blonde 
  hair, briskly walks up to the dismounting rider. The 
  woman points at the orc, then at the man still sitting 
  on the back of the horse as she yells. Though her voice 
  is distant, you can tell she is unhappy with the orc.  
  She continues to point at the rider. Suddenly, a 
  booming voice erupts from her and the orc is pushed 
  back. She yells again and it falls to its knees, covering 
  its ears. The woman then charges the kneeling orc, 
  jumps into the air, and does a front flip to land two 
  kicks and a punch to the orc’s head. The dazed orc 
  sways a few times, then falls to the ground and doesn’t 
  move. 
   
  The woman yanks the man from the horse and 
  instructs two goblins to lead him away. She then leaps 
  onto the horse and rides out of the gate. As she rides, 
  you see she is wearing a red mask on the right side of 
  her face. 
  Nightingale Rides 
  The below information is simply for a DM’s 
  reference and is not known by any of the NPCs in the 
  goblin fort. 
   
  Nightingale is disgusted about the way this simple 
  kidnapping and ransom request has turned out. She 
  rides out of the fort, which is only one of her staging 
  points. She returns to her main hideout and 
  proceeds with her plans, only now a little short on 
  gold. 
  Bartimer Bandifol 
  Bartimer is anxious to help and volunteers to 
  perform in the play if the party needs extra cast 
  members. See Along Comes an Opportunity. 
    
  
   
  19 | Scourge of the Nightingale: A Song of Love 
   
  Along Comes an Opportunity 
   
  A few minutes after observing the interaction at the 
  fort, the heroes begin to hear noises coming from 
  behind them on the path. A character succeeding on 
  a DC 13 Wisdom (Perception) check believes the 
  sound is being made from a horse-drawn wagon. 
   
  A minute or so later, an old horse pulling a wagon 
  comes into view. The wagon is driven by an old, 
  white-haired dwarf who, although surprised to see 
  the heroes, isn’t too concerned. He is a rather 
  peaceful fellow, but he will ramble on about almost 
  anything. 
   
  Friggin was once an adventurer himself, but he 
  found he didn’t like the lifestyle. He had always 
  appreciated bards and the performing arts so, 
  although not a performer himself (that didn’t work 
  out well at all), he established a traveling 
  entertainment company – Friggin’s Fantastical 
  Showcase.  
   
  Business has been slow lately, and he had to take on 
  a job he wasn’t too fond of. Today, he is delivering a 
  special treat to the goblin camp – a group of 
  entertainers to perform this evening, along with 
  several barrels of honey mead.  
   
  One of the goblin bosses, assuming the ransom 
  exchange would transpire successfully, thought it 
  would be nice to celebrate after a successful 
  kidnapping mission and ransom collection. He didn’t 
  expect that a group of goblins would be greedy, 
  extort the ransom payers, and ruin the plan for 
  everyone. 
  Friggin doesn’t know about the mishap and believes 
  the show is still scheduled for this evening. 
  The Covered Wagon 
  The wagon contains several costumes, wigs, fake 
  jewelry, and other items necessary for a performing 
  crew. 
  Treasure 
  The wagon contains five disguise kits and costumes 
  needed for the play. 
   
   
  Contract to Perform 
  Each of the performers holds a copy of the contract. 
  It is labeled Contract to Perform and reads as 
  follows: 
   
  Friggin’s Fantastical Showcase 
  Performing Contract 
   
  I, the undersigned, for the sum of 10 gold pieces, do 
  hereby agree to perform the play ‘The Rescue of the 
  Fair Goblin Maiden’ for Junper and his companions.  
  I understand that I may be given short notice of the 
  performance date. 
   
  Signed… 
   
  The Entertainers 
  Each of the entertainers is a Damaran human commoner 
  with a Charisma score of 13 (+1). 
  Gavitus. He plays the great and powerful magician, yet 
  only knows non-damage cantrips. 
  Melia. She plays the all-knowing psychic who makes 
  random guesses but changes the subject or question when 
  she is wrong. Provides simple answers like ‘You ate breakfast 
  this morning’, or ‘You slept in a bed last night’, or ‘You look 
  tired.’ 
  Tanbar the Mighty. A beefy-looking fellow, due to the 
  cotton-stuffed, fake leather armor he wears. Tanbar bends 
  metal with his bare hands but uses hollow tubes with thin 
  walls that anyone could bend. 
  Jespa. She can actually sing and act! 
  The Entertainers and The Show 
  The performers know of Devon Artis. He is, after all, 
  an exceptional artist. 
   
  If the adventuring party includes five or more 
  characters, consider having the performers refuse to 
  enter the camp. (There are enough characters for the 
  play).  
   
  • 
  “They’ve kidnapped Devon Artis. It’s much 
  too dangerous a task for me. I may injure 
  my money-maker!” 
   
  If the party includes four or fewer characters, one or 
  two of the entertainers may assist the party by 
  performing a part that is not filled by a PC. 
   
  • 
  “The man is a legend. Losing him would be 
  a catastrophe to the Realms. Of course! I’ll 
  help you!” 
  
   
  20 | Scourge of the Nightingale: A Song of Love 
   
  The Show 
  The show is to occur in the center of the fort, near 
  the barracks. This could allow for easy access into 
  the camp. 
   
  The performers have been hired to perform the play 
  titled The Rescue of the Fair Goblin Maiden (see 
  Appendix B).   
   
  Entering the camp should be easy, as the guards 
  have been told that Friggin’s Fantastical Showcase is 
  due to arrive today. However, the guards at the gate 
  will require an example of the performers’ work, 
  only because they are bored and want an early treat. 
  They ask for two of the following, with duplication 
  possible. Roll a d6 and consult the following table: 
   
  1. A display of magic 
  2. A poem 
  3. A short story of epic heroism 
  4. A show of strength 
  5. A psychic performance 
  6. A very funny joke 
   
  The players may come up with whatever they like to 
  appease the goblins when asked to perform from the 
  above list. You may call for appropriate ability 
  checks (DC 12) or simply let the roleplaying occur 
  without dice rolls. Feel free to grant advantage on 
  ability checks or award Inspiration to any player 
  who does an outstanding job. You may also choose 
  to forgo an ability check in that case.  
  Goblin Entertainer 
  At some point, one of the goblins (Gizdo) states that 
  he is a performer too, a comedian, and that he wants 
  to be the most famous goblin comedian to ever live. 
  He then shares a joke or two with the party: 
   
  • 
  “What did one Triton say to the other?” 
  o 
  “Um, I dunno…” 
  ▪ 
  “Bubble, Blurble, Bubble.” 
   
  • 
  “How can you tell someone’s a tourist in 
  Chult?” 
  o 
  “Um, I dunno…” 
  ▪ 
  “They’re the ones with 
  notepads around their 
  necks and hailing Tabaxis!” 
   
  • 
  “What’s the difference between a living 
  Boggle and a dead Boggle?” 
  o 
  “Um, I dunno…” 
  ▪ 
  “About 18 hit points!” 
   
