TEXT: BY JAMES FLOYD KELLY
  LEVEL 4 ADVENTURE MODULE
  MYSTERY UNDER THE MONASTERY
  #13
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  1
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  Fift h Edition #13: Mystery Under the 
  Monastery, copyright © 2018 Goodman 
  Games, all rights reserved, visit www.
  goodman-games.com or contact info@
  goodman-games.com
  Mystery Under the Monastery
  By James Floyd Kelly
  By James Floyd Kelly
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  FIFTH EDITION FANTASY     Mystery Under the Monastery
  2
  or centuries, the monks who maintain the Tray-
  ban Monastery have lived a quiet life of con-
  templation and service to others. The gardens 
  the monks tend have provided food for the monastery 
  as well as emergency supplies for nearby towns during 
  times of need. The monks do not sell their food; they 
  give it freely to any visitors who ask. As payment for 
  their generosity, the monastery receives a level of pro-
  tection from nearby settlements that includes updates 
  about visitors to the towns, caravans and merchants 
  moving through the area, and sightings and encounters 
  with wild creatures in the surrounding forests.
  Unknown to the rest of the world, the monks have 
  also maintained a truce for over 30 years with the deni-
  zens of the Beneath. Deep below the monastery exists 
  a large cavern that supports a trading zone open to 
  all and where combat is forbidden: LooBay’s Bazaar. 
  The monks trade their food for unusual objects and 
  trinkets that are most often of very little value—with 
  a smile and a request for more—because they are not 
  interested in hoarding wealth. They see their actions 
  as supporting and encouraging peace, and the monks 
  are respected and even offered protection when they 
  travel to and from LooBay’s Bazaar.
  LooBay’s Bazaar was started in partnership with the 
  Trayban monks. When the monastery was being built, 
  one of the four founding monks, a mountain gnome 
  named Gilb, discovered the entrance to a series of 
  tunnels and caverns. Fortune favored the monks when 
  they then met a group of friendly deep gnome explor-
  ers who made their way to the surface; a pact was made 
  that would allow the monks to provide assistance with 
  what they suspected was a difﬁ cult existence in the Be-
  neath. For 30 years, the monks provided food and the 
  occasional training to the denizens of the Beneath in 
  the form of trade.
  Thirty-one years ago, a deep gnome merchant named 
  LooBay spent a few weeks recovering at the monastery 
  after he was attacked and left for dead in the Beneath. 
  LooBay listened to the monks’ discussions and ob-
  served their daily activities and saw an opportunity to 
  help them. LooBay gathered his savings, called in some 
  favors and a few loans, and hired some colleagues to as-
  sist him in building a simple bazaar close to the surface 
  to encourage more trade with the Above. He invites 
  traders from the far edges of the Beneath to come and 
  sell and trade their wares in a safe and fair locale. In ad-
  dition to commerce, LooBay’s Bazaar offers food but 
  no accommodations (but LooBay does have his own 
  personal quarters along with some guard housing), and 
  continues to hire miners to open new trade routes. 
  Today, LooBay’s has grown substantially, and trouble 
  is rare; the value the bazaar offers to the Beneath is 
  protected ﬁ ercely by buyers and sellers who are quick 
  to remove anyone who stirs up trouble. LooBay is 
  trustworthy and is quick to banish any traders who are 
  caught cheating customers or trading in forbidden ma-
  terials. 
  Mystery Under the Monastery
  By James Floyd Kelly
  ystery Under the Monastery is an adventure de-
  signed for use with the 5th edition of the ﬁ rst 
  fantasy roleplaying game. It is intended for 
  four to six 4th-level characters and can be completed 
  in a single session. A mix of adventurer classes is rec-
  ommended, and there will be no issues with access to 
  food and water. The main adventure takes place in the 
  tunnels and caves beneath a monastery, so torches will 
  be needed if the player races lack the ability to see in 
  the dark. It is recommended that an inventory of all 
  valuables (and types—such as gems, magical weapons, 
  etc.) be obtained by the GM before the game begins; 
  certain events (mostly combat) will depend on know-
  ing which players hold gems, and requesting a full in-
  ventory will keep this detail secret. 
  M
  Background
  F
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  3
  The primary path from the monastery to the bazaar 
  exists as a secret tunnel concealed beneath a large ta-
  ble in the monastery’s common area. This path is a 
  direct route (although a smaller, hidden, more danger-
  ous tunnel breaks off and also leads to the bazaar) and 
  has been cleared of hazards that include razor-sharp 
  crystalline stalagmites and deep pebble-covered surfac-
  es that give way to those unfortunate enough to walk 
  across, sending them sliding into deep pits or crashing 
  into walls. Once every two weeks, the monks are able 
  to reach LooBay’s in less than two hours using the safe 
  tunnel.
  The safe tunnel, however, has recently collapsed since 
  the monks' last visit to the bazaar, with a ﬁ ne, powdered 
  stone completely blocking the tunnel just 30 minutes 
  into the trip down. One of the monks, a dwarf nick-
  named Granite, examined the collapse and believed it 
  was intentional. Granite volunteered to lead a small 
  group of monks down the secondary tunnel in an at-
  tempt to make contact with LooBay’s. The four monks 
  have not been heard from in more than ﬁ ve days.
  The monks are desperate to ﬁ nd Granite and his group, 
  but they are also concerned for the well-being of their 
  allies in the Beneath. As the monks discuss options 
  for preparing another group to enter the tunnels, the 
  bell outside their gate rings. Despite the trouble facing 
  the monks, they open the gate and welcome tired and 
  hungry visitors to Trayban Monastery.
  Adventure Hooks
  The adventure begins with the players reaching the 
  safety of a walled monastery late in the evening. The 
  GM may determine how the adventurers found them-
  selves in the woods or can adapt one of the adventure 
  hooks below:
  • The town of Mistral Tune wishes to hire the adven-
  turers to provide protection for a team of loggers, 
  who will be clearing a new road to the Trayban Mon-
  astery to shorten a caravan’s trip from three days to 
  one. The clearing of the road will take three weeks 
  to complete, and the torchlights of the monastery 
  will be visible in the distance as daylight wanes. The 
  entire party can look forward to a few days of rest 
  inside the monastery’s walls.
  • A longtime friend of the adventurers has passed 
  away, and the monks of the Trayban Monastery 
  have requested that his body be returned to them 
  for burial. The monks have promised a small fee to 
  be paid for the party’s troubles as well as food and 
  lodging for a week’s rest. Any adventurer willing to 
  stay two weeks and assist with daily duties will also 
  be trained in one of the monks’ unarmed ﬁ ghting 
  techniques.
  • One of the adventurers frequently shares an ancient 
  map and a matching tale of a long-lost temple and 
  its riches in the snow-covered northern mountain 
  range known as the Demon’s Teeth. The trip will 
  take months, but the Trayban Monastery is a well-
  known rest for travelers going north and needing 
  additional provisions for the journey. The monks 
  may even possess additional information about the 
  lost temple in their legendary library.
  Beginning the Adventure
  General Features
  Weather. The adventure begins late in the evening 
  with the party’s arrival at the monastery. The weather 
  is comfortable, and afternoon showers are ensuring the 
  monks’ gardens will produce a larger-than-normal yield.
  Sound. The sounds of birds and wildlife can be heard 
  in the nearby forest at all hours. While the monks work 
  in their gardens, they sing a mix of songs that are enjoy-
  able to listen to.
  Food and Water. Food and water are plentiful in and 
  around the monastery. While the monks subsist on non-
  meat meals, they do not disapprove of hunting in the 
  surrounding forest. All adventurers will receive a small 
  pack of food from the monks upon their departure that 
  will last for three days. Each party member will also be 
  asked to carry two small rescue packs of food to be dis-
  tributed when they reach LooBay’s Bazaar.
  When the adventure begins, the characters are wel-
  comed inside the gates of Trayban Monastery. The 
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  4
  monks greet them with smiles, but something is amiss. 
  Read or paraphrase the text below:
  A group of  eight monks, male and female, greet you and wel-
  come you inside the strong oak walls surrounding the monastery. 
  The monks are unarmed, but their strength and conﬁ dence are 
  obvious to you, and you realize that anyone wishing to cause 
  trouble inside these walls does so at extreme risk. Numerous 
  oil lamps hang every 20 feet on all four inner walls, providing 
  enough light for you to spot six large vegetable gardens at the rear 
  of  the monastery. More light comes from the windows of  one 
  large two-story central structure. A gray-headed human monk 
  smiles and leans out a window on the second story and observes 
  the group.
  One of the monks will inquire about the visitors. Any 
  request for lodging and food will be honored, and the 
  monks will welcome them to Trayban. Any adventur-
  er making a successful DC 12 Wisdom (Perception) 
  check will be able to detect high levels of stress in the 
  group of monks. They will politely answer any ques-
  tions about their gardens or lodging, but will avoid any 
  questions related to the current situation with the col-
  lapsed tunnel unless a DC 18 Charisma (Persuasion) 
  check is attempted. If the check is successful, one of 
  the monks will share a brief comment about a few of 
  their fellow monks that are missing and the monastery 
  is discussing what to do about the matter.
