TEXT:  
   
   
  
   
  2 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Encounters in the Savage Wilderness 
   
  Background: Nimgyu 
   
  Cover and Internal Art: Luiz Prado 
   
  Cartography: 
  The following writers provided maps for their own encounters: 
   
  Lilah Isaacs 
  Jean Lorber 
  JVC Parry 
   
  Other maps provided by: 
  Dyson Logos 
  Erin Harvey 
  Jeff C. Stevens 
   
  Editors: Ken Carcas & Christopher Walz 
   
  Produced by: Jeff C. Stevens 
   
  Proofreader: Brent Sweany 
   
  Layouts: Jeff C. Stevens 
   
  Special Thanks:  
  Robert P. Davis and Derek Ruiz (Elven Tower) for providing Eberron setting suggestions. 
  Joe Raso for helping me fix my page numbering problem. 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 
  D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and 
  other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of 
  the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast. 
   
  ©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 [2018] by Jeff C. Stevens and published under the Community Content 
  Agreement for Dungeon Masters Guild 
  
   
  3 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  About this Supplement 
   Thank you for purchasing Encounters in the Wilderness – the fourth installment of my Savage 
  Encounters supplements. 
   
   Due to the success of Encounters in the Savage Frontier, I thought a similar product was in order. 
  Thanks to my friend Al Spader, I was made aware of a cool adult summer camp called Epic Nerd 
  Camp. The camp is a week-long adventure filled with gaming, LARPing, arts & crafts, archery, and 
  so much more. I reached out to the organizers to see if they’d be interested in some material for 
  their camp. They said yes and so began the production of Encounters in the Savage Wilderness. Be 
  sure to check out Epic Nerd Camp’s website at www.epicnerdcamp.com and follow them on 
  Facebook: EpicNerdCamp and Twitter: @EpicNerdCamp. Who knows? Maybe they’ll see you at camp 
  next year! 
   
   As with the other Savage Encounters supplements, I reached out to writers for encounter 
  submissions.  With these supplements, I want to give you a valuable resource for your gaming 
  sessions, and I want to share the imagination, creativity, and the writing styles of various authors 
  with you.   
   
   I want to say Thank You to all the writers, artists, cartographers, and everyone else who had a 
  hand in making this product what it is.   
   
  Thanks for purchasing Encounters in the Savage Wilderness!  We hope you enjoy the encounters! 
   
  Now – go play D&D! 
  - 
  Jeff C. Stevens 
   
   
  www.epicnerdcamp.com 
  
   
  4 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Using this Supplement 
  Although some encounters mention specific 
  locations, with a little adjustment, each could 
  be used in nearly every campaign and setting.  
   
  Text in these yellow boxes is to be read to 
  players. 
   
  Text in grey boxes is for the DM only and should 
  not be read to players. 
   
  Most of the creatures in these adventures are 
  found in the 5th Edition Monster Manual.  Page 
  numbers have been included for easy reference 
  but depending on the printing edition of your 
  Monster Manual, they may not match.   
   
  This supplement uses creatures from:  
   
  Monster Manual (MM)  
  Volo’s Guide to Monsters (VGtM) 
  Tomb of Annihilation (ToA) 
  Mordenkainen’s Tome of Foes (MToF) 
   
  In addition, several new creatures have been 
  created for this supplement. You can find these 
  creature stat blocks at the end of the adventure 
  in which they are mentioned. 
   
  Unless otherwise noted, all NPCs have the stats 
  of a commoner. 
  Eberron Placement Suggestions 
  Each one of the encounters/scenarios in this 
  supplement includes a placement suggestion 
  for DMs running a game in the Eberron 
  Campaign Setting. The suggestions may include 
  different creatures more suited to Eberron, 
  different locations within the setting, and 
  different allegiances or factions for the NPCs 
  portrayed in the encounter. 
   
   Eberron creatures referenced in the 
  suggestions can be found in The Korranberg 
  Chronicle: Threat Dispatch. This community 
  created resource is a PWYW title available on 
  the Dungeon Masters Guild website. 
  Average Party Level 
  The Average Party Level (APL) can be used to 
  calculate the appropriate challenge level for 
  your party. To calculate the APL, add the total 
  levels of all characters and divide the sum by 
  the number of characters (rounding up for .5 or 
  greater). 
  Skill Checks and Saving Throws 
  Specific DCs are written for each of the 
  encounters. You may wish to change these DCs 
  based on the APL of the adventuring party. We 
  suggest the below range: 
   
  APL 
  Check / Save DC 
  1st thru 3rd 
  11 
  4th thru 6th 
  13 
  7th thru 9th 
  16 
  10th thru 12th 
  19 
  13th thru 15th 
  22 
   
  In addition, if you feel a skill check or save is too 
  low or too high, feel free to adjust the DC as 
  you wish. 
  Maps 
  Unless otherwise noted, for all maps:  
  1 square = 5 feet. 
  You Are Empowered 
  As mentioned above, you do not have to run 
  these encounters as written. You (as the DM) 
  are empowered to make changes as you wish – 
  adjusting the encounters as the game is played, 
  if you like. You are part of the collaborative 
  storytelling that is Dungeons & Dragons and you 
  know best how to adjust the encounters so that 
  your adventurers get the most out of the 
  session and story.  
   
   
  
   
  5 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  The cast of writers 
  Thank you to each of the below for contributing to this project. Please take a moment to follow them on 
  Twitter and check out their other products! 
   
  Ken Carcas 
   
  Storm King’s Barrows; 
  Monsters of the Guild 
   
   
  Jean Lorber 
   @jlorber4 
  Volo’s Lost Encounters; 
  Tavern Brawl Builder 
  Alex Clippinger 
  @Aclippinger 
  It Walks the Jungle at Night; 
  The Thing that Came to 
  Weeping Hollow 
   
   
  JVC Parry  
  @jvcparry 
   
  Serpent Isle; 
  The Frosted Prince 
  Florian Emmerich 
  @Shou_Kobayashi 
   
  Shore of Dreams 
   
  Jesse Peterson 
   
  This is Jesse’s first writing. 
  Remley Farr 
  @remleyfarr 
   
  The Sun Goes Down with a 
  Ruby Smile; 
  Fishing for Gods in Strade’s 
  Gallows 
   
   
  Tony Petrecca 
  @TonyPetrecca 
  Killer Kobolds!; 
  Hunted! 
  Jean Headley 
  @JeanNadira 
   
  Temple of the Mad Dragon 
  Priestess 
   
  Karl Resch 
  @ArtificerAlf 
   
  Fear of the Dark 
  Courtney Hilbig 
  @ChilbigArt 
   
  Map – Lost Temple; 
  Lotarius the Human Warlock 
   
  Luciella Scarlett 
  @LuciellaES 
   
  The Golden Apple; 
  Yeryl’s Super Happy Fun 
  Murder Dungeon 
   
  Lilah Isaacs 
  @Lunar_Bunni 
   
  Darklings; 
  Fujibayashi’s Manual of 
  Merging Rivers 
   
  Al Spader  
  @BrownLantern 
  Haunted Memories; 
  The Voice in the Night 
   
   
   
  Chris Walz 
  @DMChristopherW 
   
  Rising Sands; 
  The Midnight Revelry 
   
   
  
   
  6 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Table of Contents 
   
   
   
   
   
  Title 
  Level 
  Range 
  Type 
  Author 
  Page 
  The Frisky Lumberjack 
  Any 
  Location 
  Jeff C. Stevens 
  7 
  The Forest is Alive! 
  2 – 8 
  Investigation / Combat 
  Jeff C. Stevens 
  11 
  The Honey Buggy 
  1 – 3 
  Investigation / Combat 
  Jeff C. Stevens 
  15 
  Pitfalls by Night 
  4 
  Investigation / Combat 
  Ken Carcas 
  18 
  In Silver Clutches 
  5 – 10 
  Role-play / Combat 
  Alex Clippinger 
  26 
  Meena from the Sky 
  1 – 5 
  Exploration / Role-play / Combat 
  Florian Emmerich 
  29 
  And the Grove Still 
  Screams 
  Any 
  Unique Location 
  Remley Farr 
  34 
  The Leopard’s Coat 
  1 – 4 
  Investigation / Role-play 
  Jean Headley 
  38 
  A Lost Legacy 
  1 – 9 
  Exploration / Combat 
  Courtney Hilbig 
  46 
  Hotel Callista 
  4 – 6 
  Investigation / Combat 
  Lilah Isaacs 
  53 
  Bigfoot from Beyond 
  2 – 4 
  Investigation / Role-play / Combat 
  Jean Lorber 
  65 
  The Charnel House 
  4 
  Exploration / Combat 
  JVC Parry 
  75 
  Crib Swap 
  4 – 9 
  Investigation / Role-play / Combat 
  Jesse Peterson 
  80 
  The Curse of Luna 
  Sharpclaw 
  5 – 10 
  Investigation / Role-play / Combat 
  Tony Petrecca 
  85 
  Blood in the Water 
  1 – 9 
  Combat 
  Karl Resch 
  91 
  The Frog Prince 
  1 – 4 
  Role-play / Combat 
  Luciella Scarlett 
  94 
  It Came from Above 
  1 – 18 
  Investigation / Role-play / Combat 
  Al Spader 
  97 
  The Great Devourer 
  5 – 9 
  Exploration / Combat 
  Chris Walz 
  103 
  Fey on the Way 
  Any 
  Role-play / Combat 
  Chris Walz 
  110 
   
   
   
   
  
   
  7 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  The Frisky Lumberjack 
  By Jeff C. Stevens 
  @jcorvinstevens 
  Cartography: Erin Harvey 
   
  Estimated run-time: 60 to 90 minutes 
   
  The Frisky Lumberjack is a small tavern nestled 
  in a remote part of the wilderness. Owned and 
  operated by the half-orc known simply as 
  Ootha, the tavern acts as a waypoint for 
  travelers and soldiers, and as a gathering spot 
  for those who live nearby. 
   
  Background 
  Ootha, a half-orc entrepreneur who spent a bit 
  of time as a lumberjack, built The Frisky 
  Lumberjack with her own two hands. She is 
  especially proud of it and rather enjoys the 
  company of the locals who visit her 
  establishment. 
   
   She often receives overnight guests, either 
  travelers or locals, who have had one-too-many 
  to make it home safely through the savage 
  wilderness. She has several rooms located on 
  the second floor, with Ootha’s room situated on 
  the third floor. 
   
     The tavern’s patrons often share tales of the 
  goings-on in the wilderness. Their stories may 
  lead to adventure. 
   
  Plot Hook 
  The Frisky Lumberjack can be added to any 
  campaign and doesn’t necessarily need to be 
  located in a wilderness setting. 
   
   The tavern could be used as a starting point 
  for many adventures, or as a base of operations 
  for low-level characters. 
   
   Many of the locals and travelers have a few 
  stories to share if the adventurers are 
  interested. They include: 
  ● Mangus Feels – an old human farmer 
  who lives about a mile from the tavern 
  keeps hearing strange noises coming 
  from the forest near his groundnut 
  farm. He took a short jaunt into the 
  forest to see if he could find the source 
  and he came upon an old, stone ruin. 
  He quickly left, as the sight gave him 
  the willies. 
  ● Katrina Svents and her husband Babe - 
  both middle-aged gnome tailors, 
  complain about a recent late shipment 
  of thread and cloth. They ask the 
  adventurers to investigate by trekking 
  along the road their supplier should 
  have used (see The Forest is Alive!). 
   
   
  The Tavern 
  When the party nears The Frisky Lumberjack, 
  read or summarize:  
  A quaint, three-story building, a tavern by the 
  looks of it, sits nestled at the fork in the road. A 
  sign above the door reads ‘The Frisky Lumberjack.’ 
  From the open windows you hear the clank of 
  glass, catch the scent of grilled venison, and hear 
  jovial laughter. 
  
   
  8 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Entering the Tavern 
  Ootha is behind the bar, doing whatever 
  barkeeps and inn owners do – wiping down the 
  bar, drying glasses, folding napkins, or 
  sharpening her halberd. Several patrons sit 
  along the long tables or at the corner tables 
  sharing drinks, rumors, and tales. 
   
   As written, Ootha and the patrons are 
  friendly. However, you could adjust this as you 
  like, adding secret villains to the mix. 
   
  Ootha 
  Ootha is an attractive half-orc with a well-
  muscled body due to her time as a lumberjack. 
  She still swings the axe; the tavern is always in 
  need of firewood. She’s also an expert with her 
  halberd, which she is often seen removing from 
  its perch on the wall behind the bar, taking a 
  whetstone to it. 
   
   Ootha is cordial and happy to see new faces 
  in her tavern yet she keeps an eye on 
  newcomers until she’s satisfied they aren’t 
  brigands or troublemakers. 
   
   Ootha also lives up to the name of the bar. 
  She’s not shy and flirts with anyone. She 
  doesn’t prefer men over women, nor does she 
  have a preference in race. She’s a free spirit and 
  feels life was meant to be lived. 
   
  The Frisky Lumberjack’s Services 
  ● The tavern’s single rooms are 
  comfortable and priced at 5 sp per 
  night, with the larger rooms costing 8 
  sp per night. 
  ● A modest meal costs 5 sp. 
  ● A pitcher of wine, crafted by a local 
  dwarven brewer and made of cinnamon 
  spiced strawberries, costs 2 sp and is 
  well worth the price. 
  ● A mug of ale, much better than 
  anything found in the city, costs 4 cp 
  and a gallon costs 2 sp. 
  ● A hot bath costs 1 sp. 
  ● Basic rations are also kept on hand and 
  are sold for 5 sp. 
  ● Salted groundnuts (peanuts in the shell) 
  from Mangus Feels’s farm are also 
  available, resting in bowls on the bar as 
  free snacks for visitors.  
  ● A small sack of groundnuts can be 
  purchased for 1 cp with several flavor 
  options available: salted, spicy, 
  cinnamon, and ‘Smack-Your-Momma 
  Hot!’ 
   
  Smack-Your-Momma Hot! 
  A creature consuming one of these 
  flavored groundnuts must succeed on a DC 18  
  Constitution saving throw or be poisoned for 5  
  minutes as its eyes water, tongue and throat burn, 
  it coughs uncontrollably, and its nose runs with  
  thick mucus. 
   
  First Floor 
  Two long tables surrounded by stools allow 
  patrons an easy view of the stage where 
  amateur poets and musicians, along with the 
  occasional professional bard, provide 
  entertainment. For those seeking a little more 
  privacy, several round tables and chairs allow 
  for a more intimate gathering. 
   
   Tapped, wooden kegs rest on a table next to 
  the bar. These kegs are filled with mead and ale 
  brewed by several of the local farmers; much 
  tastier than what one would find in the city. 
   
   Behind the bar, a small room acts as an office 
  where Ootha occasionally meets with vendors. 
  Attached to the office is a larder. 
   
   
  Second Floor 
  Several guest rooms, along with a private 
  meeting room, are located on the second floor, 
  as well as the stairwell used to access the third 
  floor, which serves as Ootha’s room. 
  
   
  9 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  The Guest Rooms 
  Each guest is given a key to their room, with 
  Ootha having the only spare keys. There is a 1 
  gp service charge if a guest loses their key. The 
  door locks can be picked with a successful DC 
  12 Dexterity check using thieves’ tools. 
   
   Each of the single rooms has a small 
  nightstand and a candle. It’s possible a prior 
  guest left something in the nightstand. If an 
  adventurer searches a nightstand, roll a d8 and 
  consult the below table: 
   
  1 
  Nightstand is empty 
  2 
  A pair of manacles 
  3 
  A pair of reading spectacles 
  4 
  A rusty dagger 
  5 
  A complete component pouch 
  6 
  A vial of lavender scented perfume 
  7 
  A bar of soap 
  8 
  An empty vial 
   
  The larger rooms contain writing desks, 
  which, if searched, contain one of the below: 
   
  1 
  Writing desk is empty 
  2 
  A steel mirror 
  3 
  10 sheets of fine parchment 
  4 
  A sprig of mistletoe 
  5 
  A small jeweler’s hammer 
  6 
  Three candles 
  7 
  A bag of 1,000 ball bearings 
  8 
  A vial of acid 
   
  Stairwell to Ootha’s Room 
  The door to the stairwell used to access Ootha’s 
  room is locked and only she holds the key. 
  Picking the lock requires a successful DC 18 
  Dexterity check using thieves’ tools.  
   
  Third Floor 
  Ootha’s room is located on the third floor, 
  accessed by a stairwell with a locked door. 
   
  Contents of Ootha’s room 
  If searched, Ootha has placed the following 
  items in plain view: 
   
  ● A bag of 20 gp resting on the nightstand 
  ● A silvered shortsword resting on top of 
  her writing desk. 
   
  Any creature who searches the room and 
  succeeds on a DC 15 Intelligence (Investigation) 
  check finds a bag of 100 gp stashed under the 
  bed, a small wooden chest containing three 
  small emeralds (worth 25 gp each) hidden in 
  the bookshelf, and a dagger +1 hidden under 
  her pillow. 
  Eberron Placement Suggestions 
  This tavern can be in many places in Eberron. It 
  is suitable to place this location in a small town. 
  It could be in Hatheril, Breland, Tellyn, Thrane, 
  Ghalt, Aundair, Cree, or Eldeen Reaches, among 
  other locations. 
   
   The DM may also choose to replace the half-
  orc Ootha with Scythe (warforged soldier), a 
  warforged who is getting used to being free, 
  after the Treaty of Thronehold granted rights to 
  their kind. Scythe's business is secretly funded 
  by Merrix d’Cannith in Sharn, who helps 
  warforged find their place in the world. 
   
   
   
   
  
   
  10 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
   
   
   
   
   
  Ootha 
  Medium humanoid (half-orc), lawful neutral 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 14 (+2) 
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4, Intimidation +4 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Gnomish, Orcish 
  Challenge 2 (450 XP) 
   
  Relentless Endurance. When Ootha is reduced to 
  0 hit points but not killed outright, she can drop to 
  1 hit point instead. She can’t use this feature again 
  until she finishes a long rest. 
   
  Savage Attacks. When Ootha scores a critical hit 
  with a melee weapon attack, she can roll one of 
  the weapon’s damage dice one additional time and 
  add it to the extra damage of the critical hit. 
   
  Actions 
  Multiattack. Ootha makes two melee weapon 
  attacks. 
   
  Halberd. Melee Weapon Attack. +5 to hit, reach 10 
  ft., one target. Hit: 9 (1d10 + 3) slashing damage. 
   
  Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage. 
   
  Reactions 
  Parry. Ootha adds 2 to her AC against one melee 
  attack that would hit her. To do so, Ootha must see 
  the attacker and be wielding a melee weapon. 
   
   
  
   
  11 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  The Forest is Alive! 
  By Jeff C. Stevens 
  @jcorvinstevens 
   
  Estimated run-time: 60 to 90 minutes 
   
  The Forest is Alive! is a short 
  investigation/combat encounter written for a 
  party of four to five characters of 2nd level. 
  Scaling suggestions are included for parties up 
  to 8th level.  
   
  Background 
  A bizarre new creature is terrorizing the locals, 
  hidden by its natural ability to blend in with its 
  surroundings. Giant forest scorpions have 
  learned that, if they hide along the roadway, 
  dinner is soon to walk by. 
   
  Plot Hook 
  Merchants and innkeepers speak of shipments 
  and guests who have never arrived. Family 
  members fear traveling relatives have been 
  taken by bandits or eaten by savage wilderness 
  creatures, while others speak of seeing shapes 
  moving in the underbrush and along the forest 
  floor. 
   
  If the party is visiting The Frisky Lumberjack, 
  they meet Katrina Svents and her husband 
  Babe, both middle-aged gnome tailors who 
  complain about a late shipment of thread and 
  cloth. They ask the adventurers to investigate 
  by trekking along the road their supplier should 
  have used. 
   
  Roadside Tragedy 
  As the party searches the roadway, they come 
  upon an area where the scorpions ambushed 
  someone manning a pull-cart. Read or 
  summarize: 
   
  A pull-cart, broken and shattered, rests along the 
  side of the road. It had been carrying grain toward 
  the intersection you came from, but now the 
  crushed grain barrels lie in the road. 
   
   The giant forest scorpions that have invaded 
  this section of the wilderness attacked the 
  owner of the cart. Using their giant pincers, 
  they crushed the barrels and pull-cart and 
  grabbed the poor soul who manned the cart. 
   
   
   
  The Barrels 
  Inspecting grain barrels reveals that they were 
  crushed. A successful DC 12 Intelligence 
  (Investigation) or Wisdom (Perception) check 
  reveals scrape marks along the wood of the 
  barrel and obvious signs that the barrel was 
  crushed with a vice or similar object. 
   
  
   
  12 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  The Pull-Cart 
  Inspecting the pull-cart reveals that it was 
  crushed. A successful DC 12 Intelligence 
  (Investigation) or Wisdom (Perception) check 
  reveals large hammer-like marks on the side of 
  the cart, as if something had smashed down on 
  it. 
   
  Tracks 
  Searching the area for tracks and succeeding on 
  a DC 13 Intelligence (Investigation) or Wisdom 
  (Perception) check reveals 5-inch diameter 
  holes in the dirt road, spaced roughly 2 feet 
  apart. The holes are 1-inch deep, suggesting a 
  heavy object. If the result of the ability check 
  above was 15 or higher, the adventurer finds 
  drops of blood that lead 30 feet further up the 
  road, ending where they find a bloody leather 
  glove with the severed hand still in it.  
   
  The Gloved Hand 
  The glove contains the hand of one of the 
  passers-by who was captured and consumed by 
  one of the giant forest scorpions.  
   
  Treasure 
  The index finger inside the glove wears a gold 
  ring worth 15 gp. 
  Scorpion Scat 
  As the party continues along the roadway, they 
  come upon several Medium-sized, oval-shaped 
  pellets (scorpion feces) lying along the edge of 
  the road. Read or summarize: 
   
  Five medium-sized, oval-shaped brown objects lie 
  near the edge of the road. One of which has a 
  leather boot dangling from it. 
   
  The Scat 
  The scat is smelly, but not so smelly as to 
  provoke Constitution saving throws. A creature 
  who spends 10 minutes digging through a pellet 
  and succeeds on a DC 8 Intelligence 
  (Investigation) or Wisdom (Perception) check 
  finds humanoid and animal bones, and one of 
  the objects below. You may roll a d6 to 
  randomize the find. 
   
  1 
  A glove which matches the one found 
  earlier 
  2 
  An empty leather boot 
  3 
  A chain shirt 
  4 
  A leather pouch containing 30 sp and 
  40 cp 
  5 
  A potion of healing 
  6 
  A stoppered mead horn filled with mead 
   
   Each of the objects above are covered in 
  scorpion scat. The DM has discretion to require 
  a DC 12 Constitution saving throw while a 
  character searches the scorpion scat. It is a 
  rather messy and disgusting task. On a failed 
  save, the character is poisoned for 1 minute as 
  it wretches from the scent. 
   
  Tracks 
  A successful DC 12 Wisdom (Perception) check 
  reveals more of the 5-inch diameter holes in the 
  dirt road. The tracks lead from the forest, 
  continue further up the road, and end at the 
  next site (Roadside Ambush).  
   
  Roadside Ambush 
  As the party continues to search the roadway, 
  they come upon the forest scorpions’ ambush 
  area. The scorpions hide in the forest, waiting 
  for their prey to get closer. Read or summarize: 
   
  A mess of debris is scattered in the road ahead – 
  an overturned wagon, a dead mule swarmed by 
  black flies, rolls of fabric, broken barrels, and a 
  metal chest.  
   
  The Wagon 
  Inspecting the wagon reveals large hammer-like 
  marks along its side. A successful DC 12 
  Intelligence (Investigation) check reveals the 
  mark does not appear to be from a metal 
  weapon.  
   
   The wagon may be righted, though one of its 
  wheels is busted, requiring a DC 14 Intelligence 
  
   
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  (Insight) check and carpenter’s tools, tinker’s 
  tools, or smith’s tools to repair, or by casting 
  mending on the wheel. 
   
  Tracks 
  More of the scorpion tracks are found in the 
  road and along the ditches, continuing into the 
  forest. A successful DC 12 Wisdom (Survival) 
  check reveals many tracks lead to the rotting 
  mule. 
   
  The Mule 
  The mule is rotting and smells horrible. Any 
  creature within 10 feet of the rotting mule must 
  succeed a DC 12 Constitution saving throw or 
  be poisoned for 1 minute as it wretches from 
  the stench. 
   
   Inspecting the mule reveals a large puncture 
  mark to its left side. A successful DC 12 
  Intelligence (Investigation) check reveals the 
  mark might have been from a pick or a large 
  sword. A successful DC 12 Wisdom (Nature) 
  check reveals the mark appears to have been 
  made by a stinger or something similar. 
   
  Treasure 
  Spilling from the wagon and strewn about the 
  road are five rolls of fabric; dirty but 
  salvageable. Each roll is worth 15 gp. 
   
  Note: The scorpion ambush is set up near the 
  mule. They’ve learned to use it as bait. When you 
  feel the time is right, spring the trap. 
   
  The Barrels 
  Inspecting the barrels reveals they have been 
  crushed. A successful DC 12 Intelligence 
  (Investigation) check reveals pressure was 
  applied to both sides of the barrel, as if by a 
  massive vice. 
   
   The barrels contained dried corn and beans, 
  all of which are now spread out on the road.  
  The Chests 
  Inspecting the metal chest reveals scrape marks 
  and indentations along the metal, though it is 
  still intact and locked with a padlock. A 
  successful DC 13 Dexterity check using thieves’ 
  tools opens the lock.  
   
  Treasure 
  The chest contains 200 sp.  
   
  The Ambush 
  The giant forest scorpions (see Appendix) lie in 
  wait near the dead mule, hiding near the ditch. 
  They’ve dragged the mule to the ditch, where 
  they can hide, using it as bait for other animals.  
   
   When a creature inspects the mule, the giant 
  forest scorpions attack. 
   
  Scaling Suggestions 
   APL 2: One giant forest scorpion with 25 hit 
  points, reduce the number of attacks to one claw 
  and one stinger.  
   APL 3: One giant forest scorpion with 52 hit 
  points 
   APL 4: One giant forest scorpion with 80 hit 
  points 
   APL 5: Two giant forest scorpions with 45 hit 
  points each 
   APL 6: One giant forest scorpion for every two 
  adventurers 
   APL 7+: One giant forest scorpion for each 
  adventurer 
   
  Treasure 
  An adventurer inspecting the area near the 
  giant forest scorpion ambush easily finds: 
   
  ● A leather pouch containing 20 gp. 
  ● An invoice for thread and cloth made 
  out to Katrina Svents. 
  ● A note that reads: 
   
  Sister, 
   
  I’m so excited to see you and Henry. I wish you 
  safe travels! 
   
  Love, Geneva 
   
   
  
   
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  Conclusion 
  The giant forest scorpions are obviously the 
  reason for the delayed shipments and travelers. 
  The notes, rolls of cloth, and other items point 
  to that conclusion. 
   
   If you’d like to expand on this encounter, you 
  could create a forest scorpion lair where, 
  perhaps, a few of the missing travelers are 
  being held to be eaten later. You could also 
  create a leader for the scorpions. Perhaps an 
  evil druid who commands the scorpions, using 
  them as his or her henchmen to ambush 
  travelers, collecting gold and other items.  
   
  Eberron Placement Suggestions 
  The giant scorpions are a common sight in 
  Xen’drik, the continent to the south of 
  Khorvaire. Drow of the Vulkoori tribes breed 
  them and train them as guardians and mounts. 
  This encounter is suitable along the roads 
  nearby Stormreach, the only real settlement on 
  the wild continent. The DM may consider 
  adding drow warriors to the encounter. 
   
   As an alternative, the DM may place the 
  encounter in Khorvaire. The giant scorpions 
  were transported from Xen’drik to any region in 
  Khorvaire by House Vadalis agents who 
  intended to use the scorpions as mounts, like 
  the savage drow. Their project failed when the 
  scorpions proved to be untamable and escaped 
  into the wild. Now, the scorpions prey on 
  travelers near the roads. 
   
  Suggested Eberron Creature Adjustments 
   
  Horrid Giant Scorpion 
  Alignment: neutral evil 
  AC: 18 
  Constitution: 19 (+4) 
  Hit points: 58 
  Immunities: acid damage and charmed condition 
  Vicious Claws: damage increases to 10 (2d8 + 2) 
  Vicious Stinger: damage increases to 12 (2d10 + 2)  
  Challenge Rating: 5 (1,800 XP) 
  Giant Forest Scorpion 
  Large beast, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d10 + 4) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  13 (+1) 
  15 (+2) 
  1 (-5) 
  9 (-1) 
  3 (-4) 
  Senses blindsight 60ft., passive Perception 9 
  Languages - 
  Challenge 3 (700 XP) 
   
  Forest Camouflage. The forest scorpion has 
  advantage on Dexterity (Stealth) checks made to 
  hide in a forest. 
   
  False Appearance. While the forest scorpion 
  remains motionless it is indistinguishable from a 
  normal forest formation, such as a mound of twigs 
  and leaves or a mushroom patch. 
   
  Actions 
  Multiattack. The forest scorpion makes three 
  attacks: two with its claws and one with its sting. 
   
  Claw. Melee Weapon Attack. +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) bludgeoning damage 
  and the target is grappled (escape DC 12). The 
  forest scorpion has two claws, each of which can 
  grapple only one target. 
   
  Sting. Melee Weapon Attack. +4 to hit, reach 5 ft., 
  one target. Hit: 7 (1d10 + 2) piercing damage and 
  the target must make a DC 12 Constitution saving 
  throw, taking 17 (3d10) poison damage on a failed 
  save, or half as much damage on a successful one. 
   
  Reactions 
  Parry. The forest scorpion adds 2 to its AC against 
  one melee attack that would hit it, flinging its tail 
  or pincers to block the attack. To do so, the forest 
  scorpion must have more than half its hit points 
  remaining. 
   
   
   
  
   
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  The Honey Buggy 
  By Jeff C. Stevens 
  @jcorvinstevens 
   
  Estimated run-time: 60 to 90 minutes 
   
  The Honey Buggy is a short encounter designed 
  for characters of 1st through 3rd level. This 
  whimsical encounter allows the party a chance 
  to collect an abandoned wagon and an 
  interesting ally. 
   
  Background 
  A gnome adventurer named Jovevus Hairtoe 
  stumbled across an interesting magical item 
  during his career – a jewel encrusted tiara that 
  allowed him to control an ochre jelly. Jovevus 
  found the ochre jelly to be a rather handy ally 
  during his adventuring days and, after his 
  adventuring career ended, a valuable partner in 
  his retirement business – cleaning sewers and 
  outhouses. 
   
   Jovevus and the jelly, which he lovingly calls 
  Honey, travel from town to town, offering their 
  services to innkeepers, city officials, and 
  farmers who may need their sewers cleaned of 
  filth or vermin. It’s been a very profitable 
  business. 
   
   Unfortunately, while traveling from one town 
  to the next, Jovevus and Honey were attacked 
  by a band of goblinoids. Jovevus perished 
  during the attack, but Honey managed to 
  escape.  
   
  Plot Hook 
  It’s possible to introduce this encounter in 
  several ways, with the most likely being the 
  adventurers just happening upon it while 
  traveling. 
   
   
   
  The Encounter 
  When you are ready to begin the encounter, 
  read or summarize:  
   
  Your travels continue, so far without interruption, 
  as you look for your next adventure. That is, until 
  you stumble upon a horse drawn wagon with the 
  words ‘Honey Buggy’ written along its wooden 
  walls. The horse that pulled the wagon is now a 
  perfectly placed skeleton. At the front and on the 
  ground, an old male gnome wearing a copper 
  tiara with a softly glowing emerald lies 
  motionless next to the wagon. A pair of leather-
  clad skeletons lie at the rear of the wagon. 
   
   
  The Wagon 
  Jovevus used the wagon, which he named 
  Honey Buggy, to transport his ochre jelly, 
  Honey. It’s a sturdy wagon and, with the tiara 
  Jovevus wears, he was able to command Honey 
  to stay in the wagon.  
   
   Honey is a full-size, Large ooze, so she needed 
  the large area of the wagon. Jovevus wanted 
  her to be comfortable while they traveled. 
   
   The wagon is unharmed. The horse that 
  pulled it is now a skeleton. Honey didn’t know 
  any better and attacked the creature after her 
  link with Jovevus was severed. 
  
   
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   Honey’s ooze properties kept the interior of 
  the wagon clean. Inspecting the interior of the 
  wagon, where Honey was stored reveals the 
  floor and 5 feet along the interior walls appear 
  to have been recently scrubbed or sanded. The 
  upper 3 feet of the walls look older and are not 
  as clean. 
   
  The Gnome 
  The gnome is Jovevus Hairtoe, the ex-
  adventurer turned plumber. He’s dead, 
  overcome by the goblin ambushers who 
  attacked Honey and him. His tiara, made of 
  copper and fitted with a medium-sized, softly 
  glowing emerald, allowed him to command and 
  control Honey. 
   
  The Skeletons 
  The skeletons are what is left of the goblin 
  ambushers who unknowingly released Honey 
  from the wagon when they lifted the back door. 
  Honey, no longer controlled by Jovevus, slipped 
  out of the opening and onto the goblins, 
  dissolving their flesh and leaving only their 
  bones, shields, leather armor, and scimitars. 
   
  The Tiara 
  The copper tiara is magical and can be used to 
  control and command Honey. It does not 
  require attunement and it has no effect on 
  other oozes. Once donned, the wearer can 
  sense Honey’s location within a 5-mile radius. 
   
  Wearing the Tiara 
  If an adventurer dons the tiara, they 
  immediately feel drawn to Honey’s location; 
  though they do not have to act on that feeling. 
  In addition, they also sense fear. This sense of 
  fear feels like it is coming from another source 
  in the direction the wearer is drawn toward. 
   
   
   
   
   
   
  Honey’s Tiara 
  Wonderous item, uncommon 
   
  This tiara is linked to the ochre jelly named 
  Honey.  
   While wearing this tiara, you have a mental 
  connection with Honey. Though you cannot speak 
  with her, you can sense the following emotions: 
  fear, joy, sadness, excitement, and love. 
   In addition, while within 5 miles of Honey, you 
  can feel where she is located. Though you do not 
  know her exact location, environment, or see 
  through her senses, you can navigate to her. The 
  tiara leads you on the most direct path to Honey, 
  though it may not be the safest path. 
   While wearing the tiara and while you can see 
  Honey, she obeys your verbal commands. 
   Honey doesn’t sleep. As long as you wear the 
  tiara, you have a mental connection with Honey 
  who can wake you, using the empathic bond. For 
  Honey to wake you this way, you must pass a DC 8 
  Wisdom (Insight) check to distinguish Honey’s 
  emotions from your own dreams.  
   The tiara does not grant immunity to Honey’s 
  abilities or acid damage if you touch her. 
   
  Honey 
  Honey, after dissolving the goblins and horse, 
  has slipped off into the wilderness where she is 
  engaged in a battle with one of the below: 
   
  ● A brown bear (CR 1; MM, p 319) that 
  she thinks will make a fine meal. 
  ● Three bandits (CR 1/8; MM, p 343) and 
  their two dead and dissolved 
  companions, who noticed Honey trying 
  to slip into their camp.  
  ● A farmer and his two sons 
  (commoners, CR 0; MM, p 345) who are 
  battling Honey from a distance with 
  their rakes and shovels, fending her off 
  from trying to dissolve their dairy cow. 
   
  Approaching Honey 
  If an adventurer is wearing the tiara, it senses 
  Honey’s location and her current emotion: fear.  
   
  
   
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  When the party reaches Honey, she’s already 
  taken damage, split into two jellies, and is 
  reduced to 10 hp. In addition, one of her halves 
  is destroyed, leaving only a small portion of the 
  original, larger Honey (see Honey stat block). 
  When she sees the tiara’s wearer, she 
  immediately breaks off from the encounter and 
  begins ‘running’ to the wearer – loping end-
  over-end like a slinky toward the wearer. 
   
  A creature wearing the tiara can command 
  the remaining Honey to cease her attack and 
  withdraw from the area; though the other 
  members of the battle may not be inclined to 
  stop their attack, which could lead to roleplay 
  or combat for the adventurers. 
   
  Conclusion 
  There are a few possible outcomes for this 
  encounter, the two most obvious are: 
   
  ● Having donned the tiara, one of the 
  adventurers takes control of Honey, 
  removing her from the attackers, who 
  may possibly change their target to the 
  adventurers. 
  ● Honey is destroyed during combat. In 
  which case, the tiara is no longer 
  magical but worth 125 gp. 
   
  Eberron Placement Suggestions 
  The Honey Buggy can be placed anywhere on 
  Khorvaire short of the Mournlands. Xen’drik is 
  too wild for such a wilderness encounter to be 
  at all plausible. Other than placement, there is 
  nothing about it which requires conversion. If 
  you want an extra bit of Eberron flavor, make 
  the tiara powered by a Siberys dragonshard. 
   
   
   
   
   
   
   
   
   
  Honey (reduced size) 
  Small ooze, unaligned 
  Armor Class 8  
  Hit Points 8 (1d10+6) 
  Speed 10 ft., climb 10 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (-2) 
  14 (+2) 
  10 (+0) 
  6 (-2) 
  1 (-5) 
  Damage Resistances acid 
  Damage Immunities lightning, slashing 
  Condition Immunities blinded, charmed, 
  deafened, exhaustion, frightened, prone 
  Senses darkvision 60 ft. (blind beyond this 
  radius) 
  Languages - 
  Challenge 1/2 (100 XP) 
   
  Amorphous. Honey can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Limited Ooze. Honey isn’t your average ooze, 
  she’s been created by a spellcaster and therefore 
  isn’t able to split again. In addition, in her current 
  split state, Honey won’t grow any larger 
   
  Spider Climb. Honey can climb difficult surfaces, 
  including upside down on ceilings, without 
  needing to make an ability check.  
   
  Actions 
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target, Hit: 6 (1d6 + 1) bludgeoning 
  damage plus 1 acid damage. 
   
   
   
  
   
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  Pitfalls by Night 
  By Ken Carcas 
   
  Estimated run-time: 90 to 120 minutes 
   
  Pitfalls by Night is a search and recovery mini-
  adventure optimized for five characters of 4th 
  level. The never-before-seen adversaries within 
  this mini-adventure may prove to be very 
  difficult to deadly for newer players, so be 
  warned.  
   
  Location 
  The location is purposely vague to allow DMs to 
  fit this mini-adventure into any area they 
  desire. So long as the area has a remote village, 
  or small-town bordering or surrounded by a 
  wooded area, this mini-adventure will work. 
   
  Background 
  The surrounding forest trails have been plagued 
  with missing people for some time now. The 
  local populace has stopped sending out 
  townsfolk to look for those missing, choosing to 
  keep themselves to the safer confines of the 
  town. Even the local hunters, after several of 
  their members went missing, are refusing to 
  venture into the woods to hunt game. Town 
  officials are desperately hoping for a miracle. 
   
  Synopsis 
  A creature known as a Sentient Pit Trap has 
  moved into the local area due to the abundance 
  of game and wildlife. Keeping to the game trails, 
  it has managed to keep itself well fed on 
  whatever happens to wander along.  
  Recently, it has taken to hunting along the 
  paths the locals use to move through the 
  surrounding woods. Several of the locals, 
  including a couple of the local hunters, have 
  fallen prey to its well-disguised appearance. 
  Since moving into the area, the pit has almost 
  doubled in size, and this is where trouble is 
  about to get bigger as it continues to grow. 
  With the coming of the new lunar moon, the 
  one Sentient Pit Trap is about to become two, 
  increasing the problems this small town already 
  faces.  
   
  Plot Hook 
  There are no plot hooks for this mini-adventure. 
  So long as the party is in a small town where the 
  information of the missing townsfolk can be 
  obtained, that’s all that should be needed. 
   