  • 
  “What’s huge, stinks so bad you want to 
  throw up, and lives in a swamp?” 
  o 
  “Um, I dunno…” 
  ▪ 
  “Your mom!” 
   
  • 
  “You’re so ugly a…a Medusa wouldn’t even 
  gaze upon you.” 
  Access Granted to the Fort 
  Once granted access to the fort, the adventurers are 
  led to the open area near the barracks, where a small 
  stage has been erected. 
  The Performance 
  When the performance begins, roughly half the 
  goblins in the camp are watching the show. As the 
  show continues, have all players roll a DC 15 
  Charisma (Performance) check, with advantage 
  granted to bards or anyone with a performance 
  background (such as Entertainers or Folk Heroes). 
  On a success, more of the remaining goblins and 
  goblin bosses in the fort, except those in the towers, 
  show up to watch the performance.  
   
  A successful check after Scene Two causes the gate 
  ogre to show up – drawn by the amazing 
  performance. 
   
  A successful check after the end of Scene Three 
  causes two of the hobgoblin iron shadows and two 
  martial arts adepts to join the audience. 
   
  If all checks are successful, the only enemies in the 
  fort not watching the play are Grouse, two 
  hobgoblin iron shadows, and two marital arts 
  adepts. These enemies are located in the east 
  section of the fort - Areas G & H. 
   
  DM Tips & Tricks 
  If the players are doing an outstanding job acting out the play 
  and with their roleplaying, you may forgo the Charisma 
  checks. 
  Entering the East Section 
  The hobgoblin iron shadows and martial arts 
  adepts do not allow the adventurers access to the 
  east side of the fort. If confronted, they push the 
  adventurers back and close the gate to the east 
  section of the fort and lock the gate. The lock can be 
  
   
  21 | Scourge of the Nightingale: A Song of Love 
   
  picked with a successful DC 14 Dexterity check using 
  thieves’ tools.  
  Saving Devon Artis 
  Regardless of how the adventurers enter the east 
  section of the fort, they are noticed. Two Hobgoblin 
  Iron Shadows and two Hobgoblin Devastators (one 
  being Grouse) exit their barracks (Area H & G) if the 
  adventurers are noticed trying to release Devon 
  Artis.  
   
  These hobgoblins do not attend the performance, 
  but they do exit the barracks if they hear sounds of 
  battle, loud explosions, or yelling. They then stand 
  by their respective barracks’ and attack if anyone 
  tries to free Devon Artis. 
   
   
   
  
   
  22 | Scourge of the Nightingale: A Song of Love 
   
  Part 5. The Fort 
  Estimated Duration: 60 minutes 
   
  There are multiple ways the characters can proceed, 
  with the most obvious being sneak into the fort 
  disguised as actors. If the characters decide on 
  another route, the following information about the 
  fort should be helpful. 
  Inhabitants of the Fort 
   
  Nightingale is no longer here. She has left after 
  learning of the failed ransom collection.  
   
  • 
  Twenty-four goblins in the fort 
  • 
  Eight goblin bosses in the fort 
  • 
  Four hobgoblin iron shadows 
  • 
  Four martial arts adepts 
  • 
  One ogre 
  • 
  Grouse – a hobgoblin devastator with 70 
  hit points. 
   
  Setting up the Encounter 
  See the section descriptions for the number of goblins in 
  each area of the tree. 
   
  Statistics for creatures in the fort not in the Monster Manual 
  or Volo’s Guide to Monsters can be found in Appendix C 
   
  APL 1: Change all goblin bosses, hobgoblin iron shadows and 
  martial arts adepts to goblins, each with three hit points. 
  Change Grouse to a goblin boss. The ogre remains. 
  APL 2: As above. All goblins have 5 hit points. 
  APL 3: Change all goblin bosses and martial arts adepts to 
  goblins. Change Grouse and all hobgoblin iron shadows to 
  goblin bosses.  
  APL 4: Change all goblin bosses and martial arts adepts to 
  goblins.  
  APL 5: Change all martial arts adepts to goblins. 
  APL 6: All goblin bosses, hobgoblin iron shadows, and 
  martial arts adepts start with 15 fewer hit points. 
  APL 7: All goblin bosses, hobgoblin iron shadows, and 
  martial arts adepts start with 10 fewer hit points. 
  APL 8: As written 
  APL 9: All goblin bosses, hobgoblin iron shadows, and 
  martial arts adepts start with 10 additional hit points. 
  APL 10: Each goblin bosses, hobgoblin iron shadows, and 
  martial arts adepts start with 15 additional hit points. 
  Perception Checks  
  Unless otherwise noted below, all creatures roll 
  normal Wisdom (Perception) checks. 
  The Goblins 
  The goblins aren’t particularly clever and find 
  themselves bored. They are often not paying 
  attention and have disadvantage on Wisdom 
  (Perception) checks as a result.  
   
  The Hobgoblin Iron Shadows 
  The hobgoblin iron shadows in the fort are well-
  trained and have keen senses. As a result, they have 
  advantage on Wisdom (Perception) checks.  
  Entering the Fort  
  There are multiple ways the fort can be entered. 
  • 
  By posing as the Performing Troop (see 
  “Part 3: Along Comes an Opportunity”) 
  • 
  By using the Main Gate 
  • 
  By using the Secret Entrance 
  • 
  By breaking the Fence 
  • 
  By climbing the Fence 
  • 
  By agreeing to pay the ransom 
  Using the Main Gate 
  Entering via the Main Gate requires either strength, 
  cunning, or deception.  
  Using the Secret Entrance 
  Entering via the Secret Entrance is relatively easy, as 
  long as the party is stealthy. The two goblins in the 
  
   
  23 | Scourge of the Nightingale: A Song of Love 
   
  watch tower are not paying attention, busy telling 
  each other jokes: 
   
  • 
  “What did one Triton say to the other?” 
  o 
  “Um, I dunno…” 
  ▪ 
  “Bubble, Blurble, Bubble” 
   
  • 
  “Is that a Nilbog in your pants? Or are you 
  just happy to see me?” 
   
  • 
  “How can you tell someone’s a tourist in 
  Chult?” 
  o 
  “Um, I dunno…” 
  ▪ 
  “They’re the ones with 
  notepads around their 
  necks and hailing Tabaxis!” 
   
  • 
  “What’s the difference between a living 
  Boggle and a dead Boggle?” 
  o 
  “Um, I dunno…” 
  ▪ 
  “About 18 hit points!” 
   
  The entrance is a 3-foot-wide gap in the fence just 
  below the guard tower. Approaching the fence 
  requires a Dexterity (Stealth) check contested by the 
  goblin’s Wisdom (Perception) check. The goblins 
  make the check with disadvantage.  
   
  A Medium-sized or smaller creature can squeeze 
  through the gap in the fence. 
  Breaking the Fence 
  Dealing 20 damage to the fence creates a 4-foot-wide 
  by 4-foot-tall gap in the fence, though accomplishing 
  this quietly may be difficult. 
  Climbing the Fence 
  The fence is 15 feet tall and made of tree trunks. A 
  creature without a climbing speed or climbing gear 
  must succeed on a DC 13 Strength (Athletics) check 
  to climb it.  
   
