Helianas Guide to monster Hunting PDF download

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TRACK  –  HUNT  HUNT HUNT –   CRAFT CRAFT   –  CRAFT

A monster hunting sourcebook for 5th th edition COMP TI LE COMPATIBLE

TM

  Heliana’s Guide to Monster Hunting

  Credits Lead Designers: Mohamed Designers: Mohamed “Aggi” Bellafquih, Jesse Jackdaw Burns, Max Wartelle Lead Writer: Max Writer: Max Wartelle Rule Development: Max Development: Max Wartelle, Mohamed “Aggi” Bellafquih Additional Writing: Mage Writing: Mage Armoire, João Bernardo, Tony Casper, Kevin McDonnell, Jethro Mellors, Duncan Watson Editing: Phylea, Editing:  Phylea, Max Wartelle Formatting: Sally Formatting:  Sally Kay Clark, Max Wartelle Proong: João Bernardo, Sally Kay Clark, Jessic Gombart, Victor Matyiku Art Directors: Mohamed Directors: Mohamed “Aggi” Bellafquih, Jesse Jackdaw Burns Layout: Max Layout:  Max Wartelle Cover Illustrator: Jesse Illustrator: Jesse Jackdaw Burns Interior Illustrators: Diogo Illustrators: Diogo Assunçao, Hannah Elizabeth Baker, Mohamed “Aggi” Bellafquih, Jesse Jackdaw Burns, Luciano Javier Carreira, Ivy Dolamore, Aleksa Drageljevic, Sam Jumisko, Michelle Mueller, Derek Murphy, Mikhail Palamarchuk, Joris Sanchez, Ognjen Sporin, Bryan Syme, Chaouki ‘’Ciao’” Titouhi, Denis Zhbankov Cartographers: Cze Cartographers:  Cze & Peku, Mad Carto Cacophonics the Bard: Jack Bard: Jack Patchett Ambience: Michaël Ambience:  Michaël Ghel Studios Marketing Consultant: Ricardo Consultant: Ricardo Evangelho Special Thanks:  Sally Kay Clark, Ricardo Evangelho, Kevin McDonnell,Thanks: Sally Piotr Wiśnios ISBN: 978-1-9990962-8-1 First Edition. Printed September 2022.

Heliana’s Guide to Monster Hunting is Copyright © 2021 Plane Shit Press LLC., 905 Miami Way, Way, Boulder, Colorado, 80305, USA. All rights reserved. All characters and their distinctive like-

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nesses are property of Plane Shit Press LLC in the US and other countries. Any reporduction or unauthorised use of the material or artwork contained herein is prohibited without the

express permission of Plane Shit Press LLC. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Loot Tavern and its associated logos are trademarks of Loot Tavern Publishing LLC. Jess Jackdaw and its associated logos are trademarks of JessJackdaw LLC. Hit Point Press and its associated logos are trademarks of Hit Point Press Inc. First Printing. Printed in China by Longpack.

Warning:  The hunts and stunts in this book are performed by professional monster hunters. Plane Warning: The Shit Press accepts no liability for injury, maiming, mutilation, beheading, loss of sanity, or ejection in the Astral Plane caused by any attempt at recreating these incredible feats of tracking, investigation, and bloody battle.  – Peeper

  Contents Introduction

5

Hunt Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Part Par t One P art

8

The Loot Tavern Tavern . . . . . . . . . . . . . . . . . . . . . . . . 9

No Fixed Address . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 The Tavern’s Tenants . . . . . . . . . . . . . . . . . . . . . . . . 10 . Rooms & Services . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 . Drinking & Drunkenness . . . . . . . . . . . . . . . . . . . . . . 21 Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Mechanics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Arctic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 . Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Desert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 . Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 . Grassland  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 . Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 .  Jungle Jungle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 . Mountain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 . Swamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 . The Low . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Urban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 . Harvesting . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 . Trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Harvest Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 . Mundane Ingredients . . . . . . . . . . . . . . . . . . . . . . . . 102 Crafting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 . . . . . . . . . . . . . . . . . . . . . . . . . . 105 How Stu’s Stuf’s Made  . Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 . Magic Item Recipes . . . . . . . . . . . . . . . . . . . . . . . . . . 126 . Cooking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Edible   dibleEects fects  . .

Part Par P art t Two

150

Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150

Cnidaran . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 Cyclopian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 . Gobboc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Golynn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 . Lotol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 . Mycelian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Ombrask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164 Oozekin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Opteran . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Rakin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 . Classes . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..175 . Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176 Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 . Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181 Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183 . Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 Tamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194 .

Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 . Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216 . Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223 Aboling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Dragonling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227 . Gelatinooze. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 Hyphan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 . Mechakobold  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236 Minimic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .239 . Peeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .242 Rakitten . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 . Sunsnacker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 . Tarling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .251 .

Part Three Thre e

254

Polyhedrooze . . . . . . . . . . . . . . . . . . . . . . . . 254

The Shining Shrine . . . . . . . . . . . . . . . . . . . . 276 . Dread and Breakfast Breakfast . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 290 . Reign of Iron . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 308

The Veiled Lady . . . . . . . . . . . . . . . . . . . . . . . 324 Shadow of the Broodmother Broodmother  . .. .. .. .. .. .. .. .. .346 Dream Weaver  Weaver . . . . . . . . . . . . . . . . . . . . . . . . 364 A Tale of Two Tails . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .384 Mecha Koboldzi Koboldzilla lla . . . . . . . . . . . . . . . . . . .400 Tarchaeology . . . . . . . . . . . . . . . . . . . . . . . . 420

Part Four

436

Appendix A — Magic Items . . . .. .. .. .. .. .. .. .. .. .. .. .436 Appendix B — Spells . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. . .. .. .494 Creatures . . . . . . . . . . . . . . . 515 Appendix C — Creatures

Animated Magnetite . . . . . . . . . . . . . . . . . . . . . . . . 516 . Biomantic Polyhedr Biomantic Polyhedroozes oozes. . . . . . . . . . . . . . . . . . . . . 518 The Brood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 524 . Dreamholder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 530 The Dreamers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 535 Faerie-o’-Fires  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538 . Fiends and Friends . . . . . . . . . . . . . . . . . . . . . . . . . . 539 Hyphans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .547 . Kobold Constructs  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 558 58 Magnetite Dragons . . . . . . . . . . . . . . . . . . . . . . . . . . 564 Mimics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .570 . Suneater Owlbears . . . . . . . . . . . . . . . . . . . . . . . . . . 576 Sunsprites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 580 . Swallybogs  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 581 . Tar Elementals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 583 . Non-Player Characters. . . . . . . . . . . . . . . . . . . . . . . 592

Appendix D Sounds . . . . . . . . . . . . . . . . . . . 594 Partners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 595 Index . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .598 Legal . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .599

  Introduction  ntroduction Congratulations! You have acquired a bludgeoning weapon. But this isn’t just a weapon capable of crushing a wyvern’s skull, skul l, it also contains… information. I know what you’re thinking: “Heliana, you don’t read books; you rods spendandhours futilely trying to move immovable develop as-yet-undiscovered as-yet-undiscov ered muscles.” Well, you’re not wrong. I get Peeper, my faithful companion companion and scribe of this here tome,  to read books to me. Those immovable rods aren’t aren’t going to not move themselves. Information can be deadly. And it can be useful. Did you know the Ravenous Slugblatter Beast of Sraal thinks that if you can’t see it, it can’t see you? yo u? That could save your life. As my favourite bard quartet, Fume Against The Th e Construct, says: Know Thy Enemy! — Heliana, Immover of Rods While the lack of any bladed edges prevents this book from being used to carve up a critter, it will teach you how! Within this guide are the secrets of Tracking, Trac king, Harvesting, & Craing, and a horde of monsters on which to practice these skills.

Part Four: The Appendices; magic items (Appendix A), spells (Appendix B), monsters (Ap pendix C), and links to other les that accompany this book (Appendix D). There’s an index at the end of the book, as well as links to access the hundreds of map variants, additional monsters, and more magic items through our partners’ websites.

Hunts The adventures in this book are referred to as monster hunts. They’re a type of adventure adventure in which you nd clues, prepare for the ght ahead, and then have a big battle. These hunts, as well as the random encounters, are all runnable at a variety of dierent average party levels (APLs), listed in the hunt’s introduction. Each hunt uses the following structure: Introduction. The name and level of the hunt as well as a brief synopsis. Background. The information the GM needs to know about why a monster needs to be hunted! This includes: • A summary of the m monster onster • Three quest hooks: curiosity, morality, and compensation • Monetary and XP rewards rewards • Brief biographies of key NPCs

Rule Zero Heliana’s Guide to Monster Hunting is a collection of ideas. You are encouraged to use whichever pieces of this book you like and change the ones o nes you don’t. If there is a DC that seems o, a name that doesn’t t, or a quest hook that seems incongruous, then make it your own. own. Remember: if you’re all having fun, you’re doing it right.

Structure This book has four parts:

Location. The location the hunt takes place, sometimes containing descriptions of unique ora and fauna or on how to use the Tracking rules

to nd the monster. Know Thy Enemy. Clues about the monster that, if discovered by the player characters, help them prepare for the battle. The Battle Ahead. The creature’s lair actions, any environmental eects, the composition of each wave, and the trigger for moving between waves.

Part Two: Player options; Races, Classes (in cluding feats), and Familiars. Familiars.

This section wraps up each quest hook of the hunt and suggests ways this story can continue and shape your world. The Loot Ta Tavern’s vern’s bard, Cacophonics, has the link to the song he writes for the party par ty here*.

Part Three: Ten monster hunts comprising a clue-gathering phase and a multi-wave multi-wave boss battle.

Treasure. Harvesting and craing specic to the boss monster, as well as any other treasure that might be found.

Part One: The Loot Tavern as well as the three new rulesets you can introduce: Tracking, Harvesting, and Craing (including cooking).

Afermath.

*In Shadow of the Broodmother, this song is at the start and is a clue.

   Beyond Deadly. Deadly. Death is inevitable. In this book, it is a little more  inevitable  inevitable than usual, especially if your party doesn’t pick up on the clues and prepare accordingly. If you have fewer than four player characters or a lower APL than that for which the hunt is balanced, consider removing some creatures, replacing them with lower CR versions, and using the ‘Helping Hand’ paragraphs to reduce the diculty. The

hunts’ boss ghts are designed to use a party’s

entire resources for a day’s adventuring.