  Part One:  A Town in Trouble 
  The party should arrive at the town in the late 
  afternoon to early evening to set the scene for 
  the coming night.  
   
   Upon arriving at the town by whatever path 
  they choose, any character with a passive 
  Perception of 12 or more or who succeeds a DC 
  12 Wisdom (Perception) check notices the 
  townsfolk giving them surprised and inquiring 
  looks. Some of the children are even seen 
  pointing in their direction. 
   
   As one of the townsfolk approaches the party, 
  read or summarize the following:  
   
  You are approached by a middle-aged woman, 
  with a child in tow and bearing a roll of cloth. 
  From the pins in her apron, she strikes you as a 
  seamstress of sorts. 
   
  “Greetings adventurer. Please tell me that you’ve 
  heard news of our plight and that you’ve come to 
  find those that have mysteriously gone missing.” 
   
  Others approach your group, also enquiring if 
  you’ve come to help. 
   
   Each character who asks around town finds 
  one of following information points in the order 
  given (roleplay these out for extra fun): 
   
  ● Several hunters and trappers have 
  gone missing over the past week 
  within the woods surrounding the 
  town. Those hunters and trappers 
  that remain are refusing to hunt 
  
   
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  game or check traps, and the town's 
  supply of fresh meat is dwindling fast.  
  ● A hunter tells you that they have 
  noticed game, usually plentiful within 
  the area, becoming scarce over the 
  weeks leading up to now. They are 
  sure it has something to do with their 
  missing members. 
  ● There are fewer visitors, who 
  normally approach via the well-
  traveled forest path to the town in 
  recent weeks, dipping to none over 
  the past week. The townsfolk believe 
  those that travel the paths have 
  become prey to some foul demonic 
  beast. 
  ● The towns apothecary is running 
  dangerously low on healing herbs due 
  to the problems in the woods and 
  along the path leading out of town. 
  Fearing to venture beyond the edge 
  of the town, the apothecary believes 
  she has enough to see out the week 
  at best before depleting her supply. 
  ● The town's officials approach you, 
  inviting your party to drinks and a 
  meal at a local establishment. During 
  the pleasantries, the mayor states 
  that the town is willing to offer free 
  meals and lodgings at the local inn 
  and tavern (within reason) if you can 
  solve his town’s problem. This offer 
  also includes your choice of a new 
  riding horse and saddle to help you 
  on your way. 
   
   For the following scene to be set properly, it 
  will need to be nightfall and dark once the last 
  piece of information has been gained. 
   
  Part Two: 
  An Apprentice Gone Missing 
  During the characters’ final discussions with the 
  town’s mayor, the door to the tavern abruptly 
  swings open, causing the already cool night air 
  to drop the temperature in the room. 
   Coming through the now open door, an 
  elderly halfling woman with a cane in hand 
  hurriedly looks around the room before quickly 
  shambling over to the table. 
   
   The mayor introduces the halfling woman as 
  Lizzy Stoutbranch (NG, female halfling, 
  Commoner (MM, p 345) with proficiency in 
  Medicine and herbalist’s tools) the town’s aging 
  apothecary, but before he can continue further, 
  she interrupts. 
   
   Read or paraphrase the following: 
   
  “Enough of your talk. Is this them? Are these the 
  ones that will be ridding this town of its curse? No 
  need to tell me; I have eyes in my head.” 
   
  She looks around the table and points to (pick a 
  fighter type PC). 
   
  “You look strong, not so smart looking, but strong 
  will do. Massy’s gone missing and you’re going to 
  find her. Well? What are you waiting for? Go find 
  my Massy!”  
   
  With that, she prods your chest and points her 
  walking cane to the door. 
    
   The mayor quickly reveals that Massy is 
  Lizzy’s protégé apprentice apothecary who will, 
  hopefully, one day take over from Lizzy when 
  Lizzy passes on.  
    
   Whilst defying her elderly strength, Lizzy 
  continues to look annoyed and her frail hand 
  points her walking cane at the door. The 
  characters require a successful DC 10 Charisma 
  (Persuasion) check to convince Lizzy to part 
  with any information. As stubborn as she is, 
  success reveals the following: 
   
  ● Massy is the most intelligent girl in 
  town who’ll one day supersede her as 
  the town’s apothecary. 
  ● Massy has been worried for the last 
  few days over the dwindling healing 
  supply stocks in the store. 
  
   
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  ● Lizzy became worried when Massy 
  failed to return to the shop in the 
  afternoon after delivering a tonic to 
  Mr. TwoToes (don’t ask), an elderly 
  trapper who lives in a small shack out 
  on the edge of town. Massy never 
  fails to return from a delivery. 
  ● Further inquiries revealed that Massy 
  was last seen close to the path 
  leading out of town. 
  ● Lizzy believes Massy went gathering 
  elderberry flowers, which are used in 
  tonics as a remedy for colds and 
  fever. The shop had run out of the 
  flowers some days ago. 
  ● Elderberry plants are known to grow 
  about a mile along the path leading 
  out of town. 
   
   Read or paraphrase the following: 
   
  The mayor looks at you with a worried expression. 
   
  “We cannot afford to go losing Massy to whatever 
  is out there. With luck, she’s still alive to tell a 
  tale. It won’t take you long if you leave now. I’ll 
  even throw a pouch of gold your way if that will 
  convince you to brave the dark.” 
   
  Lizzy reconvenes her poking of your chest with 
  her cane whilst pointing at the door. 
    
   Not leaving now will doom Massy to the 
  monstrosity that is presently lurking along the 
  path close to where the elderberry plants grow. 
  If the party choose not to leave, Lizzy calls the 
  party cowards and that she supposes an elderly 
  woman will have to go look herself. Still 
  choosing not to go will doom both woman and 
  girl to the monstrosity and gain the party the 
  animosity of the town from this day forward. 
   
   If the party agrees to leave and search the 
  path during the night, proceed to Section 
  Three: A Pit So Deep. 
   
   
   
  Part Three:  A Pit So Deep 
   
  General Features 
   Terrain. Well-traveled forest path, 10-feet wide. 
   Weather.  A cool night with clear skies visible 
  through the foliage above. Slight breeze with no 
  hint of rain.  
   Light. The dim light from a full moon allows 
  visibility to 30 feet. 
   Smells and Sounds. Heady damp dirt and woodsy 
  smell. A slight breeze causes the leaves to rustle. 
   
   Read or paraphrase the following: 
   
  The night's full moon garners you just enough 
  light through the foliage above to barely make 
  out the path before you.  
   
  You proceed along the path at a steady but 
  cautionary pace. It is not long before you hear, 
  coming from the still night's darkness ahead, the 
  faint sounds of a young woman desperately 
  calling for help. 
   
   When the party approaches close enough to 
  see, read or paraphrase the following: 
   
  Desperately clinging to a low-lying branch from 
  the foliage above, a young woman dressed in a 
  commoner’s shirt, breaches, and working smock, 
  hangs about 2 feet off the ground. Even from this 
  distance, you can tell her strength is waning from 
  who knows how long she may have been hanging 
  around.  
   
  She notices your approach and feebly calls for 
  rescue. 
   
   A successful DC 12 Wisdom (Perception) 
  check reveals Massy may have been within 
  seconds of letting go of the branch she is 
  presently clinging to before gaining an ounce of 
  renewed strength from the party’s arrival. She 
  is in fact 2 rounds from letting go. 
   
   Any character who states they are scanning 
  the area for signs of danger must succeed a 
  Wisdom (Perception) check vs. an opposed 
  
   
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  Stealth check from the Sentient Pit Trap (see 
  Stat Block at the end of adventure). Failure 
  results in the character not noticing a slight 
  variation in the ground directly below Massy. A 
  success allows the character to attempt a DC 15 
  Intelligence (Nature) check to recognize the 
  area for what it really is. Noticing the area 
  and/or knowing what the area really ‘is’ may 
  negate any surprise reaction element the 
  Sentient Pit Trap may have within the situation.  
   
   If the party does not scan or notice the 
  trouble, their situation has gotten worse. In this 
  case, it is only when the party choose to help 
  Massy that she realizes the party is unaware of 
  the danger beneath her.  
   
   As a character reaches her, read or 
  paraphrase the following: 
   
  As you reach Massy, you see the sudden flicker of 
  recognition flash across her face. 
   
  “Look out! Below you! The ground is trying to eat 
  me!” 
   
  It is with that warning that you suddenly feel the 
  ground opening below your feet! 
   
   Lurking directly below Massy’s precarious 
  position is a Sentient Pit Trap. 
   
   In either case presented above, the DM is 
  advised that the sentient pit trap is alert and 
  has readied a reaction for something falling 
  (Massy) or stepping (the characters) on its 
  ‘door’ (see Sentient Pit Trap, Enclose at the end 
  of this mini-adventure on how to run this area).  
   
   The combat continues with Massy, should she 
  still be clinging to the branch 2 rounds after the 
  party initially spot her, losing her grip and falling 
  to the ground, landing prone. If the Sentient Pit 
  Trap is not open, it uses its reaction to open, 
  dropping Massy to a certain doom. If the ‘door’ 
  is open, then Massy falls into the pit, sustaining 
  an additional 10 feet of falling damage from her 
  height above the ground. Either way, Massy will 
  most likely perish if she falls into the pit.  
   
   2 rounds after the Sentient Pit Trap initially 
  opens its maw, it amorphously reproduces itself 
  due to the moon phase.  
   
   If the Sentient Pit Trap reproduces, read or 
  paraphrase the following: 
   
  Those of you close to the situation notice the 
  ground around the creature shimmer and begin to 
  move out of phase. Vegetation entwines and 
  shifts as if moving in and out of your reality. As 
  quickly as it had begun, the area becomes solid 
  once again, though maybe just as dangerous as it 
  was. Or maybe more so? 
   
   Characters who have succeeded on a Nature 
  check to recognize the creature knows that the 
  Sentient Pit Trap has chosen this moment to 
  reproduce. Knowing this will also reveal where 
  the second Sentient Pit Trap appears. It is the 
  DM’s discretion on where the second creature 
  appears based on how difficult the DM wants to 
  make the combat is quite reasonable to have 
  the second Sentient Pit Trap appear under a PC 
  in an adjoining square.  
   
   If the characters in the area have succeeded a 
  Nature check, have those characters attempt a 
  DC 15 Intelligence (Nature) check with 
  advantage to see if they know what they are 
  facing.  
   
   Combat now continues until either of the 
  following occurs: 
   
  ● The Sentient Pit Trap and its ‘baby’ are 
  beaten in combat. If this is the case, 
  proceed to Conclusion: A Homecoming. 
  ● The party retreat from the area back to 
  town, with or without Massy in tow. 
  Should this occur, proceed to 
  Conclusion: A Homecoming, 
  remembering to take notice of relevant 
  sections and paraphrasing that the 
  
   
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  Sentient Pit Trap still exists, though its 
  whereabouts are now unknown.  
  ● The party all die from being eaten by 
  the Sentient Pit Trap and its ‘baby.’ 
  Harsh, but heck, it happens. Proceed to 
  Continuing the Mini-Adventure, 
  particularly the area pertaining to the 
  Sentient Pit Trap living for another day 
  (see Avenging the Rescuers).  
   
   If the Sentient Pit Trap dies, the characters 
  can search the bottom of the pit for what it 
  collected but failed to digest.  
   
   A successful DC 10 Intelligence 
  (Investigation) check reveals the first item on 
  the list below; each additional 2 points above 
  the check reveals the next level of items on the 
  list in the order they are given: 
   
  ● A leather wristband studded with semi-
  precious gems worth 20gp 
  ● A potion of growth 
  ● Three scrolls, each containing a spell of 
  1st through 6th level, sealed within a 
  lacquered bone scroll case (DM’s 
  choice) 
  ● One the following magic items: 
  o A matching pair of sending 
  stones in the shape of elf ears. 
  o A weapon + 1 that a party   
  member can use. 
  o A circlet of blasting imbedded 
  with a flawless ruby that shines 
  when used. 
   
   
   
   
   
   
   
   
   
   
   
   
  Conclusion: A Homecoming 
   
  Note: 
  If at any stage the party chooses to cause trouble 
  within the town, the town has neither the militia nor 
  strength to take on an adventuring group. The party is 
  given whatever it will take to get them to leave, short 
  of anything that will cause the loss of life to a town 
  member. If loss of life is imminent, then the town will 
  band together in a fruitless attempt to oust the party. 
   
   Not long after they leave (a matter of days to just over 
  a week), news has spread with descriptions of the party 
  members and what they did. A noticeable reward has 
  been posted for their capture and arrest, which many 
  bounty hunters will choose to collect upon. The party’s 
  reputation precedes them until either they move far 
  enough for the rumors to not be reliable or they are 
  killed or captured and returned to the nearest justice to 
  face trial. Either way, they are never welcome within 
  the area from that day forward. 
   
   The following sections deal with the possible 
  outcomes of the party’s encounter with the 
  Sentient Pit Trap and its offspring: 
   
  Part 4.a:  
  Unfortunately, we had to run 
  In this situation, party has chosen to return to 
  town, leaving the Sentient Pit Trap alive and still 
  a danger for those in the area.  
   
   No matter the outcome, the mayor states a 
  deal is a deal and implores the party to return 
  to the path and finish the job. If the party 
  refuses, the mayor states there is no reward 
  and no further need for the party to remain in 
  town, ordering them to leave immediately.  
   
   Should the party also return without Massy 
  (as she will more than likely be dead), Lizzy is 
  beside herself in grief, using whatever influence 
  she has in town to insist the party leave with no 
  reward, no matter if they choose to return to 
  the path and finish the job.  
   
   
  
   
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   In any case the DM should use their best 
  judgment on how they choose to proceed from 
  here.  
   
  Part 4b:  It’s a glorious day, but... 
  In this situation, the party succeeds in killing the 
  Sentient Pit Trap but, unfortunately, Massy was 
  not able to be saved, having died during the 
  encounter. The town is remorseful for the loss 
  of the bright, young apothecary apprentice, but 
  a deal is a deal. After describing what 
  transpired, they honor the original reward and 
  2 days of grieving occur, starting the following 
  day. 
   
   Lizzy is, understandably, beside herself with 
  grief. The following sections occur: 
   
  ● Massy’s Body Is Missing: Although she 
  doesn’t prevent the town rewarding the 
  party for ending its problem, she does 
  hold the party accountable for Massy’s 
  death. From this day forward, Lizzy 
  refuses to acknowledge that the 
  members of the party exist, refusing all 
  pleas for help coming from the party. 
  To her, the party members are 
  effectively dead.  
  ● Massy’s Body Is Returned: Lizzy doesn’t 
  prevent the town rewarding the party 
  for ending its problem. Although beside 
  herself with grief, having Massy’s 
  remains returned to her in whatever 
  state goes a long way to preventing 
  Lizzy for blaming Massy’s death on the 
  party. Lizzy will assist the party in her 
  professional capacity, should the party 
  require her services in the future. 
  Returning Massy’s body entitles the 
  party to a one-time discount of 50% 
  under what Lizzy would normally charge 
  for her services.  
   
  Part 4c:  Praise Be to The Gods 
  Not only does the party manage to defeat the 
  Sentient Pit Trap but, by whatever miracle 
  surrounds them, they manage to return Massy 
  to the town alive.  
   In this situation, the whole town rejoices that 
  the problem is solved. Rewards, as agreed 
  upon, are bestowed on the party by the grateful 
  mayor. The locals rally together, pooling their 
  resources and throw a feast in the party’s 
  honor. With food and drink aplenty, the party 
  are hailed as heroes from that day forward.  
   
   None are more grateful than Lizzy. 
  Requesting a private audience with the mayor 
  and party, she lavishes her praise and thanks 
  upon the party. Having her beloved Massy 
  returned is all she could ask for.  
   
   In an additional show of gratitude, Lizzy gives 
  each party member a potion of healing, stating 
  these come from her secret personal stock. In 
  addition, should the fighter she initially 
  provoked have taken her rudeness without 
  incident, she bestows a ring of protection +1 as 
  an apology, without actually saying sorry. 
  Should any character refuse to take the potion 
  of healing, award the PC 500 story XP as a show 
  towards their generosity. Should the fighter 
  type refuse to take the ring of protection + 1, 
  award the fighter type 2000 story XP (in 
  addition to the potion XP if applicable) as an 
  additional sign of generosity.  
   
   Regardless of whether the potions or ring are 
  taken, Lizzy also offers her services, once only, 
  for free if the characters are in the area. Should 
  the party return at some later date and find 
  Lizzy has passed on, Massy will gladly choose to 
  honor the debt.  
   
  Continuing the Mini-Adventure 
  The DM may wish to continue the mini-
  adventure once Pitfalls by Night is concluded. 
  The following are suggestions as to how this 
  may occur: 
   
  ● Sagely Wisdom: News precedes the 
  characters of their heroic deeds. A high-
  level sage, an expert in phasing 
  
   
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  creatures, employs the party to 
  investigate a further (and deadlier) 
  occurrence of a Sentient Pit Trap.  
  ● Mumma’s Cumma Lookin’: Rumors 
  reach the party that the town has 
  become mysteriously quiet. The party 
  return to the area to find it deserted. 
  Lurking within the town is an elder and 
  more powerful version of the Sentient 
  Pit Trap. ‘Mother’ has come seeking 
  revenge and the party is on the menu. 
  Designing the stats for ‘Mother’ is left 
  to the DM’s discretion. 
  ● Planar Trappings: A high-level mage 
  managed to procure a section of a 
  recently killed Sentient Pit Trap, 
  something unheard of, until now. 
  Knowing the reputation of the party, 
  the mage hires them as bodyguards 
  whilst the mage attempts dimensional 
  travels to uncover the secret behind the 
  Sentient Pit Trap’s origins.  
  ● Avenging the Rescuers: With Massy 
  and the previous rescuing party missing, 
  the town manages to get a message out 
  asking for further assistance. Offering a 
  substantial reward to solve the 
  problem, a new party takes up the call. 
   
  Eberron Placement Suggestions 
  The location of this encounter is vague by 
  design, but there are two places where it makes 
  sense in Khorvaire. The first one is in Eldeen 
  Reaches. There are several small towns next to 
  the great woods that cover most of the country. 
  Small settlements like Alvirad, Mossmantle, 
  Greenblade, Erlaskar, and Sylbaran are other 
  good locations for this encounter. 
   
  Alternatively, the encounter can take place in a 
  town next to the jungles in Q’barra. The DM 
  must then adjust the descriptions to fit the 
  jungle area, instead of forests. Pitchwall, 
  Wyrmwatch, and Whitecliff are good candidates 
  for this encounter. 
   
   
   
   
   
  
   
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  Sentient Pit Trap 
  Large monstrosity, unaligned 
  Armor Class 16 (Natural Armor)  
  Hit Points 52 (7d8+21) 
  Speed 20 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  14 (+2) 
  16 (+3) 
  8 (-1) 
  10 (+0) 
  1 (-5) 
  Skills Stealth +9 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, prone 
  Senses blindsight 30 ft., tremorsense 120 ft. (blind 
  beyond this radius), passive Perception 10 
  Languages none 
  Challenge 4 (1100 XP) 
   
  Amorphous Reproduction. The sentient pit trap may 
  choose to reproduce if a full moon is in the sky. If the 
  sentient pit trap chooses to use Amorphous 
  Reproduction, it takes an action to create an exact 
  duplicate of itself at the end of the round. The 
  sentient pit trap may only use Amorphous 
  Reproduction once a full moon. A newly created 
  sentient pit trap cannot use Amorphous 
  Reproduction until the following full moon. 
    
  Camouflage. The sentient pit trap can copy its 
  surrounding terrain to near perfection. When the 
  sentient pit trap moves into a new terrain area, it 
  can take an action to change its appearance to 
  match that of its surroundings. The sentient pit trap 
  makes all Stealth checks to hide with advantage. 
   
  False Appearance. While the sentient pit trap 
  remains motionless, it is indistinguishable from the 
  terrain around it. 
   
  Phasing Death. The sentient pit trap disappears 
  once it dies. 3 rounds after the sentient pit trap is 
  reduced to zero hit points, the remains of the 
  sentient pit trap will begin to phase from the 
  Material Plane and start to disappear. 6 rounds after 
  the sentient pit trap is reduced to zero hit points, the 
  remains of the sentient pit trap will phase from the 
  Material Plane and disappear. Any swallowed 
  creature with 1 or more hit points on the 6th round 
  will reappear on the ground where the sentient pit 
  trap died and phased from the Material Plane. Any 
  deceased creatures (zero hit points or less) or 
  inanimate objects still within the sentient pit trap 
  when it phases from the Material Plane, disappears 
  with the remains of the deceased sentient pit trap. 
  Actions 
  Multiattack. The sentient pit trap makes 4 attacks. It 
  can target up to four separate creatures. 
   
  Spike. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  Hit: 2 (1d4) piercing damage plus 1 acid damage. 
   
  Reactions 
  Enclose. The sentient pit trap can attempt to trap a 
  creature once the creature approaches the center of 
  its door. As a reaction, the sentient pit trap opens its 
  door. A creature must make a Dexterity saving throw 
  contested by the sentient pit traps’s Stealth check. 
  On a successful save, the creature can choose to 
  jump to a square adjacent to the sentient pit trap. A 
  creature that chooses not to jump suffers the 
  consequences of a failed save. On a failed save, the 
  creature drops to the bottom of the 20-foot pit 
  taking 7 (2d6) bludgeoning damage, 9 (2d8 piercing 
  damage from the spikes, and 10 acid damage, 
  landing prone and ending their turn. When the 
  sentient pit trap moves, the enclosed creature 
  moves with it. At the end of the round, the door into 
  the pit closes, enclosing the creature. At the start of 
  each of the sentient pit trap’s turns, if the enclosed 
  creature is at the bottom of the pit, the enclosed 
  creature must succeed a DC 10 Constitution saving 
  throw or take 10 (3d6) acid damage or half as much 
  on a success. The enclosed creature, providing it can 
  find a way to reach the door above, can try to escape 
  by taking an action to make a DC 17 Strength check. 
  On a success, the creature forces open the door 
  enough to escape and enters a space of its choice 
  within 5 feet of the sentient pit trap. 
   
  It is currently unknown from where the Sentient Pit 
  Traps originate. Some sages believe they are not a 
  creature at all, but simply a failed experiment 
  involving a mimic and a displacer beast. Research 
  continues in some circles believing that capture and 
  study will open doors of discovery towards phasing 
  displacement, allowing movement from the Material 
  Plane to other unknown planes of existence. 
   
  The Sentient Pit Trap is both natural and metaphasic 
  at the same time. By use of its phasing nature, it 
  causes the ground to displace around it, allowing it 
  to move from one place to another. Luckily, the 
  sentient pit trap dislikes stone or surfaces harder 
  than dirt, much to the delight of creatures 
  everywhere. 
  
   
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  In Silver Clutches 
  By Alex Clippinger 
  @AClippinger 
   
  Estimated run-time: 45 to 90 minutes 
   
  In Silver Clutches is a short adventure written for 
  five characters of 5th – 10th level. The adventure 
  is set in a mountainous region or an area with 
  rocky terrain. 
   
  Background 
  The adventurers stumble across an exhausted-
  looking cleric, who asks their help with 
  'babysitting.'  It turns out that watching some 
  children is the least of the challenges the party 
  will face. 
   
  Plot Hooks 
  The most likely way this encounter begins is 
  with the adventurers stumbling upon Marian 
  while they travel the wilderness. Though, you 
  could set this up with a tavern rumor or notice 
  board post – stating a priest in the wilderness 
  has been looking for some help. 
   
  Hail Marian 
  As the adventurers travel through foothills or a 
  mountainous region, they are flagged down by 
  a woman named Marian (human, priest, CR 2; 
  MM, p 348). She has the appearance of a kind, 
  but exhausted, robed cleric. 
   
  "I don't have very long," she says. "The children 
  are down for a nap, but they'll be awake soon. 
  They're not mine; I agreed to look after them to 
  repay a debt but, oh! They're just too much!" 
   
  Marian explains that the 'children' she's 
  looking after are silver dragon hatchlings, only a 
  decade or so old. Their mother, an adult silver 
  dragon named Auravalia, once saved Marian's 
  life. Marian volunteered whatever service she 
  could provide as repayment, and the dragon 
  asked Marian to watch over her children for a 
  few days while she attends to business far from 
  her lair. It's the third day and Marian is at the 
  end of her rope with the energetic wyrmlings’ 
  demands. She begs the adventurers to help her; 
  she has little coin to spare but remarks that 
  their service could earn the dragon's favor. 
   
  If the adventurers volunteer to help, Marian 
  leads them a few miles to Auravalia's lair. 
   
  Auravalia's Lair 
  The adult silver dragon resides in a cavern lair 
  that she has spent many decades shaping and 
  enchanting. The cavern's ceiling is covered in a 
  thick, smooth layer of magical ice that never 
  melts, and keeps the chambers at a cold, but 
  not freezing, temperature throughout the year.  
   
  The rear of the main chamber leads into 
  Auravalia's hoard, but the entrance is covered 
  with a massive wall of ice that only retracts or 
  returns with the silver dragon's commands. A 
  character who succeeds on a DC 15 Intelligence 
  (Arcana) check realizes the wall is controlled by 
  a command word. 
   
   
  
   
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  Honeycomb Tunnels  
  Small holes in the floor and walls aren't animal 
  burrows. Auravalia has several such passages as 
  escape routes. If she ever needed to make a 
  quick escape, she plans to use her change shape 
  ability to become a creature small enough to 
  wiggle through the tunnels, which extend 200 
  feet and exit outside the lair. 
   
  The Wyrmling Clutch 
  The honeycomb tunnels beneath the main 
  chamber have been combined into a large sub-
  level chamber for Auravalia's young. The 
  chamber floor is covered with close to a foot of 
  snow, in which the wyrmlings sleep and frolic. 
  There are three holes in the floor of the main 
  chamber that lead down into the snow-filled 
  clutch. These holes are big enough for the 
  wyrmlings to wiggle through and more than big 
  enough for a Medium-sized creature to climb 
  down. A creature that falls into one of these 
  holes doesn't take falling damage as they land 
  prone on the soft layer of snow. 
   
   
   
   
   
  The Worrisome Wyrmlings 
  Marian's charges are a set of four silver dragon 
  wyrmlings (CR 2; MM, p 118). There are three 
  males named Gyrontyr, Port'molian, and 
  Varshul, and a female named Indyrial. All the 
  wyrmlings are fourteen years old but have the 
  equivalent maturity of a nine-year-old human 
  child. They are energetic, inquisitive, and often 
  demanding. The wyrmlings all speak fluent 
  Draconic and enough Common to communicate 
  (though they don't know big words or vague 
  concepts in the language). 
   
  The wyrmlings are constantly pestering 
  Marian and the adventurers with questions or 
  demands for food. For as long as you see fit, 
  you can roleplay ways for the adventurers to 
  interact with the wyrmlings. This might include 
  making a DC 15 Wisdom (Survival) check to 
  capture small animals outside the lair to feed 
  the wyrmlings or making a DC 15 Charisma 
  (Performance) check to sing a song or tell a 
  story that entertains the young dragons. 
   
  However, eventually, an intruder arrives at 
  the lair; a young white dragon (CR 6; MM, p 
  101) named Frostmaim. 
   
  I Don't Think That's Your 
  Mother... 
   
  There is a rush of air and a rumble as something 
  large hits the ground outside the cavern's mouth. 
  A dragon's visage appears at the entrance to 
  Auravalia's lair—but this is no silver dragon. Its 
  scales are bone-white, becoming a mottled gray 
  in the skull-like hollows of its eyes. It sneers at 
  you. "Some vermin to clear out of the silver's 
  nest," it snarls, "but soon this cavern will be hers 
  no longer!" 
   
  Frostmaim is a young white dragon (CR 6; 
  MM, p 101) who envies Auravalia's enchanted 
  lair. Though not terribly strong or smart, he has 
  several faithful lizardfolk (CR ½; MM, p 204) 
  servants who support the young white dragon's 
  
   
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  ambitions. Frostmaim has watched the lair and 
  knows Auravalia is away. He has scrounged 
  together whatever servants he can (if any; see 
  APL below). He hopes to kill Auravalia's young 
  and take the lair for himself, seeking to fortify it 
  with his followers before the silver dragon 
  returns. 
   
  Scaling the Battle 
  APL 5 - Frostmaim (young white dragon) 
  APL 6 – Frostmaim (young white dragon) and one 
  lizardfolk servant 
  APL 7 – Frostmaim (young white dragon) and one 
  lizardfolk servant 
  APL 8 – Frostmaim (young white dragon) and two 
  lizardfolk servants 
  APL 9 – Frostmaim (young white dragon) and two 
  lizardfolk servants 
  APL 10 – Frostmaim (young white dragon) two 
  lizardfolk servants and a lizardfolk shaman (CR ½; 
  MM, p 205). 
   
  On initiative count 20, Marian and the 
  wyrmlings will retreat into the sub-level 
  chamber and out of harm's way. Frostmaim will 
  attempt to control the entrance to the lair in 
  the first round and use his breath weapon to fill 
  as much of the chamber as he can with deadly 
  cold. If Frostmaim is accompanied by any 
  lizardfolk servants, they try to get past any 
  adventurers and attack Marian and the 
  wyrmlings but will stop to fight if they are 
  engaged or if Frostmaim is threatened. 
   
  Frostmaim is likely to overextend himself into 
  the lair and lose a safe escape route; he will 
  attempt to flee if defeat looks imminent. 
   
  Auravalia's Return 
  After Frostmaim's defeat, Auravalia returns to 
  the lair, having been alerted to combat by the 
  cavern's magical alarms. Seeing evidence of the 
  battle, Auravalia thanks Marian and the 
  adventurers for their aid and rewards the party 
  with treasure from her hoard. The adventurers 
  are given a 400 gp and a special set of armor. 
  The silver scale mail was crafted by a dwarven 
  craftsman using Auravalia's cast-off scales; it 
  functions as a set of scale mail armor of 
  resistance (cold damage). 
   
  Eberron Placement Suggestions 
  This encounter can occur anywhere in 
  Khorvaire. Dragons are rare but not absent in 
  the continent. Marian should mention that 
  Auravalia was summoned to Argonnessen, the 
  old dragon continent. 
   
  The DM may also change the allegiance of 
  Frostmaim and his lackeys. It makes sense for 
  the white dragon to represent the interests of 
  the Cult of the Dragon Below. This cult is illegal 
  in all of the five nations. It seeks to sow chaos 
  and turn the world to madness. Killing a silver 
  dragon’s offspring is a natural choice for this 
  faction. 
   
   
   
   
   
  
   
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  Meena from the Sky 
  By Florian Emmerich 
  @Shou_Kobayashi 
   
  Estimated run-time: 60 to 90 minutes 
   
  Meena in the Sky is a short adventure designed 
  for four to five characters of 1st level. Scaling 
  suggestions are provided for higher-level 
  parties.  
   
  Background 
  Meena Gimlen, a rock gnome commoner (CR 0; 
  MM, p 345) set out to be the first gnome to fly 
  over a nearby forest with the help of her 
  invention, the GL1-D35. 
   
   Not everything worked out as intended and, 
  on her maiden voyage, Meena was attacked by 
  a group of ravens which resulted in the GL1-D35 
  breaking in half.  
   
   While Meena could still hold onto one half of 
  the GL1-D35 and glide for some hundred yards 
  before crashing into the depths of the forest, 
  the other part of her invention was lost at the 
  breaking point. 
   
   Though luckily surviving the crash, her 
  situation is far from ideal. 
   
   Her dive was stopped by giant spider’s (CR 1; 
  MM, p 328) web, which usually catches birds. 
   
  Not So Merry Men 
  Unbeknownst to Meena, the ravens had been 
  sent out by a group of bandits, which took an 
  interest in the flying gnome. With such a hobby 
  presumably requiring wealth to pursue, they 
  unleashed the unkindness onto the gnome. 
   
   
   
   
   
  The Clarke Gang 
  The pack of outlaws operating in the region is 
  known as the Clarke gang. While they had been  
  content with raiding caravans taking shortcuts  
  through the wilderness, a recent robbery gone  
  wrong resulted in the deaths of two of their  
  members. As a result, the Leader of The Clarkes  
  has begun to rethink their operation. The current  
  crew consists of Margery & Gilbert Clarke, who  
  are siblings, and Miles Jones, the most recent 
  addition. 
   
  The senior members Lance Smith and 
  Elizabeth Lewis were killed, after wary 
  Caravan leaders started to hire more guards. 
   
  A Worried Father 
  Meena’s father, Umpen Gimlen, who 
  accompanied her and helped with preparations, 
  was aghast seeing her dive into the forest. He 
  wasted no time in going after her, throwing all 
  caution to the wind. 
   
  The Encounter 
  When the adventurers near Meena’s crash site, 
  read or summarize: 
   
  As you wander around the woods you hear a 
  sudden shriek of terror coming through the trees. 
  However, it is not immediately clear to you where 
  it is coming from. Shortly after the first one, it is 
  followed by more cries. 
   
   The party can locate the direction of the 
  screams within the woods with a successful DC 
  10 Wisdom (Perception) check. 
   
  Screaming for Life 
  Home Crashing 
  The shriek and the subsequent cries are 
  originating from Meena, as she notices that she 
  is not the sole occupant of the giant spider’s 
  web in the treetops. 
   Due to her mostly landing on the remains of 
  her broken GL1-D35, she is not restrained by 
  the webbing and, with the help of a nearby 
  
   
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  twig, she is giving a token resistance. While for 
  now she is able to fend the giant spider off, she 
  can’t defeat the spider on her own. 
   
  Fighting the Spider 
  The giant spider’s web is 50 feet above the 
  ground, though the densely growing trees give 
  ample help to reach it easily by climbing them. 
   
   Once in the treetops, the party can opt to 
  enter the web, but it is considered difficult 
  terrain. 
   
   The web is susceptible to fire and easily 
  burns, although a DC 10 Wisdom (Survival) 
  check reveals that all of the occupants in the 
  web could suffer from fire damage. Succeeding 
  on the check by 5 or more reveals that the 
  wood is dry and if the fire is not stopped 
  quickly, it will soon engulf the whole forest. 
   
  Scaling the Battle 
  APL 1 - 1 giant spider 
  APL 2 – 1 giant spider with 35 hit points  
  APL 3 – 2 giant spiders 
  APL 4 – 1 giant spider for each party member 
  APL 5 – 1 giant spider for each party member, 
  each with 35 hit points. 
   
  It’s a Pleasure Meeting You 
  Once rescued, Meena thanks the party for their 
  timely intervention and introduces herself. 
   
   Meena is a tomboyish gnome, sporting short 
  black hair with silver streaks. She is unusually 
  small, even for a gnome, though she highlights 
  that this and her low weight is a feature she 
  calls “air-o-dynamic”.  
   
  Meena’s Belongings 
  If she did not already part with it, Meena is 
  carrying 10 gp and a sketchbook with erratic 
  and unidentifiable schematics, some scratched 
  out or abandoned mid-drawing. 
   
   
   
  Meeting Meena... 
  At your discretion, the party could already have 
  met Meena in a nearby town while being laughed 
  at by the townspeople for her so-called invention. 
  They predict that she won’t fly even an inch with 
  this “piece of junk.” Though, she is comforted by 
  her father. 
   
  Saving Umpen Gimlen 
  Meena worries about her father, as she rightly 
  assumes that he is probably now looking for 
  her. 
   
   She begs the party to accompany her back to 
  the starting cliff, as Umpen is probably looking 
  for her from that direction. She offers a reward, 
  once she and her father are home safely.  
  Meena points out that she and her father are 
  not equipped for the dangers in this forest – it’s 
  full of strange creatures and outlaws. 
   
   While she has no significant valuables with 
  her, she promises a reward of 50 gp in total, 
  once she and her father and she are back safely 
  at their residence. To help persuade the 
  adventurers, Meena offers the 10 gp in her 
  possession as an advance payment. 
   
  Umpen’s Fate 
  After sprinting into the woods, while on his way 
  to the crash site, Meena’s father bumped into 
  the Clarke Gang. 
   
   Under all his pleas and cries for help, it did 
  not take them long to figure out that Umpen is 
  the father of their intended target. They quickly 
  changed plans and, instead of taking Meena for 
  ransom, they snatched Umpen and bound him, 
  taking him back to their hideout to scheme their 
  next moves. 
   
  Save My Daughter 
  You can easily switch Umpen’s and Meena’s place. 
  This will, however, forgo the fight with the giant 
  spider.  
   
  
   
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  Umpen’s Fate Revealed 
  After some time has passed going towards the 
  cliff, the party finds a scarf partially hidden in a 
  bush. 
   
   Meena instantly recognizes that it belongs to 
  her father. She begins to worry as she explains 
  that Umpen would never willingly part with it, 
  as it was a present from her to him. 
   
   She immediately starts a frantic search of the 
  area, sometimes stopping while calling out for 
  her father. 
   
   Succeeding on a DC 12 Wisdom (Survival) 
  check while actively searching the area reveals 
  tracks on the ground, read or summarize the 
  following: 
   
  In the mud, partially covered by ferns and leaves, 
  you can make out several pairs of fresh tracks. 
  After analyzing them for a moment, you can make 
  out four different tracks in total. The tracks of one 
  person are seemingly much smaller than the 
  others. The tracks all lead East from the cliff. 
   
   While the tracks are easy to follow for a 
  while, they soon become less visible until they 
  eventually disappear, though the characters 
  might notice other signs. 
   
   A DC 15 Wisdom (Survival) or Intelligence 
  (Investigation) check reveals partially and 
  freshly bent flowers, leading further east.  
   
   On a failed check, they find other signs of 
  passers-by, though those lead to the north. 
  Resolve the Hungry! encounter. 
   
  Hungry! 
  After a short amount of time trekking north, 
  read or summarize the following: 
   
  The scent of grilled meat and the corresponding 
  sizzling sound is coming toward you. You can 
  easily follow the enticing trail, promising some 
  well-roasted delicacy. From behind a shrubbery, 
  you hear two people talking in a hushed tone. 
  Their voices are too soft to make out the heated 
  conversation they are having 
   
   The voices belong to Pyra and Leucis, two 
  slightly malnourished-looking tiefling poachers 
  (use thug, CR ½; MM, p 350) preparing their 
  latest catch - two rabbits.  
   
   Pyra worries that if they keep this up, there 
  will soon be a bounty on their heads. Though 
  Leucis argues, that the residing Count does not 
  worry about two hungry souls, especially with 
  bandits all over the woods. 
   
   If the  party advances, both will be taken 
  aback and retreat deeper into their campsite. 
   
   Pyra does most of the talking with Leucis only 
  begging for mercy for their wrongdoing. They 
  cower in fear if the party brandishes their 
  weapons or are intimidating. 
   
   If the party does not state their agenda, Pyra 
  asks the nature of their visit while she offers 
  some of their game. She boldly claims that they 
  found these two rabbits dead and then roasted 
  them, as they did not want the rabbit meat to 
  go to waste. A DC 10 Wisdom (Insight) check 
  reveals that she might be lying, as her left eye 
  twitches nervously while giving this statement. 
   
   If asked about the bandits, Pyra only knows 
  that they operate in the area, though she and 
  Leucis are doing their best to avoid them. If 
  Umpen is described to them, they recall seeing 
  him with a group of scruffy-looking people 
  South of their location, heading further West, 
  sending the party back to the place they lost 
  track. Leucis accuses Pyra of telling him that 
  these parts of the wilderness ought to be safe. 
  The two poachers bicker back-and-forth while 
  quickly packing their things, insisting on taking 
  at least one roasted rabbit with them.  
  
   
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  Hiding Out 
  The bandits have a small camp nearby, setup in 
  a small grotto. At the DMs discretion, they may 
  have secured the area with some traps to fend 
  off any intruders, though they are placed too far 
  out to warn them. 
   