  The top of the fence is pointed and does not allow a 
  creature to hang on it. Quietly dropping to the 
  ground requires a DC 12 Strength (Athletics) check 
  followed by a successful DC 15 Dexterity (Stealth) 
  check. A creature that fails the Strength check slips 
  and falls while trying to climb down the fence, taking 
  1d6 bludgeoning damage, landing prone, and 
  alerting the goblins in the towers. 
   
  Failing the Dexterity (Stealth) check results in the 
  creature making noise while it climbs down the 
  fence. If this occurs, any goblins within 30 feet of the 
  creature become curious if they pass DC 13 Wisdom 
  (Perception) checks made with Disadvantage. 
  Agreeing to Pay the Ransom 
  Nightingale’s intention was to release Devon Artis if 
  the ransom was paid. Unfortunately, her hired help 
  botched the transaction and she has no other choice 
  but to attempt a new ransom deal for the prisoner. 
   
  If the adventurers approach the fort with the intent 
  of paying the ransom, the goblins in the towers or at 
  the main gate oblige, but ask for twice the original 
  amount. 
   
  If the party asks to speak with whoever is in charge, 
  the goblins summon Grouse (see sidebar).Grouse 
  agrees to the original ransom demand, accepting the 
  2,000 gp payment and releasing Devon Artis to the 
  party.  
  The Fort During the Day  
  During the day, the inhabitants of the fort move 
  about, performing chores, maintaining the fort, and 
  patrolling the internal and external perimeter. 
   
  • 
  Two goblins patrol the exterior of the fence, 
  using a walking speed of 20 feet per round. 
  • 
  Two goblins patrol the west interior of the 
  fence, using a walking speed of 20 feet per 
  round. 
  • 
  Two martial arts adepts patrol the east 
  interior of the fort. 
  • 
  Towers are manned by two goblins each. 
  Alerting the Fort During the Day 
  If combat occurs, roll initiative for all creatures in 
  the fort. Any creature that cannot see the combat 
  may attempt a DC 12 Wisdom (Perception) check on 
  their turn. On a success, they hear the sounds of 
  combat and can join the fight. On a failure, they think 
  someone dropped something or someone is doing 
  construction. 
  The Fort During the Night 
   
  Three hours after sunset, activity in the fort settles 
  down, as most of the inhabitants have gone to bed. 
  Each tower is then manned by one goblin.  
   
  • 
  No exterior patrol. 
  • 
  Two goblins patrol the interior of the 
  fence, using a walking speed of 20 feet per 
  round. 
  
   
  24 | Scourge of the Nightingale: A Song of Love 
   
  • 
  Two hobgoblin iron shadows patrol the 
  east interior of the fort. If attacked, they 
  use their Shadow Jaunt to move around 
  the party and avoid fighting the tank-like 
  heroes until they have whittled down 
  spellcasters. 
  • 
  Towers are manned by one goblin each. 
  Alerting the Fort at Night 
  If combat occurs, there is a chance those sleeping are 
  awakened by the noise. Each barracks is assigned a 
  starting DC Perception check. If that check equals the 
  passive Perception of the inhabitants, or if the 
  inhabitants pass a successful Wisdom (Perception) 
  check, they awaken and join the fight.  
   
  Each DC reduces by one for every round of battle 
  occurring inside or outside the fence. Do not count 
  Stealthy attacks or magical attacks that are silent. 
  Sections of the Fort 
   
  The following locations are keyed to the map 2.0: 
  A. The Watch Towers 
  The watch towers are covered and have small walls 
  which provides half cover (+2 bonus to AC and 
  Dexterity saving throws) to any creature inside. 
  The towers stand 20 feet high and are accessible via 
  a ladder located on the side of the tower that faces 
  the interior of the fort. 
   
  • 
  2 goblins in each tower by day 
  • 
  1 goblin in each tower by night  
  B. The Main Gate 
  The main gate is comprised of thick tree trunks 
  lashed together with rope and leather binding. The 
  one large door swings inward and is barred by a 
  thick piece of lumber. 
   
  The goblins in the main gate towers are responsible 
  for permitting creatures in and out of the fort. 
   
  An ogre is assigned the sole duty of opening the 
  gate. If the gate isn’t being opened, the ogre is 
  sleeping in the small building just behind the gate. 
   
  C. The Ogre’s Shack 
  This is where Dimple, the ogre, can be found when 
  he isn’t tending to the main gate. 
  Treasure 
  Searching the shack yields three dozen large bones, 
  mostly cattle hind legs, with bits of spoiled meat 
  attached. 
  D. Barracks #1 
  The barracks contains four goblins and four goblin 
  bosses. 
  E. Barracks #2 
  The barracks contains four goblins and four goblin 
  bosses. 
  F. Barracks #3 
  The barracks contains seven goblins. 
  G. Barracks #4 
  The barracks contains two martial arts adepts. 
  H. Barracks #5 
  The barracks contains the hobgoblin devastator 
  known as Grouse, as well as two hobgoblin iron 
  shadows. 
  Treasure 
  Searching Barracks H yields 200 gp, 200 sp, a large 
  diamond worth 300 gp, and a note written in 
  Common with beautiful calligraphy. The note reads 
  as follows: 
   
  Grouse – after receiving the ransom, take it to 
  Hillsfar and meet with Hobart Taggart – the owner of 
  the Diamond in the Dung Inn. He’ll know what to do 
  with the gold.  
   
  Then return to me. We have much to plan. 
   
   
   
   
   
  N 
  I. Prisoner Wagon 
  Devon Artis is being held in an open-air, metal-bar 
  wagon. A chain and padlock on the west side of the 
  wagon secures the door. The lock may be picked 
  with a successful DC 15 Dexterity check using 
  thieves’ tools. If targeted with an attack, the lock has 
  an AC of 12 and 20 hit points. 
  J. Performance Stage 
  A makeshift stage has been erected in anticipation of 
  the traveling performers. 
  K. The Stables 
  The stables are currently empty but do have fresh 
  hay and horse manure. 
  
   
  25 | Scourge of the Nightingale: A Song of Love 
   
  L. Secret Entrance 
  A secret entrance to the camp. 
  Treasure 
  Searching the various buildings of the fort yields 50 
  gp, 80 sp, and 90 cp. See Area H for the treasure 
  found in that location. 
   
   
  
   
  26 | Scourge of the Nightingale: A Song of Love 
   
  Part 5. Conclusion 
  Estimated Duration: 15 minutes 
  The adventurers have either succeeded or failed, and 
  return to Dampfshire. 
  Devon Artis  
  If spoken to, Devon can impart the following 
  information: 
    
  • 
  The hobgoblins called her Boss Lady. 
  • 
  The woman is a wicked thing – a mix of 
  beauty and chaos. However, she exudes 
  charisma, and is extremely quick and light on 
  her feet. 
  • 
  It seems she was only interested in collecting 
  a ransom. 
  • 
  She said she knew Gildus, but I’ve never heard 
  him talk about her before. 
  • 
  Though I was a captive, I wasn’t treated 
  poorly. 
   
