TEXT: Mistaken Identity | EN World EN5idEr
  Identity
  Mistaken
  V
  oorhan Greymail is 
  certain in his belief that 
  the adventurers are descendants of 
  the men and women that murdered 
  his ancestors. A blood debt has been 
  sworn, and to him there is nothing 
  to be done but fight to the death. So 
  it is that through guile and greed he 
  lures them to his ancient clanhold, 
  engaging them in lethal combat if 
  they aren’t able to prove they aren’t 
  related to the party behind the 
  ancient clan’s fall. To make things 
  worse there are rumors that the 
  unquiet dead still haunt this place!
   
  WRITING Tyler Omichinski
   COLOR ART Savage Mojo
   
  MAPS Dyson Logos
   
  EDITING Mike Myler
   
  LAYOUT Frank Michienzi
  A mini-adventure for 4-5 characters of 5th-6th level
  
  Mistaken Identity | EN World EN5idEr
  Open Game Content | The game rule information in this 
  article is designated Open Game Content. All other material 
  in this article, including maps and illustrations (including 
  illustrations in the public domain), in-character and out-of-
  character narrative and descriptive text, character and place 
  names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” 
  EN Publishing product and article titles, and  
  EN World and EN Publishing logos, are designated 
  Product Identity.
  You arrived at the abandoned clanhold believing that 
  it would be a great opportunity to secure some ances-
  tral Dwarven weaponry, but a feeling of danger creeps 
  along your spine as the shadow of a figure steps into the 
  light of the doorway behind you. In a voice like stones 
  clacking together the ancient dwarf introduces himself. 
  “I am Voorhan Greymail and I’ve sworn a blood oath 
  against ye for what yer ancestors have done. You have 
  until nightfall to make things right, or fight me now and 
  be done with this.”
  Examining the Clanhold
  The adventure begins in the morning giving the 
  PCs 9 hours before the sun sets and they face 
  Voorhan Greymail’s deadline. Will they choose to 
  fight the imposing figure that blocks their exit, will 
  they be able to prove their innocence, or is there 
  something else going on? Note that the limited time 
  frame ensures that players cannot have more than a 
  single long rest within the time limit, and doing so 
  without being harassed by the figures around them 
  will be a challenge.
  If the adventurers flee from Voorhan or find a 
  way to otherwise limit him, he and his followers 
  take this as a slight against his honor and engage in 
  combat. As it stands honor dictates that he is only 
  allowed to face off against them by himself and 
  with a number of dwarven champions equal to the 
  number of party members minus one (the final spot 
  being filled by himself).
  1: Forge
  The forge made it through the fall of the clanhold rela-
  tively and though its tools are rusted and corroded 
  with age, an astute eye can tell how it would be rela-
  tively easy to repair and bring everything back into 
  working order. The half-finished pieces here were 
  not abandoned mid-work however, and there is no 
  evidence of any malfeasance or dead bodies.
  2: Runesmithy
  Similar to the forge, the room where runes were 
  worked and carved into their final forms is in fairly 
  good condition and hasn’t been diminished by 
  anything other than the decay of time. 
  3: Storage Room
  This area contains a nearly complete iron golem 
  (use the statistics for a stone golem with 63 hit 
  points, Speed 0 ft., Intelligence 7, proficiency with 
  Dwarvish, and no Slow action). It has sat incom-
  plete since the fall of the Greymail clan but is not 
  maddened, only attacking when it is necessary to 
  defend itself. It can be communicated with and 
  recalls what it could hear from this storage room as 
  the clanhold fell, namely:
  • Everything was silent until there came a great 
  rumbling that shook everything. 
  • He was being built to help defend the clanhold 
  because they were afraid of an imminent assault.
  • He has not seen anyone since the rumbling 
  occurred.
  4: Star Room
  A series of mirrors and tunnels above this chamber 
  reveal the distant starry sky. They are crucial 
  mechanisms for a series of rituals and runic meth-
  odologies that require the alignment of certain 
  factors. The passages in the ceiling are almost 
  impossible to navigate as they are designed to make 
  entry through them a non-viable means to under-
  mine the clanhold’s defenses. It seems like this area 
  hasn’t been interacted with in a long time.
  �
  