 Average Daily XP Budget per per Hunt  Average Daily Level

Daily XP Budget Use Used per Hunt

1-4

100%

5-10

130%

11-16

160%

17-20

200%

Clues. Each hunt contains at least three clues that

can be conveyed to the players before combat starts. Understanding the clues is the key to your players preparing for the ght ahead and feeling empow ered when their prep pays o. Every clue has at

least one example of how you can convey the information to your players. Note, these are examples! It’s still up to you as the GM to make any necessary changes to the story and roleplay interactions to make sure your players understand these clues. Be obvious when delivering clues. The more you can repeat and illustrate a clue, the more the players play ers will understand it. In addition, prompting the adventurers to summarise what they’ve learnt by using an NPC to askbetween questionsplayers. can engender a much-needed dialogue Furthermore, player characters need time to prepare in a way that allows them meaningfully act on the clues. It is oen both enjoyable and less deadly

for players to take a long rest to recover resources, prepare spells, and design a plan that exploits a monster’s weaknesses. Be sure to give them the opportunity to prepare! Variable Statistics. To ensure the challenge is maintained across diering levels of play, you’ll see reference to VDC (variable DC), Vmod (variable modier), and Vdam (variable damage). These var-

iable values change depending on the average levels of your party:

 Variable ariable Statistics Statistics Summary  V APL

VDC

Vmod

Vdam

1-2

11

+3

1d4)) 2 (1d4

3-4

12

+4

3 (1d6 1d6))

5-6

13

+5

5 (2d4 2d4))

7-8

14

+6

2d6)) 7 (2d6

9-11

15

+7

3d6)) 10 (3d6

12-14

16

+8

4d6)) 14 (4d6

15-17

17

+9

21 (6d6 6d6))

18-20

18

+10

8d6)) 28 (8d6

Formatting & Features This book introduces new formatting and interactivity to enhance your gaming experience.  Formatting. This book uses bolding, italics , and  Formatting. colour to help key information be identied at a glance. Monster names (“a roper”), dice calculations (“1d6 + 3 re damage”), check modiers (“+7  to hit”), that are being (“fall 30-foot cone”) prone ”),conditions and areas & distances (“aapplied are bolded. Spell names (“ pins (“ pins & needles  needles ”), ”), magic items (“haemstrike  (“haemstrike ”), ”), foreign languages (“speak mellon and enter”), and book & boat names (“ He(“ Heliana’s Guide to Monster Hunting ”) ”) are italicised. Checks and saving throws use a coloured bold format. Saving throws are always fully bolded (“DC 15 Dexterity saving throw”), while only the DC, ability, and skill is bolded for checks (“DC 15 Strength (Persuasion) check”).

 Language.  Languag e. The content herein is written in British English. Prepare yourselves for the colourful armour of paralysing , for referring to ‘the party’ as interchangeably 3rd-person singular (“the party are in trouble”) and plural (“the party has been killed”), and archaic language like “whilst” & “amongst”. Where items and creatures have established names, like armor of invulnerability or a gray ooze, those remain unchanged.

 Non-standar  Non-st andard d Ability Chec Checks. ks. Helian  Heliana’s a’s Guide

breaks from the standard association of abilities and skills, allowing you to be creative in how you mix and match them. For example, Persuasion is usually a Charisma check. However, if a character states that they break a femur with their bare hands to scare a bandit, you might ask for a Strength (Intimidation) check. All this requires the player to do is make a Strength check and, if they have

  prociency in Intimidation, add their prociency

bonus to the result. Tool prociencies are referenced just like skill prociencies:: a Strength (smith’s tools) check prociencies

check is the combined result of a Carving check and Assessment check (see Chapter 4). 4). A roll of 20 on the d20 is never an automatic success on checks for Tracking, Harvesting, and Craing.

means that you must make a Strength check and,

Optional Rules. Some people like crunchy rule-

if you have prociency in smith’s tools, add your prociency bonus to the result.

sets, while others like them streamlined. Option Optional al rules like volatile components add risk to your game by allowing a dragon’s breath sac to explode during harvesting. harvestin g. Others, like harvesting supplies, suit

If something, perhaps a magic item, says that you gain “advantage on Stealth checks”, this means that you gain advantage on all checks that use the Stealth skill, regardless of which ability is used. When checks use the word ‘or’, this indicates either skill/tool or ability can be used in any combination. For example, a Strength or Dexterity (Athletics or woodcarver’s tools) check means you can use any one of the four check permutations: Strength (Athletics), Dexterity (Athletics), Strength (woodcarver’s tools), or Dexterity (woodcarver’s tools).

Combined Checks. Combined checks involve one

or more creatures making two or more checks, and combining the results. For example, a Harvesting

Hunt Summar Summary y

The following table details the levels for which each hunt has been balanced, as well as the hunt’s complexity, average duration, main foe, and biome. Level. The suggested average party level. Each hunt is balanced for three dierent levels of

play. Complexity. A measure of the number of things

a GM needs to keep track of on a scale of 1-3.

survival-type wherewith players mustsupplies.By watch their encumbrancegames and content limited introducing or removing the optional rulesets, you remain in control of how your game ows.  QR Codes. Everything we made didn’t t into

this book, and we haven’t quite perfected our casting of magic mouth to the point where music can play directly from the page. Accordingly, this book has links to les hosted on the Loot Tavern website. You gain access by scanning the QR codes (or clicking on them if this is a PDF), or by entering the

shortened URLs into your browser.

Average Duration. Duratio n. How long the hunt takes to

run. Note: the duration is highly variable and depends on how much your players enjoy delv -

ing into roleplay, how experienced they are, and how familiar the GM is with the hunt. Hunt Target. The boss monster for the hunt. Suggested Biome. The terrain in which the lair can be found. To be used with the random encounters in the Trac Tracking king chapter.

Hunt Summary Hunt

Level

Complexity

Average Hunt Target Duration

Suggested Biome(s)

Low Mid

High

Polyhedrooze

1st

6th

11th

10 hours

Biomantic Polyhedrooze Jungle

Shining Shrine

2nd 7th

12th

5 hours

Suneater Owlbear

Forest

Dread and Breakfast

3rd

8th

13th

6 hours

Tavern Mimic

Forest

Reign of Iron

3rd

9th

16th

7 hours

Magnetite Dragon

Mountain

The Veiled Lady

4th

10th

15th

11 hours

Fungal Heart

The Low / Urban

Shadow of the Broodmother 5th

11th

17th

8 hours

Aboleth Broodmother

Swamp

Dream Weaver

5th

12th

19th

8 hours

Dreamholder

Any (Dreamscape)

A Tale of Two Tails Mecha Koboldzilla

6th 7th

13th 15th

18th 20th

6 hours 9 hours

Pygmy Rakshasa Koboldzilla

Desert Hill

Tarchaeology

9th

14th

20th

7 hours

Tar-rasque

Grassland

  Part One

Chapter 2

  The Loot Tavern Welcome to Lut Lut’s’s Tavern! Tavern! We’ve got monster carvin’, item craftin’, familiar findin’, and drink drinkin’. And, of course, for the more daring adventurers, adventurers, a horde of monsters mons ters in need of slayin’! sl ayin’! Fancy Fancy yourself a hunter? Ready  to do the research, find the t he clues, and prepare for for battle against fearsome foes? No? Well, have a firewhiskey and then let me ask you again… — Heliana, Director of the Monster Hunting Guild The Loot Tavern: a bastion of tax-free alcohol, a hub for monster hunters, and the venue of the annual danceathon extraordinaire. This section details the lore, characters, and services oered by

the Loot Tavern, an inn perched on an island that dris through the Astral how this adventuring hubPlane. can beThis usedchapter to oerdetails the amenities required by the new harvesting, craing,

and cooking rules presented in this book, as well as a neat way of stitching together all the hunts. The chapter concludes with new rules for drunkenness.

No Fixed Address Driing through the myriad nebulous bodies of the

Astral Plane, the Loot Tavern is a sanctuary for adventurers, astral-farers, and vagabonds alike. Its exact origins are unknown, but when Lutecia saw the listing in The Cosmic Times, she persuaded her adventuring pals, Humperdink, L’Arsène, and Heliana to invest in the venture. Atop the magically-warded rock a grandiose, multi-tiered tavern was constructed. constructe d. With spaces for each of the friends’ endeavours, the edice also contains a transient

number of guest rooms that appear, clean and furnished, as and when needed.  Arriving. Getting to the Loot Tavern can be

achieved from any plane of existence with only two requirements. The rst is a tavern; the second, an

indigo-hued beverage known known as port ale. A creature that steps through the door of a tavern within 1 minute of imbibing the beverage is transported to the exterior of the Loot Tavern. How the port

ale ends up in the players’ hands is up to the GM: perhaps Heliana hears of the adventu adventurers rers and sends them a bottle. Maybe a black market dealer sells it to the party as a ‘quick getaway’ potion. Or maybe the party nds a recipe detailing how to cra it!

Tavern Tales On one On one of of their their adventuring adventuring forays, forays, L’Arsène L’Arsène and and Heliana found Heliana found themselves themselves trapped trapped in in The The Low. Low. In In aa desperate desperate attempt attempt to to escape, escape, the the pair pair created created aa makeshift makeshift pub: pub: Rock Rock Bottoms Bottoms Up. Up. Brewing Brewing aa noxious and noxious and not-particularly not-particularly pleasant pleasant beverage beverage from local from local mushrooms, mushrooms, the the pair pair waited waited until until aa group of group of passing passing deep deep gnomes gnomes stopped stopped for for aa lunchtime whistle-wetter. lunchtime whistle-wetter. As As soon soon as as money money changed hands, changed hands, Heliana Heliana and and L’Arsène L’Arsène dashed dashed out out of the of the bone-and-canvas bone-and-canvas tent, tent, downed downed their their port port ale, and ale, and stepped stepped back back through— through— to to the the safety safety of of the Astral the Astral Plane. Plane. Rumours Rumours still still abound abound of of aa group group of deep of deep gnomes gnomes seeking seeking compensation compensation for for food food poisoning at poisoning at the the hands hands of of an an unscrupulous unscrupulous orc orc and aa scruy and scruy racoon. racoon.

 Leaving. One does not simply walk through the

garden portal to leave the tavern, not if you want to end up somewhere specic. The tavern’s portal

is a permanent teleportation spell, with a twist. In order to end up in a specic location, one must rst imbibe a specic combination of drinks known as a teleportation ight. This is one of the tavern’s

unique selling points that contributes to its continued commercial success. A creature that walks through the portal without having consumed a beverage since it last nished a long rest is teleported to

a random location on a random plane. For example, drinking a cosmopolitan, a muskroe mule, and a piney colada, a combination that represents urban, arctic, and forest biomes, respectively, directs the portal to teleport a creature to a city in the tundra. See the services oered at Lut’s bar on

page 17 for 17 for more info.