  Devon doesn’t know anything else about Nightingale 
  or her plans.  
   
  Faction Representatives 
  The faction representatives are still in Dampfshire, 
  awaiting the return of the adventuring party and a 
  synopsis of their mission. They then thank the 
  adventurers for a job well done and state that they 
  will relay this information to the factions and the 
  First Lord of Hillsfar.  
   
  The mysterious woman comes as a surprise. 
   
  Mission Successful 
  If the party is successful in rescuing Devon Artis, 
  read or summarize:  
   
  The village is nearly empty, yet the embellished chairs 
  still stand in the center. A lone figure, who you 
  recognize as Gildus Strong, still wearing the elegant 
  blue suit you met him in, sits in one of the chairs, head 
  in his hands. 
   
  The man hears you approaching, revealing bloodshot 
  and puffy eyes as he looks at you. It takes a moment 
  before he sees Devon, but when he does, a large smile 
  forms on his face. Gildus stands, walks up to Devon 
  with outstretched arms, and takes him in his grasp. 
    
  The two embrace for nearly a minute before Gildus 
  looks at you. “Thank you,” he whispers through eyes 
  now welling with tears of joy. “Thank you!" 
   
  Then, Gildus steps back from Devon and begins softly 
  singing: 
   
  I sing a song…of love…for you… 
  A wish of joy…and peace…for you… 
  My heart is yours until the end… 
   
  And the song trails off as the two embrace. 
  Gildus and Nightingale 
  Gildus has no idea who this woman might be. He has 
  never heard of her or seen anyone matching her 
  description. In truth, the two were friends years ago, 
  but she didn’t use the name Nightingale at the time. 
  More information is learned about this villain in A 
  Song of Revenge and A Song of War. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  27 | Scourge of the Nightingale: A Song of Love 
   
  Mission Unsuccessful  
  If the party unsuccessful in rescuing Devon Artis, 
  read or summarize:  
   
  The village is nearly empty, yet the embellished chairs 
  still stand in the center. A lone figure, who you 
  recognize as Gildus Strong, still wearing the elegant 
  blue suit you met him in, sit in one of the chairs, head 
  in his hands. 
   
  The man hears you approaching, revealing bloodshot 
  and puffy eyes as he looks at you. It takes a moment 
  before he realizes Devon isn’t with you.  
   
  “What happened?” comes his cracking voice.  
   
  Allow the party to explain the events and then read 
  or summarize the following: 
   
  Gildus moves to one of the chairs in the center of the 
  village. He sits, places his head in his hands, and beings 
  to quietly sing. 
   
  I sing a song…of love…for you… 
  A wish of joy…and peace…for you… 
  My heart is yours until the end… 
   
  The words trail off as Gildus weeps into his hands. 
   
  Faction Representatives 
  The faction representatives are still in Dampfshire, 
  awaiting the return of the adventuring party and a 
  synopsis of their mission. They state that they will 
  relay this information to the factions and the First 
  Lord of Hillsfar.  
   
  The mysterious woman comes as a surprise. 
  In All Cases 
  In all cases, the faction representatives or village folk 
  tell the adventurers to be prepared to be contacted 
  by the First Lord of Hillsfar. Their assistance may be 
  needed in the future. 
   
  Milestone Leveling 
  At your discretion, after concluding the adventure, 
  you may assume the characters have earned enough 
  experience to have leveled twice: once after Bridge 
  Tree and once for returning to the village. This 
  applies more to low-level characters as a Song of 
  Revenge is written for 3rd to 10th level characters. 
   
   
  
   
  28 | Scourge of the Nightingale: A Song of Love 
   
  Rewards 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in combat. For non-combat experience, the rewards 
  are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Goblin  
   
   
  50 
  Goblin Boss 
   
   
  200 
  Worg 
   
   
   
  100 
  Archer  
   
   
  700 
  Berserker 
   
   
  450 
  Enchanter 
   
   
  1,800 
  Knight  
   
   
  700 
  Spy 
   
   
   
  200 
  Ogre 
   
   
   
  450 
  Martial Arts Adept 
   
  700 
  Hobgoblin Iron Shadow 
   
  450 
   
   
  Hobgoblin Devastator 
   
  1,100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Performing the Play 
   
  200 
   
  Treasure Totals 
  Item Name 
   
   
  GP Value 
  Two scimitars 
   
   
  24 
  Bear trap 
   
   
  3 
  Gold 
   
   
   
  457 
  Silver 
   
   
   
  565 
  Copper  
   
   
  590 
  Diamond 
   
   
  300 
   
  Necklace of Fireballs 
  Wondrous item, rare 
   
  Created by a goblin shaman, this necklace is not as 
  glorious as others of its kind, having been made of 
  twine, handcrafted stone rings, and worked-stone 
  beads.  
   
  The necklace has 1d6 + 3 beads hanging from it. You 
  may use an action to detach a bead and throw it up 
  to 60 feet away. When it reaches the end of its 
  trajectory, the bead detonates as a 3rd-level fireball 
  spell (save DC 15). 
   
  You can hurl multiple beads, or even the whole 
  necklace, as one action. When you do so, increase the 
  level of the fireball by 1 for each bead beyond the 
  first. 
  Potion of Invulnerability 
  Potion, rare 
   
  For 1 minute after you drink this potion, you have 
  resistance to all damage. The potion’s syrupy liquid 
  looks like liquifies iron. 
   
  This item can be found in the Player’s Handbook. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
  An Entertainers Life. Any character who 
  performed in the play receives this award. 
  Talk of your outstanding performance has made 
  its way around the Realms. Tavern owners and 
  innkeepers pray you grace their establishment with 
  your presence. When you like, you may relinquish 
  this reward to a tavern owner or innkeeper and 
  receive the very best room, food, drink, and service 
  they have to offer for 24 hours.  
   
   
   
   
   
  
   
  29 | Scourge of the Nightingale: A Song of Love 
   
  Appendix A. Maps  
   
  Bridge Tree Map (Day) 
  1 Square = 5 Feet 
   
   
   
   
  
   
  30 | Scourge of the Nightingale: A Song of Love 
   
   
   
   
  Bridge Tree Map (Night) 
  1 square = 5 feet 
   
   
  
   
  31 | Scourge of the Nightingale: A Song of Love 
   
  Goblin Fort Map  
   
   
   
   
   
  
   
  32 | Scourge of the Nightingale: A Song of Love 
   
  Appendix B. Handouts  
   
  Player Handout 1. Ransom Note  
  To whoever finds this note, 
   
  Devon Artis is being held for ransom. In exchange for 2,000 gold pieces, I will spare his life.  
   
  Deliver the gold to Bridge Tree. There you will find several of my liaisons. They have specific instructions to release 
  Devon to you if you pay the ransom. 
   