  Mistaken Identity | EN World EN5idEr
  5: Secondary Star Room
  This secondary star room can only be reached by 
  tunnelling (or otherwise bypassing the rock and 
  earth between it and the Great Hall) and is set 
  up in the same way as its counterpart. Tunnel-
  ling requires either magic of some kind or four 
  successful DC 16 Strength (Athletics) checks that 
  each take 30 minutes. 
  Unlike the other star room this chamber has a 
  heavy pall of magic over it, and DC 10 Intelligence 
  (Arcana) check reveals that a powerful ritual was 
  performed here. It happened so long ago that 
  determining the specifics of the fraying power is 
  practically impossible. Any PC that makes a DC 
  13 Intelligence (Investigation) check spots a body 
  crushed underneath some fallen rocks. All that 
  remains now are bones, the rest having rotted 
  away—this skeletal corpse is the source of the 
  betrayal against the Greymail clan and the spirit 
  that now haunts the clanhold.
  
  Mistaken Identity | EN World EN5idEr
  6: King’s Quarters
  There are a number of ancient records in this 
  spartan room but little else to give away that it 
  was once the king’s quarters. wThe most notable 
  piece of evidence is one dried piece of parchment 
  that recounts in Dwarvish how Ripjack has been 
  recently marked by Mithril Stonewall. Success on a 
  DC 15 Intelligence (Religion) check reveals that this 
  was a local deity with domains including defense 
  and protection.
  7: Council Room
  A plethora of stone tablets line this chamber—
  Dwarvish records of who once dwelt here and what 
  they were responsible for. With some research 
  and a DC 10 Intelligence (Investigation) check its 
  revealed that there were only two magic users who 
  lived in the clanhold: Ripjack Greymail (the night 
  guard) and Gimner Greymail (the clanhold’s main 
  counsel for magic).
  8: Barracks
  This entire chamber has collapsed. A single skull 
  and arm reach out from the ruins, the only sign of 
  the lives that were lost when the ceiling gave way. 
  Moving closer to inspect the skeleton reveals an 
  attacking ghost that has gone mad during the long 
  time it has been dead.
  9: Great Hall
  There isn’t much in the ruins of the collapsed great 
  hall, but with a DC 17 Intelligence (Investigation) 
  check the adventurers find a body with an amulet 
  that depicts an intricate stone wall (worth 450 gp). 
  10: Entryway
  This simple area is the most likely location for the 
  final battle.
  Solving the Mystery  
  for Voorhan
  A thorough investigation into the clues scattered 
  around the clanhold and some successful ability 
  checks should reveal enough for the PCs to make a 
  number of deductions: the attack happened at night, 
  it was caused by a ritual that took place so it had to 
  be one of the magic users, and it was not Ripjack as 
  he was slain (his body still in the great hall). This 
  means that it must be Gimner who turned against 
  the Greymail clan.
  When they reveal to Voorhan that the true traitor 
  of the clanhold was Gimner Greymail, his spirit 
  (oathbreaker) possesses the stout folk’s leader 
  and the PCs are forced to fight first Voorhan, then 
  the undead itself. Should they come to the wrong 
  conclusion the adventurers are forced to fight 
  Voorhan Greymail plus one dwarven champion 
  per additional party member.
  