  The Trayban Monks
  The monks of Trayban are a mixed group of gender, 
  races, and classes. All have found their way to the mon-
  astery for one reason or another, and each will defend 
  their brothers and sisters to the death. The monks will 
  do their best to avoid dealing lethal damage, instead 
  choosing incapacitating blows whenever possible. 
  Not counting Granite and the three other missing 
  monks, the total number currently residing in the mon-
  astery is 24:
  • 15 Human (10 male, 5 female)
  • 3 Half-Elf (3 male)
  • 2 Dwarf (1 male, 1 female)
  • 2 Gnome (2 male)
  • 1 Half-Orc (female)
  • 1 Halﬂ ing (male)
  Roleplaying such a large group shouldn’t be neces-
  sary—as soon as the adventurers have been intro-
  duced to Cadril, the monastery’s 58-year-old male hu-
  man leader, all the monks will return to their rooms 
  except for the female half-orc monk named Mewze. 
  Mewze was welcomed into the monastery without 
  question and has taken on the role of Cadril’s body-
  guard (although Cadril thinks it unnecessary). She is 
  on constant guard whenever any visitors are inside the 
  monastery walls.
  All the monks (including Cadril), with the exception of 
  Mewze, should use the stats for the monastic NPC. 
  The Trayban monks follow the Way of the Jurra (see 
  appendix B). 
  MONASTIC
  Medium humanoid (any race), neutral good
  AC: 14
  Hit Points: 22 (4d8 + 4)
  Speed: 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
  Saving Throws: Strength +2, Dexterity +4
  Skills: Acrobatics +4, Insight +4
  Senses: passive Perception 12
  Languages: Common plus any two languages
  Challenge: 2 (450 XP)
  Special Equipment: The monastic wields a Jurra 
  staﬀ  (see sidebar).
  Unarmored Defense: While the monastic is wear-
  ing no armor and wielding no shield, its AC includes 
  its Wisdom modiﬁ er.
  ACTIONS
  Multiattack: The monastic makes two Jurra staﬀ  at-
  tacks or two unarmed strikes.
  Jurra Staﬀ : Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
  Unarmed Strike: Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  5
  Assisting the Monks
  After the adventurers are taken into the main structure 
  and have been introduced to Cadril, he will offer a meal 
  followed by lodging. If the PCs ask, Cadril will provide 
  lodging and meals for up to three days. At no time will 
  Mewze leave the room, and discerning her protective 
  nature requires no Wisdom (Perception) check. Cadril 
  will make a simple request that the adventurers stay in 
  their rooms or the outside common areas while the 
  monks do their chores; he will mention they have a 
  large amount of vegetables to gather in the morning 
  for a nearby town’s festival. (This is a good opportu-
  nity for the players to show a bit of goodwill and gain 
  the respect of the monks if they volunteer to assist.)
  Cadril is dressed in the standard rock-scrubbed cloth 
  shirt and loose pants favored by all the monks. Dirt 
  and grass stains indicate a full day spent outside in the 
  garden, but Cadril shows no signs of exhaustion and 
  will engage the travelers in talk about the area and an-
  swer questions related to the monastery. If any men-
  tion is made about the tension in the monastery, Cadril 
  will provide some basic information about the missing 
  monks, but will not mention the collapsed tunnel or 
  the bazaar. The adventurers will need to earn Cadril’s 
  trust before he will agree to any assistance. 
  If the adventurers offer to help with any of the monks’ 
  daily duties for one or more days, this will be enough 
  time for them to have heard snippets of discussion 
  among the monks about LooBay’s Bazaar. The adven-
  turers will also have observed the monks practicing 
  with their Jurras. At this time, if they approach Cadril 
  with any questions, a successful DC 10 Charisma (Per-
  suasion) check will be enough for Cadril to offer up 
  a full explanation about the collapsed tunnel and the 
  missing monks as well as the concerns about sending 
  additional resources down the secondary tunnel.
  Cadril will accept any offer to assist with the search for 
  the missing monks, but the team will need to convince 
  him of their motives. Mewze will offer to escort the 
  group through the hidden secondary tunnel to the ba-
  zaar—if the group has earned the trust of Cadril and 
  assisted the monastery with some of its daily activities. 
  If Cadril is still uncertain about the group’s motives, 
  Mewze will only take them as far as the entrance to 
  the secondary tunnel, but Cadril will request that the 
  group ﬁ rst verify that the primary tunnel is still inac-
  cessible.
  If the adventurers did not offer assistance to the monks 
  during the day, the group will still hear bits and pieces 
  of information, but Cadril’s trust will not be earned. 
  If an adventurer explores the common area during 
  daylight hours while the monks are in the gardens, a 
  successful DC 18 Intelligence (Investigation) check 
  will reveal the hidden entrance to the tunnel. If the 
  party enters the tunnel without permission, they will 
  ﬁ nd the collapsed section of the primary tunnel but 
  the secondary will remain hidden without the monks’ 
  assistance, and the players will need to earn back the 
  monks’ trust (they will be discovered upon their return 
  to the monastery’s common area) or be asked to leave 
  the monastery.
  The Jurra Staff
  The Jurra staff is the preferred weapon of the Tray-
  ban monks. It is a martial melee weapon that weighs 
  about the same as a quarterstaff, and inﬂ icts 1d8 
  bludgeoning damage; it can be wielded one-handed 
  but the monks prefer to use two. It is carved from 
  a Jurra tree, a species that only grows in the near-
  by forest. These trees produce a unique sound in 
  strong wind, and possess mystical abilities that the 
  monks have discovered over time. Each Jurra staff 
  is tailored to its user’s speciﬁ c height and strength. 
  A special ﬁ st-sized ring is carved into the center of 
  the curved staff, allowing a trained wielder to make 
  multiple attacks by gripping and releasing the ring at 
  speciﬁ c moments in the swing. In this way, the wield-
  er can attack twice, instead of once, when taking the 
  Attack action. For a trained follower of the Way of 
  the Jurra, the staff is treated as a monk weapon and 
  it can produce variations of the tree’s natural hum-
  ming sound; these manifest as unique effects that 
  vary depending on the skill of the bearer. 
  An untrained user of the Jurra staff can wield the 
  weapon as a quarterstaff. Any monk wishing to learn 
  the basic, proper use of the Jurra staff (i.e., using it 
  to cause 1d8 damage, but not gaining the other at-
  tack beneﬁ ts or powers) must spend a minimum of 
  two weeks training with the Trayban monks.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  6
  Roleplaying Mewze
  Mewze is a 28-year-old half-orc who joined the monks 
  two years ago, after being banished from her tribe for 
  not being able to produce offspring. Cadril was told 
  of a half-orc female who had arrived in a nearby town 
  and was imprisoned after picking a ﬁ ght with a group 
  of farmers. Cadril asked the constable to release her 
  under his supervision if she agreed to provide protec-
  tion for the monastery. 
  Mewze was reluctant at ﬁ rst, but upon hearing that the 
  monastery was being harassed by a local band of high-
  waymen, she agreed. What Cadril did not tell her was 
  that the highwaymen only appeared once a year and 
  had just left the area for the winter. Mewze observed 
  the monks training, and their camaraderie, and began 
  taking part in their daily training and chores. A year 
  later, when the highwaymen reappeared, Mewze drove 
  them off without any loss of life; she had accepted the 
  monks’ way of life and wished to honor their trust and 
  acceptance by avoiding lethal combat whenever pos-
  sible.
  Mewze will defend Cadril with her life, and she is ex-
  tremely protective of her fellow monks. She will do 
  everything in her power to ﬁ nd the missing monks, 
  and will not return to the monastery until their fate 
  is discovered. If she loses her Jurra staff, she will de-
  cline the offer of any weapon other than a quarterstaff, 
  ﬁ ghting bare-handed instead.
  MEWZE
  Medium humanoid (half-orc), neutral good
  AC: 13
  Hit Points: 37 (5d8 + 15)
  Speed: 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
  Saving Throws: Strength +6, Dexterity +5
  Skills: Acrobatics +5, Intimidation +2
  Senses: darkvision 60 ft., passive Perception 11
  Languages: Common, Orc, Undercommon
   Challenge: 2 (450 XP)
  Special Equipment: Mewze wields a Jurra staﬀ  (see 
  sidebar), and carries an explorer’s pack and a small 
  bag of trinkets.
  Relentless Endurance: When Mewze 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 ﬁ nishes a long rest.
  Savage Attacks: When Mewze 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.
  Unarmored Defense: While Mewze is wearing no 
  armor and wielding no shield, her AC includes her 
  Wisdom modiﬁ er.
  ACTIONS
  Multiattack: Mewze makes three Jurra staﬀ  attacks 
  or three unarmed strikes.
  Jurra Staﬀ : Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
  Unarmed Strike: Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning 
  damage.
  The half-orc’s arms and neck area are covered with 
  scars that she received prior to her banishment from 
  her tribe. On her left cheek (where a tribal tattoo 
  would normally exist) is a tattoo of the Jurra staﬀ . 