  No tricks! The entertainer’s life is in your hands. 
   
    
   
   
   
  N 
   
  Player Handout 2. Bridge Tree Letter 
    
  Secure the gold, release the prisoner, and return to the base. 
    
   
   
   
  N 
   
  Player Handout 3. Contract to Perform  
   
  Friggin’s Fantastical Showcase 
  Performing Contract 
   
  I, the undersigned, for the sum of 10 gold pieces, do hereby agree to perform the play ‘The Rescue of the Fair Goblin 
  Maiden’ for Junper and his companions.  I understand that I may be given short notice of the performance date. 
   
  Signed… 
   
   
  Player Handout 4. Letter in the Fort  
   
  Grouse – after receiving the ransom, take it to Hillsfar and meet with Hobart Taggart – the owner of the Diamond in 
  the Dung Inn. He’ll know what to do with the gold.  
   
  Then return to me. We have much to plan. 
   
   
   
   
   
  N 
   
   
  
   
  33 | Scourge of the Nightingale: A Song of Love 
   
  Player Handout 5.  
  The Rescue of the Fair Goblin Maiden 
   
  The Rescue of the Fair Goblin Maiden 
   
  A play written for six performers. 
   
  History of the play: Ambrosia – the fairest goblin maiden in all the Moonsea region - had been kidnapped by Grug – 
  an evil orc lord – and held for ransom. Grug demands 1,000 gold pieces and the head of Ambrosia’s father, Brika. 
  Brika was a leader of a Moonsea goblin tribe and a powerful fighter. Grug and Brika had battled many times, which 
  often ended in stalemates. 
       Brika had no intention of paying the ransom. Although he knew his daughter’s life was in peril, he also knew Grug 
  would not release her and would most certainly attempt to extort more gold from the clan, and perhaps even use his 
  daughter against him in other ways. So, Brika and a group of several goblin champions infiltrated Grug’s camp one 
  night to save his daughter and kill Grug. 
   
  Performers: Since the play is about goblins, all performers should either be goblins or creatures of short stature. If 
  the performers are taller than 4 feet, as both a courtesy and for historical correctness, they should walk on their 
  knees in order to attain the shorter stature. 
   
  Ambrosia – Brika’s beautiful goblin daughter. She is dating Snots, but her father doesn’t know it. She has also been 
  kidnapped by Grug. 
   
  Brika – A powerful goblin warlord who often grits his teeth when speaking. He has seen many battles, and as such, 
  has the confidence of a seasoned veteran. 
   
  Boooga – A goblin wizard whose spellcasting has a huge impact on the success of the mission. 
   
  Snots – A goblin fighter whose strength and sacrifice are necessary during the mission. 
   
  PimPam – a goblin jester of cunning, stealth, and loyalty. 
   
  Grug – An Orc commander with a huge and powerful build. An egotistical maniac who thinks he will eventually 
  conquer the Moonsea region.  
   
  Ambrosia – The fairest goblin maiden in the land. Many a goblin were stricken with grief when they learned of her 
  capture and the ransom demand. They know the stories of Grug and fear they will never see her again. 
   
  Narrator – A humanoid who, preferably, can speak Goblin. This role narrates the text and sets up the scenes. This 
  role may also be filled by non-player characters as needed. 
   
  Scene 1: The Birthday of Brika 
  Narrator: “Our story begins in the Moonsea region, perhaps not far from where we sit now. It was a fair night with 
  the cold tendrils of air held at bay, thanks to the large fire the goblin tribe had built. It was an evening of festivity, as 
  Brika – the mighty goblin commander – (Enter Brika – walking about the stage with confidence, chest puffed out.) 
  celebrated his birthday with his tribe.” 
   
  Brika: (while walking about the stage and snarling) “It is my birthday today!!”  
   
  Snots: (scampers onto the stage, carrying a letter) “Brika! Commander, this was found in your daughter’s hut!” 
  (hands the letter to Brika while looking at the crowd with wide eyes) 
   
  
   
  34 | Scourge of the Nightingale: A Song of Love 
   
  Brika: (grabs the letter and reads it aloud) “Ambrosia – the fairest goblin maiden in the land – is now my prisoner. 
  You will pay me the sum of 1,000 gold pieces and bring me Brika’s head (grabs throat when reading this section) or 
  I’ll deliver the head of the fair maiden (cries of “NO!” and whimpers heard off stage) to you in two days.” 
   
  Brika: (with a self-defeated tone and looking toward the audience) “What shall we do? I know Grug will not honor 
  his word. Why would he return my fair maiden daughter to me? (turns to Snots) We shall have a meeting and plan a 
  secret mission. Snots – go gather Boooga and PimPam! 
   
  Snots: “I will do just that, mighty Brika!” 
   
  Brika: (as Snots turns to leave) “Oh, and Snots. What were you doing in my daughter’s hut?” 
  Snots: (looks toward the audience and smiles) “Oh, I was merely fluffing her pillows before bedtime. I often do that.” 
   
  Brika: (nodding his head while smiling) “Ah, you are such a good friend.” 
   
  Exit Stage Left – End Scene 
   
   
  Scene 2: The Plan 
  Narrator: (while Brika, Snots, Boooga, and PimPam sit around the campfire – acting like they are talking and 
  planning) Brika gathered a few of his most trusted and seasoned goblins. The powerful — and perhaps charismatic 
  — fighter Snots, the spell slinging Boooga, and the cunning and hilarious PimPam. 
  The quartet made a plan, then set off to rescue the fair maiden Ambrosia. 
   
  End scene 
   
  Scene 3: Grug and the Maiden 
  (Grug stands by a fire in his own camp holds a rope tied around Ambrosia’s neck) 
   
  Grug: (confidently) “Ha, ha, ha! Soon I’ll have your father’s head to add to my trophy collection!”  
   
  Ambrosia: (whimpering) “NO! Please, no! My father is the greatest goblin in the land. Please release me and let him 
  live!” 
   
  Grug: “I’ll never release you! Not even if the ransom demands are met. (turns to Ambrosia and laughs) You will be 
  my prisoner forever!” 
   
  Ambrosia: “Nooo! 
   
  Grug: “Yesss!” 
   
  Ambrosia: “NOOOOOO!!!!! 
   
  Grug: “YESSSSS!!!!! (laughing) 
   
  (Enter Brika, Snots, Boooga, and PimPam – stealthily making their way closer to Grug and Ambrosia.) 
   
  Ambrosia: “But…I’ve fallen in love with a mighty goblin warrior. His name is Snots (begins to drift off to a calm and 
  tender voice) and he’s strong and handsome. He’s so sweet. He fluffs my pillows every night…” 
   
  (Brika jabs Snots in the backside when he hears the above. Snots stifles a cry.) 
   
  Grug: (laughing) “I bet he does!” 
  
   
  35 | Scourge of the Nightingale: A Song of Love 
   
   
  Ambrosia: (turns away from Grug) “Please don’t take that away from me!” 
   
  Grug: (while Brika sneaks up behind Grug) “I’ll take everything from you!” 
   