  The Tavern’s

Heliana Heliana is a hard-headed LN half-orc hunter in

Tenants Although many faces frequent the tavern, there

her late thirties. She rises early in the morning for callisthenics workouts, oen running around the

onics; and the o-teased adventuring group, the Fearsome Five (a.k.a. Fearful Five). This section

supply of monster jerky to deal with this. For the

are some characters that are almost guaranteed to be present. Its four proprietors, Heliana, Humperdink, L’Arsène, and Lutecia; the bouncer, Granny Weathertax; Heliana’s faithful scribe, Peeper; the tavern’s cat, Feviline; the resident bard, Cacophlooks at those characters, providing tips on roleplaying the characters in the form of behavioural traits, motives, values, secrets, and stories linking the various tenants. The NPC summary blocks throughout this chapter summarise this information, pro providing viding a quick-reference resource.

tavern with great, thumping footsteps, much to Humperdink and Lutecia’s chagrin. She has an extraordinary metabolism, which is responsible for her chiselled physique and propensity to become hangry. Luckily, both Peeper, and Heliana’s partner, a female golynn named Amber, have a steady purposes of combat, she is a barbarian, with a few levels in tamer.  Motives  Moti ves & Values. Values. Aer one-too-many close

calls, Heliana has learnt to always be prepared, and now values knowledge as much as brute force. She can oen be heard saying “Know thy enemy!” to

adventurers that take one of her monster hunting

  contracts. For her, a monster hunt can only be successful if she knows enough about her quarry to prepare the relevant relevant magical meals, learn the monster’s weaknesses, weaknesses, and equip herself with ecacious

spells. Beyond all else, Heliana fears bureaucracy; paperwork, taxes, and contracts are eternal sources of terror. Secret. Instead of releasing her old companions

into the wild, Heliana has an extra-dimensio extra-dimensional nal room in the tavern, accessed via a secret door.chasShe can’t and won’t let them go, despite Amber’s tising looks.  Interpersonal Relations.  Interpersonal Relations. Here are some tidbits of information you can use to esh out Heliana’s

relationship with the other tenants: relationship Weathertax ax is revered as a beacon of • Granny Weathert honour and a masterful sensei of hand-to-hand ghting by Heliana.

• Humperdink is Heliana’s enabler when it comes to her familiar addiction. • L’Arsène and Heliana have been in many close encounters. She always seems to lose to him at cards. • Lutecia is the best mixologist she kno knows, ws, and they’re currently 42-42 on drinking contests. • Peeper deals with all Heliana’s paperwork, and she relies on them far more than she admits.

Tavern Tales: Heliana Meets L’Arsène On aa dark On dark desert desert highway, highway, where where cool cool winds winds carry the carry the scent scent of of pungent pungent haleaf, haleaf, an an edice edice of of bone and bone and stone stone hangs hangs with with grisly-faced, grisly-faced, orange orange lanterns. This lanterns. This hotel, hotel, the the Hallow’s Hallow’s Inn, Inn, bears bears aa dark dark secret: once secret: once you you enter enter the the inn, inn, you you can’t can’t leave leave except for except for one one day day aa year, year, the the year year of of its its anniveranniversary: Hallow’s sary: Hallow’s Eve. Eve. However, the However, the inn inn also also holds holds innumerable innumerable treastreasures, the ures, the otsam otsam of of travellers travellers that that found found themthem-themthem self stuck self stuck in in this this undead-infested undead-infested lodge. lodge. For For this reason, this reason, Hallow’s Hallow’s Eve Eve attracts attracts all all manner manner of adventurers of adventurers keen keen to to get get their their hands hands on on this this treasure and treasure and escape escape the the hotel’s hotel’s clutches clutches before before the curse the curse prevents prevents them them from from leaving. leaving. A A dungeon dungeon delver that delver that does does not not manage manage to to escape escape becomes becomes aa prisoner prisoner of of the the inn inn and and must must survive survive its its hallways hallways that crawl that crawl with with the the unliving unliving for for an an entire entire year. year. It was It was here, here, on on Hallow’s Hallow’s Eve, Eve, that that Heliana Heliana rst rst met L’Arsène, met L’Arsène, who who had had become become trapped trapped in in the the inn’s larder inn’s larder (and (and decided decided to to take take aa well-earned well-earned nap). Showing nap). Showing his his ingenuity, ingenuity, L’Arsène L’Arsène crafted crafted HeHeliana an liana an armoured armoured ballgown, ballgown, whose whose pleats pleats rattled rattled with scythes with scythes of of sharpened sharpened steel. steel. With With devastating devastating pirouettes, Heliana pirouettes, Heliana cut cut her her way way through through hordes hordes of zombies, of zombies, L’Arsène L’Arsène trotting trotting along along in in her her bloody bloody wake. And wake. And thus, thus, when when brains brains met met brawn, brawn, aa lasting lasting friendship was friendship was born! born

Humperdink Vivacious Vivaci ous and charming, Humperdink is a NG dhampir (ospring of a vampire and human) in his

early thirties. A snappy dresser, Hump adorns his lanky frame with dark purples and maroons to compliment his pale complexion and shock of red hair. For the purposes of combat, he has levels in warlock and ghter, with a dip into wizard for basic spells like  shield . Humperdink ascribes to a polyamorous lifestyle, nding attraction in anyone who shares

his lust for life. He is also a member of the Order of the Pink Ribbon, a collection of lycant lycanthropes, hropes, vampires, and other esh-eaters who have sworn o

eating humanoid or humanoid-deriv humanoid-derived ed products.

 Motives  Motiv es & Values. Values. Humperdink balks at the

thought of eating humanoid blood and fears succumbing to his vampiric desires. Lately, he has pursued research into the school of biomancy in the hopes of creating a serum that can Totally Replace Unseemly Blood, or Tru-Blood, as a nutritious foodstu for vampires. He admires people with ex travagant fashion senses and a air for the dramatic;

his alter ego, HumperDinker, hosts the tavern’s weekly burlesque performance. Secret. Humperdink’s mother, Marguerite,

is queen of Überfarbe, City of Shadows, in the Schattenwald area of the Shadow Plane, and is also his warlock patron. She still sends care packages containing ‘taster phials’ of exotic humanoid blood, which Humperdink stores stores in the hopes he can one day make recompense to its donors.

   Interpersonal  Interperso nal Relations. Relations. Here are some ideas

with which you can develop Humperdink’s relationship with the other tenants: Weathertax ax’s matriarchal presence • Granny Weathert reminds Humperdink of his mother and is a crippling source of fear about which he regularly discusses in therapy. • Heliana is fun aer a few drinks when she loos ens up and begins singing rude battle hymns. • L’Arsène denitely cheats at cards; there’s no way he’s that lucky. Humperdink has plans for a revenge prank involving using clones of L’Arsène to make embarrassing admissions like “Branton Quark is a better inventor than me”.

• Lutecia is a hoot; she’s an amazing performer and Humperdink is keen to get her in his burlesque show. • Peeper is one of the rst familiars Humperdink craed, though he worries if he over-emphasised the anxiety genes.

Tavern Tales: Humperdink the Second In In aa trick trick gone gone too too far, far, L’Arsène L’Arsène created created aa bag of devouring  devouring that  that that looked looked just just like like Humperdink’s Humperdink’s backpack. It backpack. It wasn’t wasn’t until until Humperdink Humperdink failed failed to to turn up turn up to to that that week’s week’s burlesque burlesque performance performance that L’Arsène that L’Arsène realised realised his his prank prank had had probably probably succeeded succeeded too well. too well.aa In In classic L’Arsène classic L’Arsène fashion, fashion, the the rakin fashioned rakin fashioned clockwork clockwork automaton automaton with with which to which to replace replace Humperdink. Humperdink. Luckily, Luckily, HumpHumperdink’s mother erdink’s mother keeps keeps aa spare spare clone clone of of him him on on hand, and, hand, and, four four months months later, later, an an irascible irascible HumpHumperdink stumbled erdink stumbled back back into into the the Loot L oot LLoot oot Tavern. Tavern. ImImpressed with pressed with how how handsome handsome L’Arsène L’Arsène had had made made the automaton, the automaton, Humperdink Humperdink forgave forgave the the articer articer and now and now keeps keeps the the construct construct in in his his laboratory laboratory as as aa sounding sounding board. board.

  L’Arsène L’Arsène Upin is a mischievous mischievous and cunning CN rakin whose artice is widely coveted. He and his

partner, Harried Houdinky, are infamous thieves, having stolen the priceless ruby, the Red Rakshasa, in a daring heist years ago. They now have bounties on their heads in almost every city of the Material Plane. However, since Bubba Fitt the bounty hunter was found as a pile of dust inside his armour of invulnerability, no bounty hunter has been foolish enough to pursue the pair in the Loot Tavern itself. The pair are both easily distractable, love puns, and adore practical jokes. For the purposes of combat,

treat L’Arsène as having levels in a class involved in artice or invention, and Houdinky as an assassin.  Motives  Moti ves & Values. Values. L’Arsène admires two things:

Count er Tavern Tales: Weathertax’s Counter In what In what would would have have been been aa classic classic jape, jape, L’ArL’Arsmothering to sène glamoured sène glamoured aa rug of smothering   to to appear appear like Humperdink’s like Humperdink’s sustainably-sourced sustainably-sourced dalmadalmatian-trimmed purple tian-trimmed purple velvet velvet cape of the mountebank... Using bank Using his his omni-directional quadnoculars, quadnoculars,, L’Arsène waited L’Arsène waited until until Granny Granny Weathertax’s Weathertax’s back back was turned was turned before before making making the the change. change. The The next next morning, much morning, much to to L’Arsène’s L’Arsène’s befuddlement, befuddlement, Humperdink returned Humperdink returned from from his his morning morning walk walk entirely unscathed. entirely unscathed. Upon Upon returning returning to to his his caracaravan, L’Arsène van, L’Arsène was was attacked attacked by by his his doormat. doormat. The The conclusion? Granny conclusion? Granny Weathertax Weathertax has has eyes eyes in in the the back of back of her her head head and and aa strong strong sense sense of of justice. justice.

daring, terrible puns and adventurers that bring him rare monster parts he can use to cra novel magic

items. He doesn’t mind the bounty hunters—they make good guinea pigs for his new inventions—but

Lutecia

he fears being audited by tax ocials and always makes sure his aairs are in order.

Charismatic doesn’t do this NG dark elf justice. In

Secret. Due to his notoriety, L’Arsène couldn’t

have attracted investors for his line of arcanomechanical devices. Instead, he set up a pseudonym: Anton Spark, whose inventions have become hot commodities on the Material Plane.  Interpersonal  Interpers onal Relations. Relations. The follo following wing opinions

can help add depth to L’Arsène’s interpersonal relationships: • Granny Weathert Weathertax ax shouldn’t be messed with—she has eyes in the back of her head! • Heliana is a quality advent adventuring uring companion: she’s very brave and barrier is also wide enough provide a protective behind whichtoL’Arsène can artice new contraptions. contraptions.

• Humperdink is hilarious to prank. One time, he enchanted Hump’s blood sausage with the reduce eect of the enlarge/reduce  spell,  spell, which took eect while Humperdink was on the toilet,

causing him to fall into the toilet bowl. Despite rarely being well received, L’Arsène seldom reels regret, though he admits the bag of devour prank might have been a step too far. ing  prank • Lutecia mixes a good cocktail and plays a mean game of cards. It takes all his skill at cheating to beat her. • Peeper is fun to ride around on.

the worst situation, usually brought about by her avaricious desire for shinies and knowledge, Lut is always wont to crack a jape. For her, being the proprietor of a tavern is ideal; the constant ow of people and information staves o the melancholy

that can quickly assail her if she spends too long alone. She has a quick wit, a cool head, and can put an overly-belligerent patron back in their place with her sass and sarcasm. For the purposes of combat, treat Lutecia as having levels in warlock and bard. Her bardic instrument is the cocktails she creates (you can reskin the bardic College of Cuisine to be a College of Mixology with the same eects).