  Mewze has dulled her canine teeth intentionally to 
  signify her intent to pursue a peaceful existence.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  7
  Descent to LooBay’s Bazaar
  Before Mewze opens the hidden tunnel, she will follow 
  Cadril’s instructions and verify the primary tunnel is 
  still blocked. Read the following aloud:
  After an hour of  slow marching, Mewze calls a halt. Unusual 
  sounds can be heard ahead, and she listens for a moment before 
  running forward. Around the next bend, the collapsed section of  
  the tunnel is visible. Two gray tentacles with unusual blue speck-
  les ﬁ nish lashing a pitiful creature and disappear into one of  
  the many 1-foot-diameter holes in the wall. Mewze runs to and 
  picks up the fallen creature, the only one of  a group of  four still 
  showing signs of  life. Brief  words are spoken between them, and 
  then the creature is gone. Mewze carefully places each creature 
  into a separate hole in the wall and covers the corpses with small 
  stones. When she is done, she sits down on the stone ﬂ oor, a look 
  of  despair in her eyes.
  Here at the collapsed section of the primary tunnel, 
  the group has stumbled upon the conclusion of a ﬁ ght 
  between four diminutive koomilahns and a number 
  of blue-speckled tentacles reaching out from 1-foot-
  diameter holes in the tunnel walls.
  Mewze will answer questions about the creatures, but 
  the limit of her knowledge (and responses) is as fol-
  lows:
  • The creatures are called koomilahns (koom-uh-
  launs), and they are a race of peaceful burrowers 
  and explorers of the Beneath.
  • The koomilahns know of the Trayban monks and 
  occasionally trade information about the Beneath 
  for food.
  • The dying koomilahn told Mewze (in Undercom-
  mon) that they had woken a sleeping creature by 
  accidentally breaking through into a sealed crystal 
  geode. 
  • Koomilahns reseal their tunnels that break into ge-
  odes whenever possible, and always deny requests 
  from denizens of the Beneath to ﬁ nd geodes and 
  collect crystals. Mewze does not know why.
  • Koomilahns have a unique ability that uses their 
  hands to shatter or pulverize most types of rock; 
  this is how they create tiny tunnels and hidden liv-
  ing quarters to protect themselves from enemies.
  • Mewze has never seen or heard of the blue-speckled 
  tentacles. She has no idea what attacked the koomi-
  lahns.
  Mewze will gather herself and stand after a few ques-
  tions. She will then instruct the party to follow her 
  back to the disguised entrance to the secondary tunnel 
  (area 1), which the monks know leads to the bazaar.
  KOOMILAHN (4)
  Tiny humanoid, neutral
  AC: 10
  Hit Points: 10 (3d4 + 3)
  Speed: 30 ft., burrow 10 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 8 (-1)
  Skills: Perception +2
  Senses: darkvision 30 ft., passive Perception 12
  Languages: Koomli, Orc, Undercommon
  Challenge: 1/4 (50 XP)
  Crumbling Touch: The koomilahn can pulverize 
  rock with its hands and feet. This ability can be con-
  trolled, allowing the koomilahn to touch other beings 
  without doing damage or to deliver an acidic injury.
  Tunneler: The koomilahn can burrow through solid 
  rock at half its burrow speed and leaves a 1-foot-di-
  ameter tunnel in its wake.
  ACTIONS
  Multiattack: The koomilahn makes two attacks, one 
  with each hand.
  Touch: Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) acid damage.
  Koomilahns are shy creatures who burrow through 
  the Beneath scavenging for food and other materi-
  als. They are non-violent and curious, but will avoid 
  creatures or situations that appear dangerous. They 
  move on all fours, although when they stand on their 
  hind legs, they can look like thin halﬂ ings from a 
  distance. Their clothing is a mixture of plants and 
  animal hides, depending on the materials they ﬁ nd 
  in their explorations. 
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  8
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  9
  AREA 1 – THE SECONDARY TUNNEL
  Mewze shoves aside a few medium-sized boulders, takes a deep 
  breath, and slips her large ﬁ ngers into some small indentions on 
  the wall. She tugs on a section of  what appears to be solid stone. 
  The grinding of  stone on stone surprises you as you see a section 
  of  wall pull away to reveal a hidden tunnel. 
  The entrance is 4 feet tall and 5 feet wide. It is disguised 
  by some carefully placed rubble and a chiseled sheet 
  of rock. The stone covering is approximately 2 inches 
  thick and has been cut in a manner that blends with the 
  natural stone. Whether Mewze is going with the party 
  or not, she will replace the covering and small boulders 
  to hide the entrance without explanation. (Cadril has 
  instructed her to cover the entrance and ask LooBay 
  to provide a different way back up to the monastery 
  should the primary tunnel be unrecoverable.)
  If she accompanies the party and is asked about the 
  path ahead, Mewze will consult a small map given to 
  her by Cadril. Again, she will not explain any further 
  but will prod the adventurers to move forward. Mewze 
  will always insist on bringing up the rear; if anyone ob-
  jects, she will return to Cadril with or without the party.
  Once through the hidden entrance, the party will ob-
  serve that the secondary tunnel is natural and has not 
  been carved; it varies in height between 7 and 10 feet. 
  The width is minimally 4 feet but never exceeds 6 feet. 
  Torches will be needed for any members not possess-
  ing an ability to see in darkness. 
  The ﬂ oor of the tunnel is covered with ﬁ ne gravel and 
  makes for a slippery surface. All characters will need 
  to make a DC 12 Dexterity check before reaching area 
  1-1. Failure will result in one of the carried rescue 
  packs of food being crushed and unusable. (Make note 
  of how many rescue packs are destroyed; the number 
  of remaining rescue packs will come into play in a later 
  event.)
  AREA 1-1 – THE SHAFT
  The secondary tunnel ends abruptly at a 35-foot-wide shaft, and 
  you stare down a 50-foot drop to the ﬂ oor below. The walls are 
  uneven and possess sharp edges, and only a few handholds are 
  apparent. Glittering stones embedded in the rocks catch your eye, 
  as does the small skeleton of  undetermined race at the bottom 
  of  the drop on the opposite side of  the cylindrical shaft. Small 
  pitons have been hammered into the stone to hold a rope ladder 
  that dangles down into the shaft. Halfway down, the right half  
  of  the rope ladder has separated and the last 25-foot section of  
  ladder hangs by a few threads.
  The walls in this shaft are sharp enough to cut through 
  normal rope with just a few swipes. Anyone using a 
  rope to descend to the ﬂ oor risks having the rope cut 
  as it drags and moves across the wall’s surface, unless 
  a method can be found to protect the rope from be-
  ing cut. Whenever someone is halfway down the rope, 
  they must succeed on a DC 13 Dexterity check or the 
  rope will be sliced and the climber will fall, taking 7 
  (2d6) bludgeoning damage.
  Any adventurers examining the wall before descend-
  ing the shaft may make a DC 15 Wisdom (Perception) 
  check. If successful, they will spot the hilt of a dag-
  ger embedded in the rock next to a sizeable gemstone 
  (value of 125 gp). The gemstone may be removed by 
  dealing 4 points of bludgeoning damage to the sur-
  rounding area, if a method for getting to the other side 
  of the shaft can be found. A successful DC 15 Dexter-
  ity (Acrobatics) check will allow someone to ﬁ nd safe, 
  non-sharp handholds and scale the walls to the other 
  side. Another successful DC 15 Dexterity (Acrobat-
  ics) check is required to return or to climb down. The 
  glittering in the wall consists of mostly tiny, common 
  gems that are worth copper pieces each and require 
  the same amount of effort (and danger) to dig out as 
  the larger gemstone. The dagger is nonmagical and un-
  damaged.
  Those adventurers who make it to the bottom of the 
  shaft will discover one broken dagger (not usable as a 
  weapon) and 20 gold pieces scattered over the ﬂ oor, 
  and a small bag containing three gems worth 15 gp 
  each. (Make note of which player takes the bag or 
  how the gems are divided.) The race of the skeleton—
  gnome—can be determined with a successful DC 12 
  Wisdom or Intelligence check. Many of its bones are 
  broken from what appears to have been a fall. (The 
  poor gnome plunged to his death while trying to dig 
  out the gemstone.) The age of the skeleton cannot be 
  determined.
  A low crawlspace exits the shaft to the east. A success-
  ful DC 17 Intelligence (Investigation) check will reveal 
  a hint of recent footsteps moving into the crawlspace.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  10
  AREA 1-2 – EASTERN CRAWLSPACE
  The crawlspace is cramped and unlit, and crawling on all fours 
  appears to be the only way to navigate through it. A fresh breeze 
  can be felt from inside.
  The crawlspace is 540 feet in length and requires con-
  tinuous crawling through the tight tunnel to reach area 
  1-3; every member of the party will notice the twisting 
  and sharp downward angle of the tunnel. Single-ﬁ le 
  is the only way to move through the crawlspace. The 
  adventurer in the lead will discover corn husks 50 feet 
  into the crawlspace—if present, Mewze will recog-
  nize them as the wrappings of Granite’s favorite meal. 
  Koomilahn tunnels will be spotted every 30 to 40 feet; 
  the tunnels are 1 foot in diameter.
  AREA 1-3 – CHIMNEY
  The crawlspace has expanded in width and height for the last 50 
  feet, and now you are able to stand in a small cavern with a hole 
  in the center of  the ﬂ oor. The hole is wide enough for one person 
  to ﬁ t inside at a time, and the various rocky edges jutting from 
  the walls look solid enough to use as handholds for descending.