  Brika: (from behind Grug) “You’ll have to kill me first!” 
   
  Grug: (startled, drops the rope, draws his longsword, and prepares for battle) “Then let’s have at it!” 
   
  (An epic sword fight ensues– eventually Grug starts to win, battling Brika to the ground.) 
   
  Grug: (with confidence) “Now you see who is your better. This will be your last night.” 
   
  Brika: “But…it’s my birthday…” 
   
  Grug: (drawing sword high in the air) “Then let this be your last present!” 
   
  Snots, PimPam, and Boooga: (entering the battle, saying in UNISON) “You’ll not deliver that gift while we still live!” 
   
  Narrator: “The battle continued between the might Grug and the goblins.  PimPam is slashed by Grug’s sword and 
  falls. Boooga also falls, not by Grug’s hand, but because his spell backfires. Ambrosia yells at Grug as he turns to 
  impale her father with his longsword, delivering the final blow. But — just as the blade is about to strike — Snots 
  leaps into the path of the blade, saving Brika. Ambrosia screams as she sees her beloved Snots impaled by the blade.” 
    
  “PimPam takes this opportunity to cast a spell on Grug – a spell which makes him keel over with laughter. Brika, 
  covered in Snots’ blood, rises, takes his blade, and stabs the bellowing orc, dropping him to the ground.” 
   
  Ambrosia: “Oh father, I’m happy you are well, but poor Snots!” 
   
  Brika: “Yes, Snots sacrificed himself to save me.”  
   
  End of Scene 
   
  Scene 4: Finale 
  All cast members to front of stage for the singing finale. 
   
  All hold hands while singing. 
   
  A Song of Love is typically sung in unison, though solo versions do exist. 
   
  After singing A Song of Love, bow. 
   
  
   
  36 | Scourge of the Nightingale: A Song of Love 
   
   
   
   
   
   
   
  
   
  37 | Scourge of the Nightingale: A Song of Love 
   
  DM Handout 1.  
  The Rescue of the Fair Goblin Maiden - DM Version 
   
  If all checks are successful, the only enemies in the fort not watching the play are Grouse, two Hobgoblin Iron 
  Shadows, and two Marital Arts Adepts. These enemies are located in the east section of the fort  - Areas G & H. 
   
   
  The Rescue of the Fair Goblin Maiden 
   
  A play written for six performers. 
   
  History of the play: Ambrosia – the fairest goblin maiden in all the Moonsea region - had been kidnapped by Grug – 
  an evil orc lord – and held for ransom. Grug demands 1,000 gold pieces and the head of Ambrosia’s father, Brika. 
  Brika was a leader of a Moonsea goblin tribe and a powerful fighter. Grug and Brika had battled many times, which 
  often ended in stalemates. 
       Brika had no intention of paying the ransom. Although he knew his daughter’s life was in peril, he also knew Grug 
  would not release her and would most certainly attempt to extort more gold from the clan, and perhaps even use his 
  daughter against him in other ways. So, Brika and a group of several goblin champions infiltrated Grug’s camp one 
  night to save his daughter and kill Grug. 
   
  Performers: Since the play is about goblins, all performers should either be goblins or creatures of short stature. If 
  the performers are taller than 4 feet, as both a courtesy and for historical correctness, they should walk on their 
  knees in order to attain the shorter stature. 
   
  Ambrosia – Brika’s beautiful goblin daughter. She is dating Snots, but her father doesn’t know it. She has also been 
  kidnapped by Grug. 
   
  Brika – A powerful goblin warlord who often grits his teeth when speaking. He has seen many battles, and as such, 
  has the confidence of a seasoned veteran. 
   
  Boooga – A goblin wizard whose spellcasting has a huge impact on the success of the mission. 
   
  Snots – A goblin fighter whose strength and sacrifice are necessary during the mission. 
   
  PimPam – A goblin jester of cunning, stealth, and loyalty. 
   
  Grug – An Orc commander with a huge and powerful build. An egotistical maniac who thinks he will eventually 
  conquer the Moonsea region.  
   
  Ambrosia – The fairest goblin maiden in the land. Many a goblin were stricken with grief when they learned of her 
  capture and the ransom demand. They know the stories of Grug and fear they will never see her again. 
   
  Narrator – A humanoid who, preferably, can speak Goblin. This role narrates the text and sets up the scenes. This 
  role may also be filled by non-player characters as needed. 
   
  Scene 1: The Birthday of Brika 
   
  DM – The majority of the goblins have taken seats in front of the stage. They applaud as the party takes the stage. 
   
  Narrator: “Our story begins in the Moonsea region, perhaps not far from where we sit now. It was a fair night with 
  cold tendrils of air held at bay, thanks to the large fire the goblin tribe had built. It was an evening of festivity, as 
  
   
  38 | Scourge of the Nightingale: A Song of Love 
   
  Brika – the mighty goblin commander – (Enter Brika – walking about the stage with confidence, chest puffed out.) 
  celebrated his birthday with his tribe.” 
   
  Brika: (while walking about the stage and snarling) “It is my birthday today and I am happy!”  
   
  DM – Crowd replies “HAPPY BIRTHDAY” as is custom when this play is performed. 
  Snots: (scampers onto the stage, carrying a letter) “Brika! Commander, this was found in your daughter’s hut!” 
  (hands the letter to Brika while looking at the crowd with wide eyes) 
   
  Brika: (grabs the letter and reads it aloud) “Ambrosia – the fairest goblin maiden in the land – is now my prisoner. 
  You will pay me the sum of 1,000 gold pieces and bring me Brika’s head, (grabs throat when reading this section) or 
  I’ll deliver the head of the fair maiden (cries of “NO!” and whimpers heard off stage) to you in two days.” 
   
  Brika: (with a self-defeated tone and looking toward the audience) “What shall we do? I know Grug will not honor 
  his word. Why would he return my fair maiden daughter to me? (turns to Snots) We shall have a meeting and plan a 
  secret mission. Snots – go gather Boooga and PimPam! 
   
  Snots: “I will do just that, mighty Brika!” 
   
  Brika: (as Snots turns to leave) “Oh, and Snots. What were you doing in my daughter’s hut?” 
  Snots: (looks toward the audience and smiles) “Oh, I was merely fluffing her pillows before bedtime. I often do that.” 
   
  DM – Crowd laughs and giggles. 
   
  Brika: (nodding his head, while smiling) “Ah, you are such a good friend.” 
   
  Exit Stage Left – End Scene 
   
   
  Scene 2: The Plan 
   
  DM – More goblins have joined the audience, along with the ogre from the front gate. 
   
  Narrator: (while Brika, Snots, Boooga and PimPam sit around the campfire – acting like they are talking and 
  planning) Brika gathered a few of his most trusted and seasoned goblins. The powerful — and perhaps charismatic 
  —fighter Snots, the spell slinging Boooga, and the cunning and hilarious PimPam. 
  The quartet made a plan, then set off to rescue the fair maiden Ambrosia. 
   