  … and get to know the bandits 
  If the party met Meena in a nearby town, the party  
  might have also seen the postings for bandits that  
  hide out in woods and a potential reward for  
  capturing them. The bounty should be higher if  
  the criminals are caught alive. 
   
   Refer to Chapter 5 of the Dungeon Masters 
  Guide for examples of traps the bandits may 
  have set around their camp. 
   
   After a short amount of time has passed, read 
  or summarize: 
   
  While you can’t make out the details, you can hear 
  two voices arguing in a heated discussion. 
   
  Being Sneaky 
  A successful opposed Dexterity (Stealth) check 
  versus the bandits’ Wisdom (Perception) check 
  allows the party to sneak in close enough and 
  listen to part of the conversation. Read or 
  summarize: 
   
  Through the bushes you see a small, makeshift 
  camp and two humans, a male and female, who 
  are engaged in a heated discussion. They stand 
  near an opening of a small grotto which is lined 
  with barrels and makeshift birdcages filled with 
  ravens.  
   
   If the party listens to the conversation, they 
  learn that Miles Jones (bandit CR 1/8; MM, p 
  343) is not happy that they are taking hostages. 
  He wants to get back to raiding caravans. 
  However, Margery Clarke (bandit CR 1/8; MM, 
  p 343) reminds him that they lost two of their 
  own, once more guards were added to the 
  caravans. She believes this old gnome is a 
  better prize, but if they find the girl, ransoming 
  the two together could set them up for life. 
   
  Not so Stealthy 
  Failed Stealth checks alert the arguing bandits, 
  who immediately stop their heated discussion, 
  retreat to the grotto, and warn their third 
  companion. While retreating, they release a 
  swarm of ravens (CR 1/4; MM, p 339) that head 
  directly for the players, attack for one round, 
  and then fly away. 
   
  Springing into the Open 
  If the party storms the camp, the arguing 
  bandits bolt for the entrance of the grotto, 
  shouting a warning to their companion inside 
  the cave, but not without smashing one of the 
  cages containing ravens that attacks the party 
  for one round and then fly away. 
   
  The Nervous Bandit 
  Miles Jones can be convinced to turn against his 
  companions, especially if the characters 
  promise him freedom. 
   
   However, the PCs also have to overcome his 
  companions, if they are nearby and alive.  
   
   A successful Charisma (Intimidation) or 
  Charisma (Persuasion) check versus an opposed 
  Charisma (Persuasion) check by Gilbert or 
  Margery Clarke causes Miles Jones to side with 
  the party, though he flees at the first possible 
  occasion. 
   
  Inside the Grotto 
  The Grotto is filled with boxes and sacks. In the 
  middle, an unlit fireplace with Gilbert Clarke 
  (bandit CR 1/8; MM, p 343) watching over a 
  bound and gagged Umpen in the corner. 
   
  Fighting Head On 
  Aside from Miles Jones, the Clarke siblings 
  stand their ground and would rather die than 
  be captured. 
   
  
   
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   Miles Jones, doubting the undertaking 
  completely, tries to escape at the first 
  opportunity. 
   
  Divide and Conquer 
  The best bet for the party would be to wait for 
  nightfall, as the bandits take turns standing 
  watch outside the cave, while the others sleep 
  in the grotto. 
   
  Scaling the Battle 
  APL 1 – 3 bandits (CR 1/8, MM, p 343) 
  APL 2 – 3 thugs (CR ½, MM, p 350) 
  APL 3 – 1 bandit captain (CR 2, MM, p 344), and 2 
  bandits 
  APL 4 – 1 bandit captain, 1 spy (CR 1, MM, p 349), 
  and 1 thug 
  APL 5 – 1 veteran (CR 3, MM, p 350) and 2 bandit 
  captains 
   
  The Grotto’s Treasure 
  The bandits stored most of their treasure within 
  the grotto. It mainly consists of an assortment 
  of grain, flour and dried and pickled produce, all 
  branded with the signet of the famed merchant 
  William Taldon, who rewards anyone returning 
  the goods, with 40 gp. 
   
  Conclusion 
  Once Meena and Umpen are home safely, 
  Meena invites the party for some tea and 
  biscuits while insisting they rest in her home. 
   
   Even if the party doesn’t want to stay for 
  pleasantries, she begins preparing some hot 
  water and offers, if not forces, the promised 
  pastries onto the party. 
   
   In all her preparations she does not forget the 
  promised reward. 
   
  Mourning the Dead 
  If one of the Gimlens die during the encounter, 
  the other will be in mourning, though still will 
  follow through on the promised reward. 
   
  GL1-D35 Prototype 
  Meena has a special reward for those that stay 
  with the Gimlens, recounting the adventure. 
  The DM may decide how many prototypes to 
  award the characters.  
   
   During her research, she created, out of 
  extremely lightweight wood and materials, 
  several prototype models of the GL1-D35. These 
  models have the shape of a bat, but with a 
  thinner body. When thrown, they fly 30 feet 
  before looping around and returning to the 
  space from which they were thrown. 
   
   Clever PCs may find a use for these models, 
  although they do not cause any damage. They 
  are a rare toy and could fetch upward of 10 gp 
  to a toy collector. Or they could bring happiness 
  to a child with nothing to do. 
   
  Eberron Placement Suggestions 
  The gnome-ruled continent of Zilargo is a 
  suitable location for this encounter. The events 
  can take place in settlements such as Tzanthus, 
  Oskilor, or Tariston (small town). It is 
  recommended to mention that, for it to fly, the 
  flying device makes use of Siberys 
  dragonshards. 
   
   The DM may also consider the outlaws’ 
  allegiance. Since the gnome is working on a new 
  dragonshard apparatus, it makes sense for the 
  brigands to work for the Order of the Emerald 
  Claw, House Cannith, House Orien, or House 
  Lyrandar. The Order of the Emerald Claw wishes 
  to control the production of this new device. 
  The two dragonmarked houses have good 
  reasons to prevent other parties from having 
  flying devices because it disrupts their own 
  activities. 
   
   If the DM chooses the Order of the Emerald 
  Claw, the DM may choose to make them 
  members of the faction and use the stats for 
  Emerald Claw Soldier and Emerald Claw 
  Sergeant. 
  
   
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  And the Grove Still 
  Screams 
  By Remley Farr 
  @remleyfarr 
   
  Estimated run-time: 30-45 minutes 
   
  And the Grove Still Screams presents an 
  encounter scenario for the DM to build up. It’s 
  designed for players of any level, perfect for 
  introducing players to the wilderness of the 
  Feywild or just freaking them the hell out with a 
  giant screaming mouth in the ground. 
   
  BACKGROUND 
  The fey… some call them witches. Some call 
  them hags. Some call them cackle-mouthed 
  spinsters drooped over heated pots, churning 
  their boiling broth into coagulated reagents. 
  Taste the brew, and taste their wrath. Or are 
  they winged fairies spritzing about the 
  meadows? Plucky little bastards as mischievous 
  as foxes and as annoying as mosquitoes? These 
  tales are but fantasies—a human-oriented 
  understanding to better comprehend how a fey 
  monster interacts with the material world. 
   
   And these fantasies are foolish. 
   
   The fey play their own games, and when they 
  run out of pieces, they reach into our world to 
  restock their lineup. They are like gods in this 
  sense: pushing mortals at their own whim. But 
  gods don’t play games in the heavens where 
  they live. They play in our world. Fey play 
  games with us, but they drag our confused 
  minds back to their realm. The gods rent to 
  own. The fey steal. 
   
   But unlike the gods, the fey can bleed, which 
  brings us to this toothless wonder: 
   
   Yanley “Ironjaw” Smithy lost his teeth years 
  ago. His teeth decided to start a fight with an 
  orc’s fist, and the orc’s fist had natural 
  advantage. Being a skilled smith, Yanley 
  fashioned himself a new set of ivory teeth 
  capped in iron—earning him his namesake. 
  Aside from his brawl with an orc and his skills at 
  the forge, Ironjaw led a rarely uneventful life, 
  almost as uneventful as a wanton NPC. But 
  when he crossed paths with a grove of blood 
  orange trees, Yanley tore a hole into the land of 
  the fey with consequences best described as 
  odd. 
   
   This hole full of odd consequences began with 
  Skix, a meddlesome fey spirit who got his kicks 
  by living with orange trees. Orange trees drew 
  Skix towards their groves with a pheromantic 
  allure, teasing the spirit of nature with ripening 
  fruit and open stomata. There was an intimacy 
  between the spirit and the trees, and fey—
  instinct in its purest form—never act with 
  caution once something piques their desires. 
  Fey sensuality isn’t a brooding temptation, like 
  how succubi and incubi seduce their prey. Fey 
  sensuality is pure, pubescent adrenaline. 
   
   So Skix lived with the blood oranges, 
  eventually taking the shape of one. Like a 
  mortal marriage, the fey spirit “planted roots” 
  and settled with the grove. Unmoving, yet 
  interlocked, Skix weaved his roots and life force 
  within the neighboring trees, trembling in 
  ecstasy every spring as the bees and butterflies 
  swarmed within their beckoning blooms. His 
  consciousness rolled back as the dopamantic 
  tide of life spilled into every crevice of the 
  blossoming grove, spilling seed and pollen and 
  nectar and new birth out into the world. Skix 
  swam in paradise, and the oranges swelled in 
  heat year after year. 
   
   After year… 
   
   But then the BURN seeped in! A hot, raking, 
  ear-splitting scrape that ripped Skix from his 
  botanical harem. The iron BURNed his soul! A 
  human had invaded his grove! Each orange tree 
  was linked with Skix’s existence, and a deadly 
  slice of iron bit into Skix’s carnal fortress each 
  second. It was a man with iron teeth causing 
  
   
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  the mayhem—the iron, an ever-poisoning metal 
  that spelled grisly death to any fey—what 
  worse punishment than to be gifted luxury only 
  to have it BURN away? 
   
   To Yanley “Ironjaw” Smithy, this was just 
  another grove of fruit trees. The blood oranges 
  here tasted especially sweet, so Yanley kept 
  eating his fill, the citrus juices spilling down his 
  chin, sprinkling the ground with pulp and 
  sweetwater. He caused the trees to bleed with 
  every bite, and the grass beneath his feet 
  curdled in horror. Skix fought to escape the hell 
  that Ironjaw had unknowingly wrought with his 
  afternoon snacking, but Skix had coiled himself 
  too deeply—too earnestly. For better or worse, 
  his marriage to the grove could not be broken. 
   
   Ironjaw, his stomach now filled, left the 
  mangled grove. Skix could only scream in 
  poisoned terror, forever bleeding, yet never 
  enough to die. 
   
   He’s still screaming and bleeding. 
   
   Right now. 
   
  PLOT HOOK 
  A whispered rumor, a hidden map, a few picked 
  up words from the table conversing next to you 
  in the tavern—all of these methods can give 
  your players the desire to seek Skix’s grove.  
   
  ● A beggar offers a magical orange in 
  exchange for some “real food.” This 
  orange is from the grove, and eating it 
  fills the consumer’s head with visions of 
  disembodied iron teeth gnashing 
  through a grove of bleeding trees. The 
  consumer then becomes color blind 
  except for the color orange, and every 
  night the consumer hears screaming 
  coming from the direction of the grove, 
  regardless of how far away the 
  consumer is. 
  ● The party finds an orange tree covered 
  in rust. The ground is piled high in iron 
  oranges, heaped upon each other after 
  years of not being eaten and not rotting 
  away. Instead of branches, the tree has 
  skeletal, iron arms. Instead of a trunk, 
  the tree has a torso. There is a human 
  skull with iron teeth growing from the 
  top. This is Yanley “Ironjaw” Smithy, 
  who died one day after eating the 
  oranges. The magic transformed his 
  corpse. The corpse may speak. A nearby 
  village stopped looking for him ten 
  years ago. 
  ● A nearby brothel/tavern, “The Citrinery 
  Spark,” is infamous for mead that is “so 
  strong you will only see orange for a 
  day.” The tavern’s apiaries are close to 
  Skix’s orange grove, and honey made 
  from the grove will cause eaters to be 
  colorblind for 24 hours, seeing only the 
  color orange. The mead made from this 
  honey carries the same effect. A patron 
  wants the party to find the source of 
  the mead’s “extra kick” and will pay. 
  ● Ironjaw and Skix’s tale has become 
  legend. The players hear of this tale 
  around a campfire, at a dingy inn, or 
  even from a book of ghost stories. Read 
  them or give them the text as it appears 
  in the Background session of this 
  adventure. 
   
  APPROACHING SKIX’S GROVE 
  All trees within one mile of the grove are 
  blighted. Read or summarize: 
   
  The trees aren’t dead. Death means life once 
  coursed through them. These lawless husks wither 
  as though life never blessed them. They are an 
  unborn mistake—a forest of corpseless ghosts—
  their branches dancing a gallows’ waltz as the 
  wind trickles through them. 
   
   Fey magic is tied to the natural world, and 
  Skix’s terror has driven all “soul” from these 
  trees. Any player with an affinity for the wild 
  can make an Intelligence (Nature) check to 
  
   
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  reveal the following information plus any extra 
  based on the appropriate score: 
   
  Result 
  Henrick offers: 
  10-14 
  The air around you reeks of unlife, as 
  though the trees themselves are afraid 
  to be alive. Life is pain for them. 
  15-19 
  The source of their pain is still nearby. 
  Visions of it dance around you, and a 
  scent of zesty orange refuses to leave 
  your nose. 
  20-24 
  They speak to you, these effigies of 
  despair, ‘He had iron in his teeth, and 
  he made the fairy bleed,’ they say. ‘He 
  still bleeds. He still screams. He has 
  driven the smiles from the wind and 
  staunched it with fear. O, stranger, 
  how does the lifeless die when the 
  pain won’t? 
  25+ 
  “‘Kill it, if you must,’ the trees speak. 
  ‘Kill it, if you must!’ their cries grow 
  stronger, ‘Kill it, if you must!’ Your 
  mind retches in coiled agony ‘KILL IT! 
  YOU MUST!’ and all that remains is 
  silence, and visions of a soulless 
  mouth. 
   
  THE ORANGE GROVE 
  The orange trees, unlike the surrounding ones, 
  are in full bloom, regardless of what season: 
   
  As an inverse to the previous trees, this grove of 
  orange trees couldn’t be healthier. Unlike 
  traditional fruit-bearing trees, their blossoms and 
  fruit are growing at the same time, the white 
  blooms as bright as silk cloth, and the fruits swell 
  like bubbles about to burst. 
   
   Eating the fruit from the tree causes the 
  effect seen in scenario 1 of the Plot Hook 
  section. The screaming comes from the center 
  of the trees. 
   
  SKIX’S MAW 
  There’s no need to roll an ability check to find 
  Skix’s personification of hate and pain. The 
  players see it immediately upon entering the 
  center of the grove. And you will tell them: 
   
  A mouth, oddly human, rests in the ground. 
  Fifteen feet in diameter, this open monstrosity 
  trembles as though its jaw is ready to snap out of 
  place. A silent, endless scream contorts across the 
  mouth as though it has been shrieking for ages. 
  The teeth are sooty with dirt, and though no 
  breath escapes its maw, the scent of citrus orange 
  rot bellows from this gaping hole in the dirt. 
   
   Over time, Skix’s pain combined with the iron-
  tainted juices that dripped on the ground from 
  the eaten oranges caused Skix to manifest 
  outside of the trees, taking the form of a 
  wailing, silent mouth in the ground. If PC’s have 
  eaten any of the oranges, they hear the 
  screaming. To anyone else, the mouth is just a 
  silent sin against all that is natural. 
   
   Pulling away the dirt near the edge of the 
  mouth reveals bloodied roots that smell like 
  sweet oranges, and any attempts to “dig up” 
  the mouth reveal more bloody roots. The 
  mouth doesn’t increase in pain if it’s harmed 
  this way—it is already under enough spiritual 
  trauma. 
   
   The mouth leads to nothing and is roughly 
  fifteen feet deep. Should anyone fall into it, 
  they won’t be swallowed, but years of being 
  open to the elements have left the mouth full of 
  mud, rotten oranges, and water. Swimming 
  around inside is not recommended. 
   
  SOLUTIONS 
  An immediate solution would be to use iron 
  weapons on the mouth, which causes the 
  mouth to recoil in pain. Damaging the mouth 
  with iron causes it to bleed profusely, yet 
  anyone under the effects of an eaten orange 
  feels a sense of relief in the screaming akin to 
  bursting a swollen cyst. Once slain, the mouth 
  sinks into the ground, which now fills with a 
  frothy orange substance—Skix is dead, and his 
  spirit returns to the Feywild. The orange trees 
  nearby immediately begin to rot. The deed is 
  
   
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  done. Maybe his spirit will return to thank them 
  in the future? Maybe it will haunt them? 
   
   Skix can also be saved, should the party 
  discover a way. Iron has tainted his spirit, 
  causing it to rust. Effectively, he has spiritual 
  lockjaw (tetanus). If the PC’s discover that iron 
  has tainted his spirit, then it’s possible to 
  “clean” it by using a reagent of vinegar. One 
  may perceive that since vinegar is used to clean 
  rust from pots and pans, and since vinegar can 
  be made from citrus fruits (like oranges), 
  distilling some of Skix’s oranges into vinegar 
  may prove a viable method. A cleric or other 
  spiritually aligned member can “deliver” the 
  vinegar element in a variety of ways: leaving it 
  out and blessing it, pouring it into the mouth, or 
  even contacting Skix’s spirit and offering it to 
  him. Whatever method the party chooses, try 
  to go along as the DM. Skix, being a fey, has 
  never known kindness from those on the 
  Material plane. The concept is scary for him, 
  and a touching moment between a tormented 
  fey and caring players can build a beautiful 
  scene for your PC’s. 
   
   There is also the chance that Skix may never 
  be saved. The maw is left unmolested, good or 
  bad, and his spirit continues to writhe in pain. 
  Such can be the way of the world, where not all 
  matters come to a conclusion. Should this be 
  the case, let the maw haunt your players. They 
  have witnessed it. They have seen the pain. 
  Maybe Skix has left a mark on them: should 
  they see an orange of any kind, they are 
  brought back to that terrible sight of the 
  shrieking ground and the operatic tempo of a 
  silent, rusted contortion. 
   
   He’s still screaming and bleeding. 
   
   Right now. 
   
   
   
   
   
  Eberron Placement Suggestions 
  This unsettling encounter should occur in the 
  Eldeen Reaches great forest, but it should 
  happen as far away as possible from 
  Greenheart. Otherwise, the druids would have 
  helped Skix already. The northern half of the 
  forest, near the mountain range that borders 
  the Demon Wastes, is a good location.  
   
   Alternatively, this encounter may happen in 
  the Shadow Marches, but the description 
  should be changed to that of a swamp. Or in 
  Xen’drik, but the description should be changed 
  to that of a jungle. 
   
   
   
   
   
  
   
  38 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  The Leopard’s Coat 
  By Jean A. Headley 
  @JeanNadira 
   
  Estimated run-time: 60 to 90 minutes 
   
  The Leopard’s Coat is a short 
  exploration/investigation adventure designed 
  for four to five characters of 1st - 4th level. 
  Scaling suggestions are provided for higher level 
  parties.   
   
  Background 
  Hendrik Oskarson, a wealthy merchant, has 
  procured a rare, magical leopard from Chult at 
  the request of a powerful patron. The leopard 
  has escaped into the nearby forest and Hendrik 
  wants it returned, uninjured. The leopard, in 
  truth, wants to go home. One of Hendrik’s 
  apprentices, Kai, saw the leopard change his 
  shape and has stolen the leopard’s magical 
  coat. Without it, the leopard can’t return to his 
  true form.  
   
  Plot Hook 
  The party is in the market when a merchant 
  approaches and offers them a job. 
   
      Alternatively, the party could overhear talk at 
  a tavern about a missing leopard. If they 
  question the patrons or the barkeep, they’ll 
  learn Hendrik is looking for someone to bring 
  the leopard back alive. 
   
      The party could also run into the leopard 
  himself, in his human form, while moving 
  through the forest. If you choose to introduce 
  the encounter this way, the party is likely to 
  meet other adventurers who have been hired 
  by Hendrik. 
   
  Taking on the Quest 
  As the party moves through the marketplace, 
  Hendrik Oskarson approaches them. Read or 
  summarize the following: 
  The sights and sounds of the market envelop you: 
  merchants peddling their wares, people haggling 
  over prices, children laughing, musicians and 
  dancers entertaining the crowd, bright silks and 
  plain clothes mingling between wooden stalls and 
  colorful shopfronts. Out of this chaos a voice calls 
  out, “You! Hey you! You lot look like you can 
  handle yourselves. I’ve got a job for you!” 
   
      When the party turns they see a stocky, well-
  dressed man coming toward them. He’s 
  wearing fine linen, with satin trim and silver 
  embroidery. The man has dark hair and a full 
  beard, both liberally streaked with white. Two 
  carved jade beads are braided into his beard, 
  one on either side. 
   
  NOTE: A party member who is proficient in Arcana 
  recognizes runes of protection stitched into the 
  decorative embroidery. Any dwarf in the party 
  recognizes the two jade beads as belonging to the 
  Edelstein clan, who are gem cutters, jewel smiths, 
  and merchants. 
   
      He introduces himself as Hendrik Oskarson 
  (Purveyor of Fine Magical Trinkets and 
  Sundries) and asks them to join him for tea. If 
  they agree, he leads them to an upscale 
  teashop. He tells them to order whatever they 
  would like, and he makes small talk until their 
  tea and pastries arrive. Then he gets down to 
  business: 
   
  “I deal in fine magical sundries and exotic items. 
  A little over a week ago I took delivery of a young 
  leopard as part of a consignment for a favored 
  client. That very night someone broke into my 
  home and tried to steal the leopard! My 
  apprentice, Kai, came upon them in the act and 
  scared them off, but the leopard got away. I’ve 
  had people out looking for the beast, but I’m 
  afraid they’re not very good trackers. I am 
  reluctant to hire real hunters for fear they’ll 
  simply kill the beast. I need it alive, do you 
  understand? I’m certain the creature is in the 
  forest but I doubt it’s gone far. It is, after all, 
  unfamiliar territory. I will reward you handsomely 
  for its safe return. What say you?”  
  
   
  39 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Haggling with Hendrick 
  The party may make a Charisma (Persuasion) 
  check to haggle Hendrik’s offer higher. They 
  may continue to try until they’ve rolled a 20 or 
  better, or until they’ve rolled less than 12 twice. 
  Then Hendrik refuses to offer any more. 
   
  Result 
  Hendrick offers: 
  12-14 
  75 gp each 
  15-19 
  125 gp each and a potion of healing 
  20+ 
  150 gp each and a 10% discount on his 
  inventory for one week 
   
  Hendrik’s Inventory 
  Hendrik always has a supply of potions of healing 
  and greater healing. He also has a variety of 
  common and uncommon magic items, as 
  presented in the DMG. For determining random 
  items, you can use Magic Item Table A, or Magic 
  Item Table B in the DMG (p 144), as well as the 
  Trinkets table in the PHB (p 160-161) In addition, 
  Hendrik often has odd trinkets such as: 
   
  A silver spoon that prevents halitosis. 
  A small amber cup that turns black when poison 
  enters the cup. 
  A loaf-sized wicker basket that keeps bread fresh 
  and warm for three days. It only works on bread. 
  An ivory comb that eases tangles from hair. It feels 
  slightly oily. 
  A wooden tinder box that renews its supply of 
  tinder overnight. 
  A tiny rosewood box that creates a handful of red 
  and pink rose petals once a day. 
   
  Offer Not Accepted 
  If the party refuses the contract, Hendrik thanks 
  them for their time and leaves.  
   
  Offer Accepted 
  If they accept, Hendrik first agrees on a 
  payment, and then offers his carriage for the 
  half-hour ride to his home.  
   
   
   
   
   
  Read or summarize the following: 
   
  As you exit the carriage, Hendrick says, “Welcome, 
  friends, to my humble estate!” as he gestures 
  toward his two-story home built of stone and 
  timber. To the right is a large garden neatly 
  enclosed by a low rock wall. To the left is a 
  carriage house with an attached stable. Hendrik 
  waves you forward.  
  “Come. I kept the beast in the stable. The horses 
  are elsewhere for the time being,” he says as he 
  leads you to the back of the house. 
   
       The party is welcome to examine the stable 
  and surrounding property. A successful DC 12 
  Intelligence (Investigation) check reveals signs 
  that the barn was opened from the inside.  
   
  There are two sets of footprints, one smaller 
  than the other. It appears the larger one was 
  hiding in the barn, and the smaller one waited 
  outside to aide in the escape. Curiously, there 
  are no leopard prints.  
   
  Questioning Kai 
  The party members can question Kai, who tells 
  them that he came out to check on the leopard 
  and saw two men at the barn door, one with a net. 
  Kai says he chased them off, but the leopard must 
  have pushed open the unlatched door.  
    
  A successful DC 15 Wisdom (Insight) check 
  reveals that Kai is not being truthful, but he will 
  continue to insist his story is accurate.  
    
  A successful DC 12 Intelligence (Investigation) 
  check reveals that Kai has scratches on his 
  forearms. He insists he got them while running 
  through brush trying to catch the leopard.  
    
  If the party asks him why he didn’t immediately 
  call for his master, Kai shrugs and says that, in the 
  heat of the moment, he didn’t think of it. 
   
      The edge of the forest is a few hundred yards 
  from Hendrik’s house, which explains why 
  Hendrik is sure the leopard is there. 
   
  
   
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  Into the Forest 
  General Features 
      Terrain. Soft earth with a thick layer of old 
  leaves. There are bushes and plenty of other 
  undergrowth, but the forest floor is clear and easy 
  to traverse. 
      Weather.  The deep shade keeps the forest 
  relatively cool, even on the hottest days.  
      Light. The dense forest canopy means the forest 
  floor is dim, even on the brightest days. There are 
  pockets of sunshine (or moonlight) where there 
  are small, open meadows and glades. 
      Smells and Sounds. The forest smells of green 
  growing things and water, of good rich earth and 
  leaf mold. There is plenty of birdsong, the whirs 
  and chitters of insects, and the chirping and 
  croaking of frogs. There is also the occasional 
  snap of a twig or rustle of leaves as something 
  larger moves through. 
   
  Area 1. The Pool 
  As the party enters this area, read or 
  summarize: 
   
  Hendrik’s directions were clear and accurate, and 
  you have no trouble finding the stream and the 
  pool. You can hear the running water before you 
  see it, and you can smell the rich, damp earth. You 
  clear the trees and find yourselves standing on 
  the banks of a pool that is twenty to thirty feet 
  across. To your right, the stream flows over an 
  uplift of rock and splashes into the pool. To your 
  left, the water has broken through a dam of rock 
  and fallen branches and rushes away. Upstream, 
  the water is ten to fifteen feet wide. Downstream 
  it narrows to only six feet, running deeper and 
  faster. You can see fish in the clear water of the 
  pool, and a myriad of animal tracks in the mud. As 
  you stand a moment taking this in, the birds you 
  disturbed with your passing begin singing again. 
       
  The party must succeed a DC 15 Wisdom 
  (Survival) check to distinguish the leopard’s 
  tracks from all the rest. A party member 
  proficient with either Nature or Investigation 
  may use the Help action to give the tracker 
  advantage on his or her Survival check. 
   
  Results of the Help action: 
       Nature: the character realizes that the large 
  cat-like prints are not consistent with local 
  wildlife. The prints lead to a scattering of bloody 
  feathers. Apparently, it caught and ate a duck. 
       Investigation: the character finds a scattering of 
  bloody feathers and an indentation in the mud 
  where a large creature could have been lying 
  down. The blood and feathers trail off into the 
  underbrush. 
   
      After identifying the correct tracks, the party 
  must succeed on three DC 12 Wisdom 
  (Survival) checks to track the leopard away 
  from the pool.  Each success leads them farther 
  into the forest. Each failure leads them off the 
  correct path, and the party will have to 
  backtrack. 
   
      If the party fails to correctly identify the 
  leopard’s tracks at the pool, or fails three 
  Survival checks while tracking, Ingwe 
  approaches and offers to help them if they 
  agree to help him.  
   
      If the party succeeds three Survival checks 
  while tracking the leopard, they find the large 
  fallen tree where Ingwe lost his coat. Ingwe 
  approaches them there, before they’ve had the 
  chance to fully investigate the area. 
   
  Meeting Ingwe 
  When Ingwe decides to reveal himself, read or 
  summarize the following: 
   
  A smooth, deep voice speaks from the 
  surrounding trees, “Excuse me. You seem to be 
  looking for something. As it happens, I am looking 
  for something as well. Perhaps we can help each 
  other?” You turn toward the voice, and a lithe dark 
  man steps out from the trees. He is wearing plain 
  but serviceable clothing – the kind any seasoned 
  traveler would wear. He has black hair and brown 
  eyes that sparkle.  
   
   
  
   
  41 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Paladins, Clerics, and Ingwe 
  ● 
  Paladins and Clerics who cast the spell detect 
  evil and good immediately realize that Ingwe 
  is a fey creature.  
  ● 
  If confronted with this knowledge, Ingwe 
  doesn’t deny it, but neither does he reveal 
  what kind of fey creature he is, unless the 
  party can convince him it is safe for him to do 
  so. If the party succeeds a DC 20 Charisma 
  (Persuasion) check, Ingwe tells the party the 
  whole truth, including that the coat Kai stole 
  is in fact Ingwe’s leopard skin, that he is 
  trapped in human form until he gets it back, 
  and he’s afraid some local wizard or sorcerer 
  paid for his capture in order to get his coat. 
   
      Ingwe makes a calming motion, gesturing for 
  the party to lower their weapons if that’s 
  necessary. The party may ask who he is, where 
  he’s from, and what he’s doing, but even if they 
  simply tell him to go away, Ingwe introduces 
  himself.     
  Read or summarize the following: 
   
  “I am Ingwe, a traveler and visitor to your… home, 
  yes? I was exploring this lovely forest,” he 
  gestures to the surrounding area, “studying the 
  local plants, yes? And animals? I set my coat 
  down so it would not get damaged, you see? By 
  thorns and such. And while I had my back turned, 
  some dirty thief stole it! It is special to me, you 
  see? Given to me by my mother. I never go 
  anywhere without it. There. Now you know what I 
  am seeking. Perhaps if you tell me what you are 
  seeking we can find both, yes? Together?” 
   
   
   
   
   
   
   
   
   
  
   
  42 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Roleplaying Ingwe 
  A lithe, dark-skinned Chultan man with black hair, 
  sparkling brown eyes, and a smooth, deep voice. 
  He wears plain but serviceable clothing.  
       Ingwe is a shapeshifter who wants to return to 
  Chult. The source of Ingwe’s power is a magical 
  leopard’s coat, which he has lost. 
       In conversation, Ingwe happily talks about his 
  mother, whom he adores, and his brothers, with 
  whom he fought and played daily as children. He 
  never knew his father, who was his mother’s, how 
  do you say… seasonal romance, yes? He talks 
  about carefree days running through the jungle 
  and hunting. He admits that he hated the ocean 
  voyage that brought him here, and he is dreading 
  that part of returning home. Though he has 
  enjoyed exploring the forest and learning about 
  local wildlife, he thinks his traveling days are 
  over. He just wants to go home. 
       Everything he says is strictly true, but someone 
  with a high Intelligence and proficiency in Nature 
  might realize it is also true for a leopard. 
      
       Everything Ingwe said is true, if not the 
  whole truth. The only lie Ingwe offers is to 
  describe the coat as black and gold brocade. He 
  tells the party that there are hunters in the 
  forest, but they’re not very good. He is 
  concerned that he will be mistaken for 
  whatever animal they are hunting. If the party 
  asks why he thinks the hunters aren’t good, 
  Ingwe describes them as clumsy and noisy. If 
  they ask why he thinks the hunters might 
  mistake him for an animal, he shrugs and 
  repeats that they are clumsy and noisy. 
   
  Area 2. The Fallen Tree 
  As the party enters this area, read or 
  summarize: 
   
  An ancient, mighty oak has fallen here, taking 
  lesser trees with it and creating a small clearing. 
  The roots of the tree have been pulled from the 
  ground, extending into the air at least eight feet 
  and forming a large hollow filled with leaves. 
   
      If the party chooses to help Ingwe, he moves 
  around the clearing pointing out Kai’s footsteps, 
  and the leopard’s prints. The party may find it 
  highly suspicious that Ingwe, Kai, and the 
  leopard all came to the same clearing. 
   
      If they choose to send Ingwe on his way, he 
  follows them quietly, appearing out of the 
  forest to help them subdue Kai when they 
  finally track him to the great oak called the King 
  of the Forest.  
   
  Tracking Kai 
  Kai is no forester and has left ample spoor for 
  the party to follow. Anyone with proficiency in 
  Survival can easily follow Kai – until he puts on 
  the coat and changes into a leopard.  
   
      Ingwe will try to persuade them to track Kai 
  first but won’t argue if they choose to track the 
  leopard. If they choose to track the leopard 
  (which is Kai in the stolen coat), have them 
  make a DC 12 Wisdom (Survival) check. If the 
  party succeeds, they successfully track Kai.  
   
      Whichever course they choose, read or 
  summarize the following: 
   
  After half an hour tracking your quarry, you come 
  to a small clearing where you suddenly lose the 
  trail. You look around, even backtrack a little, but 
  it’s as if your quarry disappeared. However, as you 
  search the clearing you realize you’ve found 
  something strange: one type of print leads into 
  the clearing, but a different set of prints leads out. 
   
      If they’ve been tracking Kai the thief, they 
  discover human footprints lead into the 
  clearing, but leopard prints lead out.  
   
      If they have been tracking Kai the leopard, 
  then they discover leopard prints lead in and 
  human footprints lead out. 
   
      If the party questions Ingwe about this, he 
  will do his best to shrug it off and urge them to 
  simply start tracking the prints that lead out. 
  “After all, we must find both eventually, yes?” 
   
  
   
  43 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
      It doesn’t matter which set of prints they 
  track from here; either set leads them to the 
  King of the Forest. 
   
  Area 3. The King of the Forest 
  As the party enters this area, read or 
  summarize: 
   
  Before you is a massive oak tree, easily one 
  hundred feet tall, and four feet in diameter. Its 
  canopy stretches out forty feet from the trunk. 
  The ground beneath is covered in old leaves, 
  twigs, fallen branches, and acorns. You see a 
  partially-eaten deer hanging in the limbs about 
  fifty feet from the ground. 
    
       Kai has been living here, becoming attuned 
  to his new coat and abilities. There are 
  numerous tracks, both leopard and human, and 
  other signs of habitation including a poorly-dug 
  latrine.  
   
      While the party is searching the area, Kai 
  returns in human form, carrying the coat. 
  Anyone with a passive Perception of 12 or 
  higher notices the rustling in the undergrowth. 
  If anyone is actively watching for Kai, they 
  notice the rustling. If the party fails to notice, 
  Ingwe points and shouts, “There he is! Get 
  him!” Ingwe immediately gives chase. 
   
      Kai does not have time to put on the leopard 
  coat, and simply crashes through the forest 
  trying to get away. If the party is close to 
  catching him, he throws the coat to try to 
  distract them. Ingwe immediately goes for the 
  coat and stops chasing Kai. 
   
  NOTE: You may wish to use the Chase rules found 
  in the Dungeon Master’s Guide, page 252. 
   
  Encountering the Hunters 
  At any time while searching the forest, the 
  party may encounter the “hunters” that 
  Hendrik first hired to find the leopard. If Ingwe 
  is with the party, he is visibly nervous, going so 
  far as to try to hide behind the party. 
      There are six men, and they have little to no 
  experience in natural settings. They use short 
  blades, and are carrying a net and several large 
  cloth bags. Use the stat block for bandit (CR ⅛; 
  MM, p 343).  
   
      The first time the party encounters the 
  hunters they may be able to talk their way out 
  of a confrontation. If they do, the hunters may 
  show up again later, this time spoiling for a 
  fight; they’re tired, hungry, frustrated, and 
  happy to take it out on the party. 
   
  NOTE: Use the hunters at any time you wish to 
  change the pace and tone of gameplay. 
   
  Conclusion 
  By the end of the encounter the adventurers 
  should realize that Ingwe and the leopard are 
  one, and that the coat is actually Ingwe’s 
  leopard skin – and his true form. Ingwe rewards 
  the party for helping him escape, giving them 
  17 gp, a potion of healing, and a spell scroll with 
  one 1st level spell (DM’s choice). 
   
      If the adventurers choose to help Ingwe 
  return to his native jungle, Hendrik is very 
  upset, but pays them half for trying. If he knows 
  the party actually helped Ingwe escape, he 
  becomes angry and refuses to deal with them in 
  any way, calling on the local guards if the party 
  continues trying to interact. If Hendrik learns 
  that Kai was the one who let the leopard loose 
  to begin with, he scolds the boy then turns him 
  out.  
   
  Eberron Placement Suggestions 
  The Leopard’s Coat can be dropped right into 
  Stormreach. You could change Ingwe to a 
  Razorclaw Shifter, who cannot fully change. 
  Rather than a problem, it gives you the 
  opportunity to further flavor the encounter 
  with Eberron characteristics. As it is crucial to 
  the encounter for another NPC to possess an 
  item which allows Ingwe to fully change form, 
  swap Ingwe’s leopard skin for a Siberys 
  
   
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  dragonshard. Dragonshards are magical 
  amplifiers which reasonably allow Ingwe to fully 
  change into animal form. Dragonshards are also 
  valuable, so if the heroes decide to simply keep 
  the dragonshard they can sell it in Stormreach. 
    
  Ingwe’s Leopard Coat 
  Wonderous item, very rare (requires attunement) 
   
  While wearing this coat, you gain the Druid’s Wild 
  Shape ability. You can use your action to 
  magically assume the shape of a leopard.  
   You can stay in this beast form for three hours. 
  You then revert to your normal form. You can 
  revert to your normal form earlier by using a 
  bonus action on your turn. You automatically 
  revert if you fall unconscious, drop to 0 hit points, 
  or die. 
   While you are transformed, the normal rules of 
  Wild Shape apply (see Wild Shape, PHB, p 66). 
   After using the coat, you cannot use it again 
  until you finish a long rest. 
   
   
   
   
   
  
   
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  Ingwe 
  Medium fey, chaotic neutral 
  Armor Class 15 (natural armor)  
  Hit Points 35 (5d8+10) 
  Speed 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  20 (+5) 
  14 (+2) 
  10 (+0) 
  18 (+4) 14 (+2) 
  Skills Perception +7, Persuasion +5, Stealth +10 
  Survival +7 
  Condition Immunities charmed, magical sleep 
  Senses darkvision 60 ft., passive perception 14 
  Languages Common, Elvish, Sylvan 
  Challenge 5 (1,800 XP) 
   
  Fey Ancestry. Ingwe is immune to magic that 
  induces sleep. 
   
  Shapechanger. Ingwe’s natural form is a fey 
  leopard. As an action he may slip out of his 
  leopard’s coat, becoming human in appearance. To 
  return to his natural state he must take an action 
  to don his coat. 
   
  Keen Senses (Leopard form). Ingwe has 
  advantage on Wisdom (Perception) checks that 
  rely on smell. 
   
  Pounce (Leopard form). If Ingwe moves at least 
  20 feet straight toward a creature and hits it with 
  a claw attack on the same turn, the target must 
  succeed on a DC 13 Strength saving throw or be 
  knocked prone. If the target is prone, Ingwe can 
  make one bite attack against it as a bonus action. 
   
  Actions 
  Multiattack. Ingwe makes two unarmed attacks in 
  human form, or three attacks (two claw and one 
  bite) in leopard form. 
   
  Unarmed Strike. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning 
  damage. 
   