  The chimney descends for a total of 200 feet, and any-
  one continuing down must make a DC 12 Strength 
  (Athletics) check every 50 feet. Failure results in tum-
  bling down 15 feet, taking 2 (1d4) bludgeoning dam-
  age, destroying one rescue pack, and forcing anyone 
  below them to make his or her own DC 12 Strength 
  (Athletics) check to keep from tumbling. Adventurers 
  may choose to wedge themselves into the chimney at 
  any time for a short respite (and forcing anyone above 
  them to stop as well), but stopping and resting 
  comes with its own risk. 
  When the ﬁ rst party member reaches the 
  bottom of the chimney, he or she will dis-
  cover a rope dangling the ﬁ nal 25 feet to the 
  ﬂ oor. The rope has been expertly secured 
  with pitons and will pose no problem for 
  anyone climbing down to area 1-4. Once 
  the ﬁ rst party member reaches the surface, 
  however, all PCs will need to roll initiative, 
  and movement speed down the chimney is 
  5 feet per turn.
  AREA 1-4 – LANDING
  Upon touching the stone ﬂ oor of a 60-foot-
  by-80-foot cavern, the ﬁ rst adventurer to exit 
  the chimney will be subject to a surprise attack 
  by one geode splinter. The geode splinter will 
  ﬂ ee into one of the koomilahn tunnels that 
  cover the cavern walls when it drops below 
  half its hit points.
  When combat ends, read the following:
  This large cavern is ﬁ lled with broken crates, collapsed 
  wagons, and other non-valuable debris. Over a dozen koom-
  ilahn tunnels are visible in the cave walls and a closed steel 
  door can be seen in the southwestern wall. On the door is a 
  green and blue symbol: two hands shaking in agreement.
  If Mewze is there she will recognize the symbol for 
  LooBay’s Bazaar. She has no explanation for the de-
  bris, but is anxious to open the door and continue 
  y
  w
  ila
  doo
  green
  If M
  LooB
  bris, 
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  11
  looking for her friends. The cavern is actually nothing 
  more than an area to discard damaged or abandoned 
  non-valuable furniture and supplies from the bazaar. 
  The door is locked and a trap mechanism is obvious 
  (on this side of the door) and requires no check to dis-
  cover. A DC 12 Wisdom (Perception) check will reveal 
  that the trap will trigger a magical wail. (The intent is 
  to alert LooBay’s guards of anyone trying to gain en-
  trance to the bazaar from the closed secondary tunnel.) 
  Someone proﬁ cient with thieves’ tools may make one 
  attempt to disarm the trap; a successful DC 12 Dexter-
  ity check will allow the door to be opened without trig-
  gering the wail. A failed attempt (or simply opening the 
  door) will start the wailing that lasts 60 seconds. This 
  will also alert the geode worms in area 2-1.
  GEODE SPLINTER
  Medium ooze, unaligned
  AC: 15 (natural armor)
  Hit Points: 45 (6d8 + 18)
  Speed: 20 ft., climb 10 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 
  1 (-5)
  Damage Vulnerabilities: cold
  Damage Immunities: ﬁ re, lightning
  Condition Immunities: blinded, charmed, deaf-
  ened, exhaustion, frightened, prone
  Senses: blindsight 80 ft. (blind beyond this radius), 
  passive Perception 10
  Languages: —
  Challenge: 2 (450 XP)
  Amorphous: The geode splinter can move through a 
  space as narrow as 5 inches wide without squeezing.
  Gem Grab: When the geode splinter makes a suc-
  cessful pseudopod attack on its turn, it can take a bo-
  nus action to remove a gem from a staﬀ , weapon, or 
  bag if the target possesses one. If a gem is obtained, 
  the geode splinter will spend one action digesting the 
  gem and recovering 1d8 hit points. If a gem is tossed 
  at the geode splinter or placed between it and an-
  other creature, the geode splinter will always move 
  towards a gem.
  Gem Sniﬀ : The geode splinter is sensitive to the 
  presence of crystals and gems up to 120 feet. It will 
  attempt to move towards and attack the enemy with 
  the most valuable gem, or the largest quantity of 
  gems, on their person.
  Ooze Climb: The geode splinter can move a maxi-
  mum of 10 feet up a vertical wall.
  Slashing Form: A creature that touches the geode 
  splinter takes 4 (1d8) slashing damage from its sharp 
  crystal-covered hide. Any nonmetallic, nonmagical 
  weapons or parts of weapons (such as arrow shafts) 
  that hit the geode splinter are destroyed.
  ACTIONS
  Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 
  4 (1d4 + 2) bludgeoning damage. 
  The geode splinter is an intelligent piece of the larg-
  er grand geode leech. Its grey and blue speckled sur-
  face is covered with tiny shards of crystals and gems 
  that both protect it and allow it to deliver damage. It 
  feeds on crystals and gems, and heals when digest-
  ing these items. Up to three geode splinters can split 
  oﬀ  from a single grand geode leech. It takes 2 rounds 
  for a geode splinter to be reabsorbed into the grand 
  geode leech.
  Development
  Read the following after the door is opened. If the 
  alarm is triggered, nothing happens and the alarm 
  stops after 60 seconds:
  A 10-foot-high passage extends 40 feet beyond the open doorway 
  and curves east. The passage is dark, and extinguished torches 
  can be seen in sconces every few dozen feet on the left wall.
  If the adventurers follow the passage, they will enter 
  area 2-1 after completing the ﬁ rst turn and moving an 
  additional 80 feet.
  Awarding Experience
  Award each adventurer that reaches the landing 200 
  XP. If the gem was retrieved in the shaft, award a bo-
  nus 200 XP to be divided between the party. Disarm-
  ing the trap awards 50 XP to the hero with the nimble 
  ﬁ ngers. Defeating the geode splinter is worth 450 XP.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  12
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  13
  AREA 2 – LOOBAY’S BAZAAR
  The bazaar has four large tunnels that function as trade 
  routes, wide enough for two small wagons to enter 
  side-by-side. The entrances are heavily guarded during 
  the day, and all visitors, wagons, and supplies are in-
  spected before gaining entry; each entrance has a port-
  cullis that is raised to allow entry after the inspection 
  is concluded and then lowered again. The koomilahns 
  are just one of the many races that know the location 
  of LooBay’s Bazaar, and a fair number of their 1-foot-
  diameter tunnels can be found in the walls of the ba-
  zaar’s spacious cavern. LooBay tolerates the tiny tun-
  nels because he knows the koomilahns are trustworthy. 
  For over 30 years now, LooBay’s Bazaar has operated 
  with few interruptions. The occasional troublemak-
  ers are run off, and the blocked entrances have held 
  off two attempted attacks by outside forces. But two 
  weeks ago, things changed…
  AREA 2-1 – THE BAZAAR
  This large circular cavern is almost 200 feet in diameter, with 
  a height of  50 feet and numerous crevices in the ceiling that 
  normally allow fresh, cool air to circulate. Right now, however, 
  the smell of  smoke and the sight of  numerous small ﬁ res greet 
  you as you exit the secondary tunnel. Collapsed wood stalls are 
  mixed with dozens of  destroyed wagons. Small cages rest open on 
  their sides, and a metal clanging can be heard from a steel door 
  to the southeast. 
  Before the adventurers can investigate the large cav-
  ern, a pack of four geode worms will attack. If the 
  alarm was set off in area 1-4, the four geode worms 
  were alerted and will surprise the party when the ﬁ rst 
  person exits the passage into the cavern. Otherwise, 
  the worms will have sensed movement in the passage 
  between areas 1-4 and 2-1 and will be 40 feet from 
  where the adventurers enter the cavern, near a crushed 
  cart. Initially, the geode worms will attempt to move 
  to the north and draw the heroes’ attention away from 
  the geode splinter hidden behind the cart. A geode 
  worm that loses at least half of its hit points will im-
  mediately ﬂ ee towards the geode splinter. If two or 
  more geode worms retreat to the geode splinter, the 
  splinter will ﬂ ee towards the western wall and enter the 
  koomilahn tunnel that leads to area 2-6. Any remaining 
  geode worms will then attempt to follow the ﬂ eeing 
  geode splinter.
  If the geode worms and splinter are defeated or es-
  cape, the party will have an opportunity to examine the 
  large cavern. There are four main trade routes that exit 
  the cavern to the north, northeast, south, and south-
  east. The trade route to the Trayban Monastery is to 
  the southwest (and unblocked by a portcullis) and, if 
  present, Mewze will point it out. It appears to be in 
  good shape here because the collapse occurred closer 
  to the monastery side of the tunnel (about 90 minutes’ 
  travel from area 2-1).
  Three trade routes each appear to be blocked by a 
  closed portcullis, but a closer examination will reveal 
  that the north portcullis is open. Anyone may attempt 
  a DC 12 Strength check to turn the simple mechanism 
  that raises and lowers these gates.
  On the western wall, a total of eight koomilahn tun-
  nels can be seen. These tunnels are all between the pri-
  mary and secondary tunnels, and one leads to area 2-6.
  Three large steel doors can be seen embedded in the 
  stone between the four trade routes. Mewze (if pre-
  sent) will dissuade anyone from pilfering and move to 
  investigate the banging on the steel door to the south-
  east (area 2-2).