  DM – Oh’s and Ah’s from the crowd. 
   
   
  End scene 
   
  Scene 3: Grug and the Maiden 
  (Grug stands by a fire in his own camp and holds a rope tied around Ambrosia’s neck.) 
   
  Grug: (confidently) “Ha, ha, ha! Soon I’ll have your father’s head to add to my trophy collection!”  
   
  Ambrosia: (whimpering) “NO! Please, no! My father is the greatest goblin in the land. Please release me and let him 
  live!” 
   
  Grug: “I’ll never release you! Not even if the ransom demands are met. (turns to Ambrosia and laughs) You will be 
  my prisoner forever!” 
  
   
  39 | Scourge of the Nightingale: A Song of Love 
   
   
  Ambrosia: “Nooo! 
   
  Grug: “Yesss!” 
   
  Ambrosia: “NOOOOOO!!!!! 
   
  Grug: “YESSSSS!!!!! (laughing) 
   
  (Enter Brika, Snots, Boooga, and PimPam – stealthily making their way closer to Grug and Ambrosia.) 
   
  Ambrosia: “But…I’ve fallen in love with a mighty goblin warrior. His name is Snots (begins to drift off to a calm and 
  tender voice) and he’s strong and handsome. He’s so sweet. He fluffs my pillows every night…” 
   
  (Brika jabs Snots in the backside when he hears the above. Snots stifles a cry.) 
   
  Grug: (laughing) “I bet he does!” 
   
  Ambrosia: (turns away from Grug) “Please don’t take that away from me!” 
   
  Grug: (while Brika sneaks up behind Grug) “I’ll take everything from you!” 
   
  Brika: (from behind Grug) “You’ll have to kill me first!” 
   
  Grug: (startled, drops the rope, draws his longsword, and prepares for battle) “Then let’s have at it!” 
   
  (An epic sword fight ensues– eventually Grug starts to win, battling Brika to the ground.) 
   
  Grug: (with confidence) “Now you see who is your better. This will be your last night.” 
   
  Brika: “But…it’s my birthday…” 
   
  Grug: (drawing sword high in the air) “Then let this be your last present!” 
   
  Snots, PimPam, and Boooga: (entering the battle, saying in UNISON) “You’ll not deliver that gift while we still live!” 
   
  Narrator: “The battle continued between the mighty Grug and the goblins.  PimPam is slashed by Grug’s sword and 
  falls. Boooga also falls, not by Grug’s hand, but because his spell backfires. Ambrosia yells at Grug as he turns to 
  impale her father with his longsword, delivering the final blow. But — just as the blade is about to strike — Snots 
  leaps into the path of the blade, saving Brika. Ambrosia screams as she sees her beloved Snots impaled by the blade.” 
    
  “PimPam takes this opportunity to cast a spell on Grug – a spell which makes him keel over with laughter. Brika, 
  covered in Snots’ blood, rises, takes his blade, and stabs the bellowing orc, dropping him to the ground.” 
   
  Ambrosia: “Oh father, I’m happy you are well, but poor Snots!” 
   
  Brika: “Yes, Snots sacrificed himself to save me.”  
   
  End of Scene 
   
  DM – Two red-faced hobgoblin Iron Shadows and two Martial Arts Adepts from the east side of the fort join the 
  audience.  
   
   
  
   
  40 | Scourge of the Nightingale: A Song of Love 
   
  Scene 4: Finale 
  (All cast members to front of stage for the singing finale.)  
   
  (All hold hands while singing.) 
   
  (A Song of Love is typically sung in unison, though solo versions do exist.) 
   
   
   
   
  (End Performance – Bow) 
   
  DM – The crowd reacts appropriately.  
   
   
   
   
  
   
  41 | Scourge of the Nightingale: A Song of Love 
   
  Appendix C. Monsters 
  Nightingale (Lorelai Song) 
  Medium humanoid (human), chaotic neutral  
   
  Armor Class 18 (+3 leather armor)  
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  20 (+5) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
  Saving Throws Str +5, Dex +9, Con +8 Cha +7 
  Skills Acrobatics +9, Deception +8, Intimidation +8 
  Persuasion +8 
  Senses passive Perception 15 
  Languages Common, Elvish, Goblin, Hobgoblin, Orc 
  Challenge 12 (8,400 XP) 
   
  Cunning Action. On each of her turns, Nightingale can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action. 
   
  Enchanting Presence. Any non-undead creature that 
  starts its turn within 60 feet of Nightingale must make 
  a DC 16 Wisdom saving throw. On a failed save, the 
  creature becomes charmed by Nightingale for 1 
  minute. On a successful save, the creature becomes 
  immune to any Enchanting Presence for 24 hours. 
  Whenever Nightingale deals damage to the charmed 
  creature, the creature can repeat the saving throw, 
  ending the effect on itself on a success. 
   
  Indomitable (3/Day). Nightingale can reroll a saving 
  throw she fails. She must use the new roll. 
   
  Innate Spellcasting. Nightingale’s innate spellcasting 
  ability is Charisma (spell save DC 16). She can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: charm person, Tasha’s hideous laughter, vicious 
  mockery (3d4 damage*) 
  3/day each: confusion, dissonant whispers, suggestion 
  1/day each: dispel magic, Otto’s irresistible dance 
   
  Magic Resistance. Nightingale has advantage on saving 
  throws against spells and other magical effects. 
   
  Flight of the Dove (Recharge 4 - 6). As a bonus action, 
  Nightingale can teleport up to 30 feet to an unoccupied 
  space she can see. To do so, she must be able to 
  whistle. 
  Actions 
  Multiattack. Nightingale makes two melee attacks. She 
  can cast one spell in place of one of these attacks. 
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 
  9 (1d8 + 5) piercing damage 
  Longbow. Ranged Weapon Attack: +9 to hit, range 
  150/600 ft., one target. Hit: 9 (1d8 + 5) piercing 
  damage 
  Unarmed Strike. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning 
  damage. If the target is a creature, Nightingale can 
  choose one of the following additional effects: 
  • 
  The target must succeed on a DC 13 Dexterity 
  saving throw or be knocked prone. 
  • 
  The target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  adept’s next turn. 
  Reactions 
  Parry. Nightingale adds 2 to her AC against one melee 
  attack that would hit her. To do so, she must see the 
  attacker and be wielding a melee weapon.  
   
   
  
   
  42 | Scourge of the Nightingale: A Song of Love 
   
  Nightingale’s Magic Items 
  Mask of the Nightingale 
  Wondrous item, rare (requires attunement by a bard) 
  While wearing this mask, you learn the vicious mockery 
  cantrip, if you didn’t already know it, and deal an additional 
  1d4 psychic damage to a target that fails on its saving throw 
  against the spell. In addition, the mask also has the following 
  property:  
  Mass Vicious Mockery (3/Day). When you cast the vicious 
  mockery cantrip, you can choose to also target each creature 
  in a 20-foot cube originating from you.   
   
  Lyric 
  Weapon (rapier), very rare (requires attunement by a bard) 
   
  The blade of this rapier whistles as it moves through the air. 
   