  Bite, Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit:  9 (1d6+5) piercing damage. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 10 (1d8+5) slashing damage. 
   
   
  Leopard 
  Medium beast, unaligned 
  Armor Class 12 (natural armor)  
  Hit Points 13 (3d8) 
  Speed 45 ft, climb 35 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  15 (+2) 
  10 (+0) 
  3 (-4) 
  14 (+2) 
  7 (-2) 
  Skills Perception, Stealth +6 
  Senses passive perception 14 
  Languages - 
  Challenge 1/4 (50 XP) 
   
  Keen Smell. The leopard has advantage on 
  Wisdom (Perception) checks that rely on smell 
   
  Pounce. If the leopard moves at least 20 feet 
  straight toward a creature and then hits it with a 
  claw attack, the target must succeed on a DC 12 
  Strength saving throw or be knocked prone. If the 
  target is prone. If the target is prone, the leopard 
  can make one bite against it as a bonus action. 
   
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit:  5 (1d6+2) piercing damage. 
   
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) slashing damage. 
  
   
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  A Lost Legacy 
  By Courtney Hilbig 
  @ChilbigArt 
   
  Estimated run-time: 60 to 90 minutes 
   
  A Lost Legacy is a short exploration adventure 
  designed for four or five characters of level 1st -  
  3rd. Scaling suggestions are included for 
  characters up to 9th level. 
   
  Background 
  Many years ago, a wealthy, influential merchant 
  was executed for crimes he insisted he did not 
  commit. His body was taken far outside the city 
  walls, to be buried and forgotten in shame. 
   
  Plot Hook 
  The graveyard has been lost and long forgotten 
  on purpose; locals are not generally aware of its 
  existence. However, there are a few ways that 
  the party may learn of it: 
   
  ● Travelers report hearing unnatural 
  wailing coming from the area outside 
  the city walls.  
  ● A young tailor’s apprentice, named 
  Eshe Ngozi, has been having vivid 
  dreams of being called into the jungle. 
  She is frightened of what lies beyond 
  the city walls. She is willing to pay what 
  little coin she has saved to have the 
  party investigate for her. Her detailed 
  dreams allow her to create a map for 
  the party to follow, leading them into 
  the jungle on a one-day hike. 
  ● The party may stumble across the 
  graveyard while traveling through the 
  jungle. 
   
   
   
   
   
   
   
  
   
  47 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Approaching the Graveyard 
  As the party approaches the graveyard, read or 
  summarize:  
   
  The grave marker is so overgrown that you nearly 
  trip on it before you see it. The trees thin out only 
  slightly here but it’s enough to see the crumbling 
  remains of a graveyard that the jungle has worked 
  diligently to reclaim. It is eerily quiet. As you 
  approach a pile of stones that appear to have 
  once been a mausoleum, you begin to hear 
  whispers… 
  “The living have not stepped foot here in many 
  years… Might brave adventurers such as 
  yourselves be willing to help a tired spirit? Or 
  have you merely come to plunder what rightfully 
  belongs to the Ngozi family?” 
   
    
   Kwaku Ngozi is a spirit trying to enlist the 
  party’s help with a task. He speaks to the party 
  but remains invisible until he is convinced that 
  the party is willing to talk. He then appears as a 
  ghostly, tall, and muscular Chultan nobleman 
  dressed in fine clothing and furs. 
   
   Kwaku tells the party that his body was buried 
  in the mausoleum with some of his most 
  precious belongings. However, he cannot see 
  inside the tomb due to wards that were placed 
  on it. The cemetery was once used to bury 
  criminals in a place of dishonor, but Kwaku 
  insists that he was wrongfully accused. He tells 
  the adventurers that if they are willing to 
  retrieve his heirloom ring from the tomb and 
  deliver it to his great-granddaughter, Eshe, then 
  they are welcome to keep any of the other 
  treasures they might find inside. He expresses 
  regret that Eshe is forced to work for others to 
  earn a living. Most of his wealth was taken from 
  him in the end, but Kwaku believes the ring will 
  help lift Eshe beyond her current station.   
   
   Kwaku is most insistent that Eshe should get 
  the ring. He says that she should not be 
  punished further for what was done to him and 
  that the ring will allow her to reclaim her 
  family’s lost legacy. 
   
   
  Playing Kwaku Ngozi 
  Kwaku Ngozi, in life, was a wealthy merchant who 
  traded in furs and animal parts. Some of his 
  former possessions were buried here with him in 
  the mausoleum, with the intent that it should all 
  be lost and forgotten. 
   
   Appearance: He uses his human shape when 
  speaking to the party. He appears as a tall, 
  muscular, Chultan nobleman dressed in fine 
  clothing and furs. He is prideful and confident 
  with an underlying anger at his situation. 
   Alignment: Lawful Evil. He is looking out for 
  himself and his descendants first and foremost. 
  He is a hunter and has no qualms with killing, but 
  only does so with purpose. 
   Unfinished business: He wants the party to enter 
  the mausoleum to retrieve a valuable family 
  heirloom and give it to his great-granddaughter, 
  Eshe, who lives in the city.  
   Secrets: The heirloom is a cursed ring, encrusted 
  with jewels and bearing the mark of the god 
  Malar. While the party seems amenable to the 
  task, he does not tell them that he was a 
  weretiger, and the legacy he wishes to pass on to 
  Eshe is his lycanthropic curse. If Kwaku thinks it 
  will help his case, he shares that he was executed 
  for murder and buried here. Kwaku insists that he 
  did not commit the murder. In truth, he did kill 
  several men whom he viewed as rivals to his 
  hunting business, but he sees it as a defense of 
  territory rather than murder. 
   Behavior: If the party deduces that he was a 
  lycanthrope, or otherwise becomes hostile to him, 
  Kwaku attacks. First, he becomes invisible to stalk 
  and taunt the party, then reappears, shapeshifting 
  in spirit form. When hostile, his pupils become 
  smoldering narrow slits, his teeth grow impossibly 
  long and sharp, and his hands sprout wicked-
  looking claws. 
   
  Mausoleum Entrance 
  The mausoleum that holds Kwaku’s remains 
  and the heirloom ring is terribly overgrown, but 
  Kwaku helps the party find the entrance. He 
  tells the party to follow, then simply walks 
  through a tangle of vines and disappears. It is 
  
   
  48 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  not difficult for the party to pull or chop away 
  the vines and leaves to reveal the hidden stone 
  door. 
   
  General Features 
   Terrain. Packed earth. The walls and ceiling are 
  reinforced with stone. 
   Weather.  Relatively dry and warm as they enter. 
  The deeper into the mausoleum the party goes, 
  the cooler it gets.  
   Light. Unless otherwise noted, the tomb is dark 
  and void of light. 
   Smells and Sounds. Dust and dirt. Aside from 
  crumbling earth and dust disturbed by the party’s 
  passage, the mausoleum is dead quiet. 
   
  While in the mausoleum, a character can 
  make a DC 10 Wisdom (Survival) check to 
  determine that the tomb must have been 
  sealed for at least a century. 
   
  Area 1 
  As the party enters Area 1, read or summarize: 
   
  The mausoleum entrance almost immediately 
  gives way to a set of worn stone stairs. The scant 
  light from the doorway struggles to reach the 
  bottom of the steps. 
   
   Characters without darkvision require a 
  source of light to see beyond the bottom of the 
  stairs. 
   
  Area 2 
  As the party enters Area 2, read or summarize: 
   
  Roots have begun to work their way through 
  cracks in the stone slabs that make up the ceiling 
  of this room. It appears to still be supported by 
  four solid stone pillars. Time has worn away much 
  of the detail of the carvings on the pillars, but the 
  animal bones that line the walls still appear to be 
  intact. There is a bar across the door on the far 
  side of the room. 
   
   Succeeding on a DC 12 Wisdom (Perception) 
  check reveals that the stone surrounding the 
  door appears to be in much better shape than 
  the rest of the room. A character who makes a 
  successful DC 14 Intelligence (Investigation) 
  check notices the arcane runes carved into the 
  door frame. 
   
   The door is warded with a hold person spell. If 
  a character attempts to lift the bar without 
  dispelling it, they must make a DC 13 Wisdom 
  saving throw or be held in place. Even if the 
  ward is dispelled, attempting to lift the bar also 
  awakens two skeletal panthers (CR ½; see end 
  of ecnounter). These creatures assemble 
  themselves from the bones on the walls and 
  attack the characters closest to the door. 
   
  Scaling the Combat 
  APL 1-3: two skeletal panthers 
  APL 4-6: two skeletal panthers and one minotaur 
  skeleton (CR 2; MM, p 273) 
  APL 7-9: two minotaur skeletons and a flameskull 
  (CR 4; MM, p 134) 
   
  Area 3 
  As the party enters Area 3, read or summarize: 
   
  The hall beyond the sealed door angles further 
  down into the earth. Though still dusty, the 
  deeper structure appears to be less ravaged by 
  time. The end of the hall opens into a large 
  ossuary. Patterns of humanoid skulls and femurs 
  arc above a tall statue that sits in the center of 
  the room. The man carved into the stone holds a 
  lined circular disk. He appears to stare past you as 
  you enter the room. 
   
   A plaque sits at the base of the statue with an 
  inscription written in Chultan: 
   
  Let this cursed soul be forgotten. If one has no 
  choice but to enter, then may Ubtao watch over 
  their path; for to tread in the tomb of a 
  weretiger without the blessing of the gods is 
  folly. 
   
   An adventurer who is proficient in Religion (or 
  is native to Chult) and succeeds on a DC 12 
  
   
  49 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Intelligence (Religion) check recognizes the 
  figure in the statue as Ubtao, holding his holy 
  symbol. There is a fist-sized hole on the side of 
  the statue just above a seam on the base. A 
  character investigating the statue who succeeds 
  on a DC 12 Intelligence (Investigation) check or 
  DC 12 Wisdom (Perception) check believes 
  there is a mechanism inside that allows the 
  statue to turn in place. 
   
   The statue must be turned to face the sealed 
  door on the other side of the room for the party 
  to proceed. Anyone who touches this door 
  without having turned the statue takes 1 point 
  of necrotic damage as a spectral claw appears in 
  the air and slashes at them.  
   
   A character who succeeds on a DC 18 
  Strength check may use the hole as a handhold 
  to turn the statue on its base. Alternatively, if 
  an object such as a weapon handle or femur 
  bone is inserted into the hole to use as a lever, 
  the statue may be turned with a successful DC 
  12 Strength check. 
   
   As the statue turns, the adventurers hear and 
  feel rumbling as the door in front of them 
  opens, and the one behind them seals shut. 
   
  Area 4 
  As the party enters Area 4, read or summarize: 
   
  Carvings of feline figures line the walls of 
  Kwaku’s final resting place. A heavy stone 
  sarcophagus rests on a plinth against the far wall. 
   
  The room is otherwise sparsely decorated. 
  An old silvered longsword rests on top of the 
  sarcophagus. The lid can be lifted with a 
  successful DC 10 Strength check, revealing 
  Kwaku’s desiccated remains. Two silver coins 
  are placed over his eyes.  
   
  If an adventurer chooses to do so, they may 
  make a DC 17 Wisdom (Medicine) check to see 
  how he died. A successful check reveals 
  evidence of multiple stab wounds, some 
  charred on the edges. Kwaku put up a fight 
  before he died.  
   
       A successful DC 5 Intelligence (Investigation) 
  check allows an adventurer to find Kwaku’s 
  heirloom ring. A higher roll uncovers additional 
  items as follows: 
   
  10-14 
  A gold locket with a painted portrait 
  of a woman inside. An inscription in 
  Chultan reads: “For my husband.” 
  15-17 
  All previous items and a small gold 
  bracelet worth 25 gp. 
  18-20 
  All previous items and a carved ivory 
  statuette worth 250 gp 
  20+ 
  All previous items and a Luckstone 
  (DMG, p 205) tucked away in a 
  pocket. 
   
       Kwaku’s ring is relatively easy to find on the 
  corpse’s hand. The ring is made of gold, shaped 
  like two clawed paws grasping a tiger’s eye 
  gemstone. At a glance, it would seem 
  unremarkable if not for Kwaku’s insistence on 
  its retrieval. Any adventurers who are proficient 
  in Religion and are inspecting the ring should 
  make a DC 14 Intelligence (Religion) check. On 
  a successful check, the adventurer will 
  recognize the clawed paw symbol as the mark 
  of Malar, an evil god worshipped by 
  lycanthropes.  
   
  NOTE:  Malar is also known as The Beastlord, 
  and this ring carries the lycanthropic curse. 
   
  If an adventurer puts on the ring, they must 
  succeed on a DC 13 Constitution saving throw 
  or be cursed with weretiger lycanthropy. The 
  ring and the curse can only be removed with a 
  remove curse spell.  
   
  Returning to Kwaku 
  In order to leave the tomb, the party must turn 
  the statue in the ossuary back around to face 
  the entrance. Once again, the door within the 
  statue’s gaze opens and the other closes. Kwaku 
  
   
  50 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  is waiting for the party outside the entrance of 
  the mausoleum, where he met them originally.  
   
  Kwaku eagerly asks the party what they were 
  able to find. If the silver coins were removed 
  from the corpse’s eyes, Kwaku is able to enter 
  the room with the sarcophagus after the statue 
  is turned away from it. In this case, he may be 
  able to tell if anything was left inside. He will 
  ask to see what treasures they found in the 
  tomb. Attempting to deceive Kwaku about what 
  was in the tomb requires a DC 12 Charisma 
  (Deception) check. On a failed check, Kwaku 
  believes the adventurers are lying to him. 
   
  Once Kwaku has confirmed that the 
  adventurers have the ring, he asks them to 
  promise that they will deliver it to Eshe. Kwaku 
  is skeptical of the adventurers; convincing him 
  of their intentions requires a DC 10 group 
  Charisma (Persuasion) check or DC 10 group 
  Charisma (Deception) check. Modify the DC 
  according to the following: 
   
  ● If the party shows him that they 
  retrieved the ring, reduce the DC by 1. 
  ● If the party offers to give additional 
  items or aid to Eshe, reduce the DC by 
  2. 
  ● If he sees that they have taken the 
  silvered sword, increase the DC by 2. 
  Kwaku also recoils at the sight of the 
  weapon. 
  ● If Kwaku caught them in a lie, increase 
  the DC by 3. 
   
  Kwaku’s reaction to the party differs 
  depending on how they have handled the 
  adventure thus far. If: 
   
  ● the party was unable to retrieve the 
  ring, or  
  ● if they confront Kwaku about his 
  lycanthropy, or 
  ●  if one of the adventurers is wearing 
  the ring, or 
  ● if they lie well enough to convince 
  Kwaku that the ring was not in the 
  tomb, or 
  ● if they otherwise refuse to deliver the 
  ring to Eshe, 
   
  Kwaku becomes furious and attacks the party. 
  Use one of the following stat blocks as 
  appropriate for the party’s level. 
   
  Scaling the Combat 
  APL 1-3: Poltergeist (CR 2; MM, p 279) 
  APL 4-6: Ghost (CR 4; MM, p 147) 
  APL 7-9: Wraith (CR 5; MM, p 302), commanding 
  two Spectral Tigers (see end of encounter) 
   
  However, if the party is able to: 
  ● Safely retrieve the ring, and 
  ● Agree to bring the ring to Eshe, or 
  ● Lie well enough to convince Kwaku that 
  they intend to give the ring to Eshe, 
   
  then Kwaku is content. He considers his 
  business finished, and the anger that bound him 
  to the cemetery dissipates, allowing his soul to 
  move on to the next plane of existence.  
   
  Bringing the Ring to Eshe 
  Providing the party are not using the 2nd Plot 
  Hook above, if the party asks around Port 
  Nyanzaru, Eshe Ngozi is not difficult to find. She 
  is working as an apprentice seamstress at a 
  shop called The Tailor Maid in the Market 
  Ward. Eshe is friendly and well-liked by the 
  community within the area. 
   
       Again, providing the party are not using the 
  2nd Plot Hook above, Eshe is surprised by the 
  adventurers arriving in the shop. She knows 
  nothing of Kwaku and is happy to listen to the 
  party’s tale. If they give her some of the 
  mundane treasures from the tomb, she is 
  grateful and regrets that she does not have 
  much to offer in return. She will offer to put in a 
  good word with some of the local shops, 
  granting the party a discount on basic supplies.  
   
  
   
  51 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
       If the adventurers offer her the ring and 
  warn her of its power, Eshe wants nothing to do 
  with it. She may chastise them for taking it from 
  the cemetery or suggest that they give it to the 
  priests at the Temple of Savras to dispose of it 
  properly. The priests are repulsed by such an 
  item but will agree to safeguard it until they can 
  find a way to destroy it. 
   
        If they present Eshe with the ring and do not 
  warn her of its potential effects, she will put it 
  on immediately. Eshe will stagger briefly as the 
  party notice a subtle pulse of power. Raising a 
  hand to her brow, she will explain that she just 
  feels light headed and should go sit down. Eshe 
  will look up at the party with slitted pupils, then 
  thank them for working to restore her family’s 
  legacy before retiring to a back room. What 
  happens from here is left to the DM’s 
  discretion. 
   
  Conclusion 
  What happens to the cursed ring is ultimately 
  up to the party. It may have been left in the 
  mausoleum for the jungle to reclaim. There may 
  be a new weretiger roaming Chult. Or the ring 
  may have been given to the Temple for safe 
  keeping. In any case, the adventurers can be 
  satisfied that Kwaku Ngozi has been put to rest, 
  one way or another.  
   
  Eberron Placement Suggestions 
  Kwaku was a lycanthrope (weretiger) and he 
  was killed for it. In Eberron, the Church of the 
  Silver Flame enacted a Lycanthropic Inquisition 
  in 832 YK. It was also known as the Purge. 
  During this period, they slaughtered most of the 
  lycanthropes on the continent, and their 
  descendants, the shifters. These atrocities 
  remain a dark page in the church’s history. It 
  makes sense for Kwaku to be from that time. 
  That would set his death around 160 years ago. 
   
       The Silver Flame only acted in Khorvaire so 
  Kwaku’s tomb should be somewhere in the five 
  kingdoms. Since Kwaku was a wealthy 
  merchant, his resting place may be close to 
  Aruldusk, Flamekeep, or Daskaran, in Thrane. 
  The DM may also relocate Eshe to any of those 
  three port-cities. 
   
  Ring of Kwaku 
  Wonderous Item, very rare 
   
  A creature donning this ring must succeed on a 
  DC 13 Constitution saving throw or be cursed with 
  weretiger lycanthropy. The cursed wearer is 
  unaware of its affliction, and the changes take 96 
  hours before they begin to slowly appear. Casting 
  remove curse on the wearer allows it to remove 
  the ring, though the ring is still cursed and the 
  next creature to don it must also succeed on a 
  Constitution saving throw. 
   
  On a successful save, the creature is not cursed, 
  and the ring appears to be a normal ring.  
   
  Refer to page 206 of the 5th edition Monster 
  Manual for more information on lycanthropy and 
  player characters. 
   
   
  
   
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  Skeletal Panther 
  Medium undead, neutral 
  Armor Class 14 
  Hit Points 22 (3d10+6) 
  Speed 50 ft., climb 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  18 (+4) 
  12 (+1) 
  2 (-4) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages none 
  Challenge 1/2 (100 XP) 
   
  Actions 
  Multiattack. The skeletal panther makes two claw 
  attacks. 
   
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4+4) slashing damage. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6+4) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spectral Tiger 
  Medium undead, neutral 
  Armor Class 12 
  Hit Points 25 (6d8) 
  Speed 0 ft., fly 40 ft. (hover)  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  16 (+3) 
  11 (+0) 
  10 (+0) 
  10 (+0) 11 (+0) 
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages - 
  Challenge 1 (200 XP) 
   
  Incorporeal Movement. The spectral tiger can 
  move through other creatures and objects as if 
  they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object. 
   
  Sunlight Sensitivity. While in the sunlight, the 
  spectral tiger has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that rely 
  on sight. 
   
  Actions 
  Life Drain. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 10 (3d6) necrotic damage. 
  The target must succeed on a DC 10 Constitution 
  saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This 
  reduction lasts until the creature finishes a long 
  rest. The target dies if this effect reduces its hit 
  point maximum to 0. 
   
   
   
  
   
  53 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Hotel Callista 
  By Lilah Isaacs 
  @Lunar_Bunni 
   
  Estimated run-time: 120 to 180 minutes 
   
  Hotel Callista is a short horror adventure 
  suffused with some of the most twisted 
  inhabitants from the Feywild. The adventure is 
  designed for 4 to 6 characters of levels 4-6.  
   
  Background 
  An estate once belonging to Emrys and Crystin 
  Driscoll has been refurbished into a hotel called 
  Hotel Driscoll. The hotel was designed for 
  dignitaries and adventurers traveling 
  exceptionally long journeys.  
   
   Crystin discovered that she was with child 
  before the hotel’s renovations. However, the 
  moment Crystin laid eyes upon her malformed 
  infant, any elation she felt deserted her. Despite 
  herself, she named the infant Callista. 
   
   The Driscolls were disgusted by Callista, and 
  they made every effort to keep their grotesque-
  looking daughter from their visitors. Living with 
  no playmates and no approval from her 
  parents, Callista’s loneliness attracted the 
  attention of an unlikely “imaginary friend”. This 
  friend was a Boggle that she fondly named 
  “Slick”.  
   
   Callista ruminated on one simple wish, ‘I don’t 
  want to be a monster my parents hide away 
  anymore. All I want is to be pretty and have 
  friends.’  
   
   Slick was privy to these thoughts and acted as 
  her first contact into the world of the fey. This 
  was the catalyst that resulted in a pact with an 
  Archfey, The Queen of Air and Darkness. 
   
    To inaugurate Callista’s pact, the Queen of 
  Air and Darkness issued a macabre doll-making 
  ritual that involved the grisly offering of 
  Callista’s parents. 
   
   
   
   True to her end of the deal, the Archfey 
  extricated Callista’s misery upon the doll’s 
  completion. Then she sealed the malformed 
  child’s torment within the pact doll and called it 
  “Dolores”. 
   
   Since the ritual, the hotel has become a 
  playground for the Archfey’s unseelie creatures. 
  In return for luring unwary travelers to the 
  unseelie playground, Callista’s Archfey patron 
  grants her beauty, power, and “friends” in 
  return.  
   
   Travellers check in, but they never check out. 
   
   If the characters wish to escape Hotel Callista 
  alive, they must survive the unseelie fey and 
  destroy Dolores. The threads of magic that keep 
  the demiplane intact are interwoven through 
  Callista’s pact doll. 
   
   
  
   
  54 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Plot Hook 
  Any event that leads the characters through 
  uncharted wilderness is suitable for this short 
  adventure. The setting could be Ravenloft, 
  Chult, the Sword Coast, Eberron, or any 
  homebrew setting. 
   
   The characters could be meeting for the first 
  time upon arrival at the hotel, or traveling 
  together for some time. 
   
   The only limit is your imagination. 
   
  Approaching Hotel Callista 
  As the party approaches the hotel, read or 
  summarize the following:  
   
  The path curves further into the wilderness and 
  the scent of local flora permeates the air. The 
  path soon appears to be little more than a 
  sparsely pebbled clearing. Curiously, the night 
  cascades like a blanket tossed suddenly across the 
  horizon.  
   Finally, the trees part and give quarter to a 
  looming and forlorn looking estate. Yet despite its 
  seclusion, a young woman skips around the 
  doorstep gaily. She is burnishing an intricately 
  carved sign that reads “Hotel Callista.” 
   Contrary to the dwelling, the young woman 
  seems to possess a whimsical and childlike 
  countenance. 
    
    An adventurer native to the area can attempt 
  a DC 15 Intelligence (History) check to see if 
  they recall any knowledge of the hotel. Consult 
  the below table for what they recall: 
   
  15-17 
  Several individuals suggest that a 
  reputable hotel resides somewhere 
  out in this part of the wilderness. It 
  has been known to shelter many 
  travelers on long journeys. 
  18+ 
  A first-hand account recalls a “Hotel 
  Driscoll” that resides in this area of 
  the wilderness. However, they 
  cannot be certain if Hotel Callista is 
  somehow related. 
  Roleplaying Callista 
  Callista made a pact with the Queen of Air and 
  Darkness at the expense of her parents. 
  She believes that her parents deserve the hand 
  they’ve been dealt as recompense for their 
  cruelty. 
   
   Although Callista was malformed at birth, she 
  now possesses a haunting fey-like beauty. 
  Framed beneath her raven locks are pale, 
  angular features and unusually blood colored 
  irises. With a DC 13 Intelligence (History) check, 
  a character versed in Archfey may recognize 
  that such features bear a striking resemblance 
  to the Queen of Air and Darkness. 
   
   Callista is self-conscious and pauses at her 
  reflection to “gussy-up.” She hides her 
  insecurity behind jovial humor and pleasantries. 
   
   Through the Unseelie Queen’s pact, Callista 
  has warped her parent’s hotel into a demi-
  dimensional fairground.  
   
  The hotel is now an amusement park to an 
  assortment of unseelie fey whom Callista calls 
  “friends”. The unseelie frolic through halls, 
  rooms, and hedge maze alike, eager to terrorize 
  any unsuspecting visitor they find. 
   
  Staying at Hotel Callista 
  Callista is always pleased to receive guests and 
  she tells them so. When she notices the 
  characters approaching, she greets them 
  winsomely and invites them to stay. 
   
   If the characters are disagreeable about 
  staying, Callista appeals to them with discounts 
  they can earn by reaching the end of the hotel 
  hedge maze. 
   
   
   If characters question Callista’s eagerness for 
  them to stay, she reasons that it’s lonely this far 
  out. She also suggests that camping in the 
  wilderness is perilous, and she would feel 
  culpable if any harm befell them. 
   
  
   
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   Unbeknownst to the party, Callista has 
  several yeth hounds (CR 4; VGtM, p 201) at her 
  employ who encompass the outskirts of the 
  hotel property. From there, they stalk and let 
  loose their baleful bay. The yeth hounds remain 
  obscured and drive adventurers into the hotel 
  through baying at Callista’s telepathic 
  command. Upon hearing her yeth hounds, 
  Callista feigns concern and insists that the 
  characters should come inside. 
   
   After the characters have checked in, Callista 
  accompanies them until dinner. When she’s 
  certain they’ve signed the ledger and settled in, 
  she leaves and bides her time in a hermitage 
  cloaked by hallucinatory terrain across the road. 
  From the hermitage, she scries on her guests 
  through Dolores, a doll that Slick carries. 
  Callista’s statistics are found at the end of the 
  adventure. 
   
  First Floor 
  Atmosphere of Hotel Callista 
  General Features 
   Architecture. The hotel’s wooden structure is 
  finely lacquered and kempt inside. Drapes 
  throughout the rooms are finely-tailored and 
  quite exquisite.  
   Atmosphere.  Hearth fires are maintained, and 
  the initial atmosphere is warm and inviting. This 
  is subject to change following the first night.  
   Light. Unless otherwise stated, the hotel is 
  generally well lit with lanterns, candles, and 
  chandeliers. 
   Smells and Sounds. Despite its reclusive 
  location, Hotel Callista has all the amenities, 
  luxuries and atmosphere of an aristocratic hotel. 
   
   
   
  1. Main Hall 
  As the party enter the Main Hall, read or 
  summarize the following: 
   
  The chandelier’s warm light gleams like a spotlight 
  upon a ledger at the check-in desk. Behind the desk, 
  explosions of vibrant floral greens announce curved 
  stairs that ascend to a corridor overlooking the main 
  hall. 
   
  Special Events 
  Once characters have checked into the hotel, 
  they can trigger the following events: 
   
  ● The Guestbook 
  ● Check-In 
  ● Slick the Boggle  
   
  The Guest Book 
  As the party enters the Main Hall, they are 
  prompted by Callista to check in by signing their 
  respective names to the guest book ledger. 
   
   Writing their name in the guest book 
  completes their transport into the demiplane 
  that now grips Hotel Callista. The guest book 
  
   
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  does not care if it is their real name or a false 
  one.  
   
  The Guest Book 
  If a character refuses to sign the guest book, 
  refer to the below: 
   
  ● Callista states that ‘Due to the recreational 
  housing law #342.b12, all guests are required to 
  sign the guest book if one is established in a 
  recreational house.’ 
  ● Callista says, “Poor Agatha’s memory isn’t what 
  it used to be. If your name isn’t on the ledger, 
  then I’m afraid you’ll be skipped for breakfast.” 
  ● Those who do not sign the guest book aren’t 
  allowed to stay in the hotel. Any character, who 
  attempts to access another area of the hotel 
  without having first checked in, is teleported 
  back to the check-in desk. 
  ● Adventurers are invited to stay in the hotel, as 
  long as they sign the guest book. Any character, 
  who doesn’t sign the ledger, is asked to leave. 
  Characters are permitted to sleep outside, but 
  any found sleeping outside are swarmed and 
  attacked by 1d4+1 yeth hounds during the 
  night. 
   
   If the characters read the guest book 
  following the first night, they read “checked in, 
  but may never leave.” scribbled beside their 
  name. 
   
   Reading earlier pages reveals that each page 
  is filled with tiny, barely legible writing. Careful 
  study of the writing further reveals it to be a 
  written transcript of every conversation the 
  characters have had prior to arriving at the 
  hotel.  
   
  The Demiplane Hotel 
  For the purposes of this adventure, the 
  demiplane hotel functions similarly to a hedged 
  prison variant: imprisonment spell (PHB, p 252). 
   
  While in the demiplane: 
  ● Glyphs of warding prevent characters from 
  exiting the hotel by conventional means. 
  Attempts to exit from the windows or front 
  door results in teleportation to area 6A of 
  the hedge maze. 
  ● Unseelie security (Mimic, CR 2, statblock is 
  found at the end of the adventure) 
  disguises itself as the hotel’s front door. 
  Characters who try to leave through the 
  front door are answered by the unseelie 
  security.  
  ● If characters attempt to contact a deity 
  magically or through prayer the DM can 
  have the Unseelie Queen, or someone she 
  has appointed, answer instead. The DM 
  decides whether the entity pretends to be 
  the deity the characters are contacting or 
  not. 
   
   
  Check-In 
  As the DM, you can assign characters to rooms 
  individually or feel free to roll from the check-in 
  table below. Although each room is similar in 
  design, not every room yields the same 
  experience for its resident. 
   
  Hotel Room Check-in (1d4) 
  1 
  Room 310 (8A) – Room 320 (10C) 
  2 
  Room 330 (9A) – Room 340 (9B) 
  3 
  Room 350 (8B) – Room 360 (10B) 
  4 
  Room 370 (9C) – Room 380 (9D) 
   
   In Hotel Callista, the first night is like any 
  other night at an inn or hotel. However, 
  sometime into the night, the characters’ rest is 
  interrupted by the baleful baying of Callista’s 
  yeth hounds as an omen of the Unseelie fey 
  games to come. The midnight baying is a 
  proclamation of the unseelie games to come. 
   
   Upon waking from the howling of yeth 
  hounds, two or more characters are 
  transported to area 6A of the hedge maze. 
  From there, they need to navigate their way 
  back to the hotel. (See section 6. Hedge Maze.) 
   
   
   
  
   
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  Slick the Boggle 
  Slick was Callista’s first companion and has 
  been since she was a child. He was her first 
  contact with fey and still inhabits the hotel. Slick 
  often steers clear of the more malevolent fey 
  and tries to avoid confrontation altogether. He 
  is custodian of Callista’s pact doll, and carries 
  Dolores everywhere he goes. 
   
  Dolores 
  Wonderous item, cursed 
   
   Dolores is a small, ritualistically stitched doll 
  crafted from the hair, skin, and preserved eyes of 
  Callista’s parents. The Unseelie Queen sealed 
  Callista’s childhood memories, misery, and 
  innocence within the doll, as part of the pact.  
   Dolores is Callista’s scrying doll, it allows her to 
  scry on any room Dolores is in. Slick is often seen 
  carrying Dolores from one room to the next for 
  this purpose. 
    If characters linger in any one room long 
  enough, Callista is guaranteed to send Slick with 
  Dolores to scry on them. 
   In addition to scrying, Dolores possesses the 
  following traits: 
   
  Nonmagical flames are extinguished within 30 
  feet of the doll. 
  All holy water within 10 feet of the doll is 
  destroyed. 
  ● Dolores dilutes magic potions within 10 feet, 
  rendering them nonmagical. 
  ● Dolores erases magic scrolls within 10 feet, 
  rendering them blank and nonmagical. 
  ● Any attempt to attune to or use Dolores as an 
  item results in 22 (4d10) psychic damage from 
  the horrifying visions and memories used to 
  construct this doll. 
   
       Any time Callista wishes to scry on the party 
  through Dolores, she sends Slick to spy on 
  them. A DC 15 Wisdom (Perception) check 
  spots Slick scurrying away with Dolores. He 
  makes liberal use of dimension rift to secure his 
  escape from pursuit. 
   
   
  Read or summarize the following: 
   
  The sound of quick, light footsteps can be heard 
  as a small creature hugging a doll to its chest 
  scurries away. 
   
  Slick uses the boggle stat block (CR 1/8; VGtM, 
  p 128) 
   
  2. Dining Hall 
  Callista encourages the characters to have 
  dinner in the Dining Hall before resting for the 
  night. 
   
  2A. Dining Hall 
  When characters enter the Dining Hall, read or 
  summarize the following: 
   
  The candlelight refraction upon shelved bottles 
  casts a kaleidoscope of colors across the bar as 
  the smell of fresh baked bread wafts through the 
  kitchen door. 
   
   On arrival, characters may convene here for 
  dinner.  
   
  2B. Kitchen 
  From the oven, a red-yellow glow dimly lights the 
  kitchen. The savory scent of baked bread and 
  roasted meat mingles with a pungent death-like 
  stench that stings your nose. 
   An unassuming elderly woman hunches over 
  the north table. The heavy sound of chopping 
  resonates throughout the kitchen with each strike 
  of her cleaver against a wooden board.  
   
   Among a cocktail of various ingredients 
  littering the kitchen tables, characters might 
  notice a mix of meats, breads, vegetables, a jar 
  containing a preserved grape, and a black box 
  of spices. With a successful DC 12 Intelligence 
  (Investigation) check, the characters discover: 
   
  ● The preserved grape is actually a 
  preserved human eye. This eye belongs 
  to a cleric that died in the hotel. If the 
  shadows in the Ballroom have not been 
  
   
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  confronted, the eye darts about as if it 
  is looking around in a panic. Afterward, 
  it remains motionless. 
   
  ● Investigating the spice box reveals three 
  wooden, articulated figures modeled 
  after any three members of the party. If 
  the figures are placed on the ground, 
  they act out insulting parodies of their 
  duplicates’ recent actions. 
   
  Agatha 
  Agatha is the hotel’s cook. She’s been employed 
  at the hotel since the deaths of the Driscolls. 
  She is an elderly woman who claims to care for 
  Callista like a niece.  
   
   If characters engage Agatha long enough, 
  she’ll express how she’s given Callista more love 
  and attention than her parents ever have. She’s 
  unable to resist the temptation to brag about 
  “useful” skills she’s taught Callista. These skills 
  include ingredient preservation, stitching, and 
  weaving. Though, she refrains from giving any 
  details. 
   
   Despite Agatha’s seemingly “aunt-like” 
  nature, she is actually a green hag (CR 3; MM, p 
  177) disguised by an illusory appearance.   
   
  Event: Stab it with Steely Knives 
  After the first night in the hotel, the characters’ 
  next visit to the dining hall is greeted with an 
  unusual encounter. 
   
   Plated at the center of the longest dining 
  table is a boar, primed and prepped for dinner. 
  The dining room doors close behind any 
  character that enters, and the plated boar 
  stands to confront them. For the purpose of this 
  encounter, the boar is Medium size and uses 
  the giant boar stat block (CR 2; MM, p 323).  
   
   Characters who make use of the silver knives 
  (use the stats for a dagger) on the dining table 
  discover that the boar is vulnerable to them. 
   
  3. Ballroom 
  For inexplicable reasons, the ballroom serves as 
  an anchor for the restless spirits of the hotel’s 
  unfortunate victims. The spirits engage one 
  another in an endless waltz. When new guests 
  visit the ballroom, the spirits break from their 
  cursed dance to beg for help.  
   
  Ethereal music fills the room as the chandelier’s 
  candlelight flickers and gives form to dancing 
  shadows across the wall. 
   The shadows soon develop a life of their own as 
  they drift from flickering forms into humanoid 
  silhouettes sweeping in cadence to the melody. 
    The note concludes abruptly on a shrill pitch as 
  each shadow stops and turns their attention to 
  the ballroom’s newest additions… you. 
   
  Shadows of the Past 
  The dancing shadows are spirits of the travelers 
  who visited and died in Hotel Callista previously. 
  When the shadows cease dancing, they emerge 
  from the walls as humanoid silhouettes (use 
  shadow, CR ½; MM, p 269) to pursue the 
  characters. The number of shadows varies 
  according to the number of characters present. 
  The shadows communicate in Common with the 
  characters for the purposes of this encounter. 
   
  Scaling the Combat 
  APL 4: one shadow for every adventurer 
  APL 5-6: two shadows for every adventurer 
  APL 7-8: three shadows for every adventurer 
   
   Although the shadows don’t intend to harm 
  the party, their desperation renders them 
  incapable of reason. It is through their grasps in 
  heedless pleas for help that they harm the 
  characters by draining their strength.  
   
  Attempts to communicate with the shadows 
  do not prevent their distressed behavior. They 
  can be spoken to, but not reasoned with.  
   
  Turn Undead and other similar abilities can 
  prevent the shadows from harming the party. 
  Otherwise the characters may need to defeat 
  
   
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  the shadows or flee from the ballroom to 
  escape the encounter. 
   
  During the encounter the shadows will warn: 
   
  “The doll can see.” 
  “She won’t let us leave.” 
  “Dolores is the key.” 
   
  Treasure 
  Characters who inspect or identify the harp at 
  the northeast corner of the Ballroom will 
  discover that it is an Anstruth harp (DMG, p 
  176). 
   
  4A. Staff Area 
  Behind the check-in desk is a door that opens 
  into a hall providing access to the back door, 
  Mr. and Mrs. Driscoll’s room, and Callista’s 
  room.  
   
  4B. Mr. and Mrs. Driscoll’s Room 
  This room is the largest in the hotel, complete 
  with its own lavatory. Several defaced paintings 
  of a man and woman hang against the walls. 
  One painting is adorned with a brass label that 
  reads ‘The Driscolls.’  
   
  The condition of Mr. and Mrs. Driscoll’s room 
  is the same as it was the day they died, except 
  for a thick layer of dust that coats the furniture. 
  Callista and Slick seem to avoid this room.  
   
  Treasure 
  Characters who inspect the room can find a 
  dusty box containing dimensional shackles 
  (DMG, p 165) under Mr. and Mrs. Driscoll’s bed. 
   
  4C. Callista Driscoll’s Room 
  Callista spent her childhood years in this room. 
  She no longer stays in the room, but she left 
  many keepsakes behind that could offer insight 
  into the hotel. 
   
  Slick’s Bed 
  If characters inspect the room, they find a small 
  pillow, a blanket, and droplets of oil beneath 
  Callista’s old bed. Callista made this bed for 
  Slick, when she was a child. 
   
  Box of Oddities 
  A small box is tucked beneath the sitting chair in 
  this room. Inside the box is an assortment of 
  items:  
   
  ● A spool of thread and sewing needle.  
  ● Scraps of leather.  
  ● Three marbles.  
  ● A smooth stone.  
  ● A quill.  
  ● A dried inkwell. 
  ● A small diary.  
    
   A DC 12 Intelligence (Investigation) check 
  reveals the leather scraps to be human skin, the 
  needle to be crafted from bone, and the thread 
  to be human hair.  
   