  GEODE WORM (4)
  Small ooze, unaligned
  AC: 12 (natural armor)
  Hit Points: 42 (12d6)
  Speed: 30 ft., climb 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 12 (+1) 10 (+0) 14 (+2) 8 (-1) 
  1 (-5)
  Damage Vulnerabilities: cold 
  Damage Immunities: ﬁ re, lightning
  Condition Immunities: blinded, charmed, deaf-
  ened, exhaustion, frightened, prone
  Senses: blindsight 80 ft. (blind beyond this radius), 
  passive Perception 9
  Languages: —
  Challenge: 1/2 (100 XP)
  Amorphous: The geode worm can move through a 
  space as narrow as 3 inches wide without squeezing.
  Coil Constriction: When the geode worm makes a 
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  14
  successful Whip Slash attack, it can attempt to wrap 
  itself around the target’s arms or legs as a bonus ac-
  tion. The target must succeed on a DC 14 Strength 
  save or the geode worm wraps itself around the tar-
  get. At the start of the target’s turn, 2 (1d4) slashing 
  damage is delivered to the target who may then make 
  another DC 14 Strength save to remove it. The target 
  attacks at disadvantage against any other opponents 
  until the geode worm is removed.
  Ooze Climb: The geode worm can move a maxi-
  mum of 20 feet up a vertical wall. 
  ACTIONS
  Whip Slash: Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. 
  The geode worm is an intelligent fragment of a geode 
  splinter. The geode worm is unable to digest crystals 
  and gems to heal itself, and cannot rejoin with either 
  a geode splinter or a grand geode leech.
  GEODE SPLINTER
  Medium ooze, unaligned
  AC: 15 (natural armor)
  Hit Points: 45 (6d8 + 18)
  Speed: 20 ft., climb 10 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 1 (-5)
  Damage Vulnerabilities: cold
  Damage Immunities: ﬁ re, lightning
  Condition Immunities: blinded, charmed, deaf-
  ened, exhaustion, frightened, prone
  Senses: blindsight 80 ft. (blind beyond this radius), 
  passive Perception 10
  Languages: —
  Challenge: 2 (450 XP)
  Amorphous: The geode splinter can move through a 
  space as narrow as 5 inches wide without squeezing.
  Gem Grab: When the geode splinter makes a suc-
  cessful pseudopod attack on its turn, it can take a bo-
  nus action to remove a gem from a staﬀ , weapon, or 
  bag if the target possesses one. If a gem is obtained, 
  the geode splinter will spend one action digesting the 
  gem and recovering 1d8 hit points. If a gem is tossed 
  at the geode splinter or placed between it and an-
  other creature, the geode splinter will always move 
  towards a gem.
  Gem Sniﬀ : The geode splinter is sensitive to the 
  presence of crystals and gems up to 120 feet. It will 
  attempt to move towards and attack the enemy with 
  the most valuable gem, or the largest quantity of 
  gems, on their person.
  Ooze Climb: The geode splinter can move a maxi-
  mum of 10 feet up a vertical wall.
  Slashing Form: A creature that touches the geode 
  splinter takes 4 (1d8) slashing damage from its sharp 
  crystal-covered hide. Any nonmetallic, nonmagical 
  weapons or parts of weapons (such as arrow shafts) 
  that hit the geode splinter are destroyed.
  ACTIONS
  Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 
  4 (1d4 + 2) bludgeoning damage.
  Awarding Experience
  For each geode worm defeated, divide 100 XP between 
  the adventurers. If the heroes manage to defeat the ge-
  ode splinter, divide 450 XP between the survivors.
  AREA 2-2 – GENERAL STORAGE
  If Mewze is no longer with the adventurers, the par-
  ty will need to ﬁ nd a way to communicate with those 
  trapped in the storage area. If the half-orc is still pre-
  sent then read the following:
  Mewze picks up a metal pot from the ground and approaches 
  the steel door. With the pot, she begins to tap out a pattern that 
  you do not recognize. When she is done, a squeal is heard and 
  the steel door opens.
  Inside, the party will discover 20 scared and weak indi-
  viduals who have barricaded themselves in the bazaar’s 
  general storage area. They are happy to see new faces, 
  but motion for the party to get inside so they can close 
  and secure the door. They are hungry and have almost 
  run out of water.
  LooBay charges a small rental fee to merchants who 
  wish to leave their supplies and equipment in general 
  storage, and the group will spot a number of wagons 
  and crates pushed to the rear of this 80-foot-deep, 
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  15
  30-foot-wide space. A number of injured, noncom-
  batant individuals lie on the ground, plus two koomi-
  lahns. A thin half-elf will speak for the group and re-
  lates the following details:
  Two weeks ago, a small group of  koomilahns were burrowing 
  between the primary and secondary tunnels when they breached 
  a large geode. Normally the koomilahns would simply seal the 
  breach and go around it, but the burrowers were attacked and 
  chased away before they could reseal the geode. They rushed to 
  the bazaar’s cavern intending to warn LooBay but the bazaar 
  was attacked by a number of  strange creatures that exited the 
  koomilahn tunnels before they could be sealed. This particular 
  group rushed to the general storage area, pulling along any in-
  jured they could ﬁ nd, and sealed the door. One of  the injured is 
  certain that she saw LooBay enter the bazaar’s living quarters; 
  another survivor cries out that he saw one of  the creatures enter 
  the vault. A few of  the survivors were carrying food and water 
  that they’ve shared, and the general storage area had almost a 
  week’s worth of  food and water that is now gone.
  Most of the group is unwilling to leave the general 
  storage, but four injured merchant guards (8 hit 
  points each) can be convinced to exit the storage area 
  and stand guard outside if each is given a rescue pack 
  to regain their strength. The room’s occupants can 
  point out the living quarters (area 2-3) and the vault 
  (area 2-4).
  KOOMILAHN (2)
  Tiny humanoid, neutral
  AC: 10
  Hit Points: 10 (3d4 + 3)
  Speed: 30 ft., burrow 10 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 8 (-1)
  Skills: Perception +2
  Senses: darkvision 30 ft., passive Perception 12
  Languages: Koomli, Orc, Undercommon
  Challenge: 1/4 (50 XP)
  Crumbling Touch: The koomilahn can pulverize 
  rock with its hands and feet. This ability can be con-
  trolled, allowing the koomilahn to touch other beings 
  without doing damage or to deliver an acidic injury.
  Tunneler: The koomilahn can burrow through solid 
  rock at half its burrow speed and leaves a 1-foot-di-
  ameter tunnel in its wake.
  ACTIONS
  Multiattack: The koomilahn makes two attacks, one 
  with each hand.
  Touch: Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) acid damage.
  MERCHANT GUARD (4)
  Medium humanoid (any race), any alignment
  AC: 14 (leather armor, shield)
  Hit Points: 11 (2d8 + 2)
  Speed: 30
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+1) 12 (+1) 12 (+1) 10 (+0) 8 (-1) 10 (+0)
  Skills: Intimidation +2
  Senses: passive Perception 9
  Languages: Undercommon
  Challenge: 1/4 (50 XP)
  ACTIONS
  Shortsword: Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  16
  The merchant guard protects LooBay’s Bazaar and 
  has authority over who may enter. Each guard car-
  ries a shield and shortsword, and their allegiance is 
  indicated by LooBay’s symbol of two hands shaking 
  that adorns their shields.
  Awarding Experience
  Divide 50 XP for each rescue pack provided to a guard. 
  Divide 100 XP if the heroes offer their own food sup-
  plies or two or more rescue packs to the other survi-
  vors without being asked.
  AREA 2-3 – LIVING QUARTERS
  If Mewze is no longer with the adventurers, the party 
  will need to ﬁ nd a way to convince those inside the 
  living quarters to open the door. If the half-orc is still 
  with the adventurers, read the following:
  Mewze begins tapping on the steel door on the eastern wall. Af-
  ter a few moments, a matching set of  taps is heard from the 
  inside, and Mewze actually smiles. She motions for everyone to 
  stand back and the steel door slowly opens. Inside, a handful of  
  guards with swords raised face your party. Behind them, a dwarf  
  dressed in the traditional Trayban monk garb rushes out and 
  hugs Mewze.
  The dwarf is Granite, one of the missing monks. He 
  and the other three monastics are healthy and have 
  been hiding inside the living quarters with a dozen 
  noncombatant merchants, 10 merchant guards, three 
  koomilahns, and one smiling deep gnome. LooBay 
  will introduce himself to the party and then immedi-
  ately ask about other survivors. He is very concerned 
  about his fellow merchants and his customers, and is 
  not concerned about the damage done to the wagons 
  and stalls, or the missing supplies.
  LooBay will inform the party that three times in the 
  last week he and his guards ventured out of the liv-
  ing quarters; two times they were chased by two of 
  the strange gray creatures that attacked the bazaar. It 
  was during the second outing that a guard dropped his 
  sword with a crystal in the hilt; one of the creatures im-
  mediately moved towards the sword and ignored eve-
  ryone else. It ripped out the crystal with its crystalline 
  appendage and moved quickly to one of the koomi-
  lahn tunnels on the western wall. On a hunch, LooBay 
  made a third exit from the living quarters and rushed 
  to open the vault (area 2-4). The remaining creature 
  ignored LooBay and entered the vault where it remains 
  trapped, after LooBay locked it in. LooBay believes the 
  creatures are somehow attracted to gems or crystals 
  and take them back to the geode the koomilahns ac-
  cidentally opened.