 Motives  Motiv es &ofValues. Values.  Lut values people to share stories their adventures; there iswilling a strong correlation correlatio n between the generosity of her drink servings and how interesting she nds a story. She

also has a special place for the silent types that end bar ghts without  destroying  destroying any furniture. She fears being in isolation; she grew up in a great g reat library with only a few archivists and a thousand books as company. Now, she values making her own adventures with her closest companions. Secret. Before leaving the library many years ago, Lutecia stole a relic and hid it in her bag of holding .

Unfortunately, she has forgotten what the relic was and, per the bag’s magic, has no way to retrieve it!* *This is an open-ended plot hook for a GM to develop

   Interpersonal  Interperso nal Relations. Relations. You can use the follow-

ing information to develop the interpersonal relations in the tavern: Weathertax ax is invaluable. With a • Granny Weathert glance, she and Lutecia can communicate everything that needs to be said. • Heliana has innumerable tales which can keep Lutecia entranced for hours. • Humperdink is a fun dandy. The nights they’ve giggled and journeyed together on

Weathertax’s psychedelic mushrooms are some of Lut’s most treasur treasured ed memories. • L’Arsène took some getting used to, but seeing him around Harried Houdinky helped her see the so raccoon beneath the trixy rakin.

• Peeper asked to look at the books once, to which Lutecia begrudgingly agreed. Now Lut couldn’t live without them. They’re the most helpful of all her friends and Lut won’t hear a bad word against them!

Tavern Tales: Drinking Contest After the After the last last call, call, Heliana Heliana and and Lutecia Lutecia had had the the drinking contest drinking contest to to end end all all drinking drinking contests. contests. No No holds were holds were barred: barred: magic, magic, potions, potions, even even blessblessings from ings from gods gods were were allowed. allowed. In In aa confusing confusing turn turn of events—no-one of events—no-one can can remember remember exactly exactly what what happened—Granny Weathertax happened—Granny Weathertax ended ended up up the the winner and winner and has has remained remained the the uncontested uncontested Astral Astral Drinking Champion Drinking Champion ever ever since. since.

Peeper  An unknottable bundle of anxiety, Peeper is a non-binary LG aberration, a oating eye monster, and one of Humperdink’s rst familiars. With an

eye for detail and an eagerness to please, Peeper has elected to take on all the bureaucracy and bookkeeping of the tavern, much to everyone’s relief. Peeper cares their friends to of a profound degree and would befor devastated if any them should express disappointment at their actions.

   Motives & Values.  Motives Values. Peeper takes pride in the ordinary: running the tavern at a stable prot and ensuring enough prot is set aside to provide gen -

erous retirement funds to each of the tenants. Of course, they don’t let the tenants know they have retirement funds, that would be far too risky. Peeper’s biggest fear is Heliana ever getting anywhere near the accounts: last time she tried her hand at bookkeeping, she used a squid as a makeshi quill.

There was ink everywhere. Secret. Peeper is actually a voracious painter

in their spare time. They have portraits of each creature that has entered the tavern stashed under the oorboards of their library. Their ve eyes give

them a unique advantage with perspective, and their work is pretty darn good!

Weathertax Stoic, taciturn, and with an air of wisdom, few words ever pass Granny Weathertax’s lips. Indeed, they are oen preoccupied with moving the pungent smoke from her long, ebony pipe to her lungs. Physically, Weathertax is a strong, LG human female, with levels in monk for the purposes of combat. When dealing with bar ghts, she moves with a drunken sway that keeps her just out of the reach of

brawlers’ blows. No-one knows when Weathertax turned up or where she came from; as far as anyone can remember, she’s always been around. Out of a sense of propriety, the four proprietors decided to add Weathertax to the payroll; having her be part of the team seemed like a wise move—she is oen

the deciding factor in how many tables get broken

 Interpersonal  Interpers onal Relations. Relations. You can use the follow-

during a bar ght.

ing information to develop the interpersonal relations in the tavern: Weathertax ax is really in charge, in • Granny Weathert Peeper’s opinion. They report any hint of wrongdoing to her. • Heliana is the bestest, strongest, fastest, and smartest, even if she sucks at sums, and needs Peeper and Amber to look aer her blood sugar.

• Humperdink is probably some sort of god, Peeper has decided. He can make more Peepers, and his paperwork is a scribbled mess. Gods probably have messy paperwork, Peeper thinks.

• L’Arsène is quite annoying and always tries to jump on Peeper’s back. On the ip

side, his accounts are the best of the lot! • Lutecia let Peeper look at the books and for that Peeper is eternally grateful. She’s also so good at talking to people; Peeper could never do that…

Tavern Tales: Shadow Editor While Heliana While Heliana slept, slept, Peeper Peeper would would sift sift through the through the latest latest pages pages of of her her book, book, editing, proong, editing, proong, and and re-writing re-writing them. them. Heliana was Heliana was always always very very impressed impressed with with herself when herself when she she reviewed reviewed her her work work each each morning, and morning, and Peeper Peeper didn’t didn’t have have the the heart heart to say to say otherwise! otherwise

Granny Weathertax

  Cacophonics Sometimes-member of the Fearsome Five, the immodest Cacophonics (LG male human maestro*) has recently found employ as resident gleeman of the Loot Tavern. With an unending litany of adventures and fantastical tales, the tavern is a veritable feast of inspiration for the ballads and sagas he pens. He takes liberal poetic licence with the information he receives, aiming to write the most exciting song, if not necessarily the most mo st accurate one! Aer a group of adventurers return from a hunt, Cacophonics is oen the rst to approach them, drinks in one hand, quill in the other, and prying questions on his lips.

Fearsome Five The Fearsome Five is the butt of most of the jokes in the Loot Tavern. With a well-deserved reputation for eeing from deadly monster hunts, the

group have earned themselves the nickname ‘The Fearful Five’, much to their chagrin. They have four permanent members; the bard, Cacophonics, has decided to stories. go solo but returns to the group when he seeks new Ser Lonsalittle. This prideful LG male gnome knight is wont to get up on his high horse if his

bravery is ever in question. Literally. He rides a pegasus into combat and uses it to raise his stature during arguments. Garr Oate. Mistrustful and shiy-eyed, this N female haling spy is not above picking the

pocket of a drunken patron. Granny Weathertax has learnt to keep a close eye on her and oen

picks Garr Oate’s pocket in return, putting the

The book? Ahh yeah, total breeze to write. No delays. Everything was on  time. It only took four hundred and  twentyy owlbear quills,  twent quill s, a vat vat of aboleth milk, a few tarrasque teeth, and a lake of Peeper’s tears. Oh, and teamwork. — Heliana, Author

haling’s purse back on the stupeed drinker as a form of vigilante justice.  Fumblemore.  Fumb lemore. At over 7 feet tall, this hulking goliath is a most atypical wizard. With cripplingly low Dexterity, the party has resorted to glueing this NG mage’s spellcasting focus into his hand to get any use out of him. He is a sweet bean and cares deeply for his pet blinkhound, Courage.

 Aunty Kris. Kris. Lilac-skinned and long-toothed, this cheerful and cheeky CN tieing cult fanatic was saved by the Fearsome Four (as they were previously known) when they caused a prison

break to mask their escape from the Nine Hells. Like many clerics who enter the tavern, she rarely has any healing spells prepared. *See page 592, Appendix C *See page 592,

  Rooms & Services Vaguely waved o by L’Arsène as something to do with the “Uncertainty Principle of Quantum Arcanodynamics”, the Loot Tavern is never quite the same from one day to another. Though no-one sees it change, there is always enough space for whatever is about to happen. Whether it be Heliana’s latest delivery of Gargantuan tarrasque bones, a danceoor for the danceathon, or more rooms for guests, the Tavern provides. Though Humperdink did look into the phenomenon once, he quickly learnt to avoid asking those sorts of questions when his laboratory became a utility closet lled with garlic. The following rooms are keyed to the map on page 18. 18.

 Accommodat  Acc ommodation. ion. Rooms of all descriptions, from

squalid closets under the stairs for 1 sp day to aristocratic suites cost 10 gp per diem.

1 - Lut’s Bar  Lutecia’s bar is the beating heart of the tavern. A circular structure that rises from the bar oor to the tavern’s loed ceiling, its shelves are stacked with a

plethora of liquors, wines, and otherworldly beverages that induce a myriad of mind-altering states states.. When not staed by Lutecia herself, L’Arsène’s

The following table lists the cocktails and the biomes or planes to which the portal teleports a creature. Each cocktail contains 2 alcohol units, which relate to the new drunkenness rules on page 21.

Lutecia’s Cocktails Drink

Arctic

Hex on the beach

Coast

Tokilla sunrise

Desert

Piney colada

Forest

Plainkiller Hilltini

destination dictated by the arrangement of beverages. Lutecia is a skilled mixologist; when you roll on the teleportation spell’s d100 table, use the ‘Very Familiar’ row when determining mishaps.

Hill Mountain Swamp

Mould Fashioned

The Low

Dark ‘n’ salty

Underwater

Cosmopolitan

Urban

Hard spirits

Ethereal Plane

Bloody faery

Fey Lands

Black mountini

No island iced tea

it next nishes a long rest, it will be teleported to a

Biomes

Voodoodka

Lut oers almost every known beverage, aperitif, and cocktail among the planes. One of the most important services Lutecia oers is a ‘ teleportation ight’ to direct the tavern’s portal to send the patron to the desired location. Correctly designing and

creature travels through the tavern’s portal before

Grassland

Mountini

Djinn and tonic

Services: Teleportation Flight. For 5 gp, Lutecia will cra a ight of beverages for one creature. If a

Location

Muskroe mule

simple arcanomechanical constructs constructs can be found pouring ale, chastising the ov overly-drunk, erly-drunk, and shooing away the tavern’s cat.

mixing ight beverages is an art. can Theresult wrongin mix or, this worse yet,ofthe wrong beverage, a patron being teleported thousands of miles from their intended location. If a creature comes to her with an untried recipe, she’s more than happy to let the messenger be a guinea pig for the concoction on the house. It’s important to know where each cocktail directs the tavern’s portal to teleport a creature!

Location Type

Shadow Plane Inner Planes

Targarita

Plane of Earth

Firewhiskey

Plane of Fire Plane of Water

Cosmicpolitan Sex on the lich

Plane of Air

Astral Plane Outer Planes

Angel’s Delight

Negative Planes Positive Planes

2 - Heliana’s Cave Adorned with plush rugs, elaborately-ligreed

shisha pipes, and an astonishing assortment of monster paraphernalia, Heliana’s ‘cave’ is far from the basic, uncivilised aair its name would suggest.