  Callista’s Diary 
  If characters read through Callista’s diary, they 
  find a detailed account concerning the fey, 
  beginning with Slick. 
   
  Dear Diary, 
   They screamed at me for disturbing guests 
  again today. I just wanted to say hello, but they 
  said little girls that look like monsters should 
  stay in their room. 
   I’m glad they did because I made a new friend 
  today. At first, I thought someone spilled oil 
  from their lamp, but when I followed the trail I 
  found a little creature covered in it. He didn’t 
  shudder or gape at me like everyone else does. 
  He played a game with me instead and we 
  became friends. I named him Slick. 
   
  Dear Diary, 
   I spoke to a Queen today! She said I can have 
  lots of friends and I can be beautiful just like 
  her! But only if I listen and stitch a doll the way 
  she tells me to. 
   I promised her I would. I want to be pretty. I 
  want to have friend! It’s no fun sitting in my 
  room alone all day long. 
  
   
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   Callista’s diary includes a variety of details, 
  including instructions used to create Dolores, 
  and maintain the hotel’s demiplane, an entry 
  concerning a mirror of life trapping (DMG, p 
  181) in one of the guest rooms, and a page 
  detailing Reed Redcap’s patrol of the hedge 
  maze is also included. 
   
  5. Storage House 
  The storage room holds many of the hotel 
  goods and supplies. 
    
  5A. Laundry Room 
  The laundry room leads directly to the hotel 
  storage room and contains linens that any 
  characters may have sent for washing.  
   
   If characters inspect the laundry, they 
  discover that many of the clothes don’t belong 
  to anyone at the hotel currently. 
   
  5B. Storage Room 
  The hotel’s food, wine, spices, and other 
  necessary supplies are kept here. If characters 
  investigate the storage, they find hidden crates 
  and chests containing equipment and coin. 
   
  Treasure 
  The chest of adventuring gear contains the 
  following: 
   
  ● Amulet of proof against detection and 
  location (DMG, p 150). 
  ● A pouch containing 12 gp and 30 sp. 
  ● A lamp (missing the wick and no oil). 
  ● A wizard’s spellbook containing the 
  spells detect magic, color spray, and 
  magic missile. 
  ● A gem encrusted longsword with the 
  initials ‘JCS’ on the blade (worth 65 gp). 
   
  6. The Hedge Maze 
  The hedge maze is a garden structure that was 
  commissioned by Emrys and Crystin Driscoll 
  when they remodeled their estate. They 
  thought it an ideal hotel attraction, which was 
  not only a form of entertainment, but those 
  who reached the end would earn a discount for 
  their stay. 
   
   The hedge maze is a razorvine (DMG, p 110) 
  that grows into tangled hedges. The hedges are 
  approximately 15-feet high, and each 5-foot 
  square has an AC of 11, 25 hit points, and 
  immunity to bludgeoning, piercing, and psychic 
  damage. The razorvine has been enchanted 
  with plant growth and mends itself if it is burnt 
  or slashed open. Anyone attempting to pass 
  through a brief opening in the hedge is tangled 
  inside. 
   
   Callista has carried on the Driscoll’s discount 
  tradition. However, she neglects to mention 
  that part of the bargain also involves surviving 
  the Unseelie friends that lurk within. 
   
  When characters enter the hedge maze for the 
  first time, read or summarize: 
   
  Oppressive thickets of tangled vines close around 
  you in towering hedgerows. 
   
  Navigating the Maze 
  If a character stays in guest room 310 or 350 
  (areas 8A and 8B) and studies the lay of the 
  maze, they can navigate at an advantage with a 
  DC 13 Wisdom (Survival) check inside the maze. 
  Otherwise, there are no discerning features that 
  offer clues regarding which direction they 
  should turn. 
   
  An Unseelie Wonderland 
  Many Unseelie fey make the hedge maze their 
  home. They entertain themselves with the 
  unsuspecting hotel guests Callista provides.  
   You can roll from the hedge maze encounter 
  table below to decide which creature lurks at 
  each marker. 
   
   
   
   
   
  
   
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  Hedge Maze Encounter (1d6) 
  1 
  1d4 ettercaps (CR 2; MM, p.131) 
  2 
  1d4 quicklings (CR 1; VGtM, p.187) 
  3 
  1d4 meenlocks (CR 2; VGtM, p.170)) 
  4 
  Displacer beast (CR 3; MM, p.81) 
  5 
  Redcap (CR 3; VGtM, p.188) 
  6 
  Reed Redcap riding a displacer beast 
   
  Reed Redcap 
  Reed Redcap functions as Callista’s eyes in 
  the Hedge Maze. Reed rides a displacer beast 
  (CR 3; MM, p 81) to patrol the hedge maze 
  more efficiently.  
   
  Characters who damage the razorvine hedge 
  invite the attention of Reed and his displacer 
  beast, who attack within three rounds of the 
  razorvine being damaged. 
   
  Reed Redcap uses the redcap stat block (CR 3; 
  VGtM, p 188) and wears a cloak of displacement 
  (DMG, p 158). Reed does not leave the Hedge 
  Maze unless he is provoked or instructed by 
  Callista.  
   
  Anyone who crosses Reed and his displacer 
  beast is certainly in for a rough time. 
   
  6A. The Driscolls 
   
  Two weather-worn gravestones protrude from the 
  earth. One is etched ‘Emrys Driscoll’ and the other, 
  ‘Crystin Driscoll’. 
   
  This plot is the final resting place of the 
  Driscolls, and the end of the hedge maze. 
  Characters teleported to the maze begin here 
  upon waking. If characters inspect the 
  inscriptions, it reads: 
   
  Here lies father – to whom I was a bother 
  Here lies mother – we hated each other 
   
   
   
   
  Second Floor 
   
  7. Upper Hall 
  The upper hall leads to the hotel’s guest rooms. 
  Oil spots can be seen dotting the floors 
  sporadically. This is from Slick scurrying through 
  the halls. 
   
  Rich red carpet lines the length of the corridor, 
  soft candlelight welcomes guests at the stairway 
  peak, and invites a restful night of sleep.  
   
  8. Maze View Guest Rooms 
  These guest rooms overlook the hedge maze.  
   
  When the characters first settle into their 
  rooms, read or summarize the following: 
   
  Candlelight spills across the chamber and 
  illuminates clean linen sheets and lavish 
  draperies with a soft orange glow.  
   The ambient warmth is dashed suddenly by 
  ghastly baying. Then silence falls on the hotel 
  once more. 
   
  8A. – 8B. Guest Room 310 and 350 
  Characters who study the lay of the maze from 
  here can be given advantage on DC 13 Wisdom 
  
   
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  (Survival) checks to navigating the maze. (see 6. 
  The Hedge Maze - Navigating the Maze).  
   
  9. Hotel Front Guest Rooms 
  These guest rooms overlook the sparse dirt 
  road that ferry visitors to Hotel Callista.  
   
  9A. – 9D. Guest Room 330-340 and 370-
  380 
  If characters succeed on a DC 13 Wisdom 
  (Perception) check, they have a chance to 
  witness Callista leaving the hotel. She vanishes 
  through an invisible barrier and into her 
  hermitage, where she bides her time until 
  Dolores is destroyed. 
   
  9C. Guest Room 370 
  This guest room is the only room furnished with 
  a personal fireplace.  
   
   A meenlock (CR 2; VGtM, p 170) has nested 
  itself deep within the smoke shaft. When a 
  character sleeps here, the meenlock 
  surreptitiously scurries under the bed and 
  telepathically torments them with dreadful 
  imagery.  
   
  10. Central Guest Rooms 
  These guest rooms are at the center of the 
  hotel’s top floor. 
   
  10A. – 10B. Guest Room 320 and 360 
  Although the central rooms have no windows, 
  they are no less lavish than the rest. If a 
  character stays in either of these rooms, a 
  mirror of life trapping (DMG, p 181) awaits 
  them. 
   
  There is only one mirror of life trapping in the 
  hotel. If Rooms 320 and 360 are both occupied, 
  the DM decides which room the mirror should 
  be in.  
   
  If a character is trapped within the mirror, it 
  frees a doppelganger (CR 3; MM, p 82) who 
  polymorphs into and charades as the 
  imprisoned party member. 
   
  If characters learn of the mirror and imprison 
  Slick with it, Slick drops Dolores in the last place 
  he was standing when he was trapped. 
   
  11. Lavatories 
  The guest lavatories have everything characters 
  need for personal care. The facilities are 
  routinely cleaned after use, though no one is 
  ever seen entering or exiting.  
   
  Conclusion 
  Callista’s ultimate goal is to fulfill her end of the 
  bargain with the Queen of Air and Darkness. 
   
   The Unseelie Queen supplies Callista with 
  beauty, power, freedom from the memories of 
  her childhood torment, and a consistent supply 
  of “friends.” 
   
   These friends are the unseelie fey who 
  wander the halls and hedge maze of Hotel 
  Callista. The hotel is their fairground and they 
  seek entertainment through harrowing each 
  traveler that stays. When the fun for the 
  unseelie fey ends, so too, does their 
  “friendship.” 
   
   If the party wishes to escape Hotel Callista, 
  they must catch Slick and obtain Dolores. It 
  matters not whether they restrain, imprison, or 
  eliminate him to retrieve the doll. 
   
   Dolores cannot be destroyed by nonmagical 
  flames; the characters need to find other ways 
  to destroy the doll. When Dolores is destroyed 
  the enchantment on the hotel lifts and allows 
  the characters to leave.  
   
   Should a character choose to use the doll to 
  contact the Unseelie Queen, they are expected 
  to make a bargain equal to or greater than 
  Callista’s. 
  
   
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   Whatever the characters choose, Callista 
  confronts the party directly and fights to 
  protect her pact with the Unseelie Queen. 
   
  Eberron Placement Suggestions 
  This hotel’s location is left vague by design 
  because it can be located anywhere outside of a 
  large population. As such, it can be anywhere in 
  Khorvaire. As written, Callista makes a pact with 
  a fey entity in exchange of unearthly beauty, 
  but only if she keeps on gifting sacrifices to the 
  fey and lets them visit the hotel from time to 
  time. Eberron too has a Feywild sibling plane, so 
  this background lore works as written. 
   
   Alternatively, the DM can shift the whole 
  scope of this encounter by replacing the fey 
  entities with Quori spirits (Kalaraq), or a 
  Daelkyr. The Quori are evil spirit-like creatures 
  from the realms of dreams. They often meddle 
  in human affairs by controlling their dreams and 
  planting seeds of thought in their minds. If it 
  furthers the Quori’s goals to control Hotel 
  Callista, they can control Callista through her 
  dreams and plant the idea to kill her parents. 
  After that, the Quori may use the hotel to 
  enslave more minds. 
   
   The Daelkyr are the lords of madness. They 
  come from Xoriat, the Realm of Madness. They 
  dwell deep underground and use their strong 
  psychic powers to manipulate the lesser races. 
  A Daelkyr lord may be behind Callista’s actions 
  if having the hotel furthers his goals of freedom 
  or a future invasion from Xoriat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  64 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Unseelie Security 
  Medium monstrosity (shapechanger), chaotic evil 
   
  Armor Class 12 (natural armor) 
  Hit Points 58 (9d8+18) 
  Speed 15 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (-3) 
  13 (+1) 
  8 (-1) 
  Skills Stealth +5 
  Damage Resistance bludgeoning, piercing, and 
  slashing damage not made with nonmagical 
  attacks. 
  Damage Immunities acid 
  Conditions Immunities prone 
  Senses darkvision 60 ft., passive Perception 11 
  Languages - 
  Challenge 3 (700 XP) 
   
  Shapechanger. The unseelie security can use its 
  action to polymorph into a door or back into its 
  true, amorphous form. Its statistics are the same 
  in each form. It reverts to its true form if it dies. 
   
  Adhesive (Door Form Only). The shapechanger 
  adheres to anything that touches it. A Huge or 
  smaller creature adhered to the shapechanger is 
  also grappled by it (escape DC 13). Ability checks 
  made to escape this grapple have disadvantage. 
   
  False Appearance (Door Form Only). While the 
  unseelie security remains motionless, it is 
  indistinguishable from an ordinary door. 
   
  Grappler. The unseelie security has advantage on 
  attack rolls against any creature grappled by it. 
   
  Magic Resistance. The unseelie security has 
  advantage on saving throws against spells and 
  other magical effects. 
   
  Sprightly Spunk. If damage reduces the unseelie 
  security to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is necrotic or 
  from a critical hit. On a success, the shapechanger 
  drops to 1 hit point instead. 
   
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d4+3) bludgeoning 
  damage. If the unseelie security is in door form, 
  the target is subjected to its Adhesive trait. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage plus 4 
  (1d8) acid damage. 
  Callista Driscoll 
  Medium human, chaotic evil 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 49 (11d8) 
  Speed 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1) 18 (+4) 
  Saving Throws Wis +3, Cha +6 
  Skills Arcana +2, Deception +6, Intimidation +6, 
  Persuasion +6 
  Condition Immunities charmed, frightened 
  Senses passive Perception 11 
  Languages Abyssal, Common, Sylvan 
  Challenge 4 (1,100 XP) 
   
  Innate Spellcasting. Callista’s innate spellcasting 
  ability is Charisma. She can innately cast the 
  following spells (spell save DC 15), requiring no 
  material components: 
   
  At will: disguise self, mage armor (self only) silent 
  image, speak with animals 
  1/day: conjure fey 
   
  Spellcasting. Callista is an 11th-level spellcaster. 
  Her spellcasting ability is Charisma (spell save DC 
  14, +6 to hit with spell attacks). She regains her 
  expended spell slots when she finishes a short or 
  long rest. She knows the following warlock spells: 
   
  Cantrips (at will): dancing lights, eldritch blast, 
  chill touch, poison spray, minor illusion, 
  prestidigitation, vicious mockery 
   
  1st – 5th level (3 5th – level slots): blink, charm 
  person, dimension door, greater invisibility, faerie 
  fire, fear, counterspell, misty step, phantasmal force, 
  scrying, sleep 
   
  Actions 
  Dagger. Melee or Ranged Attack: +3 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.  
   
  Reactions 
  Misty Escape (Recharge after a Short or Long 
  Rest). In response to taking damage, Callista turns 
  invisible and teleports up to 60 feet to an 
  unoccupied space she can see. She remains 
  invisible until the start of her next turn or until 
  she attacks, makes a damage roll, or casts a spell. 
   
   
  
   
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  Bigfoot from Beyond 
  By Jean Lorber 
  @JLorber4 
   
  Estimated run-time: 120 to 180 minutes 
   
  ‘Bigfoot from Beyond’ is a mystery and 
  exploration adventure designed for five 
  characters of 2nd - 4th level 
   
  Editorial Note 
  The plural of “bigfoot” is “bigfeet” and not “bigfoots” 
  (see chapter 1 of a style guide entitled ‘Fellowship of 
  the Ring’ by J. Tolkien).  
   
  Background 
  Recent warm winters have thawed a frozen 
  mountain pass, allowing new migrations of 
  creatures across the mountains. 
   
   A northern female bigfoot has made the 
  journey south, followed soon thereafter by two 
  rival males. One male has unwittingly brought 
  an exotic plant with him that is poisonous to the 
  fey creatures of the south. 
   
   Soon after arriving, the female bigfoot has 
  been injured and is now hiding in a nearby 
  village.  The males are seeking her out. Villagers 
  haven’t seen the bigfeet, but escalating 
  disturbances in the village have everyone on 
  edge. 
   
  Synopsis 
  This adventure centers around a small group of 
  bigfeet, and their impact on the forest to which 
  they recently migrated.   
   
   The PCs first see the impact of a newly-
  introduced poisonous plant, inadvertently 
  spread by the bigfeet. For the good of the 
  forest, the PCs must stop the plant’s spread by 
  discovering the bigfeet’s role, then returning 
  the creatures from whence they came.   
   
   
   
   Investigating a nearby village reveals an 
  injured female bigfoot. Tracking down her 
  suitors reveals the source of the poison and 
  allows the PCs to stop its spread. With the help 
  of some divination magic, the PCs can learn of 
  the female’s desire to go home. 
    
   A local lord arrives and tries to recruit the PCs 
  to join him on his mission to occupy the 
  mountain pass, the very place where the female 
  must be taken. But she must be smuggled out 
  of the village, lest the villagers seek vengeance 
  on her. 
   
   After a dangerous run up to the mountain 
  pass, the PCs discover that it is occupied by a 
  troop of hobgoblins. With the hobgoblins 
  defeated, the remaining bigfeet can go home. 
   
  
   
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  Plot Hook 
  The simplest hook is to have the PC’s patron or 
  faction ask them to investigate rumors of new 
  creatures and evil humanoid activity around the 
  village of Mountview. In the Forgotten Realms, 
  Mountview could be located near the 
  Lurkwood, with the Spine of the World 
  representing the northern mountain range. 
   
  Beginning the Adventure 
  The adventure could start along the forest road 
  to Mountview, with your PCs getting a glimpse 
  of a poisoned dryad (Area 1). 
   
  Area 1: The Road to Mountview 
  This encounter introduces the poisonous plant 
  to the forest ecosystem. It should take place as 
  the party travels through or near wilderness. 
  Read or summarize the following:  
   
  The dense forest of the past few miles is finally 
  giving way up ahead; the village of Mountview is 
  near.  Suddenly, at the edge of the road, a female 
  figure appears out of nowhere and collapses. 
  Another figure, clad in dappled green and brown, 
  emerges from the woods, breathing heavily. 
   
   The human scout, Welbish (CR ½; MM, p 
  349), has been following a dryad who 
  succumbed to the poisonous flower. The dryad, 
  normally a healthy lime green, is gray-skinned 
  and dies during the encounter no matter what 
  the PCs attempt. The following information can 
  be found:  
   
  ● Inspecting the dryad reveals the presence of 
  pink “powder” around her nose and mouth.  
  A successful DC 12 Intelligence (Nature) 
  check reveals that the powder is pollen. 
  ● A successful DC 12 Wisdom (Medicine) check 
  confirms that the dryad was poisoned and 
  that the pollen is responsible. 
   
   
   
   Welbish reveals the following useful 
  information: 
   
  ● “While hunting, I saw this dryad racing 
  through the forest.” 
  ● Mountview villagers fear some new creature. 
  ● “If poison killed the dryad, I don’t recognize 
  it.” 
   
   If the PCs attempt to heal the dryad, it fails 
  but Welbish is appreciative and gives them a 
  spell scroll of speak with animals that will be 
  useful when dealing with bigfeet (see inset 
  ‘Bigfoot Basics’). He then returns to the forest 
  to continue his exploration.  
   
  Note: Welbish could re-appear from time to time 
  to keep the PCs on track, heal them, or deliver the 
  necessary communication spells if the PCs lack 
  them. 
   
   
   
  Area 2: Village 
  As the party enters Area 2, read or summarize: 
  Most of the inhabitants of this village are 
  gathered in the small square, seemingly waiting 
  for something or someone. 
   
  
   
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   The villagers are milling about, waiting for the 
  arrival of their lord, Underbaron Rungshtaad. It 
  becomes clear he is not well-liked, but the 
  villagers hope that he’s coming to deal with the 
  recent disturbance (see Area 3). 
   
   A group of children approaches the PCs, 
  asking for extra food, preferably vegetables. 
  These are the female bigfoot’s “nurses” (see 
  Area 3). The children run away if the PCs show 
  too much interest. Delay any full-blown 
  investigation by interrupting the PCs questions 
  with the Underbaron’s arrival. 
   
  Village Talk 
  Use the NPCs listed below or your own to 
  populate the village: 
   
  ● Mildred (commoner, CR 0; MM, p 345). A 
  mother of 10, she’s short-tempered but 
  hands out cookies as an apology. 
  ● Brindee (guard, CR 1/8; MM, p 347). A 
  woodcutter, she shows she’s tough with a 
  crushing handshake. 
  ● Mork (commoner, CR 0; MM, p 345). A tavern 
  owner, he tries to sell day-old bread at 
  double the price. 
  ● Zumad (apprentice wizard, CR ¼; VGtM, p 
  209). A retired scribe and fledgling wizard, 
  he’s blind and friendly. He has an old spell 
  book with comprehend languages and 
  guidance. 
   
  Design Note 
  Zumad can provide assistance for communicating 
  with bigfeet. If your PCs don’t have the needed 
  spells, Zumad and/or his spellbook can 
  accompany them on their journey. 
   
   Interacting with the villagers reveals that they 
  are all on edge due to the recent disturbances.  
  Reveal the following information to your PCs, 
  most of which foreshadows later events: 
   
  ● There’s a new pass through the mountains, 
  opened and now accessible due to a few 
  warm winters. 
  ● Hobgoblins were spotted a few days ago 
  (no specific location is given). 
  ● Strange beasts have been heard lately, 
  screaming in the forest to the north.   
  ● Just last night there were disturbances in 
  town (Area 3): random items were stolen 
  and a “big, two-legged creature” snatched a 
  red cape from Brindee.   
  ● No one knows anything about poisoned 
  creatures or exotic flowers. 
   
   If asked, the villagers lead the PCs to the site 
  of the disturbance (Area 3). 
   
  Underbaron’s Arrival and Mission 
  The local noble, Underbaron Rungshtaad (CR 
  1/8; MM, p 348), arrives with 4 guards (CR 1/8; 
  MM, p 347) in a fancy, horse-drawn wagon. He 
  dismisses villagers’ concerns about strange 
  creatures as “nonsense” and quickly announces 
  his own plans: he will occupy the mountain 
  pass, so that he may legally begin charging taxes 
  and tolls. 
   
   The Underbaron is short on proper soldiers, 
  so he’s forced to ask the village militia. He spies 
  the rugged-looking PCs in the crowd and 
  attempts to recruit them, offering 20 gold 
  pieces each. He bluffs about possible trouble if 
  the PCs don’t join him.  A successful opposed 
  Wisdom (Insight) check (party) versus. a 
  Charisma (Deception) check (Underbaron) 
  detects the bluff. 
   
   Two villagers join him, whether the PCs join 
  or not. Rungshtaad begins the journey up to the 
  pass (Area 7), not knowing the danger he’s 
  walking into.  
   
  Area 3: Female Bigfoot lair 
  As the party enters Area 3, read or summarize 
  the following: 
   
  A barn and several small huts mark the northern 
  edge of the village. Children are walking around 
  while a group of adults stands in the road, 
  surrounding something. 
  
   
  68 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
   The female bigfoot was injured last week by a 
  pack of hunting dogs. Some village children 
  happened upon her, coaxed her into the hay 
  barn, and have been secretly nursing her back 
  to health. Any inquiry about the kids seen here 
  reveals that they are the “beggars” from Area 2.  
   
  Bigfoot Basics 
  Appearance and behavior 
  Bigfeet are around 7 feet tall and quite muscular. 
  They have ape-like features and unnervingly 
  human eyes. Their shaggy, brown pelt is so dense 
  and matted that it is often home to algae, lichen, 
  and other plants.  
   
  They are well-suited for jumping and climbing 
  trees, enabled by remarkably strong feet and legs. 
  Bigfeet are vegetarian but can be aggressive. They 
  attack with a devastating kick if antagonized. 
   
  Communication 
  Bigfeet sentience lies somewhere between 
  humanoid and beast.  Normally, a bigfoot can’t be 
  reasoned or negotiated with, but it can recognize 
  whether a humanoid is aggressive or peaceful. 
  PCs would be well-advised to use magic to assist 
  communications. 
    
  Due to a bigfoot’s unique development, spells 
  that target beasts (e.g. animal friendship) or 
  humanoids (e.g. hold person) can both be used. 
  However, the caster must adapt the spell as it’s 
  cast. The spellcaster must succeed on a DC 11 
  ability check (using the caster’s spellcasting 
  ability) to make the spell function on a bigfoot. 
   
  Note that analogous spells exist regarding 
  communication with beasts (e.g. speak with 
  animals) and with humanoids (e.g. comprehend 
  languages). If a party attempts such a combination 
  of spells, reward them with Inspiration and 
  automatic success on the task at hand. 
   
   A successful DC 8 Wisdom (Perception) check 
  reveals that they are watching the PCs 
  nervously, looking frequently at the barn. 
  The villagers are standing around the bigfeet 
  males’ display sites. Very large humanoid 
  footprints are clearly visible. 
   
  Bigfoot Display Sites 
  Both bigfoot males have constructed a 
  ritualized display designed to impress the 
  female (they know she’s in the barn and respect 
  her decision to lair there). The displays are 
  within 50 feet of the barn, on opposite sides. A 
  successful DC 10 Intelligence (Investigation) 
  check confirms that both displays are oriented 
  towards the barn. 
    
   The displays show the personality of each 
  male: one violent and aggressive, the other 
  gentle.  For the violent male’s site (east of the 
  barn), read or summarize the following:  
   
  A large pile of household debris sits in the road, 
  topped with a barn door which is cunningly 
  balanced to remain upright. Most of the door is 
  smeared red with blood. A strong, musky smell 
  pervades the area. 
   
   The source of the blood is obvious: several 
  chickens and a goat lie dead nearby. The color 
  red is featured prominently here, a visual clue 
  linking this display to the violent male’s lair 
  (Area 4). 
   
   For the gentler male’s site (west of the barn), 
  read or summarize the following: 
   
  A 5-foot-wide circle in the dirt has been strewn 
  with yellow dandelion flowers. In the middle is a 
  loosely-stacked tower of stones, about 6 feet tall.  
  A strong, musky smell pervades the area.  
   
   The color yellow is featured prominently 
  here, a visual clue linking this display to the 
  male’s lair (Area 5). 
   
  
   
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  NOTE: If the PCs need a further clue about the 
  meaning of the displays, mention that they are in 
  the open and clearly meant to be seen. A male 
  mockingbird lands on one, and begins singing his 
  heart out to attract a mate. 
   
   After building their displays last night, the 
  bigfeet leaped away back to their lairs. A 
  successful DC 10 Intelligence (Investigation) or 
  Wisdom (Survival) check is needed to ascertain 
  that the “red display” maker went to Area 4 and 
  that the “yellow display” maker went to Area 5.  
  If this check is failed, it can be repeated once 
  the PCs commit to entering either Area 4 or 5. 
   
  Parley with Female Bigfoot 
  The female bigfoot is convalescing in the 
  second-story hayloft of this 50-foot-long by 30-
  foot-wide barn.  She hides in the hay, but 
  evidence of her stay is obvious if the PCs climb 
  to the second floor —scraps of vegetables are 
  everywhere and the hayloft smells strongly of 
  unwashed bodies and old fur, similar to the 
  smells at the display sites. She is visible with a 
  successful DC 8 Wisdom (Perception) check. 
  She has 40 hit points. 
   
   If approached, the female is scared but 
  relatively docile. Without magic, only limited 
  communication is possible with her; she’ll 
  accept a gift of food and pat the PC on the 
  head.  But if the right spell is adapted (e.g. 
  speak with animals), the following information 
  can be obtained (related in as few words as 
  possible):  
   
  ● She was attacked by dogs. 
  ● She feels lost and wants to go home 
  (back over the mountain pass).   
  ● There are two male bigfeet in the area, 
  and she is scared of one of them. 
  ● She doesn’t know anything about a 
  poisonous plant. 
   
   She agrees to go with the PCs if they state 
  they will take her home. The children cry but 
  agree that it’s for the best.   
   
   If the villagers see the female, they shout “kill 
  the beast, it’s been attacking us!”  The PCs can 
  defuse the situation with calming role-playing, 
  or a successful DC 12 Charisma (Intimidation) 
  or DC 14 Charisma (Persuasion) check. A failed 
  check results in 2 villagers attacking the female, 
  who does not fight back, requiring the PCs to 
  intervene if they want to avoid bloodshed. 
   
  Environs of the Forest 
  General Features 
   Terrain. Rolling hills giving way to steeper 
  slopes near the mountains. 
   Weather. Cool, misty mornings becoming clear 
  in the afternoon.  
   Light. The dense trees make for shady 
  conditions, but light levels are still considered 
  normal. 
   Smells and Sounds. Musty, decaying leaf litter, 
  the fresh smell of spruce resin and a cacophony of 
  early morning birdsong. 
   
  Area 4: Eastern Woods 
  These woods hold little out of the ordinary 
  besides a male bigfoot. Once in the woods, 
  finding the bigfoot’s lair requires a successful 
  DC 14 Wisdom (Survival) check, with advantage 
  if the PC describes how they track (looking for 
  hair and footprints).  Failed checks delay their 
  investigation, triggering random forest 
  encounters. The first encounter involves 2 giant 
  centipedes (CR ¼; MM, p 323) which both fall 
  on a PC in a surprise round. Though, PCs with a 
  passive Perception of 12 or higher are not 
  surprised. If more encounters are needed, use 
  the DMG’s list of forest monsters, CR1/2 to 1 
  (DMG p 302-303). 
   
  Mean Bigfoot’s lair 
  This encounter serves as a combat encounter, 
  confirms this male is not the poisoner (if the 
  party think to look for evidence of pollen) and 
  introduces him as a potential resource later in 
  the adventure (see Area 8). 
   
  
   
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   As the party approaches the lair, read or 
  summarize the following:  
   
  A throaty howl rises up from the forest ahead of 
  you, followed a few seconds later by a loud 
  splash. 
   
   The PCs hear this bigfoot’s display ritual, 
  designed to attract a mate. A successful DC 10 
  Wisdom (Perception or Survival) check reveals 
  that the howl moved downhill while it sounded. 
   
   If the PCs don’t request and/or succeed on a 
  DC 10 Dexterity (Stealth) check before moving 
  further, the bigfoot notices them and expertly 
  hides. Either way, read or paraphrase the 
  following if the PCs move forward: 
   
  The forest parts to reveal a clearing, formed by a 
  deep pool around 30 feet wide. On the left, uphill 
  from the pool, is a 50-foot-tall cliff with a small 
  waterfall cascading over it. Foliage crowds around 
  most of the pool’s perimeter. A muddy path runs 
  from the pool to the clifftop. 
   
   Unless the PCs succeeded on the Stealth 
  check above, a male bigfoot is hidden, watching 
  them from under the waterfall, visible only with 
  a successful DC 17 Wisdom (Perception) check, 
  made with disadvantage. If the PCs linger, he 
  will stalk them and leap out at an inopportune 
  moment. 
   
   If the PCs succeeded on the Stealth check 
  above, they can watch the creature’s display: he 
  howls, takes a running jump off the cliff and 
  belly-flops into the pool far below to make the 
  most impressive splash possible.     
   
   Once he lands in the pool, the bigfoot must 
  recover for 10 rounds, giving the PCs a chance 
  to explore his clifftop lair. The area consists of 
  matted-down vegetation and a scattering of red 
  items (bloody chicken feathers, Brindee’s red 
  cape, and sticks of sealing wax). Searching the 
  area reveals a dagger +1 with a ruby in the hilt 
  (100 gp value, stolen from Zumad). 
   
  NOTE: If your PCs are looking for poisonous pink 
  pollen, inform them that there are no such 
  flowers in this area. 
   
  Interacting with Bigfoot 
  Whenever this bigfoot is first revealed, give 
  your PCs a chance to interact. Magical 
  communication or a successful DC 13 Wisdom 
  (Animal Handling) check is needed to prevent 
  an immediate attack; the check is made with 
  advantage if the PCs also engage in submissive 
  or deferential behavior (e.g. avoid eye contact, 
  bow).   
   
   Without magic, communication from the 
  bigfoot is limited to aggressive thumping and 
  gestures. With magic, a bit more is revealed:  
   
  ● he’s an angry male that wants to find a 
  mate.  
  ● he’s ready to fight, especially anyone 
  who hurts him. 
   
   After a round of interactions, the check above 
  must be repeated. On a failure, the bigfoot 
  attacks. If he loses more than 50% of his hit 
  points, he jumps away and vanishes. 
   
   The PCs should also discover a path made by 
  the male, leading straight to the pass trail (Area 
  6). Knowing that he patrols the road will be 
  useful later in the adventure. 
   
  Area 5:  Western woods 
  These woods hold little out of the ordinary 
  besides a male bigfoot. Once in the woods, 
  finding the bigfoot’s lair requires a successful 
  DC 14 Wisdom (Survival) check, with advantage 
  if the PC describes how they track (looking for 
  hair and footprints). Failed checks delay their 
  investigation, triggering random forest 
  encounters. The first encounter involves 2 giant 
  badgers (CR ¼; MM, p 323) fighting over a deer 
  carcass. They attack the PCs unless someone 
  succeeds on a DC 13 Wisdom (Animal 
  Handling) check, made with advantage if food is 
  also offered. If more encounters are needed, 
  
   
  71 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  use the DMG’s list of forest monsters, CR1/2 to 
  1 (DMG p302-303). 
   
  Gentle Bigfoot’s Lair 
  This encounter holds the answer to the mystery 
  of the poison pollen. If the party navigates here, 
  read or summarize the following: 
   
  A low, melodic humming drifts through the air, 
  along with a rather pungent smell. 
   
  Following the humming leads the PCs right to a 
  male bigfoot, the gentle creator of the yellow- 
  themed display in Area 3. Read or summarize 
  the following: 
   
  The humming leads to a gallery of sorts on the 
  forest floor, where yellow flowers and objects are 
  displayed prominently. Twenty feet above, a male 
  bigfoot sits in a tangled knot of bent over 
  saplings; a nest of sorts. He holds a flower which 
  he’s extending towards a small, winged humanoid 
  hovering in front of him. 
   
  His gallery includes a myriad of yellow objects 
  including a yellow flower with pink pollen that is 
  responsible for poisoning the dryad. 
   
   The bigfoot doesn’t notice the PCs at first; he 
  is fascinated by a pixie named Myzhi (CR 1/8; 
  MM, p 253) who is flitting around his head.  
  When the PCs arrive, she is about to smell the 
  proffered poisonous flower. These flowers can 
  be seen growing on the male’s pelt. 
  If the PCs do nothing, the pixie inhales the 
  pollen, momentarily convulses, drops to the 
  ground, and dies. The male is confused but soon 
  loses interest and carries on humming from his 
  elevated nest. 
   
   A successful DC 10 Wisdom (Nature) check 
  reveals that a number of the pink-pollen plants 
  have taken root at this location. Ripping the 
  plants up requires 8 rounds. Due to the poison 
  pollen, a gnome or elf that participates could 
  face dire consequences.  After the first plants 
  are killed, inform any gnome or elf PC within 10 
  feet that they suddenly feel extremely itchy. If 
  they don’t move away, the poison begins to 
  take hold: the PC takes 5 (1d6 + 2) poison 
  damage every round they remain near the 
  plants. 
   
   Without magic, communication from the 
  bigfoot is limited to curious glances and 
  offerings of fruit. A DC 8 Intelligence (Nature) 
  check confirms that this male is peaceful. With 
  magic, much more information sharing is 
  possible: 
   
  ● he wants to find a mate. 
  ● he will cooperate with the PCs plans as long 
  as the female bigfoot is involved, otherwise 
  he won’t leave his lair. 
  ● he likes the yellow flowers growing on his 
  pelt. 
  ● he doesn’t know they are poisonous. 
  ● if an explanation is given, he can 
  understand the concept that the yellow 
  flowers are poisonous (e.g. “flower bad”) 
  but will only agree to destroy them if he is 
  given another yellow item (10 shiny gold 
  pieces will do). 
   
  Area 6: Trail to the Mountain 
  Pass 
  As the party enters Area 6, read or summarize: 
  This narrow trail quickly starts to climb towards 
  the mountain pass high above. 
   
   At walking or slow wagon speed, reaching the 
  pass from the village takes 3 hours. Normally 
  just a thin path, it shows signs of recent and 
  heavy use (see Area 7). Wagon tracks and 
  footprints are readily visible. A successful DC 10 
  Intelligence (Investigation) check reveals that 
  the footprints were made by several sets of 
  well-constructed, Medium-sized boots. 
   
  Underbaron’s Mission 
  If the PCs accompany the Underbaron early in 
  the adventure, their journey through this area is 
  uneventful, with the exception of seeing bigfoot 
  footprints in the mud. 
  
   
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   If the PCs didn’t accompany the Underbaron, 
  they encounter the bodies of his party, felled by 
  hobgoblins’ crossbows and deposited here as a 
  warning to others who may travel this path (see 
  Area 7). This occurs before the complications 
  below.  
   
   
  Complications 
  If the female bigfoot is transported on this road, 
  the following encounters occur in the order 
  given: 
   
  The Dryad 
  After a few minutes of travelling, a robin lands 
  on the female bigfoot, viciously pulls her hair, 
  then flies off. It is an enchanted spy of a dryad, 
  a sister of the poisoned dryad in Area 1. The 
  robin reports back to the dryad, setting up the 
  next encounter. 
   
   After an hour of traveling, inform your PCs 
  that a small tree blocks the path ahead. A dryad 
  (CR 1; MM, p 121), 2 enchanted dire wolves (CR 
  1; MM, p 321) and an enchanted giant toad 
  (CR1; MM, p 329) lie in wait in the shadows (DC 
  17 Wisdom (Perception) check to notice). The 
  dryad waits to attack the PCs – she hopes to 
  catch them off guard while they are moving the 
  tree, or while they are separated while crossing 
  over the tree or moving around it. As she leaps 
  from the forest she screams: “Revenge for my 
  poisoned sister!” The dryad attacks the female 
  bigfoot while the animals attack the PCs. 
   
   During the encounter, she also causes a dead 
  tree branch to fall into the melee; two PCs must 
  make a DC 10 Dexterity saving throw. On a 
  failure, the PC takes (1d6 +2) bludgeoning 
  damage and is knocked prone. A successful save 
  results in no damage and not being knocked 
  prone.   
   
  Mean Make Bigfoot 
  After two hours of traveling, the PCs travel 
  through the edge of the mean bigfoot’s 
  territory (Area 4). He doesn’t approach but 
  inform your PCs they hear howling in the 
  distance.    
   
   This male could be used as a weapon against 
  the fortified hobgoblins in Area 7.  He can be 
  lured to the road with yelling, then he chases 
  the trespassers by jumping after them, 
  kangaroo-style. Bigfeet aren’t used to long-
  distance running, so outrunning a bigfoot 
  requires only a DC 10 Constitution saving 
  throw; PCs that fail the save can choose to 
  succeed by accepting one level of exhaustion. 
   
  Area 7:  Mountain Pass 
  As the party enters Area 7, read or summarize: 
  Ahead of you, the forest gives way to rocky debris.  
  The steep trail, wet with melting snow, ends at a 
  narrow mountain pass. Sheer 100-foot-tall faces 
  rise up on either side. A rough, wooden palisade 
  has been built across the 15-foot-wide gap, with 
  no visible doors. 
   
  
   
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   A squad of 8 hobgoblins (CR ½; MM, p 186) 
  and their hobgoblin captain (CR 3; MM, p 186) 
  currently occupy the mountain pass. The 
  captain, Jaka-Jhash, has been instructed to hold 
  it as a strategic location until it can be further 
  fortified; the pass allows them access to a land 
  they’ve long considered invading. 
   
   They have hastily constructed a 10-foot-tall 
  palisade on both sides of the pass. It was built 
  using a wagon-full of timber (and the wagon 
  itself) and stretches across the entire 15-foot 
  gap.    
   
   If the PCs observe this area from the forest, 
  they remain unnoticed. If they continue 
  forward, a hobgoblin guard sounds the alarm. A 
  successful DC 12 Wisdom (Perception) check 
  reveals one hobgoblin armed with a crossbow 
  sitting atop the wall, on guard duty.   
   
   A successful DC 12 Intelligence 
  (Investigation) check about the structure 
  reveals a weak, 5-foot-wide section of wall; it 
  can be pushed over with a successful DC 18 
  Strength (Athletics) check. A successful DC 14 
  Wisdom (Perception) check of the surroundings 
  reveals the presence of a natural shelf on the 
  western rock wall, 30 feet up (marked with an 
  ‘X’ on the encounter map). It provides half 
  cover and offers an unobstructed view of the 
  hobgoblins camp. Climbing to it requires a 
  successful DC 12 Strength (Athletics) check 
  during the ascent. 
   