  MONASTIC (4)
  Medium humanoid (any race), neutral good
  AC: 14
  Hit Points: 22 (4d8 + 4)
  Speed: 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
  Saving Throws: Strength +2, Dexterity +4
  Skills: Acrobatics +4, Insight +4
  Senses: passive Perception 12
  Languages: Common plus any two languages
  Challenge: 2 (450 XP)
  Special Equipment: The monastic wields a Jurra 
  staﬀ  (see sidebar).
  Unarmored Defense: While the monastic is wear-
  ing no armor and wielding no shield, its AC includes 
  its Wisdom modiﬁ er.
  ACTIONS
  Multiattack: The monastic makes two Jurra staﬀ  at-
  tacks or two unarmed strikes.
  Jurra Staﬀ : Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
  Unarmed Strike: Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  17
  MERCHANT GUARD (10)
  Medium humanoid (any race), any alignment
  AC: 14 (leather armor, shield)
  Hit Points: 11 (2d8 + 2)
  Speed: 30
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+1) 12 (+1) 12 (+1) 10 (+0) 8 (-1) 10 (+0)
  Skills: Intimidation +2
  Senses: passive Perception 9
  Languages: Undercommon
  Challenge: 1/4 (50 XP)
  ACTIONS
  Shortsword: Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  KOOMILAHN (3)
  Tiny humanoid, neutral
  AC: 10
  Hit Points: 10 (3d4 + 3)
  Speed: 30 ft., burrow 10 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 8 (-1)
  Skills: Perception +2
  Senses: darkvision 30 ft., passive Perception 12
  Languages: Koomli, Orc, Undercommon
  Challenge: 1/4 (50 XP)
  Crumbling Touch: The koomilahn can pulverize 
  rock with its hands and feet. This ability can be con-
  trolled, allowing the koomilahn to touch other beings 
  without doing damage or to deliver an acidic injury.
  Tunneler: The koomilahn can burrow through solid 
  rock at half its burrow speed and leaves a 1-foot-di-
  ameter tunnel in its wake.
  ACTIONS
  Multiattack: The koomilahn makes two attacks, one 
  with each hand.
  Touch: Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) acid damage.
  LOOBAY
  Small humanoid (gnome), neutral good
  AC: 11
  Hit Points: 54 (12d6 + 12)
  Speed: 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (-1) 
  12 (+1) 12 (+1) 14 (+2) 14 (+2) 16 (+3)
  Saving Throws: Wisdom +6, Dexterity +4
  Skills: Perception +6
  Senses: darkvision 60 ft., passive Perception 16
  Languages: Common, Gnomish, Undercommon
  Challenge: 3 (700 XP)
  Special Equipment: LooBay possesses Munar’s 
  Pince-Nez (see appendix A), which he uses to deter-
  mine an object’s true value and whether it possesses 
  magical qualities.
  Gnome Cunning: LooBay has advantage on Intelli-
  gence, Wisdom, and Charisma saving throws against 
  magic.
  Innate Spellcasting: LooBay’s innate spellcasting 
  ability is Intelligence (spell save DC 12). He can in-
  nately cast the following spells, requiring no mate-
  rial components:
  • At will: nondetection (self only)
  • 1/day each: blindness/deafness, blur, disguise self
  Stone Camouﬂ age: LooBay has advantage on Dex-
  terity (Stealth) checks made to hide in rocky terrain.
  ACTIONS
  Fist: Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage.
  The deep gnome LooBay is easily recognized by a 
  magical pince-nez that covers his left eye. Around 
  his neck he wears a silver amulet in the shape of two 
  hands shaking in agreement. (Merchants who earn 
  LooBay’s trust are given a smaller pin version of 
  this medallion that can be worn to let buyers know 
  they are dealing with a trusted seller.) LooBay’s ears 
  are pierced and display a number of valuable small 
  gems. The top of his ﬂ at skull is covered by a small 
  square of gold chain mail with baubles weaved into 
  it. His large bulbous nose has two parallel squiggly 
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  18
  lines of gold that run down the bridge and indicate 
  his profession as a merchant. LooBay is unarmed, 
  but always has two guards close by.
  AREA 2-4 – VAULT
  LooBay will provide the key to unlock the vault; the 
  door opens outward. Inside the vault are 36 shelves 
  carved into the rock. Each shelf is 3 feet wide, 2 feet 
  tall, and 2 feet deep, and the shelves are stacked three 
  high. LooBay allows merchants to store their valuables 
  here, and the glitter of gold and silver coins and jewel-
  ry will be immediately visible when the door is opened.
  A single geode splinter has devoured dozens of gems 
  and has embedded 42 rare gems in its skin for trans-
  port back to the grand geode leech. The splinter is in 
  plain sight when the door opens, about 10 feet from 
  the entrance. When the door is opened, the splinter will 
  immediately attempt to exit the vault. Anyone standing 
  behind the door and making no attempt to attack the 
  splinter will be ignored. Any creature standing within 
  10 feet of the open door and between the splinter and 
  the tunnel to area 2-6 will be attacked.
  If the gem (or the bag of gems) was recovered from 
  the shaft (area 1-1), the splinter will immediately de-
  tect it and move in its direction. If both the gem and 
  the bag of gems were recovered, an individual holding 
  one or the other will also be attacked. Otherwise, the 
  splinter will retrieve the gem or bag of gems and then 
  proceed to the tunnel leading to area 2-6.
  GEODE SPLINTER
  Medium ooze, unaligned
  AC: 15 (natural armor)
  Hit Points: 45 (6d8 + 18)
  Speed: 20 ft., climb 10 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 1 (-5)
  Damage Vulnerabilities: cold
  Damage Immunities: ﬁ re, lightning
  Condition Immunities: blinded, charmed, deaf-
  ened, exhaustion, frightened, prone
  Senses: blindsight 80 ft. (blind beyond this radius), 
  passive Perception 10
  Languages: —
  Challenge: 2 (450 XP)
  Amorphous: The geode splinter can move through a 
  space as narrow as 5 inches wide without squeezing.
  Gem Grab: When the geode splinter makes a suc-
  cessful pseudopod attack on its turn, it can take a bo-
  nus action to remove a gem from a staﬀ , weapon, or 
  bag if the target possesses one. If a gem is obtained, 
  the geode splinter will spend one action digesting the 
  gem and recovering 1d8 hit points. If a gem is tossed 
  at the geode splinter or placed between it and an-
  other creature, the geode splinter will always move 
  towards a gem.
  Gem Sniﬀ : The geode splinter is sensitive to the 
  presence of crystals and gems up to 120 feet. It will 
  attempt to move towards and attack the enemy with 
  the most valuable gem, or the largest quantity of 
  gems, on their person.
  Ooze Climb: The geode splinter can move a maxi-
  mum of 10 feet up a vertical wall.
  Slashing Form: A creature that touches the geode 
  splinter takes 4 (1d8) slashing damage from its sharp 
  crystal-covered hide. Any nonmetallic, nonmagical 
  weapons or parts of weapons (such as arrow shafts) 
  that hit the geode splinter are destroyed.
  ACTIONS
  Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 
  4 (1d4 + 2) bludgeoning damage.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  19
  Developments
  After the splinter is killed or once it enters the tunnel 
  to area 2-6, the adventurers will ﬁ nd LooBay running 
  into the vault. After a few minutes of watching Loo-
  Bay search the vault, read the following:
  LooBay returns to your party with a koomilahn, a small wooden 
  box, and a frown on his face. He explains that the koomilahn 
  is willing to seal the tunnel to the giant geode but will need a dis-
  traction lasting approximately 30 to 60 seconds. The koomilahn 
  knows there is something inside the geode that will attack him 
  unless the heroes provide this distraction. Only the koomilahn 
  can ﬁ t inside the tunnel, so LooBay offers a dangerous proposal. 
  He possesses a unique item called the Shard of Keeb that 
  will allow passage through stone. LooBay would be willing to 
  lead the heroes so they may pass through the stone and into the 
  geode, but the item is missing from the vault. LooBay nods in 
  the direction of  the north portcullis and holds up the box. Three 
  parallel scratches can be seen across its top and a torn padlock 
  dangles from a broken clasp. “Looks like Ol’ Rocky ﬁ nally got 
  what he wanted.”
  LooBay offers up more details about Ol’ Rocky, an 
  ancient bixorn (a two-legged variant of the xorn). Ol’ 
  Rocky has trouble scavenging for crystals and rare met-
  als that he needs for food, and he’s aware of the Shard 
  of  Keeb (see appendix A) that would make it easier for 
  him to reach food that he can smell. He tries to enter 
  the bazaar every now and then, and LooBay usually of-
  fers a few bags of metal fragments if he leaves peace-
  fully. His lair is just beyond the north portcullis, and 
  it’s possible the group might be able to convince Ol’ 
  Rocky to return the Shard of  Keeb.