  Mistaken Identity | EN World EN5idEr
  VOORHAN GREYMAIL
  MEDIUM HUMANOID (HILL DWARF), LAWFUL NEUTRAL
  Armor Class 18 (plate)
  Hit Points 126 (12d8+72)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  20 (+5) 
  12 (+1) 
  15 (+2) 
  15(+2)
  Saving Throws Str +6, Cha +5
  Skills Athletics +6, Insight +5, Perception +5, Survival +5
  Damage Resistances poison
  Condition Immunities poison
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Dwarvish
  Challenge 6 (1,800 XP)
  Brute. A melee weapon deals one extra die of its damage 
  when Voorhan hits with it (included in the attack).
  Soldier Tactics. A creature hit by Voorhan’s opportunity 
  attack reduces its speed to 0 until the beginning of 
  the next round and disengaging from Voorhan still 
  provokes opportunity attacks. In addition, Voorhan 
  can use his reaction to make a melee weapon attack 
  against a creature within 5 feet when it makes an 
  attack against a target other than Voorhan.
  ACTIONS
  Multiattack. Voorhan attacks twice.
  Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8+3) slashing damage, or 14 
  (2d10+3) slashing damage if wielded with two hands.
  REACTIONS
  Parry. Voorhan adds 3 to his AC against one melee 
  attack that would hit him. To do so, he must see the 
  attacker and be wielding a melee weapon.
  Voorhan is an honorable member of the dwarven 
  race, dedicated to addressing the blood debt that 
  he is owed. He maintains his honor no matter what 
  and is dedicated to fulfilling his duties.
  DWARVEN CHAMPION
  MEDIUM HUMANOID (HILL DWARF), NEUTRAL
  Armor Class 18 (breastplate, shield)
  Hit Points 84 (8d8+48)
  Speed 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  20 (+5) 
  12 (+1) 
  13 (+1) 
  18 (+4)
  Saving Throws Str +5, Cha +7
  Skills Athletics +5, Insight +4, Perception +4, Survival +4
  Damage Resistances poison
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Dwarf
  Challenge 5 (1,800 XP)
  Brave. The dwarven champion has advantage on saving 
  throws against being frightened.
  Dwarven Resilience. The dwarven champion has 
  advantage on saving throws against poison.
  Pack Tactics. The dwarven champion has advantage 
  on an attack roll against a creature if at least one of 
  the dwarven champion’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Steadfast. The dwarven champion can’t be frightened 
  while it can see an allied creature within 30 feet.
  ACTIONS
  Multiattack. The dwarven champion attacks twice.
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8+3) bludgeoning damage. 
  Dwarven champions are powerful and great 
  fighters—and they never run from battle. 
  
  Mistaken Identity | EN World EN5idEr
  OATHBREAKER
  MEDIUM UNDEAD, CHAOTIC EVIL
  Armor Class 13
  Hit Points 63 (14d8)
  Speed 0 ft., fly 40 ft. (hover)
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3)
  Damage Resistances acid, fire, lightning, thunder; blud-
  geoning, piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, fright-
  ened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Draconic, Dwarvish
  Challenge 6 (2,300 XP)
  Ethereal Sight. The oathbreaker can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa.
  Incorporeal Movement. The oathbreaker 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.
  Spellcasting. The oathbreaker is a 5th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 14, 
  +6 to hit with spell attacks). The oathbreaker has the 
  following paladin spells prepared:
  1st level (4 slots): bane, hellish rebuke, detect evil and 
  good, inflict wounds, protection from evil and good
  2nd level (2 slots): darkness, magic weapon*
  *The oathbreaker casts these spells on itself before combat.
  ACTIONS
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 17 (4d6+3) necrotic damage.
  Etherealness. The oathbreaker enters the Ethereal 
  Plane from the Material Plane, or vice versa. It is visible 
  on the Material Plane while it is in the Border Ethereal, 
  and vice versa, yet it can’t affect or be affected by 
  anything on the other plane.
  Horrifying Visage. Each non-undead creature within 60 
  feet of the oathbreaker that can see it must succeed 
  on a DC 14 Wisdom saving throw or be frightened for 
  1 minute. If the save fails by 5 or more, the target also 
  ages 1d4 × 10 years. A frightened target can repeat the 
  saving throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, 
  the target is immune to this oathbreaker’s Horrifying 
  Visage for the next 24 hours. The aging effect can be 
  reversed with a greater restoration spell, but only 
  within 24 hours of it occurring.
  Possession (Recharge 6). One humanoid that the 
  oathbreaker can see within 5 feet of it must succeed 
  on a DC 14 Charisma saving throw or be possessed by 
  the oathbreaker; the oathbreaker then disappears, and 
  the target is incapacitated and loses control of its body. 
  The oathbreaker now controls the body but doesn’t 
  deprive the target of awareness. The oathbreaker can’t 
  be targeted by any attack, spell, or other effect, except 
  ones that turn undead, and it retains its alignment, 
  Intelligence, Wisdom, Charisma, and immunity to 
  being charmed and frightened. It otherwise uses the 
  possessed target’s statistics, but doesn’t gain access to 
  the target’s knowledge, class features, or proficiencies.
    The possession lasts until the body drops to 0 hit 
  points, the oathbreaker ends it as a bonus action, 
  or the oathbreaker is turned or forced out by an 
  effect like the dispel evil and good spell. When the 
  possession ends, the oathbreaker reappears in an 
  unoccupied space within 5 feet of the body. The 
  target is immune to this oathbreaker’s Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 319 - MA Mistaken Identity.pdf