  Underbaron’s Success 
  With or without the PCs, the Underbaron and 
  his men reach the pass. Upon seeing his future 
  income source already occupied, the baron has 
  a tantrum and attacks. Unless the PCs can 
  intervene in some fashion, the Underbaron and 
  his men easily lose the fight and are killed, their 
  bodies dumped on the trail below as a warning 
  to others. 
   
  Bring a Bigfoot 
  The fortified hobgoblin camp is designed to be a 
  very difficult challenge for low-level PCs. The 
  Underbaron’s failure should be a warning.   
   
  NOTE: To make this encounter easier, the bigfoot 
  kills the hobgoblin captain. To make it harder, 
  only the regular hobgoblins are killed. 
   
   A male bigfoot can wreak havoc on the 
  hobgoblins, but your PCs might need some 
  extra clues to conceive of this possibility. Use 
  the following prompts to encourage alternative 
  planning that involves a bigfoot: 
   
  ● While the PCs are observing the 
  palisade, a bigfoot howl is heard which 
  visibly unsettles the hobgoblins. 
  ● The female bigfoot makes a low 
  crooning sound in the direction of the 
  nearest male and looks expectantly (it 
  goes unanswered for now). 
   
   The gentle male will come along if the female 
  is involved while the aggressive male will need 
  to be lured here. If a male bigfoot enters this 
  area, he is shot with a crossbow, then attacks 
  the hobgoblins in a rage. 
   
  The bigfoot launches himself over the palisade, 
  landing with a heavy thump on the other side. A 
  hobgoblin voice barking out commands turns into 
  a high-pitched scream, followed by a minute of 
  loud crashes and yelling. A section of the palisade 
  shudders, then collapses. Through the dust, you 
  see the bigfoot lurch, then fall, his pelt bristling 
  with crossbow bolts. 
   
   The bigfoot kills at least 4 (1d6+1) hobgoblins 
  and knocks down a section of the wall before 
  being killed himself. 
   
   In his tent, the hobgoblin commander has 
  hidden a locked chest (DC 12) that holds 8 
  crossbow bolts +1, 400 gold pieces in various 
  coinage, and a map of recent hobgoblin troop 
  movements.  This map is worth 100 gold pieces 
  if sold to the right military leader or faction. 
  
   
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  Conclusion 
  If the adventurers help clear the pass, they are 
  free to deliver the female bigfoot and any 
  surviving males to their northern home. Award 
  them each 1,000 XP. 
   
   The villagers are thankful, giving the PCs a 
  pouch containing 100 gold pieces in various 
  coinage, and a pair of prized draft horses and 
  wagon (combined value: 135 gp). If the stolen 
  items are returned to their respective owners, 
  each PC returning the items gains a bonus of 
  200 XP. If the dagger +1 is returned, the 
  grateful Zumad gives a PC a set of magic armor 
  +1 (DM’s choice of armor type), a memento of a 
  fellow adventurer that’s been collecting dust in 
  his basement. 
   
   If the PCs manage to kill all the poisonous 
  flowers, Welbish and a local druid finds them 
  and thanks them for their efforts. The PCs are 
  given appropriate magic items such as a rope of 
  entanglement (woven from grapevines), a 
  javelin of warning (the warning sound is a 
  rattlesnake rattling), a staff of the woodlands, 
  or 20 preserved goodberries. 
   
  Eberron Placement Suggestions 
  This encounter should be placed near a 
  mountain range to be plausibly used as written. 
  There is ample room on Khorvaire in northern 
  Breland, somewhere in the feet of the 
  Blackcaps. See Wayfinder’s Guide, p 24 for an 
  overview of Breland. If your heroes are 
  currently in Sharn, they must travel to the 
  encounter location. There is a regular service of 
  airships from Upper Dura in Sharn to points 
  north, as well as lightning-rail service. 
   
   
   
   
   
   
   
   
   
  Bigfoot 
  Large beast/humanoid, unaligned 
   
  Armor Class 14 (natural armor)  
  Hit Points 75 (10d8+30) 
  Speed 35 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  16 (+3) 
  7 (-2) 
  14 (+2) 
  8 (-1) 
  Damage Resistances cold 
  Senses darkvision 60 ft., passive Perception 14 
  Languages none 
  Challenge 3 (700 XP) 
   
  Natural Camouflage. The bigfoot has advantage 
  on Dexterity (Stealth) checks made to hide in 
  forest, swamp, and rocky terrain. 
   
  Both Beast and Man.  Spells that target beasts or 
  humanoids can target the bigfoot. However, the 
  spell’s caster must succeed on a DC 11 ability 
  check (using the caster’s spellcasting ability) 
  otherwise the spell has no effect. 
   
  Actions 
  Multiattack. The bigfoot makes two attacks. 
   
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8+3) bludgeoning damage. 
   
  Kick. Melee Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10+3) bludgeoning damage and 
  the target must succeed on a DC 15 Strength 
  saving throw to avoid being pushed 10 feet and 
  knocked prone. 
   
  Bear-hug. Melee Attack: DC 12 Dexterity saving 
  throw to avoid, reach 5 ft., one target.  Hit: 5 
  bludgeoning damage and the target must succeed 
  on a DC 13 Constitution saving throw to avoid 
  being stunned for 2 rounds. 
   
   
   
   
   
   
   
   
  
   
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  The Charnel House 
  By JVC Parry 
  @jvcparry 
   
  Estimated run-time: 60 to 90 minutes. 
   
  The Charnel House is a short, exploration and 
  combat focused encounter for five characters of 
  4th level. Characters lower than 3rd level are 
  likely to struggle with this encounter. 
   
  Background 
  This charnel house once belonged to a nearby 
  village, whose inhabitants were struck down by 
  a terrible curse. 
   
   At some point in the last few weeks, a 
  necromancer was attracted to the place, 
  thinking he could use the corpses within for his 
  own army. Unfortunately, he raised a creature, 
  a minotaur zombie. Too strong for her to 
  control, it now roams and haunts the place. 
   
  Plot Hook 
  Though tailored for a Chult environment, no 
  specific plot hooks have been created for this 
  encounter. Most of its history has been lost to 
  time, save what characters can piece together 
  from the surrounding rotting village. 
   
   The party is most likely to simply stumble 
  upon the charnel house, or perhaps hear or 
  read a rumor of it from other passing explorers. 
   
  Approaching the Charnel House 
  As the party approaches the charnel house, 
  read or summarize: 
   
  Pressing deep into the jungle, you notice a low, 
  hexagonal stone building surrounded by 
  tombstones. As you near the squat structure, you 
  hear a low, soft whimper coming from within. 
   
   An adventurer native to Chult can attempt a 
  DC 14 Intelligence (History) check to see if they 
  recall anything about the local area or the 
  purpose of the building: 
   
  Result 
  Information 
  14-18 
  the building is clearly a house for 
  interring the dead. 
  19+ 
  this region of the jungle was seized 
  by a vile curse a decade ago and 
  perhaps this building is the site of 
  their dead. 
   
   Any character can attempt a DC 10 Wisdom 
  (Perception) check to determine the origin of 
  the sound: 
   
  Result 
  Origin 
  10-12 
  the sound is like the whimpering of 
  a young child. 
  13-19 
  it seems as if the sound is 
  emanating from the charnel house. 
  20+ 
  although it sounds like mewling, 
  the sound is created by the breeze 
  whistling through the charnel 
  house. 
   
  Environs of the Charnel House 
  General Features 
   Terrain. Cracked flagstones. 
   Weather. Cool, dry air within the charnel house 
  with a slight breeze.  
   Light. Unless otherwise noted, the tomb is dark 
  and void of light. 
   Smells and Sounds. The deeper characters get 
  into the charnel house, the more it begins to 
  smell like death. The breeze blowing through the 
  tomb makes it sound as if a child is whimpering 
  within. 
   
  Area 1 
  As the party enters Area 1, read or summarize 
  the following: 
   
  
   
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  You push aside the stone slab that marks the 
  entrance to the charnel house, revealing a dark, 
  shrine-like room within. Writhing vines have 
  wormed through the stonework, covering the 
  room like green veins. A single stone door, carved 
  to resemble a corpse, leads further into the tomb. 
   
   The stone door that leads further into the 
  tomb is trapped with a shutter in the ceiling, 
  which contains human remains, and a pair of rat 
  swarms, which feast upon them. 
   
  Rat Trap 
  Simple trap (level 1-4, moderate threat) 
   
  Built into the ceiling above the door is a shutter 
  that is pulled open when the door is opened. 
  Within is a swarm of rats and an assortment of 
  chewed bones. 
       Trigger. Anyone who opens the door enough to 
  step through triggers the trap. 
       Effect. The triggering creature must make a DC 
  10 Dexterity saving throw. On a failed save, the 
  creature takes 11 (2d10) bludgeoning damage 
  from falling bones. In addition, the character is 
  surprised by the two swarms of rats (CR ¼; MM, 
  p339) that accompany them. 
       Countermeasures. A successful DC 10 Wisdom 
  (Perception) check when the door is partially 
  open reveals the shutter and handle that the door 
  is sliding open in the ceiling. Characters can then 
  slip through the thin gap or block the shutter with 
  a 5-foot-square item. 
   
  Area 2 
  As the party enters Area 2, read or summarize: 
   
  Hundreds of skulls stare out at you from the 
  gloom ahead. These, and thousands of other 
  bones, have been mixed with mud and dead plant 
  matter to create makeshift walls within the stone 
  structure. The morbid corridor ahead leads on for 
  about 30 feet before forking. You can still hear 
  the whimpering of the child somewhere up ahead. 
    
   Unless the party succeeds on a DC 15 group 
  Dexterity (Stealth) check, they are noticed in 
  this corridor by the minotaur zombie in area 4. 
  The minotaur zombie takes the most direct 
  route to the adventurers and is strong enough 
  to come crashing through the bone walls. 
   
   Characters who attempt to smash through 
  the walls must succeed on a DC 16 Strength 
  (Athletics) check. On a failed check, the 
  character takes 4 (1d6) bludgeoning damage. A 
  check automatically fails if the bone wall is 
  covering a stone wall. 
   
   
   
  Area 3 
  As the party enters Area 3, read or summarize: 
   
  You emerge into a small, 10-foot-square shrine. 
  On the northern wall is a wooden altar, atop of 
  which are numerous carved idols and bowls. 
   
   The carved idols atop the shrine depict some 
  of the Chultan Trickster Gods (or whichever 
  best suit your campaign). The bowls clearly held 
  organic matter, but the contents have 
  decomposed beyond recognition. 
   
   
   
   
   
   
  
   
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  Area 4 
  As the party enters Area 4, read or summarize: 
   
  Something is clearly amiss in this room. The 
  skeletal walls have been smashed beyond 
  recognition, leaving shards of jagged bone 
  protruding from daub. The wooden furniture 
  which once graced this room lies in cleaved 
  chunks on the floor. Sitting amidst the wreckage 
  is the half-devoured corpse of an elderly woman. 
   
   Unless it has already charged the characters, 
  the minotaur zombie (CR 4; see end of 
  encounter) is in this room chowing down on its 
  creator. 
   
   Characters who search the body of the 
  necromancer find a spell scroll of animate dead 
  tucked into her robes. They also find a scrawled 
  note that reads: 
   
  Today I shall create my strongest minion yet. I 
  have located the body of a bull-headed beast 
  which I shall drag here to reanimate. This 
  handsome creation will be my pride and joy. I fear 
  that its power may be greater than mine, and thus 
  I shall bind its spirit to a gemstone and hide it 
  away. 
   
  Area 5 
  As the party enters Area 5, read or summarize: 
   
  Tall bone columns hold up the roof of this 
  chamber. Set into the walls are the skeletons of 
  ancient chieftains, still adorned with their 
  ceremonial headdresses and jewelry. 
   
   Characters may wish to plunder the skeletons 
  for their ceremonial garb. There are four 
  skeletons, each of which is dressed with 100 gp 
  of jewelry. 
   
   A character who attempts to take these items 
  from the corpses must succeed on a DC 15 
  Dexterity saving throw, or be grasped by the 
  head by the skeletons, whose eye sockets flare 
  with golden fury. On a failed save, the character 
  takes 11 (2d10) radiant damage and must 
  succeed on a DC 15 Constitution saving throw 
  or become blinded for 2d8 + 1 hours. After this 
  time, the character’s sight returns to normal. 
  The condition can be removed with a lesser 
  restoration spell or similar magic.  
   
   
   
  Area 6 
  As characters descends the stairs in Area 5 and 
  enter Area 6, read or summarize: 
   
  You descend beneath the ground into the charnel 
  house’s underbelly. Here, the smell of death 
  grows strong, and any natural light dies away. 
  As you reach the bottom of the cracked stone 
  stair, you look out over a sea of skeletal remains. 
  Hundreds upon hundreds of bones fill up the 
  room before you, up to a height of 1 foot. Here 
  and there, jagged boulders poke out of the ivory 
  sea. 
   
   At the north and south ends of the chamber 
  are stone platforms. In between is the 1-foot-
  
   
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  deep pile of human remains. Jutting out from 
  this are the boulders. 
   
   Characters who step on the bones for the first 
  time on a turn, or start their turn there, must 
  succeed on a DC 10 Constitution saving throw 
  or take 5 (1d10) necrotic damage as smoky, 
  purple tendrils rise from the bones, draining the 
  characters life force. In addition, two skeletons 
  (CR ¼; MM, p 272) rise from the bones next to 
  the character and attack them. The sea of 
  bones counts as difficult terrain for non-
  undead. 
   
   To make it across the ossuary safely, 
  characters must hop from boulder to boulder 
  and balance on their jagged surfaces. To hop 
  safely onto a boulder, a character must succeed 
  on a DC 14 Dexterity (Acrobatics) check. On a 
  failure, they slip into the bones, fall prone and 
  end their turn. Climbing back onto a boulder 
  requires a successful DC 10 Strength (Athletics) 
  check. 
   
  Area 7 
  The stone door to this chamber is heavy, and 
  swings shut unless held open. A creature 
  holding the door open blocks line of sight into 
  the room. 
   
  Atop a small plinth in the center of the room is a 
  gemstone, roughly the size of a small child’s fist. 
  The purple stone seems to glint and twinkle as if 
  some dark light is stored within. Surrounding the 
  stone, connected to the plinth by 5-foot-long 
  chains, are five slavering zombies. 
   
   The chains connecting the five zombies (CR ¼; 
  MM, p 316) to the plinth have AC 19, 10 hit 
  points. They can be broken with a successful DC 
  20 Strength check, though the zombies are not 
  intelligent enough to try themselves. Instead, 
  they swipe out at nearby living creatures, never 
  able to move more than 5 feet away from the 
  plinth. 
  Characters who succeed on a DC 10 Wisdom 
  (Perception) check notice the following: 
   
  Result 
  Information 
  10-13 
  On the floor of the chamber are 
  humanoid bones. 
  14-16 
  Amongst these bones, you make 
  out a leather satchel. 
  17-19 
  Several of the zombies have small 
  feathered darts poking out of their 
  backs and shoulders. 
  20+ 
  Tiny holes line the back wall of the 
  chamber. 
   
   In the center of the room is a stone plinth, to 
  which the zombies are connected. Atop this, at 
  a height of 5 feet, is a purple gemstone in a 
  stand. The gemstone contains the spirit of the 
  minotaur zombie and allows the creature to be 
  controlled as with an animate dead spell. The 
  gemstone requires attunement. It has AC 13, 5 
  hit points and immunity to poison and psychic 
  damage. Destroying the gemstone destroys the 
  minotaur zombie and prevents undead from 
  forming within the charnel house. 
   
   A creature who tries to remove the gemstone 
  from the stand might trigger the Poison Dart 
  trap (see end of encounter). 
   
  Conclusion 
  Hopefully, the characters manage to destroy 
  the minotaur zombie. If they do so by 
  destroying the gemstone, they will also have 
  prevented further undead forming in the 
  charnel house. Alternatively, the party might 
  have gotten themselves a new undead beast of 
  burden! 
   
  Eberron Placement Suggestions 
  The Charnel House might have been written 
  specifically for a location in the Mournlands. 
  See the Wayfinder’s Guide, pp 14-16. Otherwise 
  it needs nothing to make it more Eberron-
  specific. 
   
  
   
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  Poison Darts 
  Simple trap (level 1-4, dangerous threat) 
   
  Along the back wall of the chamber are dozens of 
  tiny holes, each of which contains a poisoned 
  dart. The trap discharges when the gemstone is 
  removed. 
       Trigger. A character who removes the 
  gemstone from the stand triggers the trap. 
       Effect. Six darts fire out of the back wall, 
  spaced around 2 feet apart. Each dart makes a 
  ranged attack with a +8 bonus against a random 
  target within 20 feet of the southern wall and 
  within line of sight. A target hit takes 3 (2d4) 
  piercing damage and must succeed on a DC 15 
  Constitution saving throw, taking 11 (2d10) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
       Hidden behind the wall are several sets of 
  pulleys and ropes which move latches and gears 
  to reset the trap every three rounds. As long as 
  the gem is lifted from the pedestal, the trap 
  continues to fire and contains enough 
  ammunition for a total of four firings.  
       Countermeasures. As detailed above, characters 
  who succeed on a DC 20 Wisdom (Perception) 
  check notice evidence of the darts. Stuffing the 
  holes prevents the darts from firing. Swapping the 
  gemstone for a similarly-sized item also prevents 
  the trap from triggering, but requires a successful 
  DC 18 Dexterity (Sleight of Hand) check. Failure 
  causes the trap to trigger. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Minotaur Zombie 
  Large undead, chaotic evil 
  Armor Class 14 (natural armor)  
  Hit Points 86 (9d10+36) 
  Speed 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (+0) 
  18 (+4) 
  3 (-4) 
  12 (+1) 
  5 (-3) 
  Saving Throws Wis +5 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Skills Perception +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Abyssal, but can’t speak 
  Challenge 4 (1,100 XP) 
   
  Charge. If the zombie moves at least 10 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
   
  Labyrinthine Recall. The zombie can perfectly recall 
  any path it has traveled. 
   
  Reckless. At the start of its turn, the zombie can gain 
  advantage on melee attack rolls it makes during that 
  turn, but attack rolls against it have advantage until 
  the start of its next turn. 
   
  Undead Fortitude. If damage reduces the zombie to 
  0 hit points, it must make a Constitution saving 
  throw with a DC of 5+ the damage taken, unless the 
  damage is radiant or from a critical hit. On a success, 
  the zombie drops to 1 hit point instead. 
   
  Actions 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 
  5ft., one target. Hit: 17 (2d12 + 4) slashing damage. 
   
  Gore. Melee Weapon Attack: +6 to hit, reach 5ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage. 
   
   
  
   
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  Crib Swap 
  By Jesse Peterson 
   
  Estimated run-time: 1-2 Hours 
   
  Crib Swap is a short exploration adventure 
  designed for five characters of 7th level. Scaling 
  suggestions are included for characters of level 
  4 – 10.   
   
  Lore of Cloak wood 
  The Cloak Wood is an overgrown ancient forest 
  just south of Baldur’s Gate. The sages of 
  Candlekeep to the south warn citizens to keep 
  out of the forest proper as it is said to be filled 
  with rabid beasts, horrid monsters, and violent 
  fey creatures. 
   
  Adventure Background 
  A coven of hags living in the Cloak Wood have 
  been stealing children from Baldur’s Gate. They 
  have been consuming them to make their own 
  children, which they have been returning as 
  imposters. Lately they have been stealing the 
  children of noble houses in order to gain inside 
  influence in Baldur’s Gate.  
   
   These hags have also corrupted a druidic 
  leyline in the forest to help hide themselves, 
  and to help defend against outsiders. They have 
  also enlisted the help of a Warlock of the 
  Archfey, who has a fascination with the magic 
  they are performing, as well as a Displacer 
  Beast, who they feed generously as a 
  pet/guardian. 
   
   The Grand Duke Portyr was informed of these 
  missing nobles a tenday ago, but his mages 
  could not seem to divine the location of the 
  hags. He believes they may have taken refuge in 
  the Cloak Wood. He has sent guards to the 
  wood but they never returned. He reaches out 
  to the adventurers in a hope that they can 
  remove the hags without costing him additional 
  men. 
   
  Plot Hooks 
  The party can be in Baldur’s Gate for many 
  reasons. The most popular of these would be to 
  shop in the metropolis.  
   
   Characters may be here to earn money doing 
  side jobs or street performing. The scholarly 
  may be here to visit Sorcerous Sundries, a 
  renowned magical store of arcane supplies. 
  Religious characters have their choices of the 
  local temples. (Gond, Tymora, Umberlee, Helm, 
  and Lathander) 
   
   The party should be approached in the tavern 
  as night falls. 
   
  A Duke in Sheep’s Clothing 
  As the party winds down for the night, read:  
   
  “As you settle in for the night, a stranger in a 
  brown cloak enters the tavern. A hood is pulled 
  over their face to hide their features. The stranger 
  stops a barmaid and palms her a coin. Then, they 
  pull up a table furthest from the door. After a 
  while, the maid approaches and tells each of you 
  that the stranger has requested your presence. “ 
   
  Features of the Purple Wurm 
  Tavern 
  General Features 
   Light. The lamps in the tavern are hooded as to 
  create a purple glow over everyone. 
   Smells and Sounds. The smells of food and ale 
  mix with sweat and blood. The Purple Wurm is an 
  Inn that caters to merchants and adventurers of 
  all kinds. 
   Personnel: There are 2 barmaids and a 
  bartender that tend the bar at all times. There are 
  also 6 (1d8+2) patrons in the bar. DMs can feel 
  free to flavor them as they see fit. 
   
   The barmaid cannot answer any questions as 
  to why the stranger has made such a request. 
  The only information she knows is that the 
  stranger is a man by the sound of his voice.  
  
   
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  ● A DC 10 Insight (Wisdom) check can 
  determine that the hooded figure does 
  not seem to have a menacing presence.  
  ● A DC 10 Perception (Wisdom) check 
  can be used to determine that the man 
  is not carrying any weapons. 
   
   Any attempt to read the stranger’s mind or 
  communicate telepathically is thwarted. He 
  wears an invisible Ring of Mind Shielding.  
   
  The Stranger 
  As the party joins the stranger, read or 
  summarize: 
   
  A strange man talks to you from the shadows of 
  his cowled face. “I am in need of a few 
  accomplished adventurers to do a task for me. 
  Should you accept I would make it worth your 
  time.” he say,s placing a bag of gems on the table.  
   
   The man in question is no other than Grand 
  Duke Portyr (noble, CR 1/8; MM, p 348), 
  current ruler of Baldur’s Gate. He tells the party 
  the following information: 
   
  ● There are rumors about children being 
  abducted during the night and then 
  reappearing the next day acting weird. 
  He fears they have been taken by fey. 
  ● The Cloak Wood to the south is the 
  closest presence of fey in the area. 
  ● He does not want word getting out 
  about this, as it might cause a panic.  
  ● He is willing to pay the adventurers in 
  gemstones worth 250 gp per child 
  returned. (Negotiable up to 500 gp per 
  child.)  
  ● He will offer to rent the party riding 
  horses to help expedite the task. 
   
  A character trying to discern the identity of 
  the man must succeed on a DC 20 Investigation 
  (Intelligence) check followed by a DC 15 History 
  (Intelligence) check. A person with the Noble 
  background makes the History check at 
  advantage. 
   When the party accepts, the man takes his 
  leave. The Cloak Wood is a day’s ride south of 
  Baldur’s Gate. The party should arrive easily. 
   
  Entrance to the Cloak Wood 
  As the party nears the Cloak Wood, read or 
  summarize: 
   
  The tangled forest of the Cloak Wood stands 
  before you. Its branches create a thick canopy 
  above your head. Heading inside, the daylight 
  dims to shafts of radiance that filter through the 
  leaves above. A few hundred feet in, you see 
  marks of conflict in a clearing.  
   
  General Features 
   Light. The beams of light filtering through the 
  leaves create dim light conditions in the entire 
  forest. 
   Terrain. The undergrowth is maintained by 
  dryads. Leaves and twigs litter the ground, but do 
  not cause difficult terrain. The trees are 40 feet 
  tall unless stated otherwise. Characters may short 
  rest, but a long rest is unavailable since the 
  leyline is drawing energy from the forest. The 
  party should feel constant unease if they stop for 
  an extended period of time. 
   Wildlife. The forest creatures are wary of 
  anything not from the Cloak Wood and will hide 
  from outsiders. 
   Spells. Attempting to locate fey using divination 
  and scrying magic fails whilst the party are within 
  the forest. 
   
  An Unexpected Encounter 
  As the party moves into the woods to 
  investigate, a warlock of the archfey and his 
  shadow hound(s) watch them from the 
  shadows. 
   
   Any character with a passive Perception of 20 
  or higher or who succeeds a DC 20 Wisdom 
  (Perception) check detects the warlock’s 
  presence. This check is made with disadvantage 
  (-5 to passive Perception) if the character does 
  not have darkvision. If the characters fail to 
  
   
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  detect the warlock he surprises them during 
  their investigation of the clearing. 
   
   Investigating the clearing shows obvious signs 
  of struggle. The culprit would seem to be 
  wolves (the Warlock’s hounds). The previous 
  guards who were sent here were ambushed by 
  the Warlock. There are no bodies, as the 
  Warlock fed them to his dogs, but pieces of gear 
  are strewn about the clearing.  
   
  Scaling the Combat 
  APL 4: warlock of the archfey (CR 4; VGtM, p 219) 
  APL 5-6: warlock of the archfey and 4 blink dogs 
  (CR ¼; MM, p 318) 
  APL 7-8: warlock of the archfey, 1 yeth hound (CR 
  4; VGtM, p 201), and 4 blink dogs (CR ¼; MM, 
  p 318) 
  APL 9-10: warlock of the archfey and 2 yeth 
  hounds. 
   
  A Trail of Breadcrumbs 
  Once the characters finish in the clearing, read 
  or summarize: 
   
  Following the signs of skirmish deeper into the 
  wood, you quickly lose sight of the signs of 
  struggle. The path abruptly ends at a fork in the 
  trees. Both directions look eerie as the trees give 
  the illusion of reaching out toward you with 
  crooked claws. 
   
   Both paths lead to the destination, but one is 
  more perilous than the other. A character may 
  make a DC 20 Wisdom (Survival) check to 
  determine which track is more dangerous. A 
  successful check reveals a bow half buried in 
  the dirt bearing the emblem of Baldur’s Gate 
  down the left path. One of the children left this 
  behind, hoping someone would find them. 
   
   The left path is the safest and most direct, 
  and the right path wraps around to a trap. 
   
   
   
   
  The Right? Path 
  If the party takes the right path, read or 
  summarize: 
   
  Pushing ahead cautiously, the dense wood opens 
  into a small glade. The area is enclosed on all 
  sides by thick woven tree limbs. The limbs are 
  connected to seven trees spaced 40 feet equally 
  around the grove. Each tree has a glyph on it 
  glowing with a soft green glow. The ground has 
  smaller, yet similar, glyphs spiraling to the center 
  where a small dirt mound resides.  
   
   Any character with a passive Perception of 12 
  or higher realizes the forest is eerily quiet in this 
  area. The characters are producing the only 
  sounds around them.  
   
   If at least 3 humanoids enter, the tree 
  branches close the dome around them. The fey 
  used this place as a trial to test wanderers in 
  the forest, but it has been corrupted and 
  repurposed as a trap. The hags are using this 
  leyline of magic as a cover, preventing 
  detection. 
   
  The Trapped Grove 
   The area acts as a permanent druid grove 
  (druid grove spell: XGtE, p 154), but the Grove 
  Guardians are inactive. A detect evil and good 
  spell reveals the area has been desecrated.  
   
   While the trap is active, the intertwined 
  branches that create the walls of the grove have 
  AC 13, 100 hit points, immunity to non-magical 
  attacks, and if damaged they trigger the 
  negative effects of the trap. In addition, 
  teleportation or plane shifting spells have no 
  effect inside the dome. Sound still passes 
  through the dome as normal although it is 
  slightly muffled.  
   
   The dirt mound contains a 10-inch tall 
  sapling that will regrow if taken. 
  A character who studies the glyphs and 
  succeeds a DC 10 Intelligence (Religion) check 
  
   
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  recognizes the symbols of deities from the 
  Nature domain. 
   
  The Trees and Clues 
   In order, clockwise from the northernmost 
  tree, the symbols are: 
   
  ● Silvanus, god of wild nature (Oak Leaf) 
  ● Auril, goddess of winter (Snowflake) 
  ● Eldath, goddess of peace (Waterfall) 
  ● Malar, god of the hunt (Clawed Paw) 
  ● Mielikki, goddess of forests (Unicorn’s 
  Head) 
  ● Chauntea, goddess of agriculture (Sheaf 
  of Grain) 
  ● Corellon Larethian, god of elves 
  (Quarter Moon) 
   
  A riddle in common is written around the 
  mound in the center. Should the players inspect 
  it, read the riddle as follows:  
   
  “I give life and can take it away. 
  I am the reflection of all mankind. 
  I begin as one thing and end as another. 
  Nations would war over me.” 
   
  The answer to the riddle is “woman”; though, 
  to pass the test, the party must touch specific 
  trees. 
   
   The four of these trees bearing symbols of 
  goddesses are secretly the grove guardians (see 
  druid grove spell, XGtE, p154). To pass the test, 
  the characters must touch the four guardians 
  without touching another tree. 
   
   If a character touches a guardian, the symbol 
  glows brighter and the sapling in the center 
  grows 15-feet taller with each correct selection 
  – up to 60-feet tall if all four trees are correctly 
  selected. 
   
   If a character touches a tree that is not a 
  guardian, the trap resets, causing the guardians 
  to dim, and the sapling in the mound to 
  decrease to its original 10-inch tall size if it has 
  grown from correct selections. All characters 
  inside the grove must pass a DC 15 Constitution 
  saving throw or gain a level of exhaustion as a 
  necromantic pulse of energy bores into them 
  and saps their strength. 
   
   Once all four guardians are lit, the tree in the 
  mound grows to 60-feet tall and the grove 
  branches retreat back to their respective trees, 
  revealing an exit to the west along a new path. 
   
  Treasure 
  Characters who know Druidic find a hidden 
  message written in the canopy leaves. Speaking 
  the command word in Druidic turns the tree 
  back into a staff of the woodlands (DMG, p 
  204). In staff form, the object is carved to 
  resemble four dancing dryads. 
   
  Shack, Shauntey, Chantey, and 
  Shanty 
  When the party enters this area of the forest 
  read or summarize: 
   
  The trees around you begin to thin again as you 
  break into what looks like an expanded campsite. 
  There is a hut without windows made of stone 
  and debris that stands to one side. The scents of 
  cooking meat and seawater float on the air. Above 
  all of these though, you smell rot. The source of 
  this smell seems to be a visceral scene that is 
  sectioned off behind a waist high fence 
  encompassing a yard area. Two goats and five 
  chickens are seen grazing in the yard. 
   
  The Hut 
  Currently, the hags are not in the hut. 
  Characters who explore the hut find a pot of 
  stew (containing chicken feet and beaks, and a 
  cow’s tongue) on the fire, and four children 
  chained to a post in the center of the room. 
  There are various concoctions and ingredients 
  in bottles and jars resting on shelves along the 
  walls. 
   
  The Children 
  The four children are chained to a wooden post 
  in the center of the room, secured by a padlock 
  
   
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  (DC 15 Dexterity check using thieves’ tools to 
  unlock, or DC 20 Strength check to break). Their 
  experience and the grotesque appearance of 
  the hags has put the children in a 
  state of shock. They do not respond when 
  spoken to. If taken from the hut, the children 
  regain their senses in a few hours. 
   
  The Hags 
  The hags, who were out gathering more herbs, 
  mushrooms, and root vegetables for their stew, 
  know the party is here by using their Hag Eye. 
  The eye currently resides in a bottle of eyes on 
  a shelf in their cabin. They can return to the 
  clearing within a minute while invisible. If any of 
  the party are outside, they hear rustling in the 
  forest along the clearing on a successful DC 15 
  Wisdom (Perception) check as the hags return. 
   
   Each of the hags is invisible on a different side 
  of the campsite. Shauntey, the night hag (CR 5; 
  MM, p 178) to the west, Chantey the green hag 
  (CR 3; MM, p 177) to the north, and Shanty the 
  sea hag (CR 2; MM, p 178) to the south. 
  The hags also have a pet displacer beast (CR 
  3; MM, p 81) who is currently in a makeshift 
  dog 
  house in the visceral area of the yard. Should 
  the party interact with the doghouse, the 
  displacer beast barks loudly, alerting the hags, 
  and defends the hut. 
   
   If the party attempts to leave the hut with the 
  children, the hags whistle for the displacer 
  beast and attack. Each hag targets the member 
  of the party they believe is weakest to their 
  abilities, preferring to let the displacer beast 
  protect them from melee combatants.  
  The hags tease each other during combat by 
  judging each other’s tactics or attempting to 
  steal another’s kill.  
   
  Scaling the Combat 
  APL 4-5: Reduce the hags’ and displacer beast’s 
  hit points by half. 
  APL 6-7: As written 
  APL 8+: Give hags coven spells (MM, p 177) 
  Conclusion 
  If the party is successful at bringing back the 
  children, the hooded stranger meets them 
  again in the tavern. Revealing himself as the 
  Duke, he tells the party that their actions will 
  always be remembered in Baldur’s Gate. This 
  benefit gives all characters involved advantage 
  on all Charisma checks with nobles in Baldur’s 
  Gate. He pays them and lets them know that 
  the imposter children will be dealt with 
  accordingly.  
   
  Eberron Placement Suggestions 
  It makes more sense to set Crib Swap in 
  Stormreach than Sharn. Exchange Duke Portyr 
  for a notable of Stormreach. Use Tulea Wylkes, 
  mother of the city’s new Harbor Lord, Jonas 
  Wylkes. The young man is a dissipated hedonist, 
  but his mother is a powerful woman 
  accustomed to working in the shadows to his 
  benefit. If the heroes succeed, she will arrange 
  it that Jonas gets the credit. Rather than a day’s 
  ride to the wilderness, the heroes enter the 
  jungle almost immediately. Remember to 
  remove references to the Cloak Wood from the 
  read-aloud text. 
   
   
   
   
   
   
   
  
   
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  The Curse of Luna 
  Sharpclaw 
  By Tony Petrecca 
  @TonyPetrecca 
  Map: Dyson Logos 
  Map is available by clicking here. 
   
  Estimated run-time: 120 to 180 minutes 
   
  A hag’s horrible curse haunts a hideously 
  transformed family. Can the characters save the 
  day? The Curse of Luna Sharpclaw is a short 
  adventure written for four to five players of level 
  5th - 10th. 
   
  Background 
  Joana Heliax and Brennan Woodheart had 
  retired from their adventuring days, marrying 
  and settling down to raise a family. Soon after 
  purchasing a fine parcel of land to farm, the 
  ranger and bard were blessed with twins, 
  Elyanna and Orin. Taking after their parents, the 
  children had an adventurous streak and often 
  wandered the nearby woods, which were kept 
  safe by their parent’s frequent patrols. 
   
   One day, the children wandered too far and 
  came upon an old crone who lived in a cave. 
  Lady Luna Sharpclaw, she called herself, and she 
  invited the hungry children in for a meal. Lady 
  Sharpclaw was, of course, no lady, and soon the 
  annis hag revealed herself, much to the 
  children’s dismay. Now captured, the hag began 
  preparing her meal. 
   
   When Elyanna and Orin did not come home 
  that night, Joana and Brennan grabbed their 
  gear and set out. Picking up the twins’ fresh trail 
  wasn’t a challenge for Brennan, and by 
  midnight, under a bright full moon they found 
  the cavern. The two stealthily scouted the 
  cavern and spied the hag in her lair, boiling 
  vegetables in a large stew pot while the children 
  were in cages nearby. 
   
   The battle was hard fought and brutal, but 
  Joana and Brennan, fueled by the rage only a 
  parent could understand, defeated the hag.  
  With her dying breath the hag uttered a 
  horrible curse. 
   
   “Talent stripped, beauty ripped, I curse you all 
  with my foul grip. By dawn this day I take away 
  all that made you love and play. Handsome 
  human, lovely elf, you’ll soon learn to loathe 
  yourself. Foolish mortals – break this curse and I 
  will return to make things worse!” 
   
   As the hag exhaled her final breath, Joana and 
  Brennan found the key to the cages, released 
  their children, and collapsed, exhausted from 
  the battle. They awoke from a fitful, 
  nightmarish sleep to a new terror: two trolls 
  towering over them! 
   
   The hag’s curse had taken hold, and the 
  family found themselves transformed into 
  horrible beasts. The once handsome and 
  dexterous Brennan reached for his sword to 
  attack the trolls but found himself unable. His 
  arms were gone, replaced by bovine legs, as his 
  long, awkward neck struggled to raise his now 
  hideous, warthog shaped head. The catoblepas 
  searched the room looking for his lovely wife, 
  but she was nowhere to be found. Instead, in a 
  
   
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  defensive position, pressed against a nearby 
  wall, was another hag! 
   
   Somehow, after the initial shock wore off, the 
  family recognized each other and wept. 
   
   At first, each knew who he or she was, but as 
  the days passed, the instincts of their new 
  forms slowly began taking over the 
  personalities of Brennan and the children. Only 
  Joana’s mind remained fully intact. She went to 
  seek help - to find someone who could remove 
  this curse - but, unable to disguise herself, she 
  soon found herself under attack and fled. 
   
   The family have since resigned themselves to 
  their new forms and their cursed existence. The 
  children, becoming more troll-like each week, 
  “play” outside the cave, hunting meat for the 
  family. Brennan wallows in the mud of the 
  cavern’s brook-fed pool, and Joana, matron of 
  the family, does all she can to protect and keep 
  them.  
    
  Details of The Curse 
  Lady Sharpclaw’s dying curse is powerful indeed. 
  For ages she worked to form a terrifying bond 
  with the darkest powers of the Abyss. She drew 
  upon every ounce of that bond when her mortal 
  form was slain, implementing a horrible curse 
  more powerful than a wish spell. 
   The children were permanently polymorphed 
  into trolls, and Brennan was permanently 
  polymorphed into a catoblepas. In both cases, 
  they assumed all the abilities of their new forms, 
  slowly losing their minds as well. 
   The curse impacted Joana differently. Joana 
  took the form and physical characteristics of an 
  annis hag, but her powerful personality and will 
  allowed her to retain her wits and spellcasting 
  abilities.  
   Casting remove curse on any member of the 
  family will remove the curse’s effects from the 
  whole family, restoring their original forms. 
  However, removing the curse also restores Lady 
  Sharpclaw to her mortal form, bringing allied 
  fiends from the Abyss with her! 
  Troll Play 
  The encounter begins when the traveling party 
  is accosted by trolls. Read or summarize the 
  following: 
   
  A cool breeze penetrates the forest canopy, 
  making for a cool, comfortable day. Song birds 
  have been serenading throughout the wood and 
  the pleasant travel is enhanced by the sweet 
  smell of a blooming lilac bush.  
   
  As the day’s travel continues, the sweet smells 
  fade, replaced by the faint stench of rot and 
  death. The road rounds a bend, and ahead you see 
  a cave mouth atop a hillock. A dank, stagnant 
  stream flows from a second underground 
  entrance.  
   
  Two massive, long nosed green beasts crest the 
  hillock and rapidly approach. 
   
   These two trolls (CR 5; MM, p 291), are 
  Elyanna and Orin, the cursed children of Joana 
  and Brennan Woodheart. The trolls are 
  excellent rock throwers. Add the following 
  ranged attack to their available actions: 
   
  Rock: Ranged Weapon Attack: +7 to hit, range 
  60/240, one target. Hit: 7 (1d6+4) bludgeoning 
  damage.  
   