  The gnome will explain that anyone touching the hold-
  er of the Shard of  Keeb will be able to move effortlessly 
  through stone, and this is the only method he knows 
  of to reach the inside of the geode. (The koomilahn 
  will be able to provide an exact direction and distance 
  to walk.) LooBay is certain that Ol’ Rocky will not wish 
  to part with the item. If the adventurers are willing 
  to go to Ol’ Rocky’s lair and try and negotiate for the 
  Shard of  Keeb, LooBay promises he will give Ol’ Rocky 
  the magical item after the tunnel to the geode is sealed. 
  (LooBay will be true to his word.)
  Awarding Experience
   If the geode splinter is killed, divide 450 XP. However, 
  if LooBay’s suggestion to test the splinter’s reaction to 
  a gem or gems placed around area 2-1 is used, and the 
  geode splinter is allowed to exit the vault and move 
  west and enter the koomilahn tunnel to area 2-6, then 
  divide 900 XP.
  AREA 2-5 – OL’ ROCKY’S LAIR
  When the party reaches the entrance to Ol’ Rocky’s 
  lair, read the following:
  This small circular cavern is 20 feet in diameter, with a height 
  of  15 feet. The ﬂ oor is littered with rock chips, and gouges in the 
  rock wall reveal mineral deposits that twinkle from the light of  
  a small ﬁ re in the center of  the room.
  Ol’ Rocky is quite old, and he will hide in the rock wall 
  before the group enters his lair. He can hear through 
  the rock, and will appear if the party calls for him and 
  makes no threats; any threats will result in the bixorn 
  attacking the adventurer nearest the rear wall of his lair. 
  Ol’ Rocky is tired, and will be unable to move through 
  stone until he has a short rest.
  The bixorn is holding the Shard of  Keeb in one hand, but 
  does not wish to part with it. A successful DC 15 Cha-
  risma (Persuasion) check will be required to convince 
  him to give it back. He is aware of the large geode (area 
  2-6) and knows what dangerous creature lurks inside; 
  if he is informed of LooBay’s plan, the party will have 
  advantage on any Charisma (Persuasion) checks, as Ol’ 
  Rocky will see an opportunity for him to obtain some 
  of the geode. (A suitable bribe such as magical weap-
  onry or a large suit of armor will also give advantage 
  to checks.) If the bixorn is not convinced to return the 
  magic item, he will ask for the most expensive weapon 
  and the most valuable piece of armor the party pos-
  sesses. If the two items are not offered, Ol’ Rocky will 
  attack. If reduced to less than 20 hit points, the bixorn 
  will appeal to the party for mercy and return the Shard 
  of  Keeb.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  20
  BIXORN
  Medium elemental, neutral
  AC: 19 (natural armor)
  Hit Points: 51 (6d8 + 24)
  Speed: 25 ft., burrow 15 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 8 (-1)
  Damage Resistances: piercing and slashing from 
  nonmagical attacks
  Condition Immunities: deafened, frightened
  Senses: darkvision 60 ft., passive Perception 10
  Languages: Terran, Undercommon
  Challenge: 4 (1,100 XP)
  Metal Sense: The bixorn can identify the location 
  of any crystals or metals (ores or reﬁ ned) within 50 
  feet of it.
  Stone Shift: The bixorn can burrow through earth 
  and stone by parting the material that immediately 
  seals behind it. This ability also allows the bixorn to 
  make surprise attacks if it smells crystals or metals in 
  the possession of a creature moving in its direction.
  ACTIONS
  Multiattack: The bixorn makes two claw attacks 
  and one bite attack.
  Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage.
  The bixorn lacks the ability to camouﬂ age itself, so 
  it relies heavily on its ability to move through stone 
  to run or perform surprise attacks. With its two arms 
  and two legs, it can be mistaken for a headless hu-
  manoid at great distances. 
  Development
  Once LooBay has the Shard of  Keeb, he will attend to 
  some bazaar business for an hour and then lead the 
  adventurers to the western wall and prepare to enter 
  the geode (area 2-6).
  Awarding Experience
  If the adventurers obtain the Shard of  Keeb without 
  resorting to combat, divide 1,500 XP between them. 
  LooBay will also replace any weapons or armor of-
  fered up to Ol’ Rocky at no charge. If the bixorn is 
  killed, divide only 1,100 XP and note that Ol’ Rocky 
  will not make his surprise appearance in area 2-6.
  AREA 2-6 – THE GEODE
  If the heroes do not think to carry torches or other 
  sources of light with them before joining hands with 
  LooBay and entering the geode, they will face complete 
  darkness once inside. Even those with darkvision will be 
  blinded until a source of light is provided. This is due 
  to the complete and utter lack of light inside the geode. 
  All adventurers (including LooBay) must make a DC 15 
  Dexterity saving throw to avoid falling or tripping over 
  the edge of a facet. Anyone failing the save will take 4 
  (1d8) slashing damage and will be knocked prone. Once 
  a light source is provided, read the following:
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  21
  Innumerable shimmering reﬂ ections of  your party are visible on 
  the thousands of  faceted surfaces of  the giant geode that you 
  now stand inside. The various facets range in size from a few 
  feet to dozens of  feet, providing plenty of  surface area on which 
  to stand and move. The edges of  the facets, however, are sharp 
  enough to remove limbs, and care will have to be taken when 
  moving from facet to facet. Directly in the center of  the geode is a 
  ﬂ at triangular facet measuring approximately 30 feet on a side, 
  upon which rests a large gray mass with blue speckled dots on its 
  crystalline-covered surface. 
  Once light is provided, it will take the koomilahn 2 
  rounds to locate the opening of the tunnel that broke 
  through the geode. During this time, any hero who did 
  not fall prone will get one surprise attack on the grand 
  geode leech that sits in the center of the geode. After 
  the surprise attack, the leech will split off three geode 
  splinters as its ﬁ rst action. These geode splinters will 
  begin with half their normal hit points.
  Roleplaying the Grand Geode 
  Leech
  Remember, the leech is intelligent and will ﬁ ght to defend 
  its geode, but it is not malevolent. 
  • It will take 8 rounds for the koomilahn to seal the tun-
  nel. LooBay will alert the adventurers when the tunnel 
  is sealed and attempt to get them to leave the geode.
  • If one or more adventurers have chosen to carry 
  a gem or collection of gems into the geode, those 
  heroes will be targeted ﬁ rst by the splinters.
  • Any hero that attacks the leech will draw the atten-
  tion of a geode splinter, and the leech will ﬁ re a 
  shard using its Shard Defense reaction.
  • When a splinter drops below half its hit points, it 
  will rejoin with the leech. It takes 2 rounds for a 
  splinter to rejoin the leech, but this does not pre-
  vent the leech from defending itself or directing 
  other attacks.
  • The leech and splinters will ignore LooBay unless a 
  gem is thrown in his direction.
  • If any adventurer throws a gem, the leech will direct 
  the nearest splinter to retrieve it, even if this means 
  suffering an opportunity attack. The splinter will 
  return it to the leech (one action) before rejoining 
  combat.
  • If Ol’ Rocky was not killed by the adventurers, he 
  will make an appearance in the geode at the begin-
  ning of the third round of combat. During this 
  time, he will attempt to steal some portion of the 
  geode and draw the attention of the leech and any 
  splinters. All attacks against the leech or splinters 
  during this round have advantage. Ol’ Rocky will 
  disappear at the end of the round.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  22
  GRAND GEODE LEECH
  Huge ooze, unaligned
  AC: 14 (natural armor)
  Hit Points: 123 (13d12 + 39)
  Speed: 15 ft., climb 10 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 8 (-1) 16 (+3) 16 (+3) 2 (-4) 
  1 (-5)
  Damage Vulnerabilities: cold 
  Damage Immunities: ﬁ re, lightning
  Condition Immunities: blinded, charmed, deaf-
  ened, exhaustion, frightened, prone
  Senses: blindsight 80 ft. (blind beyond this radius), 
  passive Perception 6
  Languages: —
  Challenge: 4 (1,100 XP)
  Crystal Hide: The grand geode leech possesses an 
  outer skin made of ﬁ st-sized crystal shards. Anyone 
  falling on or touching the leech will sustain 4 (1d8) 
  slashing damage. 
  Divided Mind: The grand geode leech can create 
  up to three geode splinters that will split oﬀ  from 
  its main body. These newly created geode splinters 
  begin with half their normal hit points. Each creature 
  acts as one mind and can coordinate their attacks. 
  When a geode splinter rejoins with the grand geode 
  leech, the two creatures combine their hit points.
  Gem Focus: The grand geode leech will direct at-
  tacks against any targets that are carrying crystals or 
  gems within 120 feet.
  ACTIONS
  Multiattack: The leech makes two Shard Blast at-
  tacks.
  Shard Blast: Ranged Weapon Attack: +6 to hit, range 
  30/60 ft., one target. Hit: 9 (2d8) slashing damage.
  REACTIONS
  Shard Defense: When a creature makes an attack 
  against the grand geode leech, the grand geode leech 
  can expel a directed shard from its hide. Ranged 
  Weapon Attack: +3 to hit, range 30/60 ft., one target. 
  Hit: 4 (1d8) slashing damage. 