Hundreds of identical copies of her new book,  Heliana’s  Helian a’s Guide to Monster Monster Hunting  Hunting , line shelves high up the wall. During the day, she can be found teaching the fundamentals of monster harvest harvesting ing to new adventurers and providing her services as a harvester for preserved corpses.

  3 4 5

1 2

  Services: Component Trader. Heliana has many

monster components available and is always looking to buy others. Her inventory can be decided randomly; when a creature requests to buy or sell a component, roll a d20. On a result of 1-10, she has 1d4 of the component for sale but won’t buy any. On a result of 11-20, she has none of that component and will buy up to 1d4 of that component. Her inventory resets periodically (GM’s discretion).

Services: Cooking. For ten times the APL in gold pieces, Heliana will spend an hour whipping up a meal using the play player’s er’s magical components. She

Service: Spell Scrolls. Humperdink sells  spell  from other  scrolls . He also carries a variety of  scrol  scrolls  ls  from

schools of magic. To determine his inventory, whenever a creature asks if a  scroll  is  is available, roll a d10. Humperdink has a number of that  spell scroll  scroll   available for purchase equal to the result of the roll minus the level of the spell. Being a student of the school of biomancy, he always has at least one of each biomancy spell in his inventory available for purchase. Number of scrolls available* = d10 - level of spell scroll

has prociency in cook’s utensils, a prociency bonus of +4, and a Constitution modier of +5.

Services: Harvesting. If a corpse is brought to Heliana while still preserved by magic like the  spell (see page 509), she can assist in  preserve   pres erve  spell harvesting it, charging ten times the APL in gold pieces. Heliana has a procie prociency ncy bonus of +4, a Dexterity of +4, an Intelligence of +2, prociency in the Medicine, Nature, and Survival skills, and the Expert Harvester Harvester and Reapmaster feats (see page 221). Services: Heliana’s Guide to Monster Hunting.  For the discounted price of 150gp (or 3100gp for the deluxe edition), a creature can buy a copy of this tome. This magic item (see page 493 493)) details the harvestable parts of dierent creature types and

the respective component DC. In terms of meta gameplay, owning a copy of this book can grant your players knowledge of component DCs to allow them to be better informed when creating a Harvest list (see page 87). 87).

3 - Humperdink’s Laboratory

A chaotically organised room, Humperdink’s laboratory never has less than half a dozen experiments being simultaneously conducted. Iridescent organs and biostatically preserved creatures line shelves, oating in glowing, colourful liquids. Desks are covered in papers with a mix of arcane runes, scribbled notes, and the mustard stains of hastily eaten blood-sausage sandwiches. Novel biomantic constructs like Poggle, Humperdink’s homunculus helper, or Feviline, the tavern’s cat, explore the dangerous lands under his desk and high up on the shelves.

*Minimum of 11,, if biomancy spell.

If the result is 0 or lower, he doesn’t have the  scroll , and will gladly buy up to 1d4 of them it for one-half of its sale value. This inventory changes periodically (GM’s discretion). The price of spell of  spell  scrolls  is  is as follows: Spell Scroll Level Rarity

Value

0 (cantrip)

Common

10 gp

1

Common

60 gp

2

Uncommon

150 gp

3

Uncommon

300 gp

4

Rare

600 gp

5

Rare

1200 gp

6

Very rare

3100 gp

7

Very rare

6200 gp

8

Very rare

9300 gp

9

Legendary

19500 gp

Service: F  Familiar amiliar Crain Craing. g. For a number of gold pieces equal to twenty times the player character’s level, Humperdink can combine the component of any of the specied creatures (see Chapter 7) 7) with the blood of the player character to whom the creature will be bonded. Aer 24 hours, the familiar is birthed and the bonded player character can choose this familiar instead of one of the normal options when they cast the  nd familiar   spell. A bonded familiar  spell. player with levels in the tamer class (see page 194) 194) can tame these familiars for use as companions with special statistics.

  4 - L’Arsène’s Caravan In extravagant, scarlet calligraphy, the word ‘SIDRAT’ is painted on the front of a brightly covered caravan, positioned in the middle of a small side room. It appears someone was overcondent

with the ‘S’ and the following letters are progressively more scrunched together. Looking inside the caravan can be a vertigo-inducing experience; it is far bigger on the inside with exotic tools lining every wall above arcanomechanical gadgets that whir, rattle, and occasionally explode. The caravan’s owner, infamous gadgeteer L’Arsène Upin, can oen be found tinkering with a malfunctioning

device or preparing designs for new items based on the properties of rare monster components. Service: Crasperson.  L’Arsène is a de and ex perienced master crasperson. He is procient with

all tools as well as the Arcana, Investigation, and Religion skills. He has a +3 prociency bonus, a Strength modier of +1, a Dexterity modier of of +4, and an Intelligence modier of +5; uses Intelligence as his spellcasting modier; has the220). Expert Forger and Forgemaster featsand (see page 220 ). See Time & Money (page (page 120) 120) for costs.

Service: Magic Item Vendor. L’Arsène has an inventory of magic items available for players to buy and is always happy to buy magic items from the players for 50% of their value. The exact composition of these items is entirely up to the GM’s discretion. Due to the number of adventurers that pass through the Tavern, this inventory regularly changes.

5 - Peeper’s Library Peeper likes books, keeping things orderly, and being an orange ball of helpfulness. In short, they’re the ultimate librarian. Peeper’s library is a repository of all the books and tomes on monster hunting that Heliana has acquired (if not read) over the years.

Service: Research. For no charge, a creature can spend 8 hours working with Peeper to nd

information on the target of a hunt. At the end of this period, the creature can make a DC 16 Intelligence (Investigation) check to see what they discover. On a success, the creature receives the information for one of the clues for the coming hunt (GM’s choice). A result of 26 or higher reveals two of these clues, instead. A failed check indicates that the library has no relevant information on this subject that the party can discern.

  Drinking & Drunkenness Drinking is a balancing act: too much and you become inebriated; just enough and you become a

Drunkenness & Effects

master at billiards, charming as a devil, and capable of surmounting any obstacle. Legend says the Pale Aleomancers, led by famous brewer Jan Smyth, titrated themselves to reach the perfect level of

Level

drunkenness. drunkennes s. In the short time thereaer, thereaer, conicts

2

between long-warring nations were resolved, a universal healthcare system was established delivering free care at the point of need, and the eternal question of why the gobboc crossed the road was answered. To celebrate their achievement, they nished their pint. In the slightly-more-inebriated aermath, all their hard work was undone and the

world descended into chaos once more. Since then, Aleomancers the world over have kept their titrating techniques a closely guarded secret. Condition: Drunk. Between long rests, a creature

can drink a number of units of alcohol equal to their Constitution modier without any eect. For each

unit of alcohol the creature drinks beyond this, the creature must make a Constitution saving throw  where the DC equals 10 plus the number of units of alcohol the creature has consumed since it last nished a long rest. Drinking Constitution saving throw DC = 10 + number of units of alcohol consumed since last long rest.

On a failed saving throw, a creature gains one level drunkenness. Drunkenness is measured in sixof levels. If an already drunk creature suers another eect that causes drunkenness, its current

level of drunkenness increases by the number of units of alcohol the creature consumed to trigger the saving throw. A creature’s drunkenness level is reduced by 1 for each 2 hours since it last drank. Furthermore, nishing a long rest reduces a creature’s drunkenness level to 0. A creature suers the eect of its current level of

drunkenness as well as all lower levels. For example, a creature suering level 3 drunkenness has disadvantage on Dexterity, Charisma, and Wisdom

checks and saving throws.

1

Efect The creature has advantage advantage on  on Charisma Charisma   checks. Dexterity   disadvantage on The creature has disadvantage  on Dexterity throws. checks and saving throws.

3

The creature loses the efects of level 1 drunkdrunkdisadvantage on Charisma   enness, and has disadvantage  on Charisma Wisdom checks and saving throws. throws. and Wisdom checks

4

The creature’s speed is halved.

5

The creature is poisoned and retains no memory of events that occur between this t his point and when they are no longer drunk.

6

unconscious for  1d4 + 8  8  The creature falls unconscious  for 1d4 hours. When it wakes, it is no longer drunk, but does not gain the benets of a long rest, exhaustion.. and gains 1 level of exhaustion

Optional Rule: Hangover. When a creature loses at least 1 level of drunkenness as a result of nishing a long rest, the creature must make a Constitution saving throw at the end of the long rest. The DC

for this saving throw equals four times the drunkenness level before they started the long rest. A creature that fails this saving throw has a hangover and is poisoned for a number of hours equal to the dierence between the result of their saving throw

and the DC.

  Chapter 3

  Tracking Before you can slay a monster, you’ve got to nd

it! Even if a party knows its quarry’s exact location, getting there can have its own trials and tribulations. The following rules can represent a multitude of travel-related obstacles, from a party’s attempt to follow a creature’s tracks, to their mission to nd

a hidden tomb, or simply the inherent danger of traversing hostile terrain. One-shots. If you’re running the hunts in this

book as a one-shot, then feel free to omit the tracking stage; there simply might not be enough time. The quest giver can provide the party with instructions, a map, or even act as a guide to get the characters where they need to go.

Layman’s Guide to Tracking Here’s how how tracking orks. Firstly, Firstly, you Firstly, you (the Here’s tracking w works. (the GM) GM) decide the the minimum minimum num ber of of Tracking Tracki ng checks decide number Tracking checks checks party must must make, make, and and how how many many of of them st aa party them mu must be successful in order order to to nd nd their quarry. More be successful in their quarry. More equals harder. equals harder. Next, Next, your your players players tell tell you you how how they they want to about tracking. You work work with them to want to go go about tracking. You with them to decide on the m most ost appropriate ability ability and skill to use for the check. Finally, Finally, you choose a DDC C based on how how likely their their suggestion is to succeed.

Mechanics

This section outlines how you, as the GM, can modify parameters to set the diculty of the track -

ing experience, and how the playe players rs decide which checks they will make. These mechanics are designed to encourage your players to think creatively in how they use their characters’ skills, to encourage roleplay, and to esh out exploration with interest ing encounters. Any ability check made to nd a

monster, location, or to traverse terrain is referred to herein as a ‘Tracking check’.