   Being young children at heart, their intentions 
  as they approach are not violent, though 
  conveying that may be a challenge. The trolls 
  immediately flee to their cave if attacked. 
   
  Approaching the Cavern 
  The catoblepas’ presence within the cavern has 
  had an impact on the small knoll. An aroma of 
  rot permeates the area and most of the grasses 
  and clover that once covered the hill have died, 
  replaced by crabgrass and thistle. The brook 
  that emerges from the hill is stagnant and algae 
  filled and the tree atop the hill barely clings to 
  life. 
   
   
  
   
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   A successful DC 12 Wisdom (Survival) check  
  made near the stream reveals the catoblepas’ 
  large cloven tracks in its muddy bank.  
   
  General Features in the Cavern 
   Terrain. The passages of this limestone cavern 
  are damp with humidity. 
   Light. Unless otherwise noted, there are no light 
  sources in the cavern. 
   Ceiling height. Unless otherwise noted, the 
  ceiling is 10 to 12-feet-high in narrow 
  passageways and peaks at 15-feet-high in the 
  larger chambers. 
   Smells and Sounds. The air within the cavern is 
  stale and foul, smelling of troll, catoblepas, and 
  stagnation. An eerie quiet permeates the cavern.  
   
  Area 1 – The Main Cavern 
  Entrance 
  As the party approaches the main entrance of 
  Area 1, read or summarize: 
   
  Roughhewn limestone stairs descend into the 
  darkness of this small cave entrance. The smell of 
  rot wafts up from below. To the right, a small, 
  stagnant brook emerges from the hillside. 
   
   The steps descend about 10 feet into the 
  passage below. If alerted, the two trolls pick up 
  rocks, ready their actions, and wait in ambush 
  while on the low ledges at Areas 1a and 1b. 
  After a single volley, they rapidly retreat to the 
  rear of Area 2, alerting the catoblepas and their 
  mother. 
   
  Area 2 – Troll Den 
  This large chamber serves as the trolls’ home 
  and living area. The chamber to the south 
  contains bedding made of straw and tree 
  branches. The brook pools in a chamber to the 
  east, intersecting this area and allowing the 
  catoblepas from Area 3 access to help deal with 
  hostile intruders. 
   
  Treasure 
  A successful DC 12 Wisdom (Perception) check 
  reveals two 100 gp amethysts and 65 gp 
  amongst the straw and branches.  
   
  Area 3 – Catoblepas Cavern 
  Brennan, now a Catoblepas (CR 5; VGtM, p 
  129), spends his days wallowing in misery and 
  muck in this chamber. The stagnant pool slopes 
  gently at first from its shores at the edge of 
  Areas 2 and 4. A steep drop off 5 feet from 
  either shore descends to a depth of 10 feet. 
   
   The catoblepas will defend the trolls, his 
  children, with his life. 
   
  Treasure 
  Brennan’s gear from that fateful night has sunk 
  to the bottom of the pool. Anyone searching 
  the pool’s depths who succeeds on a DC 20 
  Wisdom (Perception) check finds the remains 
  of the ranger’s equipment: A suit of studded 
  leather armor +1, and a beautiful longsword +1 
  with gold inlaid leaf and vine patterns on the 
  hilt and blade.  
   
  Area 4 – The Family Room 
  This roughhewn chamber was once the hag’s 
  kitchen and laboratory. Most of her works have 
  since been destroyed by either Brennan or the 
  trolls in fits of rage, though they wisely left two 
  lanterns hanging upon the wall, allowing the 
  chamber to be dimly lit. Should trouble arise, 
  Joana (stat block below) will emerge from Area 
  5 to assist. Though she will defend her family 
  with her life, her first move will be to plea with 
  any adventurer’s assaulting her family. 
   
  “Please, STOP! Those are my CHILDREN!” 
   
   If cooler heads prevail and combat ceases, the 
  trolls retreat and huddle here, behind their 
  mother and father, and Joana shares the tale of 
  the curse. 
   
   
  
   
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  Area 5 – Joana’s Chamber 
  Another roughhewn chamber, this was 
  originally the hag’s living quarters. The chamber 
  is well lit by four lanterns hanging upon the 
  walls, but Joana has disposed of the bulk of the 
  hag’s goods, pouring potions and reagents into 
  the stream long ago. Joana sleeps upon her 
  adventurer’s bedroll, and spends her days 
  writing a book detailing her adventuring days, 
  the start of her family life, the curse, and life 
  since the curse. If a final tragedy befell the 
  family at the hands of the characters, they can 
  learn the truth reading Joana’s book. 
   
  Treasure 
  Joana recovered the bulk of the family’s liquid 
  assets from their farmhouse and brought them 
  here. In addition to her gear, a locked chest sits 
  on the floor near her bedding. The chest is not 
  trapped. Picking the lock requires a successful 
  DC 15 Dexterity check using thieves’ tools. The 
  chest contains 2,200 gp, 100 pp, an amethyst 
  pendant set in gold worth 500 gp, and the deed 
  to the family’s farm.  
   
   
  NOTE: In her stat block below, Joana wears a ring 
  of protection and carries an instrument of the 
  bards mac-fuirmidh cittern. 
   
   
  Area 6 – Stream Tunnels 
  The slow flowing stream enters and exits the 
  hillock through short, narrow water-carved 
  passages. The tunnels are 2-feet-high and 2 to 4 
  feet wide, providing potential ingress or egress 
  for Small characters to navigate at a crawl. If 
  attempted, the tunnels are considered difficult 
  terrain.   
   
  Removing the Curse 
  Casting remove curse on any one living family 
  member will break the curse entirely, restoring 
  the four to their natural states immediately. 
  However, as the hag warned, removing the 
  curse is not without repercussions. Regardless 
  of where the curse is removed, Lady Luna 
  Sharpclaw appears in a planar ripping burst, 
  knocking her four victims unconscious from 
  psychic damage. If remove curse is cast upon a 
  family member, read or summarize: 
   
  As you recite the final incantation, a glow forms 
  about the whole family and they rapidly 
  transform. The trolls shrink, the catoblepas’ 
  hooves turn to hands, and the hag’s hideous face 
  reveals beauty. In mere seconds, the family is 
  restored.  
   
  They rush to embrace each other when suddenly 
  the air bursts between them. The four fall 
  backward, unconscious, and there in their midst 
  stands none other than Lady Luna Sharpclaw and 
  she is not alone. Standing next to her is a horrible 
  six limbed, fiendish bipedal insectoid. 
   
   PCs should be surprised by this sudden 
  appearance. Lady Luna, an annis hag (CR 6; 
  VGtM, p 159), who has no intention of being 
  slain again, will attempt to escape if possible. 
  Her escort, a mezzoloth (CR 5; MM, p 313) 
  eagerly defends her. 
   
   For game purposes, once restored to their 
  original bodies, treat the children as 
  commoners (CR 0; MM, p 345), Brennan as an 
  archer (CR 3; VGtM, p 210) and Joana as a bard 
  (CR 2; VGtM, p 211). 
   
  Scaling the Combat 
  APL 5-7: As written 
  APL 8-10: Add an additional mezzoloth 
   
  Aftermath 
  Depending upon the characters’ actions, there 
  may be ample opportunity for further 
  adventure. If the characters killed the family, 
  believing them to be monsters, and later 
  discovered Joana’s journal, they may well wish 
  to resurrect the unjustly slain family.  
   
  
   
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   If Lady Sharpclaw got away, she may well plot 
  against the family or the characters. 
   
   If the characters saved the day and Lady 
  Sharpclaw was slain a second time, Joana and 
  Brennan might appreciate an escort back to 
  reclaim their farm. Of course, they can take care 
  of themselves and a final resolution might just 
  be the characters and the Woodheart’s saying 
  their goodbyes. 
   
  Eberron Placement Suggestions 
  Annis hags exist in Eberron. In fact, the 
  founders of the nation of Droaam are a trio of 
  hags.  
   
   The Curse of Luna Sharpclaw is another 
  which can be placed in the Mournlands. The 
  Mourning might have caught the family at its 
  fringes, and of the many unknown and 
  unknowable things which happened that day, 
  this is but one of them. That said, it is hard to 
  simply remove the hag and have her 
  appearance of the boss fight be anything other 
  than jarring, from a story perspective.  
   
   Alternately, this encounter can be placed just 
  outside Stormreach. The dangers of Xen’drik 
  are manifold and manifest, and the idea of a 
  pair of powerful adventurers unwittingly 
  establishing a homestead near an annis hag’s 
  lair is perfectly reasonable. Stormreach being in 
  close proximity also gives the heroes access to 
  the magic required to restore the family if they 
  can’t cast remove curse themselves. 
   
   
   
   
   
    
   
   
   
  
   
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  Joana Helix, Hag Form 
  Large fey, chaotic good 
   
  Armor Class 18* (natural armor plus ring of 
  protection) 
  Hit Points 75 (10d10 + 20)  
  Speed 40 ft.  
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  14 (+2) 14 (+2) 
  Saving Throws Con +6* 
  (*Ring of Protection. +1 to all saves) 
  Skills Deception +4, Perception +4, Stealth +3 
  Damage Resistances cold; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive perception 15 
  Languages Common 
  Challenge 6 (2,300 XP) 
   
  Spellcasting. Joana is a 4th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 13, 
  +5 to hit with spell attacks). She has the following 
  bard spells prepared: 
   
  Cantrips (at will): friends, mage hand, vicious 
  mockery 
  1st level (4 slots): dissonant whispers, faerie fire, 
  healing word, sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter  
   
  Instrument of the Bards. Joana possesses a Mac-
  Fuirmidh cittern. She can use an action to play the 
  instrument and cast each of the following spells 
  once per day as a 4th-level spellcaster: barkskin, 
  cure wounds, fog cloud. 
   
  Song of Rest. Joana can perform a song while 
  taking a short rest. Any ally who hears the song 
  regains an extra 1d6 hit points if it spends any Hit 
  Dice to regain hit points at the end of that rest. 
  Joana can confer this benefit on herself as well. 
   
  Taunt (2/day). Joana can use a bonus action on 
  her turn to target one creature within 30 feet of 
  her. If the target can hear her, the target must 
  succeed on a DC 13 Charisma saving throw or 
  have disadvantage on ability checks, attack rolls, 
  and saving throws until the start of Joana’s next 
  turn. 
   
  Actions 
  Multiattack. Joana makes three attacks: one with 
  her bite, and two with her claws. 
   
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 15 (3d6+5) piercing damage. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 15 (3d6+5) slashing damage. 
   
  Crushing Hug. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning 
  damage, and the target is grappled (escape DC 15) if 
  it is a Large or smaller creature. Until the grapple 
  ends, the target takes 36 (9d6+5) bludgeoning 
  damage at the start of each of Joana’s turns. Joana 
  can’t make attacks while grappling a creature in this 
  way. 
   
   
   
   
  
   
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  Blood in the Water 
  By Karl Resch 
  @ArtificerAlf 
   
  Estimated run-time: 30 to 45 minutes 
   
  Blood in the Water is a coastal encounter where 
  a group of heroes must fend off blood crazed 
  sahuagin as they seek to consume a wounded 
  hippogriff. This encounter involves a swarm of 
  sea devils, possibly leading to a group of 4th or 
  5th level PC’s being hopelessly devoured. 
  However, sahuagin think with their stomachs, 
  and with a few astute observations, clever 
  heroes may find a way to prevail.  
   
  Background 
  While traversing a rocky shoreline, the heroes 
  encounter a dying hippogriff, collapsed on a 
  large rock and barely breathing. The blood from 
  its wounds mingles with the seawater, drawing 
  the attention of sahuagin hungry for prey. The 
  conflict leads to an exciting confrontation as the 
  tide slowly rises while the battleground shrinks! 
   
  The Hippogriff 
  As the party steps across the rocky shore, read 
  or summarize: 
   
  The waves lap the enormous rocks, ready to 
  reclaim them back to the sea. In front of you lies a 
  sight beholden to tragedy as you think of the 
  magnificence this beast once possessed. The 
  hippogriff’s breathing is labored and shallow. 
  Feathers are scattered everywhere, its bloodied 
  wounds mixing with the seawater. 
    
   At the beginning of the encounter, the 
  hippogriff (CR 1; MM, p 184) is dying, having 
  failed 1 death saving throw. It can be stabilized 
  with a DC 10 Wisdom (Medicine) check. If 
  healed, the hippogriff fights any sahuagin that 
  approach it. 
   
   There are several ways the hippogriff could 
  have taken its wounds, all based on the DM’s 
  discretion and what future plans they have for 
  the creature. A few are listed below. 
   
  ● Another hippogriff – A fierce battle for 
  the coastal territory has left this 
  hippogriff nearly dead. Perhaps the rival 
  that wounded it is still lurking nearby! 
  ● Poachers – Big game hunters are always 
  looking for prized beasts to sell to 
  arenas or warlords. This hippogriff may 
  have been left for dead after the 
  poachers plundered its nest for eggs. 
  These hunters may still be lurking 
  nearby, adding an additional 
  complication to characters that drive off 
  the sahuagin! 
   
  Environs of the Area 
  General Features 
   Terrain. Flat, rocky boulders. A character may choose 
  to leap over the water to another rock with a successful 
  DC 13 Strength (Athletics) check or a DC 16 Dexterity 
  (Acrobatics) check. 
   Weather.  Whatever the DM chooses! A light, misty 
  rain could be falling, or a blazing sun could sit directly 
  overhead.  
   Light. The encounter is assumed to take place during 
  the day, with normal daylight. The DM may adjust the 
  encounter and the light if they so choose. 
   Smells and Sounds. The crashing waves, circling gulls, 
  and constant wind makes it difficult to hear much of 
  anything else, especially at a distance. 
   
  The Sahuagin 
  As the party step from the shore to the 
  protruding rocks, read or summarize: 
   
  The crash of waves and the tang of the salt in the 
  air assails your senses as you traverse the rocky 
  coastline. 
   
  The sahuagin (CR ½; MM, p 263) attack in three 
  waves: 
   
  ● First wave: 1d4 + 2 (or 4) sahuagin 
   
  In the first wave, the sahuagin are after the 
  hippogriff, altered to its presence by the blood 
  
   
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  in the water. They arrive focused on the large 
  central rock. 
   
  ● Second wave: 1d6 + 2 (or 5) sahuagin 
  ● Third wave: 1d8 + 2 (or 6) sahuagin 
   
  The second and third wave emerge from the 
  sea wherever the DM deems necessary. If 
  multiple characters are wounded, they will split 
  up their own groups, looking for wounded prey. 
   
  As the sahuagin emerge from the sea, they 
  attack the nearest wounded creature, including 
  other sahuagin! 
   
  The text below could be modified to 
  demonstrate the horror of this event: 
   
  Your weapon cuts across the scaly hide of the sea 
  devil, causing blood to trickle down its abdomen. 
  The sahuagin standing adjacent cock their heads, 
  nostrils flaring, before opening their fanged maws 
  and attacking their former ally, tearing off large 
  chunks of flesh. 
   
   For some added flavor, the DM may wish for 
  the sahuagin to focus their attacks on 
  characters casting spells. Sahuagin hate and 
  fear magic, unless being wielded by their 
  priestesses.  
   
  Water Depth 
  At the beginning of the encounter, the water 
  depth of the entire area is 5-feet deep. As the 
  encounter progresses, the tide comes in, 
  creating less space for the characters to fight 
  advantageously (unless they have a swim 
  speed!). This increases the water depth by 5 
  feet every two rounds and reduces the surface 
  area on each of the boulders and shore by 5 
  feet, pushing characters to the center of the 
  boulder, or forcing them to move into the 
  water. 
   
   
   
   
  The Incoming Tide 
  Approaching the hippogriff causes the tide to 
  come in… and begins the encounter. 
   
  When you first scrambled across the rocks, the 
  waters only lapped at their edges. Now, with each 
  new wave, sea water splashes your footwear. The 
  tide is coming in! 
   
   
   
   
  Adjusting the Encounter 
  The DM should feel free to adjust the encounter 
  as they see fit, using the following 
  recommendations as guidelines. 
   
  APL 1-3: 1 sahuagin (first wave), 2 sahuagin 
  (second wave), 3 sahuagin (third wave) 
  APL 4-6: 2 sahuagin (first wave), 3 sahuagin 
  (second wave), 4 sahuagin (third wave) 
  APL 7-9: Encounter remains as written 
   
   Additionally, if the waves are easily 
  dispatched, the DM should feel free to add in a 
  sahuagin priestess (CR 2; MM, p 264) or a 
  sahuagin baron (CR 5; MM, p 264). Regular 
  sahuagin will never attack an injured priestess 
  
   
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  or baron, though the same cannot be said in 
  reverse! 
   
  Conclusion 
  Once the characters drive off the hungry 
  sahuagin, they can spend more time tending to 
  the wounded hippogriff. With a successful DC 
  12 Wisdom (Animal Handling) check followed 
  by a DC 12 Wisdom (Medicine) check, or with 
  the aid of healing magic, the creature will have 
  regained enough strength, perhaps using that 
  strength to serve the party as a mount. 
   
   However, the threat of the sahuagin is far 
  from over. Deep below, in the ocean depths, 
  they wait…. 
   
  Eberron Placement Suggestions 
  This encounter may occur in any coastal region 
  in Eberron but it is more than appropriate for 
  the southern regions. The Thunder Sea, which 
  separates Khorvaire from Xen’drik, is a region of 
  the sea densely populated by different sahuagin 
  tribes. Some of these tribes are savage and kill 
  anyone or anything that trespasses within their 
  territory. If the party is traveling south of Sharn 
  to Xen’drik, through the Straits of Shargon, they 
  may encounter this tribe and the wounded 
  hippogriff. 
   
   Hippogriffs are also a common mount choice 
  for wealthy citizens in Sharn. 
   
   
   
   
   
   
   
  
   
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  The Frog Prince 
  By Luciella Elisabeth Scarlett 
  @LuciellaES 
   
  Estimated run-time: 30 to 60 minutes 
   
  The Frog Prince is a short swamp encounter 
  designed for four to five characters of level 1st - 
  4th. 
   
  Background 
  The adventure takes place within a large swamp 
  where the bullywug queen Korrokanda holds 
  sway. Deeply spiteful and greedy, Korrokanda 
  surrounds herself with stolen treasure and 
  fawning sycophants. Those who wander the 
  swamp are inevitably found by her minions and 
  dragged before her throne. Yet the vicious 
  queen has one soft spot: her foolish son, Prince 
  Raby, who dreams of one day finding an 
  adventure of his own. 
   
  Plot Hooks 
  The party may enter the swamp for a number of 
  reasons. For example: 
   
  ● They are travelling to another destination 
  and the quickest route is through the 
  swamp. 
  ● A group of villagers were captured by the 
  bullywugs; a notice has been put up 
  offering a 100 gp reward for their safe 
  return. 
  ● A 100 gp bounty has been offered for the 
  head of the wicked bullywug queen. 
   
   
   
   
   
   
   
   
   
   
   
   
  Entering the Swamp 
  Read or summarize the following:  
   
  A barricade of trees and shrubbery marks the 
  beginning of the swamp. The air is warm and 
  slightly humid, and already small insects are 
  beginning to buzz around as you approach. 
   
  You spot a narrow path winding through the 
  dense trees and choose this as your starting point, 
  yet after only a few minutes’ walk, the trail falls 
  away into the muddy water of the swamp. 
   
   Swamp Environs 
  General Features 
   
  Terrain. Damp and overgrown, with patches of thick 
  mud, pools of deep water and clusters of reeds and 
  mangroves. Most of the area is difficult terrain. 
   
  Weather. Warm and sticky by day and cool by night. 
   
  Light. The swamp is dimly lit by sunlight streaming 
  down through a thick canopy. 
   
  Smells and Sounds. Smell of mud, flowers and rotting 
  wood. Sounds of insects buzzing around and splashes of 
  creatures living in the water. 
   
       Have whichever character is in the lead make 
  a DC 12 Wisdom (Survival) check to navigate 
  the terrain. On a success, they make it through 
  the swamp without difficulty. On a failure, the 
  group are delayed by an hour as they struggle 
  to find a safe path through the swamp. If the 
  roll fails by more than 5, read or summarize the 
  following: 
   
   If the roll fails by 5 or more, read or 
  summarize the following: 
   
  You stride confidently into the swamp, explaining 
  to your companions that you sense the presence 
  of a path hidden in the water. For a brief moment, 
  your claim seems to hold true, before you trip 
  over a submerged log and fall into a deep 
  sinkhole. 
   
       Escaping the sinkhole requires a successful 
  DC 10 Strength check (made with disadvantage 
  if the character is wearing medium or heavy 
  armor). On a failure, the character begins to 
  
   
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  drown and is unable to make a second check. 
  Other characters can fish them out with a 
  successful DC 15 Strength check, made with 
  advantage if they work together. Repeat the 
   
  Giant Snakes 
  As the party continues, the greenery thins out 
  and the water grows deeper until any shorter 
  races in the party are nearly up to their 
  shoulders. As the characters proceed, have 
  whomever is in the lead make a DC 14 Wisdom 
  (Perception) check. On a success, the leader 
  spots the approaching threat one round before 
  they are close enough to attack. Read or 
  summarize: 
   
  You catch a glimpse of something moving to your 
  left – a sinuous form that casts barely a ripple as 
  it swims toward you. A pair of beady eyes peer out 
  from the murky water. 
   
  Roll for initiative, choosing from the options 
  below, based on Average Party Level (APL): 
   
  Level Adjustments 
  APL 1: 3 giant poisonous snakes (CR ¼, MM, p 
  327). 
  APL 2: 5 giant poisonous snakes (CR ¼, MM, p 
  327). 
  APL 3: 1 giant constrictor snake (CR 2, MM, p 324) 
  and 2 giant poisonous snakes (CR ¼, MM, p 327). 
  APL 4: 2 giant constrictor snakes (CR 2, MM, p 
  324). 
   
  Tactics: The snakes attack mindlessly and 
  without coordination but flee if brought to half 
  or fewer hit points. 
   
  Terrain: This area is difficult terrain for any 
  creature without a swim speed. If a character 
  drops an item, they must use an action and 
  succeed on a DC 12 Wisdom (Perception) check 
  to retrieve it. 
   
   
   
   
  Prince Raby 
  After 2 rounds of combat, Prince Raby appears: 
   
  A gibbering battlecry has you glancing back as a 
  humanoid figure with strange frog-like features 
  charges forward, brandishing a rusty scimitar. “Get 
  back, you nashty shnake!” he yells as he takes a 
  swing. 
   
   Raby (see end of the encounter) attacks the 
  closest snake. He is also carrying three 
  antidotes which he can offer if any party 
  members were poisoned. 
   
   While the combat continues, Raby keeps his 
  words brief, but lets out a squeal of delight 
  whenever a spell is cast or an attack lands. As 
  soon as combat finishes, read or summarize: 
   
  As the last foe disappears into the swamp, the 
  stranger turns to you, eyes shining with 
  excitement: “Wow! You’sh all pretty powerful, eh? 
  No need Raby’sh help at all!” 
   
    
  
   
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  Use the following points to roleplay the 
  interaction: 
   
  ● Who are you? “Ish Raby, shon of da 
  Queen Korrokanda – da queen who’sh 
  landsh dish ish.” 
  ● The Queen? “Mmhm. Da Queen ish a 
  big, powerful, shcary bullywug! She 
  collectsh gold from the vishitorsh to da 
  shwamp. But Raby makesh you a deal: 
  yoush let him come with you, Raby help 
  yoush out!” 
  ● Why? “Raby alwaysh wanted to go on 
  an advensha! Maybe fight shome bigger 
  shnakes, or dragonsh?” 
   
   Raby is irritatingly cheerful and endlessly 
  curious, but he is a useful guide. He has 
  advantage on all Wisdom (Survival) checks to 
  navigate the swamp, can swim and retrieve any 
  items dropped into the water, and has 
  advantage on all Charisma (Deception, 
  Persuasion and Intimidation) checks when 
  interacting with other bullywugs, including 
  Queen Korrokanda. 
   
  Conclusion 
  Raby is not very stealthy. If he or the party 
  attract the attention of other bullywugs, they 
  speak to him in Bullywug and attempt to 
  convince him to bring the party to Korrokanda. 
  Allow the players to roleplay this interaction 
  with Raby as their translator. Raby assists the 
  party so long as they remain within the swamp, 
  but eventually determines that the adventuring 
  life is not for him; he is happier amidst the mud 
  and mangroves. He does however ask for an 
  autograph or two before leaving. 
   
  If the party hurt Raby in any way, the bullywugs 
  mercilessly hunt them down. They are best to 
  quickly leave the swamp in this situation. 
   
   
   
   
   
  Eberron Placement Suggestions 
  The Frog Prince is easily set in virtually any 
  forested wilderness on Eberron, but is most 
  plausibly set in the steaming jungles of Xen’drik, 
  added as the adventurers are traveling overland 
  on foot to or from Stormreach. Alternately, if 
  the adventurers have traveled from Sharn into 
  the wilderness of Khorvaire, you might place 
  this encounter in the King’s Forest. 
   
  Prince Raby 
  Medium humanoid (bullywug), neutral 
  Armor Class 19 (half plate, shield) 
  Hit Points 32 (5d8+10) 
  Speed 20 ft., swim 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  15 (+2) 
  10 (+0) 
  8 (-1) 
  12 (+1) 
  Skills Athletics +3, History +2, Persuasion +3 
  Senses passive Perception 9 
  Languages Bullywug, Common 
  Challenge 1 (200 XP) 
   
  Amphibious. Raby can breathe air and water. 
   
  Speak with Frogs and Toads. Raby can 
  communicate simple concepts to frogs and toads 
  when he speaks in Bullywug. 
   
  Standing Leap. Raby’s long jump is up to 20 feet 
  and his high jump is up to 10 feet, with or without 
  a running start. 
   
  Actions 
  Multiattack. Raby makes two melee attacks or 
  two ranged attacks. 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4+1) bludgeoning damage. 
   
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6+2) slashing damage. 
   
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6+1) piercing 
  damage. 
   
   
   
  
   
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  It Came from Above 
  By Al Spader 
  @BrownLantern 
   
  Estimated run-time: 60 to 90 minutes 
   
  ‘It Came from Above’ is a short adventure 
  designed to take place as adventurers are about 
  to settle in for a night’s rest. This adventure 
  works best in a forest or near a small copse of 
  trees. 
   
    The adventure is designed for a party of four 
  to five characters of level 1st - 4th. Scaling 
  suggestions for higher-level parties are included.  
    
  Background 
  Recently, a female flornar (see below for more 
  information) named Streelock, who was being 
  pursued through Realmspace by an unknown 
  spacecraft in the shape of a giant sea urchin, 
  crashed on Toril. The giant sea urchin ship 
  damaged Streelock's acorn-shaped craft using 
  one of its many spines, causing it to crash land. 
   
   Unfortunately, Streelock's spacecraft has had 
  a bizarre effect on the plant life near the crash 
  site, causing it to animate and defend the craft. 
   
  Flornars 
  Focused and dedicated environmentalists, the 
  flornars were originally one of the races that 
  created Garden. When the “planet” was 
  attacked by pirates, the flornars were able to 
  escape aboard their acorn ships.  
   
   Flornars are plant-based creatures similar to 
  dryads who look vaguely humanoid with organic 
  weapons and armor growing from their skin. 
  The weapons and armor are symbiotes grown 
  from seeds, which are planted beneath their 
  skin. 
   
   
    
   
   
  Plot Hook 
  As the party begins to bed down for the 
  evening, a massive meteorite falls from the sky, 
  crashing nearby. The impact causes a large 
  explosion. 
   
   If the party isn’t interested in the explosion, 
  they are attacked 2 hours after they go to bed. 
  In this case, run the wave encounter from the 
  “Sealing the Leak” section of the module. The 
  party should figure out that this has something 
  to do with the crash. The party can then go 
  through the woods, deal with the traps, and 
  find Streelock. 
   
  Fire Rains Down 
  When you are ready, read the following: 
   
  The quiet evening is disrupted by the sounds of 
  crackling flames and a thunderous boom. You 
  look to the sky and see an orange meteorite 
  screaming by overhead, much closer than you’ve 
  ever seen before. The falling star crashes to the 
  ground behind a copse of trees, spraying dirt and 
  wood into the air. 
   
   
  
   
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  The Forest 
   
  General Features 
   Terrain. Detritus-covered packed earth with 
  medium sized trees every ten feet. 
   Weather. It is a dry evening with no clouds, save 
  for a faint fog rolling several feet off the ground.  
   Light. The moon is gibbous and the stars aren’t 
  covered by clouds, creating a dim, eerie twilight. 
   Smells and Sounds. Damp dirt and rock, a soft 
  breeze circulates within, originating from the 
  lower section of the crater. 
   
  As the party enters the forest, read or 
  summarize: 
   
  The forest stretches to the left and right for 
  several hundred yards. The quickest route to the 
  impact site is a well-worn game trail that seems 
  to bisect the forest. The low fog bank becomes 
  thick in the dark woods, rising two feet off the 
  ground. 
    
   Allow the party to explore the area as they 
  wish, using a DC 12 for the appropriate ability 
  checks. 
   
   The forest is a completely normal forest at 
  first. The party can see a plume of smoke rising 
  above the canopy that they can use to navigate 
  to the impact site. 
   
  The Forest Comes to Life 
  When the party feels comfortable and thinks 
  there are no threats, the forest comes to life 
  and tries to keep them from proceeding. Feel 
  free to use as many of the traps below as you’d 
  like. When a trap springs, tell the party that it is 
  as if the trees and plants have a moment of 
  consciousness and are targeting them to 
  prevent them from proceeding. 
   
   
   
   
   
   
   
  Choking Root Trap 
  The ground erupts with dirt as roots reach out and 
  try to coil around the characters’ necks. 
   
   Detection and Disabling: There is no way to 
  detect when these roots are going to attack. To 
  disable the roots the characters must deal at least 
  10 slashing or fire damage in one round. If a 
  character only partially disables the roots, more 
  roots appear at the start of the next round and the 
  amount of damage needed to disable the roots 
  resets. 
   Triggering: This trap is triggered when a 
  character steps within 10 feet of a plant of your 
  choice. 
   Effect: Creatures within 10 feet of a tree must 
  succeed on a DC 12 Strength saving throw or have 
  a root wrap around their neck and pull them to 
  the ground. When this happens, the creature is 
  restrained, prone, and suffocating. (A character 
  can hold their breath for a number of minutes 
  equal to their Constitution modifier). 
   
  Cordycep Spore Trap 
  Soft mounds of moss erupt with poisonous spores. 
   
   Detection and Disabling: A DC 12 Intelligence 
  (Nature) check reveals that the moss is an 
  abnormal color, a DC 12 Wisdom (Survival) check 
  notices that this type of moss is usually poisonous 
  if eaten. 
   Triggering: This trap is triggered when a 
  character steps on a mound of moss. 
   Effect: Creatures within 10 feet must succeed on 
  a DC 12 Constitution saving throw or take 5 (1d6 
  + 2) acid damage and suffer temporary madness. 
  Instead of rolling on the madness table, for the 
  next 10 minutes, the affected creature must 
  attempt to climb a tree until it gets to the highest 
  point and stay there until the effect ends or is 
  removed. If the effect lasts the full 10 minutes, 
  the character falls unconscious for 2 minutes or 
  until woken. 
   
   
   
  
   
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  Slime Spray Trap 
   A plant with pitcher-shaped leaves vomits 
  green slime onto the party. 
   
   Detection and Disabling: A DC 12 Intelligence 
  (Nature) check reveals that this type of plant isn’t 
  native to this part of the world. If a party member 
  exceeds the check by 5 or more, they know this 
  plant is not of this world. 
   Triggering: This trap is triggered when a 
  character comes within 5 feet of the plant. 
   Effect: A mucus-like green substance erupts 
  from the plants leaves, creating a 10-foot-radius 
  green, slimy rain. Creatures within this radius 
  must succeed on a DC 12 Dexterity saving throw. 
  If they fail, they are under the effects of a heat 
  metal spell until sufficiently cleaned off using 
  water or magic. 
   
  Thorn Spray Trap 
  The vegetation sprays needle-like thorns at the 
  players. 
   
   Detection and Disabling: Characters with a 
  passive Perception score of 12 or higher gain 
  advantage on the saving throw for this trap. Use 
  DM judgement to allow advantage for other 
  reasons too (i.e. Nature check, or Survival check). 
   Triggering: This trap is triggered when the DM 
  wishes. 
   Effect: All creatures make a DC 12 Dexterity 
  saving throw or take 7 (2d6), 14 (4d6), 28 (8d6), or 
  56 (16d6) piercing damage or half as much 
  damage on a success. 
   
  Continuing into the Forest 
  The further the party gets into the forest, the 
  more alien it should feel. Animals are missing, 
  and the plants seem to breathe in and out. 
  Once the party has dealt with a few of these 
  traps, move on to The Crash Site. 
   
  The Crash Site 
  As the party nears the crash site, read or 
  summarize the following: 
   
  As you emerge into an opening in the wood, the 
  sound of crackling fire and the acrid smell of 
  smoke assault your senses. As you adjust to the 
  stimulation, you notice a wall of dirt and trees 
  ahead of you. The wall clearly looks like a crater. 
    
  General Features 
   Terrain. Upturned soil makes for annoyingly soft 
  ground. Every few feet branches and large rocks poke 
  out of the soil. 
   Weather. The air is dry and chilly but not cold. When 
  characters exhale, they can see their breath. 
   Light. The stars are shining brightly and the moon is 
  almost full providing dim light to the entire area. 
   Smells and Sounds. The sound of smoldering fire and 
  the smell of smoke. 
   
   Allow the party to approach the crater how 
  they wish. The walls of the crater are ten feet 
  tall and can be climbed without an ability check.  
  Party members may attempt a DC 12 
  Intelligence (Nature) check if they feel inclined. 
  A success on this check reveals that in order for 
  a meteor to make a crater this big, it must have 
  been about the size of a covered wagon.  
   
   Dwarves in the party know that most meteors 
  are made out of stariron – a valuable metal 
  known for its pliability and magnetic properties. 
    
   Once they reach the top of the crater wall, 
  read or summarize the following: 
   
  The crater is about 30-feet-deep, but the depth 
  isn’t what you focus on. Where you would initially 
  expect a chunk of rock or stariron, you instead see 
  a massive acorn the size of a house. Smoke pours 
  out from the acorn cap and a black ooze-like 
  substance drips from the cap to the ground. 
   
   As the party makes their way into the crater, 
  allow them to make DC 10 Wisdom 
  (Perception) checks. On a success, they notice a 
  thin seam in the side of the acorn that looks like 
  an oblong door. A successful DC 12 Intelligence 
  (Nature) check reveals this acorn is not from 
  any plant on Toril. 
   
  
   
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   When the party is ready, they can attempt to 
  open the door to the acorn. Doing so requires a 
  DC 10 Intelligence (Arcana or Nature) check. 
  The door can also be forced open with a DC 12 
  Strength (Athletics) check or attacked. The 
  acorn is immune to bludgeoning, piercing, cold, 
  poison, psychic, and lightning damage but is 
  vulnerable to slashing and fire damage. The 
  door has an AC 15 and 30 hit points. 
   
   Once the door is open, read or summarize the 
  following: 
   
  On the other side of the door you see numerous 
  root-like structures criss-crossing an open room. 
  In the center of the room is a chair made out of 
  wood. A humanoid figure with bark for skin sits 
  upon the chair with roots attached to its body. 
  The figure appears unconscious. 
   
   The creature in the chair is a flornar named 
  Streelock, her craft was damaged by pirates 
  causing her acorn craft to crash. The party does 
  not know about the creature, regardless of 
  ability check results.  
   
   With a DC 10 Wisdom (Perception) check, the 
  party can notice several things:  
   
  ● The creature in the chair is wielding a 
  shield and a longsword, but they seem 
  to be fused with her body.  
  ● Some of the creature’s skin is grey while 
  other spots are brown, with the grey 
  areas appearing dry, cracked, and 
  withered.  
  ● Its body is wood-like. 
  ● A DC 12 Wisdom (Medicine) check 
  reveals that the creature is 
  unconscious, and that part of her shield 
  arm has been impaled with a spike.  
  ● The creature also seems to be 
  dehydrated. 
   
   Any magical healing applied to the creature 
  will wake it.  A create water spell functions as a 
  heal spell.  
   
   When Streelock comes to, she is terrified and 
  swings wildly at the creature who healed her, 
  making an attack with disadvantage. Do not roll 
  initiative for this attack. After swinging, 
  Streelock calms down and begins speaking in 
  Sylvan.  
   
   If the party does not have a way to speak or 
  understand Sylvan, Streelock taps her chair in 
  several places and odd-looking roots with bell-
  like structures descend from the ceiling next to 
  the character’s heads. Another descends next 
  to Streelock’s head. The creature gestures for 
  the party to hold the cone to their ears. If they 
  do, the party understands what she is saying. 
  Streelock gives the party all the information in 
  the Background section. 
   
   If the party asks Streelock about the bizarre 
  changes to the surrounding area, she apologizes 
  profusely. The enchanted fuel flornars use often 
  enhances the capabilities of plant material. She 
  points out that there must be a fuel leak 
  somewhere. If the party mentions what they 
  saw dripping from the acorn, Streelock jumps 
  up and encourages the party to come help her 
  before it is too late. Read or paraphrase the 
  following: 
   
  With the quickness of a young elf, Streelock 
  moves to the other side of the craft, revealing a 
  hidden drawer where she pulls out a small bottle 
  filled with seeds. Streelock smashes her sword 
  into pieces on the ground and pours the seeds on 
  the nub of her arm. Within moments, several pod-
  like structures grow out of Streelock’s bark. She 
  looks at you and says, “OK, let’s take care of this!” 
  She kicks the door open and hops out of the 
  acorn. 
   
  Sealing the Leak 
  Streelock will race to the back of the craft and 
  begin spraying a foam-like substance from her 
  arm in an attempt to seal the fuel leak. As she is 
  working, the forest will come to life, attempting 
  to keep Streelock from being able to fix the 
  ship.  
   
  
   
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  Once Streelock starts, read or paraphrase the 
  following: 
   
  Roots and foliage begin to jerk to life, congealing 
  into humanoid shapes. As the vegetation takes 
  form, Streelock shouts, “This is going to take a 
  while, keep those beasts off my back!” 
   
  Wave Combat 
  This combat uses waves of creatures. Streelock 
  needs 8 rounds to complete her repairs. New 
  waves appear on rounds 0,2,4,6, and 8. Use the 
  wave suggestions below. They do not need to 
  be in the order written and you can use the 
  same wave more than once if you wish, but try 
  to vary what you send to keep players on their 
  toes! 
   
  Streelock During Combat 
  If targeted during the combat, Streelock fails all 
  skill checks and has disadvantage on saving 
  throws. 
   
  APL 3 – AC 18 and 25 hit points 
  APL 7 – AC 18 and 55 hit points 
  APL 13 – AC 18 and 115 hit points 
  APL 18 – AC 18 and 205 hit points 
   
  Wrapping Up 
  Depending on how the defense of Streelock 
  goes, this encounter can end in various ways. 
  Here are a few options based on the outcomes: 
   
  Streelock Successfully Patches the Leak 
  Streelock dashes into the acorn and activates a 
  weapon that causes the masses of vegetation to 
  lose coherence and collapse to the ground. 
  Streelock then gifts the party a magical weapon 
  depending on their tier. The weapons are 
  grown from Streelock’s body and then cut off 
  and given to the party. These weapons function 
  like the normal magic weapon except they are 
  made out of wood. 
   