  A grand geode leech is an intelligent creature that 
  feeds on crystals and gems. It is gray in color with 
  blue speckles. A leech makes its home in giant geodes 
  found in the Beneath; leeches can live for dozens of 
  centuries on the crystals found in a giant geode. Any 
  breach of its geode is perceived as an attack on the 
  leech, and the leech will divide itself in an attempt 
  to ﬁ ght oﬀ  invaders and take advantage of possible 
  alternate food sources. Up to three geode splinters 
  can split oﬀ  from a single grand geode leech. It takes 
  2 rounds for a geode splinter to be reabsorbed into 
  the grand geode leech.
  GEODE SPLINTER (3)
  Medium ooze, unaligned
  AC: 15 (natural armor)
  Hit Points: 45 (6d8 + 18)
  Speed: 20 ft., climb 10 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 1 (-5)
  Damage Vulnerabilities: cold
  Damage Immunities: ﬁ re, lightning
  Condition Immunities: blinded, charmed, deaf-
  ened, exhaustion, frightened, prone
  Senses: blindsight 80 ft. (blind beyond this radius), 
  passive Perception 10
  Languages: —
  Challenge: 2 (450 XP)
  Amorphous: The geode splinter can move through a 
  space as narrow as 5 inches wide without squeezing.
  Gem Grab: When the geode splinter makes a suc-
  cessful pseudopod attack on its turn, it can take a bo-
  nus action to remove a gem from a staﬀ , weapon, or 
  bag if the target possesses one. If a gem is obtained, 
  the geode splinter will spend one action digesting the 
  gem and recovering 1d8 hit points. If a gem is tossed 
  at the geode splinter or placed between it and an-
  other creature, the geode splinter will always move 
  towards a gem.
  Gem Sniﬀ : The geode splinter is sensitive to the 
  presence of crystals and gems up to 120 feet. It will 
  attempt to move towards and attack the enemy with 
  the most valuable gem, or the largest quantity of 
  gems, on their person.
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  23
  Ooze Climb: The geode splinter can move a maxi-
  mum of 10 feet up a vertical wall.
  Slashing Form: A creature that touches the geode 
  splinter takes 4 (1d8) slashing damage from its sharp 
  crystal-covered hide. Any nonmetallic, nonmagical 
  weapons or parts of weapons (such as arrow shafts) 
  that hit the geode splinter are destroyed.
  ACTIONS
  Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 
  4 (1d4 + 2) bludgeoning damage. 
  Awarding Experience
  Divide 1,100 XP if the grand geode leech is killed and 
  450 XP for each geode splinter killed. However, if the 
  koomilahn tunnel is sealed and the leech is not killed, 
  divide 3,000 XP among the survivors.
  Appendix a: New Magic Items
  Concluding the Adventure
  hether or not there are any survivors from in-
  side the geode, the koomilahn will successfully 
  seal the tunnel. LooBay will provide Ol’ Rocky 
  with the Shard of  Keeb as promised—if the bixorn is 
  still alive—and he will reward each survivor with 75 
  gp and one of his emblem rings that identify them as 
  friends of the bazaar.
  LooBay will reveal another route back to the surface; 
  this trip will take a full day, but excavation of the pri-
  mary tunnel will be done in a few weeks allowing a 
  two-hour trip to and from the monastery. Mewze will 
  ask the adventurers to stay a few weeks and assist with 
  the rebuilding and provide some protection.
  The local koomilahns will spread the news about the 
  giant geode, and if the leech is still alive no further 
  incursions will be made into the geode. The leech will 
  be left alone in peace.
  If the adventurers stay for a few weeks, the primary 
  tunnel reopens and the monks welcome the party back 
  with open arms and thanks. Cadril will provide each 
  survivor with a gem valued at 50 gp and 10 packages 
  of special herbs from the gardens that can be sold at 
  any magic shop for 3 gp each. Additionally, any monk 
  in the party that agrees to stay on an additional week 
  will be provided basic training with the Jurra and given 
  a Master Gilb’s Jurra (see appendix A)—with a request 
  to try and use it to save life, not take it.
  While the primary tunnel is being reopened, LooBay 
  will also begin work on rebuilding the bazaar. If the 
  adventurers are willing to stay for a month or longer, 
  LooBay will hire them to guard caravans to a number 
  of wondrous locations in the Beneath that are sure to 
  provide excitement and stories galore...
  MASTER GILB’S JURRA 
  Wondrous item, uncommon
  Any attacks made using this Jurra staff by an untrained 
  user are made at +1, and the weapon is treated as a 
  quarterstaff. Attacks by a trained user of the staff are 
  made at +2, and a critical hit will result in the target be-
  ing incapacitated until the start of your next turn.
  MUNAR’S PINCE-NEZ
  Wondrous item, very rare 
  The wearer of this single lens can discern the true value 
  of any item looked upon. If the item has a magical abili-
  ty, it will glow a light purple. If the wearer spends 1 hour 
  examining the object in closer detail, roll a d20 and on a 
  roll of 15 or higher, the magical ability is also discerned. 
  This examination may only be tried once.
  SHARD OF KEEB
  Wondrous item, uncommon 
  While holding or touching this unusual shard of am-
  ber, a person may pass through any type of stone. Any 
  creature in contact with the holder of the shard may 
  also pass through stone. The user (or users) will also not 
  require air. The shard’s abilities do not work underwater. 
  The shard is ﬁ st-sized and weighs 1 pound. If the shard 
  is ever shattered, the magical properties are lost forever.
  W
  
  FIFTH EDITION FANTASY     Mystery Under the Monastery
  24
  onks following the Way of the Jurra monas-
  tic tradition seek to promote peaceful coex-
  istence between all living creatures. For this 
  purpose, they avoid lethal combat whenever possible 
  and practice a number of methods for incapacitating 
  an opponent using ki and a Jurra staff (see sidebar). 
  Double-Strike
  Starting when you choose this tradition at 3rd level, 
  you can properly use the Jurra staff to make two at-
  tacks, whenever you take the Attack action on your 
  turn. Additionally, you may spend 3 ki points to cast 
  silence without needing to speak.
  Hum Stun
  At 6th level, you gain the ability to direct a unique 
  sound at a single creature within 30 feet, from the spin-
  ning of the Jurra staff. The target hearing this sound 
  must make a DC 13 Constitution save or be stunned 
  until the end of your next turn.
  Moving Target
  Beginning at 11th level, you may cast distort target (see 
  sidebar) on yourself for 5 ki points in dim light or 
  darkness, or 10 ki points in daylight. 
  Thunderclap
  At 17th level, once per day you may spend 15 ki points 
  and clap your hands together with tremendous force, 
  targeting all creatures within 30 feet of you who are 
  capable of being deafened, frightened, incapacitated, 
  or stunned. Each target must succeed on a DC 18 Wis-
  dom saving throw or have disadvantage on all attack 
  rolls for 3 rounds. On a successful saving throw, the 
  target has disadvantage on its next attack roll.
  Appendix B: The Way of the Jurra
  DISTORT TARGET
  4th-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: 1 minute
  Your proﬁ le shifts and shakes, making it difﬁ cult 
  for an opponent to target you. Any melee or ranged 
  weapon attack rolls against you have disadvantage.
  Expanding the Tradition
  Followers of the Way of the Jurra may choose to 
  replace standard monk features gained at speciﬁ ed 
  levels with these new ones that require additional 
  training with the Jurra staff.
  Jurra Lullaby
  At 9th level, you gain the ability to produce a fo-
  cused harmonic with the Jurra staff that can lull a 
  target to sleep. An opponent within 15 feet of this 
  sound must succeed on a DC 15 Intelligence save 
  or immediately fall asleep for 10 rounds. The target 
  will awaken if jostled or slapped, or if it takes any 
  damage.
  Deafening Hammer
  At 13th level, you may use a combination of the 
  Jurra staff and your acrobatic abilities to make a 10-
  foot leap into the air in any direction, and slam your 
  Jurra staff on the ground. Each creature in a 30-
  foot cone extending from your staff must succeed 
  on a DC 17 Constitution save or be knocked prone 
  and frightened.
  Jurrarang
  At 15th level, twice per day you may perform a 
  ranged attack with the Jurra staff. The staff is 
  thrown at one target within 60 feet of you. If the 
  target is hit, 4d8 nonlethal bludgeoning damage is 
  delivered and the target must succeed on a DC 17 
  Dexterity save or be knocked prone. The Jurra staff 
  then immediately returns to you.
  M
  
  $9.99
  GMG55513
  A LEVEL 4 ADVENTURE
  Fifth Edition Fantasy is here! This adventure module is fully compatible with the fifth edition 
  of the world’s first fantasy RPG, and is ready to play in your home campaign!
  Deep beneath the Trayban Monastery, a group of monks has gone 
  Deep beneath the Trayban Monastery, a group of monks has gone 
  missing. Your party is sent into the treacherous tunnels to find them, but 
  you weren't expecting to do battle with crystalline creatures that hunger 
  for gemstones and that have overrun a peaceful bazaar in search of food. 
  Your fellow adventurers will need to avoid the traps, find the missing 
  caravan, repel the unknown attackers, and seal up the largest geode 
  cavern ever encountered to prevent further attacks.
  MYSTERY UNDER THE MONASTERY
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Goodman Games/Fifth Edition Fantasy #13 Mystery Under The Monastery.pdf