Setting Trackin g Checks Tr acking Before the players get rolling, you must set two parameters: • The minimum number of T Tracking racking checks the party must make. • The number of T Tracking racking checks on whic which h the party must succeed. The party must meet both of these conditions to nd their destination. Increasing either of these parameters increases the diculty of the tracking

experience. The minimum number of checks represents a combination of the distance the party par ty has to traverse and the density of possible encounters; a greater distance or a more populated area requires more checks. The number of successes represents how dicult it is for a creature or location to be

On aa failed On failed check, check, the the party party has has aa hostile hostile encounencounter. On ter. On aa successful successful one, one, they they have have aa narrative narrative enen-

found, or for terrain to be safely traversed. The minimum number of checks can never be less than

counter, or counter, or no no encounter encounter at at all all (GM’s (GM’s choice). choice). You You can use can use the the random random encounter encounter tables tables (starting (starting on on page 27) page 27)) to 27) 27 to help help randomly randomly select select the the encounencounters. When ters. When the the characters characters have have made made both both the the requisite number requisite number of of checks checks and and successes, successes, they they reach their reach their destination. destination.

the number of successes required. Determining Checks and Successes You can determine how many Tracking checks a

Note: the the number number of checks and and the the number number of Note: of checks of successes are are two two dierent successes dierent parameters, parameters, both both of of which mu st be be met met to to reach If the the which must reach the the destination. destination. If party their checks, checks, they they may they make far party keeps keeps failing failing their may make far more Tracking checks than than the the minimum minimum numb er. more Tracking checks number.

 journey requires requires in the the following following wa way. y.

Step 1: Areas. Separate the journey into related

areas. For example, if your party must cross grasslands to reach a swamp and then search that swamp for a monster, you can make grasslands one area, and the swamp another. Step 2: Encounter Chance. Determine how likely encounters are to occur in each area. Encounters include both interesting environmental features and the presence of friendly or unfriendly creatures. Assign a number of Tracking checks

  to each area (minimum 1), with 1 representing a

very low chance of an encounter and 5 extremely frequent encounters. Step 3: Successes. Assign a number of Tracking successes (minimum 0) required to reach the

next destination. A destination can be anything: the next area (for example, the swamp beyond the grassland), a city, or a monster’s

lair. A large, obvious target, like a swamp, might require successes, while a well-hidden tion can0require up to 3. You can use the locatable below to help determine an appropriate number of checks. Suggested Number of Tracking Successes Destination

Number of Successes

Ob Obvi viou ouss (e.g (e.g., ., hu huge ge water aterfa fall ll))

0

Natural (e.g., wolf den)

1

Obscu bscurred (e.g (e.g., ., drag ago on’s lai lair)

2

Pr Prot otect ected ed (e (e.g. .g.,, illusio illusionis nist’s t’s towe tower) r) 3

 Duration.  Dura tion. A Tracking check can encapsulate any period of time from a minute to a month and is up to the GM to interpret. The more encounters the GM envisions the party experiencing in a given time, the shorter the duration each check should take. Sequential Tracking checks can even take dierent amounts of time from one another. For example, example, in a vast and open expanse, such as crossing a desert bere of life, a single Tracking check might represent 30 days’ travel. In a particularpar ticularly hostile environment, such as an ancient battleeld lled with undead, encounters might occur frequently and each Tracking check might represent 1 hour of searching. In a densely packed urban chase scene, a single Tracking check might take only 1 minute!

GM Tip: Encounter Density If aa Tracking If Tracking check check takes takes less less than than 8 8 hours, hours, it it is is possible that possible that the the party party can can have have more more than than one one hostile encounter hostile encounter between between long long rests. rests. As As the the hoshostile encounters tile encounters are are balanced balanced to to be be very very deadly, deadly, you should you should consider consider running running them them one one or or moremorelevels lower levels lower than than your your average average party party level level (APL). (APL).

Tr acking Making Trac king CHecks This part of the tracking mechanics thro throws ws the narrative element of the game back to your players (which can be a fun dynamic shi!). You ask them

how they’re approaching the tracking process and work with them to choose an ability and skill (or tool) for the Tracking check. Then you decide an

appropriate DC for the check based on how likely the player’s proposition is to succeed. Finally, the player(s) make an ability check against the DC

you’ve determined.

Non-St Non-Standard andard Ability Checks You can You can mix mix and and match match skills/tools skills/tools and and abilities. abilities. For example, For example, Athletics Athletics is is usually usually aa Strength Strength check. check. However, if However, if aa character character states states that that they they chase chase aa wolf pack wolf pack across across 10 10 miles miles of of snowy snowy terrain, terrain, you you might ask might ask for for aa Constitution Constitution (Athletics) (Athletics) check. check. All All this requires this requires the the player player to to do do is is make make aa ConstituConstitution check tion check and, and, if if they they have have prociency have prociency in prociency in Athletin Athlet thlet--thlet ics, add ics, add their their prociency prociency bonus bonus to to the the result. result. When checks When checks in in this this book book use use the the word word ‘or’, ‘or’, this this indicates either indicates either skill/tool skill/tool or or ability ability can can be be used used in in any combination. any combination. For For example, example, Strength Strength or or ChaCharisma (Intimidation) risma (Intimidation) means means the the player player can can choose choose to make to make either either aa Strength Strength or or Charisma Charisma check check and, and, if they if they have have prociency prociency in in the the Intimidation Intimidation skill, skill, add their add their prociency prociency bonus. bonus. A Strength Strength or or Dexter  Dexter--Dexter ity (Athletics ity (Athletics or or woodcarver’s woodcarver’s tools) tools) check check means means you can you can use use any any one one of of the the four four check check permutapermutations: Strength tions: Strength (Athletics), (Athletics), Dexterity Dexterity (Athletics), (Athletics), Strength (woodcarver’s Strength (woodcarver’s tools), tools), or or Dexterity Dexterity (woodcarver’s tools). (woodcarver’s tools).

Consequences Success or failure, it enriches your world if you narrate the result of the party’s actions. On a success, you can simply narrate the changing landscape, or you can give the party a narrative encounter. These are non-combat encounters that can describe unique locations, non-hostile NPCs, or simply illustrate a remarkable environmental occurrence. Each biome contains a narrative encounter table; roll a d8 and consult the relevant table for a plug and play idea!

  On a failure, the party has a hostile encount encounter. er. Each biome has a hostile encounter table; roll a d4, add the party’s ‘tier’ to the result, and consult the table to see who or what the party encounters! A PL

Party’s Tier

1–4

1

5–10

2

11–16

3

17–20

4

If the party meets both requirements of trackin trackingg (minimum checks and required successes), the

party subsequently reaches the target they are tracking. Optional Rule: Critical Failure. It’s possible for

trackers to be given a false scent by a particularly devious enemy, or simply to royally mess up. In these cases, the tracking experience gets more dicult. A natural 1 on the d20, or missing the

Tracking check DC by 10 or more, is a critical failure. a Tracking check increases both theCritically minimumfailing number of checks and successes required to reach the destination by one. Optional Rule: Critical Success. Sometimes, an especially observant or lucky tracker might nd a clue allowing the party to nd a lair more quickly.

Surpassing the DC by 10 or more is a critical success and can count as two successes, while surpassing it by 20 or more counts as three successes. Perhaps your tracker, who, with the help of expertise and  guidanc  guidance  e , gets a 35 on their DC 15 Wisdom (Perception) check, nds the imprint of a dropped

stone tablet in the mud that details the exact way to disable the necromancer’s illusory protection, which counts as two additional successes.

Example DCs This lis, which isn’t exhaustive, acts as guidance for deciding a Tracking check’s DC, with suggested abilities and skills to match. The DCs are balanced for mid-level characters; feel free to modify them as you see t. For example, you might increase the

DCs by 2 for characters of 12th level or higher, or decrease them by 2 for characters of 4th level or lower. In general, the more likely a character’s attempt is to succeed and the easier the circumstances aecting that check, the lower the DC.

Common Sense Checks (DC 6). These checks are

easily achievable by the common person. • Pursuing the footprints of a gia giant nt across across mud — Wisdom (Survival). • Follo Following wing a literal trail of breadcrumb breadcrumbss — Wisdom (Perception). • Using a compass to walk North — Intelligence (Nature). Skilled Checks (DC 11). These checks are achievable by someone that has undergone basic training, such as a woodsman or acolyte. • Follo Following wing the trail of a wolf through a forest — Wisdom (Survival). • Estimating the likely location of a creature based on its nature — Intelligence (Arcana, Nature, or Religion, depending on the creature’s type). • Speaking wit with h local animals ttoo gain information — Wisdom (Animal Handling) and the  speak with animals spell.  Expert Checks Checks (DC 16). These checks are beyond

the skills of a trained commoner. Individuals able to regularly succeed on such checks have dedicated their life to mastery of of a skill, such as a big-game hunter, professor of zoology, or archmage. • Following a wolf’s trail across bare rock or aer a snowstorm — Wisdom (Survival). • Mimicking a creature’s call to provok provokee a response from it — Charisma (Performance). • Climbing a tree to look for clues in the distance — Dexterity or Wisdom (Acrobatics or Perception). • Pushing ones oneself elf to explore a vas vastt area iin n a short time — Constitution (Athletics). Outlandish Checks (DC 21+). “There’s always a chance this could work, right?”  These  These checks oen

involve a degree of luck. The more outlandish, the more luck required, and the higher the DC. • Following a ying creature’s trail based on nding its kills and scat — Wisdom (Survival). • Making a canoe to more quickly navigate a water body — Dexterity (woodcarver’s tools). • Using brute force to smash through a cave wall and nd a hidden tunnel — Strength (Athletics).

• dom Consulting the stars to(Religion) discern clues or Intelligence . — Wis-

  Optional Rule: Varied Checks. To keep things

from getting stale, players can’t repeat the same Tracking check ability and skill/tool combination until two others have been attempted.

Variable DCs D Cs & Modiers

GM: So, GM:  So, how will you nd the aboleth’s lair? Mizzard: I use my knowledge of swamp creaMizzard: I tures to assess where a huge creature might reside.

The random encounter descriptions use the abbreviations APL (average party level), VDC (variable diculty class), Vmod (variable modier), and

GM: Okay GM:  Okay — that sounds like you should make an Intelligence (Nature) check [notes DC of 11].

Vdam (variable damage). Using these variable statistics allows the same encounter to be challenging for every party by scaling the diculty of certain in teractions with APL. In some cases, modiers may be placed on these variable statistics, like “the player character takes cold damage equal to twice the Vdam” or “the creature has a Dexterity (Stealth)  modier of Vmod+5”. For a party of 3rd level, this latter example would yield a total modier of +9.

Mizzard: ...two Mizzard:  ...two plus four… six.

 Variable Statistics  Variable Statistics Summary

[GM notes one check, one failure, and rolls a d4 to determine the hostile encounter] GM: As GM:  As you search the waterways, eliminating many possibilities, you hear a rustling [rolls creature’s Dexterity (Stealth) check, which beats both player characters’ passive Perception scores], but it’s too late. Roll initiative. You’re surprised!

APL

VDC

Vmod

Vdam

[Cue Hostile Encounter]

1-2 3-4

11 12

+3 +4

2 (1d4 1d4)) 1d6)) 3 (1d6

Gurf: Okay my turn! I chop the bushes to see Gurf: Okay more and move quicker.