   
  You gain a +2 bonus to attack and damage rolls made with 
  this magical weapon, which deals an additional 1d6 thunder 
  damage on a successful hit. 
   
  Brass Lute 
  Wondrous item, uncommon (requires attunement) 
  A creature that attempts to play the instrument without 
  being attuned to it must succeed on a DC 15 Wisdom saving 
  throw or take 2d4 psychic damage. 
   
  You can use an action to play the instrument and cast one of 
  its spells:  
   
  Hypnotic pattern 
  Shatter (5th level version; 5d8 damage) 
  Thunderwave (3rd level version; 4d8 damage) 
   
  Once the instrument has been used to cast one of the above 
  spells, it can’t be used to cast that spell again until the next 
  dawn. The spells use your spellcasting ability and spell save 
  DC. 
   
  In addition, you can play the instrument while casting a spell 
  that causes any of its targets to be charmed on a failed saving 
  throw. If you do so, the target has disadvantage on the save. 
  This effect applies only if the spell has a somatic or a material 
  component. 
   
   
   
  Ring of Shielding 
  Ring, rare (requires attunement) 
   
  This ring has 4 charges. While attuned to it, as a reaction you 
  can expend 1 charge to cast the shield spell. The ring regains 
  1d4 expended charges daily at dawn.  
   
   
   
  
   
  43 | Scourge of the Nightingale: A Song of Love 
   
  Battle Worg 
  Large monstrosity, neutral evil 
  Armor Class 15 (scale mail barding) 
  Hit Points 32 (5d10 + 4) 
  Speed 40 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  13 (+1) 
  13 (+1) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
  Skills Perception +5 
  Senses darkvision 60 ft. passive Perception 15 
  Languages Goblin, Worg 
  Challenge 1 (200 XP) 
  Keen Hearing and Smell. The worg has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  Giant Goat 
  Large beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d10 + 3) 
  Speed 40 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   17 (+3) 
  11 (+0) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2) 
  Senses passive Perception 15 
  Languages - 
  Challenge 1/2 (100 XP) 
  Charge. If the goat moves at least 20 feet straight 
  toward a target and then hits it with a ram attack on 
  the same turn, the target takes an extra 5 (2d4) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be 
  knocked prone. 
  Sure-Footed. The goat has advantage on Strength and 
  Dexterity saving throws made against effects that 
  would knock it prone. 
  Actions 
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) bludgeoning damage.
  
   
  44 | Scourge of the Nightingale: A Song of Love 
   
  Goblin Archer 
  Small humanoid (goblin), neutral evil 
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   9 (-1) 
  20 (+5) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
  Skills Acrobatics +7, Stealth +7, Perception +5 
  Senses darkvision 60 ft. passive Perception 15 
  Languages Common, Goblin 
  Challenge 3 (700 XP) 
  Archer’s Eye (3/Day). As a bonus action, the archer can 
  add 1d10 to its next attack or damage roll with a 
  longbow or shortbow. 
  Nimble Escape. The archer can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Multiattack. The archer makes two attacks with its 
  longbow. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d6 + 7) piercing damage. 
  Longbow. Ranged Weapon Attack: +7 to hit, range 
  150/600 ft., one target. Hit: 9 (1d8 + 5) piercing 
  damage. 
  Goblin Berserker 
  Small humanoid (goblin), chaotic neutral 
  Armor Class 14 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   14 (+2) 
  14 (+2) 
  17 (+3) 
  9 (-1) 
  11 (+0) 
  9 (-1) 
  Skills Stealth +6 
  Senses darkvision 60 ft. passive Perception 10 
  Languages Common, Goblin 
  Challenge 2 (450 XP) 
  Nimble Escape. The berserker can take the Disengage 
  or Hide action as a bonus action on each of its turns. 
  Reckless. At the start of its turn, the berserker can 
  gain advantage on all melee weapon attack rolls 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 8 (1d12 + 2) slashing damage. 
  
   
  45 | Scourge of the Nightingale: A Song of Love 
   
  Goblin Knight 
  Small humanoid (goblin), neutral evil 
  Armor Class 18 (plate armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
  Saving Throws Con +4, Wis +2 
  Skills Stealth +6 
  Senses darkvision 60 ft. passive Perception 10 
  Languages Common, Goblin 
  Challenge 3 (700 XP) 
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  Nimble Escape. The knight can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
  Leadership (Recharges after a Short or Long 
  Rest). For 1 minute, the knight can utter a special 
  command or warning whenever a nonhostile 
  creature that it can see within 30 feet of it makes an 
  attack roll or a saving throw. The creature can add a 
  d4 to its roll provided it can hear and understand the 
  knight. A creature can benefit from only one 
  Leadership die at a time. This effect ends if the 
  knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon.
  Goblin Spy 
  Small humanoid (goblin), neutral evil 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   8 (-1) 
  17 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +5, 
  Stealth +5 
  Senses darkvision 60 ft. passive Perception 16 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the spy that 
  isn't incapacitated and the spy doesn't have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
   
   
  
   
  46 | Scourge of the Nightingale: A Song of Love 
   
  Goblin Enchanter 
  Small humanoid (goblin), neutral evil 
  Armor Class 13 (16 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   7 (-2) 
  16 (+3) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6, Stealth +6 
  Senses darkvision 60 ft. passive Perception 11 
  Languages Common, Goblin, Elvish, Orc 
  Challenge 5 (1,800 XP) 
  Nimble Escape. The enchanter can take the Disengage 
  or Hide action as a bonus action on each of its turns. 
   
  Spellcasting. The enchanter is a 9th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 14, +6 to hit with spell attacks). The 
  enchanter has the following wizard spells prepared: 
  Cantrips (at will): friends, mage hand, mending, 
  message 
  1st level (4 slots): charm person,* mage armor, magic 
  missile 
  2nd level (3 slots): hold person,* invisibility, 
  suggestion* 
  3rd level (3 slots): fireball, haste, tongues 
  4th level (3 slots): dominate beast,* stoneskin 
  5th level (2 slots): hold monster* 
  *Enchantment spell of 1st level or higher 
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 
  5 ft., one target. Hit: 1 (1d6 – 2) bludgeoning 
  damage, or 2 (1d8 – 2) bludgeoning damage if used 
  with two hands. 
   
  Reactions 
  Instinctive Charm (Recharges after the Enchanter 
  Casts an Enchantment Spell of 1st Level or 
  Higher). The enchanter tries to magically divert an 
  attack made against it, provided that the attacker is 
  within 30 feet of it and visible to it. The enchanter 
  must decide to do so before the attack hits or misses. 
  The attacker must make a DC 14 Wisdom saving 
  throw. On a failed save, the attacker targets the 
  creature closest to it, other than the enchanter or 
  itself. If multiple creatures are closest, the attacker 
  chooses which one to target. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  47 | Scourge of the Nightingale: A Song of Love 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Scourge of the Nightingale - Pt. 1 A Song of Love.pdf