   
   
  Adjusting Combat 
  (Additional adjustments should be made for APLs 
  not shown here. Dryad variants use the Volo’s 
  Guide to Monsters or Monster Manual classes in the 
  back of the book.) 
   
  These creatures all look like gnarled masses of 
  vegetation. All creatures gain the vulnerability to 
  fire trait and lose any resistance or immunity to 
  fire. 
   
  APL 3 
  2 vegepygmies (CR ¼; VGtM, p 196), 1 vegepygmy 
  chief (CR 2; VGtM, p 197) 
  2 thornies (CR 1; VGtM, p 197), 1 vegepygmy chief 
  2 vine blights (CR ½; MM, p 32), 3 twig blights (CR 
  1/8; MM, p 32)  
  4 needle blights (CR ¼; MM, p 32), 2 twig blights 
  6 dryads (CR 1; MM, p 121) 
   
  APL 7:  
  3 wood woads (CR 5; VGtM, p 198) 
  2 shambling mounds (CR 5; MM, p 270) 
  2 dryad archers (CR 3; VGtM, p 210), 2 dryad 
  knights (CR 3; MM, p 347) 
  1 corpse flower (CR 8; MToF, p 127) 
   
  APL 13: 
  1 treant (CR 9; MM, p 289), 1 shambling mounds 
  (CR 5; MM, p 270) 
  2 dryad champions (CR 9; VGtM, p 212), 1 dryad 
  warpriest (CR 9; VGtM, p 218) 
  2 shambling mounds (CR 5; MM, p 270), 2 corpse 
  flowers (CR 8; MToF, p 127) 
  1 summer eladrin (CR 10; MToF, p 196), 2 spring 
  eladrin (CR 10; MToF, p 196) 
   
  APL 18: 
  2 dryad archdruids (CR 12; VGtM, p 210), 2 corpse 
  flowers (CR 8, MToF, p127) 
  2 green abishai (CR 15; MToF, p 162), 1 dryad 
  archmage (CR 12; MM, p 342) 
  2 dryad archmage (CR 12; MM, p 342), 2 dryad 
  archdruid (CR 12; VGtM, p 210) 
  2 dire trolls (CR 13; MToF, p 243), 1 cadaver 
  collector (CR 14; MToF, p 122) 
   
   
   
  
   
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  Treasure: 
  Tier 1: Rapier of Warning (DMG, p 213) 
  Tier 2: Giant Slayer Battleaxe (DMG, p 172) 
  Tier 3: Greatsword of Speed (DMG, p 199) 
  Tier 4: Defender Longsword (DMG, p 164) 
   
  Streelock Dies While Patching the Leak 
  Streelock looks at the characters and in her 
  dying words says, “Take my arm and finish what 
  I started.” A character can use an action to hack 
  off her arm. The character must use an action 
  and succeed on a DC 12 Intelligence (Nature) or 
  Wisdom (Survival) check to complete 1 round 
  of patching. Once the seal is patched, the plants 
  collapse to the ground as the source of their 
  animation has dried up. 
   
  Streelock Dies and the Players Don’t 
  Patch the Leak 
  If the characters fail to protect Streelock or 
  patch the leak, they should feel the need to run 
  for their lives. The plants keep coming and in 
  larger waves. You should make it apparent that 
  this grove is lost and the players should retreat. 
   
   If using this as part of an ongoing campaign, 
  feel free to create your own vision of what 
  happens to the acorn and the animated plants. 
   
  The Party Didn’t Explore the Crash Site 
  and Went to Bed. 
  If the party isn’t interested in the explosion, 
  they are attacked 2 hours after they go to bed. 
  In this case, run the wave encounter from the 
  “Sealing the Leak” section of the module. The 
  party should figure out that this has something 
  to do with the crash. The party can then go 
  through the woods, deal with the traps, and 
  find Streelock. 
   
  What Next? 
  If you wish to follow up on this encounter but 
  aren’t sure what direction to take, here are 
  some possible ideas: 
  ● The Urchin Battleship, piloted by a 
  faction of neogi, descends to the crash 
  site and creates a base there, taking 
  wild races as slaves. 
  ● More acorn ships descend to the world 
  asking for refuge from a great war on 
  another planet. 
  ● The animated plants begin to cover the 
  region, creating a living section of land. 
  ● A goblin tinkerer finds scraps of the 
  acorn ship and begins making his own 
  flying rigs. 
  ● Animals in the area eat the detritus and 
  begin going mad, attacking anything 
  that moves. 
  ● The party is teleported onto a flornar 
  podship and are asked to be arbiters 
  between the flornar and the neogi. 
   
  Eberron Placement Suggestions 
  Being an encounter featuring an alien race, It 
  Came from Above could be set in any forest 
  setting with no additional adjustments. 
   
   
   
   
   
  
   
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  The Great Devourer 
  By Christopher Walz 
  @DMChristopherW 
   
  Estimated run-time: 90 to 120 minutes 
   
  The Great Devourer is a short combat and 
  exploration adventure designed for five 
  characters of 7th level. Scaling options are 
  provided for lower and higher-level parties. 
   
  Background 
  An ancient troll deity called Vaprak, who 
  devours the souls of burnt trolls, is being 
  worshiped at an abandoned and burned husk of 
  a guard tower. Magda Bonebelcher has 
  deemed the site The Great Devourer and 
  believes it to be holy to Vaprak, as many trolls 
  were killed in the fire that destroyed the tower 
  long ago. Magda has gathered her fanatic trolls, 
  along with a captured family of gnomes, to 
  perform profane rituals to Vaprak within The 
  Great Devourer. 
   
  Plot Hook 
  No specific plot hooks have been created for 
  this encounter. The party may learn about the 
  tower from a local hunter or logger, hear 
  reports of the missing Tizzle family, or stumble 
  upon the tower while exploring the savage 
  wilderness. 
   
  Loathsome Limbs Variant 
  It is recommended you use the loathsome limbs 
  variant found in the troll’s Monster Manual entry. 
  This is a fantastic rule that provides for a unique 
  and instantly memorable encounter. What could 
  be funnier than a troll chasing after their severed 
  limbs? 
   
   
   
   
  Approaching the Tower 
  As the party approaches the tower, read or 
  summarize:  
   
  An old stone watchtower looms just over the 
  forest’s canopy. Much of the stone is blackened 
  from an ancient fire. Pervasive kudzu vines climb 
  the exterior walls and into a large crumbled hole 
  on the eastern side of the third floor. The rank 
  smell of rotten meat wafts through the air as you 
  approach. 
   
   The three-story tower is 60-feet tall and was 
  built nearly a century ago. It is well-constructed 
  and remains mostly intact after the fire. The 
  eastern portion of the top floor has caved in, 
  exposing it to the elements. A 5-foot tall stone 
  wall surrounds the tower, creating a small 
  courtyard. 
   
   After observing the tower, characters who 
  succeed on a DC 18 Intelligence (History) check 
  recall that towers constructed in this style were 
  often built with an underground escape tunnel. 
  Characters who are proficient in mason’s tools 
  or have a background connected to architecture 
  or construction have advantage on this ability 
  check. 
   
   If the characters watch the tower for at least 
  twenty minutes, they see a total of three trolls 
  (CR 5; MM, p 291) moving about the courtyard 
  as well as two more trolls on the third floor.  
   
   Characters with a passive Perception of 16 or 
  higher or who pass a DC 16 Wisdom 
  (Perception) check hear the gnomish family cry 
  out from the third floor. After twenty minutes, 
  one of the trolls in the courtyard leaves to 
  search for food in the nearby wilderness. She 
  returns after thirty minutes with a large buck. 
   
   
   
   
   
   
  
   
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  General Features 
  Use these notes to help you bring this encounter 
  to life. 
       Sights, Smells, and Sounds. The trolls have 
  painted crude images of Vaprak devouring 
  humanoids and trolls alike throughout the tower. 
  The courtyard and tower smell of rotten meat and 
  waste. Periodically, a captured Tizzle cries out in 
  fear. 
       Walls. The tower walls are made from smooth 
  masonry. They have AC 18 and 60 hit points per 
  5-foot cube. They have immunity to necrotic, 
  poison, psychic, and radiant damage and 
  resistance to cold, fire, lightning, piercing, and 
  slashing damage. They require a successful DC 13 
  Strength (Athletics) check to climb. 
       Light. Lighting conditions depend on the time 
  of day you use this encounter. The trolls do not 
  use light sources at night. 
   
   
  The Escape Tunnel 
  The escape tunnel exits 200 feet east of the 
  tower. The cellar door into the tunnel is covered 
  in underbrush, making it difficult to spot.  
   
   Characters who search for the tunnel 
  entrance must succeed a DC 14 Intelligence 
  (Investigation) or Wisdom (Perception) check 
  to notice the door. It is unlocked.  
   
  As the party enters, read or summarize: 
   
  This long tunnel is barely tall enough to stand in 
  and thinner than a goliath. Root systems from 
  trees and undergrowth hang from the loose dirt 
  ceiling, previously held in place by ancient 
  wooden rafters. An acrid smell burns your nostrils 
  and stings your eyes. 
   
   The guards and loggers used this tunnel to 
  escape the tower after setting it on fire. The 5-
  foot wide, 6-foot tall tunnel winds 200 feet to 
  the east where it ends at a barred door. The bar 
  can be easily lifted from this side. 
   
  Black Pudding 
  As the trolls burned alive, their magical, 
  regenerative blood mingled with the flames and 
  spawned a black pudding (CR 4; MM, p 241). 
  The pudding has lived in the tunnel feeding on 
  small animals and one ill-fated adventurer. The 
  pudding has spread out across the ceiling of the 
  tunnel 60 feet from the wilderness exit. 
  Characters with a passive Perception of 12 or 
  lower are surprised by the pudding. 
   
   The pudding attacks the largest living 
  creature available, hoping to dissolve a sizable 
  meal. If the ooze splits, the smaller oozes 
  spread out to find new targets. It fights to the 
  death and pursues the characters if they flee. 
   
  Treasure 
  An adventurer’s partially dissolved remains lie 
  in the tunnel. The pudding has eaten the 
  skeleton’s nonmagical gear, but a short sword 
  
   
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  +1 (DMG, p 213) and a potion of growth (DMG, 
  p 187) remain. 
   
  Scaling the Combat 
  APL 5-6: reduce the black pudding’s hit points to 
  65 
  APL 8-9: two black puddings 
   
  The Courtyard 
  As the party enters the courtyard, read or 
  summarize: 
   
  A group of trolls is gathered around a discarded 
  hunk of masonry. One has opened up its own 
  stomach, spilling innards across the stone. The 
  brutes seem to be peering into their comrade’s 
  entrails, in search of elusive wisdom. In the center 
  of the courtyard is a standing stone painted to 
  resemble a giant troll. The painting is crude and 
  disproportionate, as if a child painted it. 
   
  Shrine to Vaprak 
  The trolls have painted an 8-foot tall stone to 
  look like a hulking troll devouring tiny 
  humanoids. This is a depiction of Vaprak the 
  Destroyer, the giantkin deity trolls believe to be 
  their progenitor. The trolls placed the stone in 
  the center of the courtyard and left offerings at 
  the base.  
   
   The characters can recover a large ruby 
  covered in bile worth 250 gp. Magda consumed 
  the ruby after killing a traveling noble and 
  presented it to her god in a uniquely trollish 
  manner. The other offerings are sacks of rotten 
  but rare meats, such as rothe, pixie, and blue-
  haired gnome.  
   
  Grisly Portents 
  Three trolls (CR 5; MM, p 291), or 2 if the party 
  waited for one to leave on a hunting trip, stand 
  around a large boulder in the courtyard. One 
  troll has convinced the others he is a prophet of 
  Vaprak and can read the future in his own 
  entrails. He has clawed open his stomach and 
  spilled his intestines out on the rock. The trolls 
  all have disadvantage on Wisdom (Perception) 
  checks and -5 to their passive Perceptions to 
  notice the characters. The false prophet begins 
  combat with 10 fewer hit points but can 
  regenerate them as normal. 
   
   The trolls engage heavily armed characters 
  first. If the party shows they have acid or fire 
  magic, the trolls Disengage and retreat inside to 
  warn their comrades. After 3 rounds, Magda 
  and any remaining trolls from the courtyard 
  begin throwing rocks at characters in the 
  courtyard. The trolls have +7 to hit with their 
  rocks and deal 15 (2d10 + 4) bludgeoning 
  damage. The trolls have disadvantage on rock 
  attacks made further than 60 feet away. 
   
   Deceptive characters can trick the trolls into 
  leaving their post. These trolls fanatically follow 
  Vaprak and can be misled by false signs or 
  portents. They have disadvantage on any ability 
  checks or saving throws to resist following such 
  signs. Characters might use illusion magic or 
  mundane means, such as calling in Giant from 
  the forest, to trick the trolls. If tricked, the trolls 
  leave for 10 minutes before realizing it is a ruse. 
   
  Scaling the Combat 
  APL 5-6: reduce all troll hit points to 55 
  APL 8-9: increase all troll hit points to 90 
   
  Ground Floor 
  As the party enters the ground floor of the 
  tower, read or summarize: 
   
  The singular room on this floor houses burnt 
  tables, chairs, and shelving. At one time, a sturdy 
  stone staircase climbed to the second floor, but it 
  has been lost under a pile of rubble. To the west, 
  a small staircase descends to a squat cellar door. 
   
   The door to this area has been ripped off its 
  hinges and thrown aside; an act of rage after 
  Magda was unable to open it. 
   
   This floor was used as a common room and 
  dining area for the tower’s watchmen. The door 
  
   
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  at the bottom of the stairs to the west leads to 
  the escape tunnel but has been barred from the 
  other side. It requires a DC 20 Strength check to 
  force open. If the characters force this door 
  open, it alerts any trolls in the courtyard and 
  wakes the troll on the second floor. 
   
  Scaling the Walls 
  The staircase that led to the second floor 
  collapsed during the fire. The trolls use their 
  Large size and immense strength to easily hoist 
  themselves up. If the characters attempt to 
  climb the walls, they must succeed on a DC 13 
  Strength (Athletics) check. If a character fails, 
  they fall 10 feet and take 3 (1d6) bludgeoning 
  damage from the fall. 
   
  Second Floor 
  As the party ascends to the second floor, read 
  or summarize: 
   
  Burnt bunks have been shoved against the wall in 
  this room, their footlockers broken and turned 
  upside down in a futile attempt to find something 
  of use. The center of the room is piled high with 
  the half-eaten remains of beasts and humanoids, 
  on top of which rests an obese female troll 
  covered in oozing growths. 
   
   This floor was used as living quarters for the 
  watchmen. The floor is unstable from the fire 
  and years of disrepair. As long as there isn’t a 
  flurry of action, such as that caused during 
  combat, the floor will hold. Characters who 
  have a passive Perception of 14 or higher or 
  succeed a DC 14 Wisdom (Perception) check 
  spot the tell-tale signs of the decrepit floor. 
  Characters who are proficient in carpenter or 
  mason’s tools or who have a background 
  related to architecture or construction have 
  advantage (+5 to passive Perception) on this 
  ability check. 
   
  Treasure 
  If the characters search through the humanoid 
  remains in this room, they find a gold wedding 
  band set with a diamond worth 300 gp. 
  Sleeping Troll 
  The sleeping troll is a venom troll (CR 7; MToF, 
  p 245). If you do not have access to 
  Mordenkainen’s Tome of Foes, use a troll (CR 5; 
  MM, p 291) with the following changes: 
   
  ● Armor Class 16 (natural armor) 
  ● Hit Points 98 
  ● Poisonous. The troll’s bite and claw 
  attacks deal an additional 4 (1d8) 
  poison damage. 
   
   This horribly obese troll is the oldest member 
  of the tribe and is known to eat anything in her 
  path. She recently wandered into a cave 
  infested with giant spiders that nearly got the 
  best of her. Her regeneration saved her, but her 
  body still courses with spider venom. 
   
   The troll is sleeping soundly after gorging 
  herself. She can, however, still smell the 
  characters with her keen scent. If the troll 
  succeeds on a DC 18 Wisdom (Perception) 
  check, made with advantage due to her Keen 
  Scent trait, she smells the characters and wakes 
  up. If she fails, she remains unconscious and 
  unaware of the characters. Any loud noise, such 
  as combat, falling down, or other overt actions 
  immediately wakes the troll. 
   
   If the troll was woken up either by the trolls 
  in the courtyard or the characters, she Readies 
  an action to Attack the first character she sees. 
  The troll prefers soft targets in light or no 
  armor, hoping for an easy meal. She fights to 
  the death and pursues the characters if they 
  flee. 
   
   If combat breaks out, Magda and the fire-
  scarred troll begin to prepare for the 
  characters. Magda casts aid as a 3rd-level spell 
  on herself and the fire-scarred troll and sets her 
  club on fire. She then releases the fire-scarred 
  troll, who jumps down the ladder to the second 
  floor. He attacks using his Reckless trait, 
  targeting the closest available target at all 
  times. Magda climbs down the exterior wall of 
  the tower to flank the characters from below. 
  
   
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  She arrives in 3 rounds and harasses the 
  characters with sacred flame and her spiritual 
  weapon. 
   
  Scaling the Combat 
  APL 5-6: the troll attacks with disadvantage on all 
  attacks due to having gorged itself 
  APL 8-9: the floor collapses on a roll of 1-2. 
  Increase the saving throw to DC 16. 
   
  Unstable Floor 
  If combat occurs on this floor, roll a d6 at the 
  start of every round. On a result of 1, the floor 
  collapses. Any creature standing on the floor 
  must succeed a DC 14 Dexterity saving throw or 
  fall to the ground floor, taking 7 (2d6) 
  bludgeoning damage from collapsing debris and 
  be knocked prone. On a successful save, a 
  creature takes half damage and is not knocked 
  prone. 
   
  Third Floor 
  As the party ascends to the third floor, read or 
  summarize: 
   
  Ancient weapons rusted well beyond usefulness 
  still hang from pegs along the walls. A huge 
  female troll, well-muscled under protective layers 
  of fat, is stoking the flames of a bonfire. A third 
  arm grows from her chest, holding a length of 
  chain keeping a crazed troll at bay. Along the 
  eastern wall you see a bound and gagged family 
  of six helpless gnomes. 
   
   This floor housed the watchmen’s arms and 
  armor and served as the primary lookout post. 
  The collapsed wall on the eastern side has left a 
  large 15-foot hole in the building. Magda has 
  prepared a small bonfire on this floor, meant to 
  roast the Tizzles. 
   
  The Tizzles 
  A family of six gnomes (NG commoners; MM, p 
  345) were captured from a small village a day’s 
  journey from the tower. Trolls love gnomish 
  flesh and plan to have a contest to see which 
  troll can eat their gnome the quickest. They 
  have been hogtied and placed near the 
  collapsed wall. 
   
   The Tizzles are all conscious but restrained 
  and frightened of the trolls. Their bindings can 
  be easily cut or untied using an action. If saved, 
  they thank the characters profusely and 
  promise to reward them if brought back to their 
  home.  
   
  Treasure 
  The family’s mother, Winny, is an accomplished 
  alchemist and rewards the characters with an 
  alchemy jug, 5 potions of healing, and a potion 
  of diminution if led safely home.  
   
  Vaprak’s Chosen 
  Magda Bonebelcher (CR 7; see below) leads her 
  greatest warrior, a troll called Neckbiter, around 
  on a short length of chain. He is a fire-scarred 
  troll (CR 6; see below). The crazed troll survived 
  being set on fire by a young adventuring party. 
  Horrible burn scars cover the troll’s body, which 
  will never fully regenerate. He has gone 
  completely insane and lashes out at any non-
  troll. Magda believes he has been blessed by 
  Vaprak, who devours a troll’s soul when they 
  are killed by acid or fire. 
   
       If the characters possess acid or fire magic, 
  Magda casts protection from energy on herself 
  and engages in melee combat with her crazed 
  ally, targeting the most physically imposing 
  character first. If the party does not use acid or 
  fire magic, she casts spirit guardians. She 
  attacks using her bite, claw, and club, which she 
  ignites using the bonfire. 
   
   The fire-scarred troll always attacks the 
  nearest non-troll creature using his Reckless 
  trait, including the bound gnomes. If the troll 
  takes acid or fire damage, he rushes the 
  character who dealt the damage and attacks 
  them, even if the movement would draw 
  opportunity attacks. 
   
  
   
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   The trolls fight to the death defending their 
  holy site and pursue the characters if they flee. 
   
  Treasure 
  Magda wears a necklace laced with charms she 
  has taken from adventurers. One such charm is 
  a rotting finger that still wears a ring of 
  protection, an item she never knew had magic 
  properties. 
   
  Scaling the Combat 
  APL 5-6: reduce Magda’s hit points to 90 and the 
  fire-scarred troll’s to 65. 
  APL 8-9: add one troll. 
   
  Eberron Placement Suggestions 
  The Great Devourer has a compelling title for 
  Eberron, as The Devourer is a god which 
  represents the raw destructive power of nature. 
  However, while evocative, The Devourer in 
  context makes little sense in this encounter. It 
  makes sense for Eberron trolls to worship The 
  Fury, another of the Dark Six (and incidentally 
  sired by The Devourer). Trolls exist everywhere 
  in Eberron, one of the few races which are 
  native to each continent. On Khorvaire, trolls 
  have mostly retreated to Droaam, though it’s 
  perfectly reasonable for some to have failed to 
  heed that call, instead continuing to wander 
  wilderness areas. This encounter could happen 
  anywhere civilization begins to encroach on 
  forested wilderness. This encounter is best kept 
  in Breland, relatively near Sharn. Look for Sharn 
  in the far southeast. Droaam is just to the north 
  and west, and there is a nice spot to drop this 
  encounter in the eaves of the Skyraker Forest 
  on the border with Droaam. That’s an easy day 
  trip via skyship from Sharn, if the heroes aren’t 
  already on the way to the Droaam border on 
  some other errand. 
   
  
   
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  Magda Bonebelcher 
  Large giant, chaotic evil 
   
  Armor Class 16 (natural armor, shield) 
  Hit Points 126 (12d10 + 60) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+5) 
  8 (-1) 
  20 (+5) 
  8 (-1) 
  16 (+3) 
  8 (-1) 
  Saving Throws Str +8, Wis +6 
  Skills Religion +1, Perception +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Giant 
  Challenge 7 (2,900 XP) 
   
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Regeneration. The troll regains 10 hit points at the 
  start of its turn. If the troll takes acid or fire damage 
  this trait doesn’t function at the start of the troll’s 
  next turn. The troll dies only if it starts its turn with 0 
  hit points and doesn’t regenerate. 
   
  Third Arm. Magda’s regeneration has gifted her a fully 
  functional third arm. This allows her to wield her club and 
  shield while still casting spells that require a somatic 
  component. 
   
  Spellcasting. Magda is a 6th-level spellcaster (spell save 
  DC 14, +6 to hit with spell attacks). Magda has the 
  following cleric spells prepared: 
   
  Cantrips (at will): guidance, resistance, sacred flame, 
  thaumaturgy 
  1st level (4 slots): bane, command, inflict wounds, shield of 
  faith 
  2nd level (3 slots): aid, hold person, spiritual weapon 
  3rd level (3 slots): protection from energy, spirit guardians 
   
  Actions 
  Multiattack. The troll makes three attacks: one with 
  its bite, one with its claw, and one with its flaming 
  club. 
   
  Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage. 
   
  Claw. Melee Weapon Attack. +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. 
   
  Flaming Club. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 3 
  (1d6) fire damage. 
   
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage. 
  Fire-Scarred Troll 
  Large giant, chaotic evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 105 (10d10 + 50) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  20 (+5) 
  6 (-2) 
  6 (-2) 
  7 (-2) 
  Saving Throws Con +8 
  Skills Perception +1 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Giant 
  Challenge 6 (2,300 XP) 
   
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Regeneration. The troll regains 10 hit points at the 
  start of its turn. If the troll takes acid or fire damage 
  this trait doesn’t function at the start of the troll’s 
  next turn. The troll dies only if it starts its turn with 0 
  hit points and doesn’t regenerate. 
   
  Reckless. At the start of its turn, the troll 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 
  Multiattack. The troll makes three attacks: one with 
  its bite and two with its claws or one with its bite 
  and four with its claws if it has fewer than half of its 
  hit points remaining. 
   
  Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. 
   
   
   
  
   
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  Fey on the Way 
  By Christopher Walz 
  @DMChristopherW 
   
  Estimated run-time: 30 to 60 minutes 
   
  Fey on the Way is a roleplaying encounter for 
  characters of any level. If you are looking to 
  introduce a fey ally or present a planar portal to 
  the Feywild, consider using this encounter. Lady 
  Adyra makes for a great recurrent NPC who can 
  offer adventure hooks, advice, or magical aid. 
   The encounter does not rely on ability checks 
  or other game mechanics to reach a conclusion. 
  However, Lady Adyra is presented in enough 
  detail for you to accurately portray her. 
  Ultimately, it is your choice how she reacts - not 
  the roll of the dice!   
  Background 
  Lady Adyra is a powerful fey spirit known as 
  The Breath of the Wood. She exists freely on 
  both the Prime Material Plane and Feywild and 
  has been called the queen of the forest for 
  millenia. Stories about Lady Adyra are common, 
  but few depict her in the same way, as she is 
  always changing, like a itinerant breeze. 
  She is mystically tied to whatever wilderness 
  you decide to set her. If the forest were to die, 
  so would she. Likewise, as the wilderness grows 
  stronger and more vibrant, so does her power. 
  She cannot leave the forest, but she has many 
  allies that do her bidding away from the forest’s 
  protective canopy. 
  Plot Hooks 
  Lady Adyra is aware of everything happening 
  within her forest and can simply appear before 
  the characters whenever she wishes. She is 
  most likely to do this if the characters have 
  worked on behalf of a nature-loving faction, 
  such as a group of druids, rangers, or a local 
  baron who wants to preserve the area. She is 
  not likely to ally with a group that has willfully 
  destroyed sections of the forest or supported 
  factions that openly oppose the natural order. 
  She might even offer aid if the characters are in 
  a particularly tough combat encounter, 
  speaking with them after the fight is resolved.  
  Alternatively, Old Remy (NG human scout, CR 
  ½; MM, p 349), a drunk, out-of-work game 
  warden, tells tall-tales of a beautiful nymph that 
  has appeared to him while napping in a favorite 
  meadow. No one believes the drunkard, but he 
  swears the lady has led him home many times. 
  If the characters listen to his tales, he will gladly 
  take them to the meadow. If the characters are 
  of good heart, Lady Adyra approaches them. 
  Old Remy can be found in The Frisky Lumberjack 
  or any other nearby tavern. 
  The Lady Appears 
  When you are ready to introduce Lady Adyra, 
  read or summarize: 
  A beautiful woman with sharp elven features 
  stands before you, wearing a simple roughspun 
  robe and carrying an oaken staff. Her face is 
  unmarred like a young lady’s, but her eyes hold 
  wisdom far beyond her apparent age. Her voice 
  seems to be carried by the breeze, soft like 
  birdsong but unquestionably commanding. 
  If the characters are not openly hostile to 
  Adyra, she happily speaks with them. If they 
  draw weapons or ready offensive magic to use 
  against her, she attempts to diffuse the 
  situation with diplomacy. See A Fickle Spirit, 
  below, for more information on how to roleplay 
  Lady Adyra. If the characters persist, she 
  retreats using either plane shift or tree stride. 
  See Angering the Lady, below, for more 
  information. 
   
  A Fickle Spirit 
  The fey are well known for their capricious 
  natures; Lady Adyra exhibits this perfectly. 
  Similar to the elven Eladrin, Lady Adyra is 
  closely tied to seasonal changes and the effects 
  they have on emotional states. She cannot, 
  however, willfully change the season she 
  
   
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  embodies and must stay within a seasonal state 
  until its natural end. See the table below for 
  information on how to roleplay Lady Adyra 
  depending on the season in which she is 
  encountered. 
   
  For information on Personality Traits, Ideals, 
  Bonds, and Flaws see Chapter 4 of the Player’s 
  Handbook. Goals represent Lady Adyra’s driving 
  motivations (beyond protecting her forest, 
  which is always her primary goal). Troubles 
  represent things that plague the Lady’s mind. 
  These should be used as tension points when 
  interacting with the characters. 
   
  Serving the Lady 
  After conversing with the characters, Lady 
  Adyra will offer to ally with the characters if 
  they have not angered her. They must swear to 
  protect this forest and the natural order as a 
  whole. While she does not have access to lie 
  detecting magic, Lady Adyra is very wise and 
  will be able to sense a lie from all but the most 
  skilled conperson. If the characters attempt to 
  use the Lady’s good faith for their own 
  purposes, she will become angered and retreat 
  from the conversation. See Angering the Lady, 
  below, for more information. 
  Circles, Domains, Oaths, and Pacts 
  If a character is considering multiclassing into a 
  nature-themed class or subclass, or they have not 
  yet chosen a subclass for such a class, Lady Adyra 
  presents a fantastic opportunity for you to 
  roleplay this aspect of character customization. 
  Lady Adyra is a powerful druid and can teach the 
  old ways of natural magic to her allies. Likewise, 
  she follows deities who fall under the Nature 
  cleric domain and will oversee a valiant paladin’s 
  Oath of the Ancients. Finally, she can lead the 
  character down the path to contact an Archfey in 
  hopes of establishing a warlock’s pact. 
  If a character already follows such a path, 
  consider this in Adyra’s interactions with the 
  party. If you choose to use ability checks for this 
  encounter, these characters might have advantage 
  on Charisma checks against Lady Adyra. 
   Some tasks Lady Adyra may have for the 
  characters include: convince a logging camp to 
  relocate, help injured beasts, cleanse the forest 
  of evil fey, or protect the forest from evil 
  creatures, such as goblinoids, orcs, or evil 
  giants. 
  Feywise Gifts 
  Lady Adyra has access to many items, abilities, 
  and information that will prove useful to 
  adventurers. Here is a list of some rewards you 
  may offer for this or future interactions with 
  Lady Adyra. If you use her as a source of 
  adventure hooks, these could represent 
  rewards for quests. 
  1. The location and operation of a planar 
  portal to the Feywild 
  2. A secret concerning a local lord that 
  happened in the forest 
  3. A loyal beast companion of CR 1/2 or 
  lower 
  4. 1d6 Tiny awakened beasts to serve as 
  messengers, spies, or personal 
  assistants for 1 week. 
  5. A safe place to rest and recover within 
  the forest 
  6. Druidic spellcasting up to 6th level 
  7. A charm that allows the wearer to 
  speak with animals (as per the spell 
  speak with animals) for 1 week 
  8. 2d6 potions of healing 
  9. Bracers of archery 
  10. Boots of elvenkind 
  11. Cloak of elvenkind 
  12. Keoghtom’s ointment 
  13. Philter of love 
  14. Potion of animal friendship 
  15. Potion of growth 
  16. Quiver of Ehlonna 
  17. 2d12 arrows +1 
  18. Weapon +1 (club, longbow, 
  quarterstaff, scimitar, shortbow, sling, 
  and spear only) 
  19. Ring of animal influence 
  20. Staff of the woodlands 
   
  
   
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  Angering the Lady 
  If the characters attack or otherwise anger Lady 
  Adyra, she will become hostile toward them. 
  She may give the characters a second chance, 
  depending on her seasonal alignment (see A 
  Fickle Spirit, above). If this happens, her 
  wilderness realm should become immediately 
  hostile for the characters. If they have been 
  given any gifts, their magic may cease to work 
  or even become cursed. 
   The Lady has a number of close allies at her 
  disposal. If angered, she will send these 
  creatures and NPCs against the characters. 
  Reynald the Stagheart 
  Reynald is a ranger fiercely dedicated to Lady 
  Adyra. As an infant, he was left to die from 
  exposure by his parents during the Spring 
  before the Lady found him. She raised him as 
  her own, teaching him the old ways of the 
  forest. Reynald acts as the Lady’s eyes, ears, 
  and hands outside of the forest. His loyal 
  companion, Summerbreeze (female dire wolf, 
  CR 1; MM, p 321), is rarely far from his side. 
  Reynald’s stat block is presented below. 
  Fey Servants 
  Lesser fey act as the Lady’s servants and 
  companions. While within the forest, she is able 
  to call upon:  
   
  12 pixies (CR ¼; MM, p 253),  
  12 sprites (CR ¼; MM, p 283),  
  5 blink dogs (CR ¼; MM, p 318),  
  2 dryads (CR 1; MM, p 121), and  
  1 satyr (CR ½; MM, p 267)  
   
   Rallying these forces takes at least 2 hours. 
  These fey are fiercely loyal to the Lady and 
  follow her commands.   
   
  Wilderness Beasts 
  Lady Adyra has some degree of control over the 
  forest’s natural beast population. Refer to 
  Appendix A: Miscellaneous Creatures in the 
  Monster Manual for a list of appropriate beasts. 
  A pack of Lady Adyra’s beasts may be led by an 
  awakened (as per the druid spell awaken) 
  leader. 
  Eberron Placement Suggestions 
  Fey on the Way requires no mechanical 
  transition to Eberron, except that instead of 
  referring to “the Feywild” you should refer to 
  “Thelanis,” which has distinctly Eberron 
  characteristics. In game terms, the two are 
  interchangeable, but if your party is 
  adventuring in Eberron, it’s crucial to keep 
  flavor consistent.  
   Alternately, the encounter can be placed in 
  the deeps of any wild forest on Eberron. As the 
  encounter assumes a wild, ancient forest 
  untrodden by the feet of mortals, it makes 
  more sense to put it on Xen’drik before a forest 
  in one of the Five Nations, because most of 
  those forests are arguably too civilized to suit 
  Lady Adyra. Xen’drik is untamed, uncharted, 
  wild, and chock-a-block with powerful and 
  ancient magic, perfect fuel for that arch-fey. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Lady Adyra’s Changing Personality 
   
   
  Autumn 
  Spring 
  Summer 
  Winter 
  Personality 
  Traits 
  I give more than I take.  
  I am prone to reminiscing 
  about the past. 
  I am full of energy. 
  My interests are as fickle as 
  a child’s. 
  I display my strength 
  whenever possible. 
  When annoyed, I lash out in 
  anger. 
  I carefully consider the long-
  term effects of a decision. 
  I am prone to melancholy. 
  Ideal 
  Change. Life is constantly 
  changing. We must embrace 
  that, even if it means death. 
  Aspiration. I will be even 
  better this year. 
  Power. In order to protect 
  the land, I must become 
  stronger. 
  Tradition. The old ways have 
  been forgotten, but I will 
  fight for them. 
  Bond 
  I must prepare the land for 
  dark days. 
  I must teach and nurture the 
  land. 
  Every life under these trees 
  are my children. I will 
  protect them as a queen to 
  her people. 
  I must complete my duty, no 
  matter how grim it 
  becomes. 
  Flaw 
  I believe my past 
  accomplishments were too 
  few. 
  I sometimes fail to see the 
  bigger picture. 
  I am easily annoyed and 
  often make rash decisions. 
  I care little for individual 
  lives. 
  Goals 
  To ensure the forest survives 
  the winter. 
  To learn as much as I can. 
  To destroy those who would 
  harm the forest. 
  To create a new, stronger 
  forest. 
  Troubles 
  The land is already 
  diminished. How much must 
  we lose this year? 
  Life is precious and fragile. 
  Can it ever truly be safe? Is 
  the outside world 
  dangerous? 
  Our enemies are numerous 
  and growing. How can we 
  win the next battle? 
  My children have become 
  weak from a life of leisure. 
  Should I still champion 
  them? 
   
   
   
   
   
  
   
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  Lady Adyra 
  Medium fey, chaotic neutral 
   
  Armor Class 13 (16 with barkskin)  
  Hit Points 97 (15d8+30) 
  Speed 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  20 (+5) 18 (+4) 
  Saves Cha +8, Wis +9 
  Skills Arcana +7, Insight +9, Nature +11, 
  Perception +11, Persuasion +8, Survival +9 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks  
  Senses darkvision 60 ft., passive perception 21 
  Languages Common, Druidic, Elvish, Primordial, 
  Sylvan, can speak with all animals 
  Challenge 10 (5,900 XP) 
   
  Innate Spellcasting: Lady Adyra’s innate 
  spellcasting ability is Charisma (spell save DC 16). 
  Lady Adyra can innately cast the following spells, 
  requiring no material components: 
   
  At will: detect good and evil, detect magic, 
  druidcraft, tree stride (within forest only) 
  1/day: plane shift (self only to Feywild), scrying 
  (within the forest only)  
   
  Spellcasting. Lady Adyra is an 11th-level 
  spellcaster. Her spellcasting ability is Wisdom 
  (spell save DC 17, +9 to hit with spell attacks). 
  Lady Adyra has the following druid spells 
  prepared: 
   
  Cantrips (at will): guidance, produce flame, 
  resistance, shillelagh 
  1st level (4 slots): beast bond, charm person, cure 
  wounds, goodberry, entangle 
  2nd level (3 slots): barkskin, hold person, lesser 
  restoration, moonbeam 
  3rd level (3 slots): conjure animals, dispel magic 
  4th level (3 slots): conjure woodland beings, 
  polymorph 
  5th level (2 slots): awaken, insect plague 
  6th level (1 slot): conjure fey 
   
  Magic Resistance. Lady Adyra has advantage on 
  saving throws against spells and other magical 
  effects. 
   
  Otherworldly Beauty. Lady Adyra’s supernatural 
  beauty makes attacking her difficult. Creatures 
  attacking her must make a DC 16 Charisma saving 
  throw or have disadvantage on their attack. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +4 to hit (+9 
  to hit with shillelagh), reach 5 ft., one target. Hit: 4 
  (1d8) bludgeoning damage or 5 (1d10) 
  bludgeoning damage if using two hands or 9 
  (1d8+5) magical bludgeoning damage with 
  shillelagh. 
   
   
   
  
   
  115 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
  Reynald the Stagheart 
  Medium humanoid (human), chaotic neutral 
  Armor Class 17 (breastplate, dual wielding)  
  Hit Points 76 (9d10+27) 
  Speed 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  16 (+3) 
  10 (+0) 
  16 (+3) 12 (+1) 
  Saves Str +4, Dex +7 
  Skills Animal Handling +6, Athletics +4, Nature 
  +3, Perception +6, Stealth +7, Survival +6 
  Senses passive perception 16 
  Languages Common, Elvish, Goblin, Orcish, 
  Sylvan 
  Challenge 7 (2,900 XP) 
   
  Spellcasting. Reynald is a 9th-level spellcaster. 
  His spellcasting ability is Wisdom (spell save DC 
  14, +6 to hit with spell attacks). Reynald has the 
  following ranger spells prepared: 
   
  1st level (4 slots): cure wounds, ensnaring strike, 
  hunter’s mark 
  2nd level (3 slots): darkvision, pass without trace  
  3rd level (2 slots): conjure animals 
   
  Dual Wielder. When Reynald uses his multiattack 
  action to make melee attacks, he may use a bonus 
  action to make one additional attack. Additionally, 
  when wielding two melee weapons Reynald adds 
  1 to his Armor Class (shown above). 
   
  Favored Enemies. Reynald has special training 
  against goblinoids, orcs, and the undead. He has 
  advantage on Wisdom (Survival) checks to track 
  his favored enemies as well as on Intelligence 
  checks to recall information about them. 
   
  Magical Scimitars. Reynald’s melee weapon 
  attacks are magical. 
   
  Actions 
  Multiattack. Reynald makes two melee or ranged 
  attacks. 
   
  Scimitar +1. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 8 (1d6+5) slashing damage. 
   
  Longbow. Ranged Weapon Attack: +7 to hit, range 
  150/600 ft., one target. Hit: 8 (1d8+4) piercing 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  116 | E n c o u n t e r s  i n  t h e  S a v a g e  W i l d e r n e s s  
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeff C Stevens/Jeff C. Stevens - Encounters in the Savage Wilderness.pdf