5-6

13

+5

2d4)) 5 (2d4

7-8

14

+6

2d6)) 7 (2d6

9-11

15

+7

10 (3d6 3d6))

12-14

16

+8

4d6)) 14 (4d6

15-17

17

+9

6d6)) 21 (6d6

18-20

18

+10

8d6)) 28 (8d6

Mizzard: Don’t Mizzard:  Don’t be silly - that won’t work! Gurf: Hold Gurf:  Hold my ale. GM: Give GM:  Give me a Strength (Athletics) check [notes DC of 21]. Gurf: Fifteen Gurf:  Fifteen plus eight… that’s… a lot.

Example Below is an example of how Tracking checks might play out. The GM decides that the party must cross a grassland to nd a swamp, and then search the swamp for the broodmother’s lair. They decide to split the tracking into two areas: grassland and swamp. The grassland is void of life and the swamp is an obvious target, so it requires one Tracking check and zero successes, taking ve days to complete. The swamp is hard to traverse and full of life, although many of the swamp’s denizens are walking mindlessly to the broodmother’s lair. They decide two Tracking checks and one success are required, with each check taking 8 hours.

[GM notes two checks, one failure, one success, and rolls a d8 to determine the narrative encounter] GM: Clearing GM:  Clearing away the underbrush, you stumble across a hidden trail leading deeper into the swamp. Desperately trying to pull itself from a pit of quicksand is the bearded madman from the river bank you spotted two days ago. What do you do? [Cue Narrative Encounter]

  Random Encounters The remainder of this chapter presents eight narrative encounters and seven hostile encounters for each of the following eleven biomes: arctic, coast, desert, forest, grassland, hill, jungle, mountain, swamp, The Low, and urban. The biomes are presented in alphabetical order, and the encounters in numerical order.

Single-Biome Single-B iome Campaigns. If you have a cam-

paign focussed on a single biome, consider replacing used encounters by reskinning those with the same encounter number from other biomes. For example, if your party has faced the arctic biome’s hostile encounter #4 - Aberrant Outpost, you could replace it with hostile encounter #4 - Tumultuous Turbulence from the grassland biome. You could even choose to change the additional necrotic damage some of the creatures in the grassland encounter deal to cold damage to better t the arctic setting.

 Mixed Biomes. Biomes. A tundra is a cold plain, a taiga is

a subarctic forest, and alpine regions can have steep forested slopes. Feel free to mix the encounters from biomes that t your narrative; the tundra could

draw from arctic and grassland encounters, the taiga from arctic and forest, and the alpine region could draw from forest and mountain. Composition. The majority of creatures men-

tioned in the encounters can be found in the SRD, the standard, 5th-edition rules. Those creatur creatures es that are new to this book are indicated in text or underneath each composition table. Sometimes, an encounter calls for a monster that doesn’t have statistics. In this case, the composition paragraph indicates an existing creature whose statistics you

Combat Difculty Each hostile encounter is designed to be a challenge for a party of four adventurers at the specied level.

If a party could have more than one hostile encounter between rests, or has fewer than four party members, consider running the encounters one level lower. Alternatively, if thecan party has more thanthe four party members, you consider running encounter one level higher.  Daily XP Budget. Budget. As parties get more powerful,

the daily adventuring budget system tends to fall apart; parties can handle a lot more than they’r they’ree given credit for. For this reason, the hostile encounters at the higher tiers of play use XP budgets far beyond what is considered ‘deadly’: 1-4. The encounters are between ‘hard’ •  Levels 1-4. and ‘deadly’. •  Levels 5-10. 5-10. The encounters are all ‘deadly’. 11-16. The encounters use around 1.5 •  Levels 11-16. times the ‘deadly’ adjusted XP budget.

•  Levels 17-20. 17-20. The encounters use around 2 times the ‘deadly’ adjusted XP budget.

More Encounters Additional narrative and hostile encounters (two of each encounter type for each biome) are available

in PDF format. When you’ve used an encounter, you can replace it with one of these.

can modify.‘σThese creatur creatures esname. are indicated by a superscript ’ (σ) aer their For example, the stone gnolls in hostile encounter #3 - Stone Gnoll Killers  of the grassland biome use the gnoll statistics, but change the t he AC, damage resistances, and, as a result, the creature’s CR.

 Fleeing. Monsters don’t always ght to the

death. Unless otherwise stated, creatures in a hostile encounter ee when the odds shi against them.

This is typically if more than half of their number are killed, or, if there are few combatants, if they’re reduced to one-third of their hit points or fewer. Fleeing is always at the GM’s discretion!

Get the PDF by scanning or clicking on  the QR code, or by typing typing in the URL below. heliana.lt/  Encounters Encounters

  Recurring Encounters This section summarises the recurring themes and characters found among several encounters.

more piscine appearances and raise their station in preparation for The Great Flood.

Gaia’s Teeth Years ago, in a bid to boost trade and make travel between the various kingdoms, city states, and other demesnes safer, an apolitical organisation of rangers and beastmasters was formed under the banner of ‘Gaia’s Hearth’. Their remit was to protect travellers, hunt monsters, and maintain the lodgings that provided much-needed shelter in the depths of the wildlands. For a brief period, a golden

The Lost Sphinx

age of owing information and bountiful wealth

bloomed. Before long, however, nefarious elements rose to the highest echelons of the organisation and subverted subve rted its once-noble goals. Gaia’s Hearth had tamed the monsters. Gaia’s Hearth had mapped the terrain. Gaia’s Hearth had the ability to turn a bodyguarding job into a fullblown protection racket. For years thereaer, the

Sunny is a genderuid, CN androsphinx  who uses any pronouns, oen to the confusion of those that try to describe them. Magical experiments in his lair have untethered him from the normal ow of time and space. Accordingly, she always acts like she’s met the party before; from their point of view, they have! Sunny longs to nd a way back to her lair and, when she meets other creatures, always asks two questions: “Where am I?” and “When am I?”.

 Riddles. Almost any answer to these two questions are accepted. For example, “Autumn”, “High noon”, and “Three days before my birthday” are all correct answers for “When am I?”. “Where am I?” could be answered by “To my le”, “The northern hemisphere”, or “In my personal space”.

As is their riddling habit, Sunny always asks a third,

re-named ‘Gaia’s Teeth’ plagued wildlands, fragmenting the once-thriving andthe interconne interconnected cted

more complex riddle. If all 2d6 three questions can be answered correctly within  minutes (aer which

communities into mistrusting and fortied towns.

Sunny disappears), he rewards the party with a small gi.

As is oen the case when individuals vie for

power, Gaia’s Teeth devolved into bandit gangs run by brutish and cunning warchiefs. Pockets of these morally-defunct outcasts can still be found roaming the wilds, ying their banner of a world with teeth,

and pillaging the innocent and defenceless. It is rare that such warchiefs ever aid one another or leave their preferred habitats. The Fathomless

 Quest Solution. To become tethered to the normal dimensions, Sunny needs an object from their

lair. The lair could be a destination for a quest, or you can replace any of the narrative encounters with the follo following wing encounter:  Abandoned  Abandone d Sphinx Lair. The party nds an

abandoned, partially submerged alabaster building. Exploring the dusty interior reveals a

In sunken caves and briny depths, followers of the Fathomless drink salt water and plot to bring about the drowning of the world. Lured by the prospect of great power, the cult’s followers perform rituals beseeching the Great Deep One for power and attempting to create portals to the endless oceans of the Plane of Water.

structure somewhere betweenina depictions temple andofa laboratory, the walls covered lion-bodied, human-headed creatures. With a successful VDC Intelligence (Investigation)  check, the party can nd a scrol a  scrolll of slow, an obsidian sphinx statue, and the ingredients necessary to brew a  potion of speed  speed .

 Mutation.  Mutatio n. Those that receive the Great Deep

This is the lair of Sunny, the lost sphinx who’s come unstuck in time. Having found it, the party can now give him detailed directions back to it, should they ever meet him again in the fu-

One’s blessing have their physiology altered; gills, webbed digits, and sh-like skin are oen associ ated with the cult’s leadership. In fact, those that naturally have such morphological features are regarded as the ‘Deep One’s Chosen’ and tend to progress through the hierarchy more quickly. Followers of the cult have taken to altering their appearance through the magic of biomancy in order to gain

ture. If they provide Sunny with an object taken from the lair, she’ll be able to get back and x herself. Aer returning to their lair, Sunny re wards the party with a  scrol  scrolll of time stop.

    Arctic Arctic

Cold. Whether it’s craggy glaciers or taiga forests forests,, arctic regions are unforgiving, inhospitable, and, most of all, cold. Creatures without appropriate clothing could easily succumb to cold from hypothermia, or be blinded by the snow’s albedo. Encounters Narrative Arctic Encounters d8 1

Encounter Absolute Zero

2

Blizzard

3

Perfect Relection

4

Curious Igloo

5

Frigid Waterfall of Meditation

6

Lost Sphinx: Arctic

7

Elk Spirit’s Blessing

8

Hunter’s Hearth

1 - Absolute Zero The temperature suddenly plummets, until breathing feels like inhaling icey, frozen shards. Each creature that doesn’t nd shelter within one round gains one level of exhaustion  and must make a VDC Constitution saving throw. On a failed save, a creature is aicted with the curse of ice . A cursed creature turns blue, its speed is halved, and

it feels increasingly cold to the touch. If the curse isn’t broken within 24 hours, the creature turns into an ice sculpture and is petried. The curse can be removed by the remove curse  spell,  spell, or suppressed by warming up the creature. For example, granting it resistance or immunity to cold damage suppresses the curse for the duration of the resistance/ resistance/immuimmunity, dealing re damage to it suppresses the curse for a number of minutes equal to ten times the re

damage taken, and moving it to more temperate climes suppresses the curse indenitely.

2 - Blizzard The wind howls, urries of snow build into thick dris, and walking becomes increasingly dicult. During the 1d6 + 1 hours for which the blizzard lasts, Tracking checks are made with disadvantage. At the end of each hour a creature spends without proper precautions (shelter and either a re, heavi er-than-usual winter gear, or magical protection from cold), the creature must succeed on a VDC Constitution saving throw or gain one level of exhaustion.

  3 - Perfect Reection R eection

The party comes across a frozen pond, the ice atop it so smooth as to portray a perfect reection. Clos er inspection reveals that the reections of the party members are… odd. The reections move out of

sync with the party, carry no items, and wear only basic clothing. The reections attempt to communicate with them; they can’t speak, but gesture and beckon, as if asking to be given something. The reections are a form of extra-dimensional storage. A character can give their reection one object that is no larger than a 5-foot cube, which

is stored in this extra-dimensional space. No other creature can access an object stored this way, and the character is able to retrieve the stored object

from any mirror large enough to hold it. New ob jects can’t be stored stored through through regular regular mirrors: mirrors: only

through the pond. 4 - Curious Igloo The party nds a 6-foot-tall , 15-foot-diameter   hemispherical igloo, with an unlock unlocked, ed, heavy door. The cosy interior is richly furnished with beds and warm furs. Creatures with a passive Insight score of 12 or higher detect an odd tension. A successful VDC Intelligence (Investigation) check reveals a hidden cellar, which contains an empty pile of clothes and the diary of the igloo’s owner. The diary details a slow descent into paranoia and fear of the outside world, until the writer’s pen strokes deteriorate to faint scribbles before ending entirely.

A creature that takes a short rest inside the igloo gains the maximum number of hit points for each Hit Die it spends to regain hit points at the end of the rest, and a creature that takes a long rest inside of the igloo regains all its Hit Dice, instead of half. When a creature nishes a rest in the igloo, it must succeed on a VDC Wisdom saving throw or be frightened  of everything outside the igloo for as

many hours as the creature spent resting. 5 - Frigid Waterfall of Meditation In a hillier part of the tundra, the party comes across a rushing waterfall that pours into an icy lake. A shirtless silver dragonborn (LN male monk) sits cross-legged on a large at stone beneath the

cascade. This is Sterly, a meditative and faintly condescending hermit. He explains that meditating under the waterfall can help one attain focus and spiritual enlightenment… if they can stand the cold.

A creature that tries to meditate under the waterfall for at least 1 minute takes 1d6 cold damage and must make a VDC Constitution saving throw. On a success, the creature creature gains temporary enlightenment, gaining advantage on all Intelligence , Wisdom, and Charisma saving throws until they nish a short or long rest. This meditation can be

attempted multiple times, repeating repeating the damage and save for each attempt. 6 - Lost Sphinx: Arctic Sunny, the time-travelling sphinx (see Recurring Encounters, page 28), 28), appears before the party, muttering about how she should’ve taken a le turn

at the North Pole. His third riddle is: “What comprises a bank that has no use for money?”

 Answer. Snow. If the party answers all three

riddles correctly, Sunny rewards them with a pot containing oil of slipperiness . 7 - Elk Spirit’s Blessing Footsteps that are somehow both very heavy and strangely faint herald the approach of the Elk Spirit (giant elk), patron of travellers (as identied with a successful DC 13 Intelligence (Religion) check). Nearly 30 feet tall and semi-translucent, pricks of light in the Elk’s eyes and along its back and horns make the ethereal beast look like a constellation come alive. It looks down at the party impassively, waiting. A single party member can beseech the spirit to bless the group by making a VDC ability check. The check’s ability and skill depends on how the party member describes its actions and is up to the GM’s discretion; Animal Handling, Persuasion, or Religion could be appropriate. On a failure, the Elk Spirit leaves to the Ethereal Plane. On a success, the spirit deems them worthy, and grants each member of the party a blessing: their speed increases by  10 feet, they ignore the eects of nonmagical dicult terrain, and they gain advantage on their next Tracking Trac king check. This blessing lasts for 24 hours.

8 - Hunter’s Hearth Finch (CN nonbinary human ranger), a grizzled and paranoid hunter, is cooking a large ank of caribou over a roaring bonre. They cautiously oer the party a seat by the re and a share of their food—though they would prefer if the group le

their weapons at least a few yards away. If the party

  is polite and nice, Finch eventually ope opens ns up, telling stories about some of their best hunts, and even oers to sell preserved monster components to the party. At the end of the meal, Finch oers advice on whatever the party is tracking, granting advantage on the next Tracking check the party makes.

APL

Composition

1st

1 cu cult fa fanatic

2nd

1 cult fanaticσ, 1 ice mephit

3rd 3rd

1 ccul ultt ffan anat atic ic,, 1 sabe saberr-to toot othe hed d tige tigerr

4th

1 cu cult lt fana fanatic tic,, 1 ice mep mephit hit,, 1 sab saber er-to -tooth othed ed ttiger iger

σ

If attacked or threatened, Finch gives up their wares as a bribe before eeing, knowing they’re outnumbered. However, they will ee to their hunt-

Wight-Out Out Conditions 3 - Wight-

ing lodge and eventual eventually ly come back with numerous vengeful allies.

Snow begins to fall— slowly rsta and ing until it’s hard to see moreat than few then feet. build Amidst the howling wind comes the clomp of trudging, hobnailed boots: undead soldiers marching out of the snowstorm. The party has encountered the Frozen Regiment, an army that froze to death in a blizzard the night before a battle. Now, they carry that storm with them as they wander the wastes, eternally searching for the ght they didn’t di dn’t live to see. They ght without any sense of self-preservation. sel f-preservation.

Hostile Arctic Encounters d4 + Tier

Encounter

2

Frostnip

3

Wight-Out Conditions

4

Aberrant Outpost

5

Unending Nightmare

6

Unseelie Ritual

The Storm. The falling snow makes it dicult to see, limiting vision to 10 feet, and heavily obsc obscurur-

7

Court of the Long Night

ing anything beyo beyond. nd.

8

The Scalding Fissure

Consequences. The Regiment is massive, dis-

Frostnip (CE male dwarf cult fanatic) is a cackling, clean-shaven dwarf dancing around a pale blue re.

persed across a wide area, and not very observant. Once the party defeats the immediate threat, they can simply stay still and quiet for an hour until the rest of the army passes. If they take any other actions, the party can be noticed by a group of undead (GM’s discretion). This group has a composi tion equal to one APL lower than the party’s APL.

2 - Frostnip

As the party passes, he demands a tribute be made to his re. He insists that anything that can be used to get warm (winter clothes, lanterns, oil) must be sacriced in the re to appease his gods of ice.

Consequences. If the party makes a sucient sacrice, Frostnip thanks them graciously and lets them move on. A ‘sucient’ sacrice is up to the

GM’s discretion. Ideally it should leave at least one

party member in danger of being adversely aected by the elements. If the sacrice is sucient, Frost nip joins the party for a short time as a loyal (if dan gerous) ally. If the sacrice is insucient, Frostnip

becomes enraged at this blasphemy and attacks the party, his allies appearing from out of nearby snowdris. In the 1st and 2nd level encounters, Frostnip has the  fal  false se lif life  e  spell  spell prepared instead of inict wounds , and casts the spell before combat begins. He ees when reduced to one-quarter of his hit points or fewer, leaving any allies to cover his escape.

APL

Composition

1s 1stt

2 sk skel elet eton onss, 2 zombi ombies es

2nd 2nd

3 ske skele leto tons ns,, 2 warh warhor orse se sk skel elet eton onss

3rd 4th

1 ssp pecter, 6 zombies ies 4 sk skeletons, 1 wight

5th 5th

2w war arho hors rsee skel skelet eton ons, s, 2 wigh wights ts,, 4 zom zombie biess

6th

2 sp specters, rs, 4 wigh ights

7th

6 wights

8t 8th h

4 sk skel elet eton onss, 6 wigh ights

9th

3 sp specters, 6 wigh ights

10th

8 wights

4 - Aberrant Outpost A team of elven biomancers once set up a research

station atop a windswept glacier, following rumours of ancient aberrations buried under the ice. In their long winters of study, though, the subjects

  of their research awakened. Now all that remains are bodies, notes, and a magic mouth distress alarm, endlessly calling for help. That, and the monsters that feast on the source of food the distress alarm has brought! Non-ooze creatures ee when reduced to one-third of their hit points; ooze creatures ght

to the death. Treasure. Some of the storage lockers contain

body parts harvested from aberrations—old, but properly preserved. preserved. Bringing the biomancers’ research notes back to the elven kingdom could yield a reward in gold pieces equal to 200 times the APL. Composition. Reskin all non-aberration and non-ooze creatures as eshy, mutated abominations

of vaguely humanoid form. They are aberrations instead of their usual creature type. A PL

 Non-combat Alternati  Non-combat Alternative. ve. Casting the  gre  greater ater  spell on Pacica can restore her mind restoration spell restoration

and turn her to the party’s side. The elementals remain aggressive. To cast a touch spell against an unwilling target, you can have the caster make a Dexterity (Sleight of Hand) check contested by the target’s Dexterity (Acrobatics). On a success, the touch spell is cast successfully. On a failure, the spell is not cast and the spell slot is wasted. If the  greater restora oration tion can be APL is 8th lower,  gre replaced bylevel . ater rest lesseror restoration

Composition. Except for Pacica, all the crea -

tures have have the elemental type. In the 1st and 2nd level encounters, encounters, the cult fanatic has the  fals  falsee life   spell prepared instead of inict wounds , and casts the spell before combat begins. Ice elementals use the earth elemental statistics but replace vulnerability to thunder damage with re damage and have

Composition σ

1s t

3 gray oozes

2nd

1 doppelganger

3r 3rd d

1 gib gibbe beri ring ng m mou outh ther er,, 2 g gra rayy ooze oozess

4th

1 doppelgangerσ, 2 gray oozesσ

5th

2 doppelgangers , 2 gibbering mouthers

6th

2 chuuls, 2 mimics

7th

2 chuuls, 1 lesh golem

8th

σ σ

‘Ice Glide’ instead of Earth Glide; the elemental can burrow through nonmagical, unworked snow and ice. Arachnicraks are spider-like humanoids that use the ice devil statistics. A PL

Composition

1s t

1 cult fanatic*

2nd

1 cu cult ffaanatic* , 1 ice mephit

4 mimicsσ, 2 otyughs

3r 3rd d

1 cul cultt ffan anat atic ic**, 2 ice ice mep mephi hits ts

9th

3 doppelgangersσ, 2 werebearsσ

4t 4th h

1 cul cultt ffan anat atic ic**, 4 ice ice mep mephi hits ts

10th

3 chuuls, 2 lesh golems

5th 5th

1 ccul ultt fan fanat atic ic**, 1 ice ice eele leme ment ntal al , 3 ice mephits

11th 1th

2 clo cloak aker erss, 2 ot otyu yugh ghss

6th

1 ice elemental , 1 mage*

12th 2th

2 de deccah ahed edro rooz ozes es** , 2 lesh golems

7th

1 ice elemental , 2 ice mephits, 1 mage*

13 13th th

2 cloa cloake kers rs,, 2 do dopp ppel elga gang nger erssσ, 2 werebearsσ

8th

1 ice elemental , 2 ice mephits, 1 mage*, 1 winter wolf

14 14th th

2 chuu chuuls ls,, 2 dod dodec ecah ahed edroo rooze zes* s*

9th

2 ic ice el elementals , 1 mage*

15 15th th

3 cloa cloake kers rs,, 2 de deca cahe hedro drooz ozes es**

16 16th th

3 otyu otyugh ghs, s, 2 dode dodeca cahe hedr droo ooze zes* s*

10th 11th 11th

2 ice elementals , 1 mage*, 2 winter wolves σ 1 arc archm hmag age* e*,, 2 ice ice elem elemen enta tals ls

12 12th th

1 arch archma mage ge**, 3 iice ce eele leme ment ntal alssσ

13th 13th

1 arch archma mage ge**, 4 ice ice eele leme ment ntal alssσ

14th 14th

1 arch archma mage ge**, 5 ic icee elem elemen enta tals ls

Pacica (CE female silver dragonborn, statblock varies) is a deranged and erratic researcher whose

15th

1 arachnicrak , 1 archmage*, 1 ice elemental

16th

1 arachnicrak , 1 archmage*, 2 ice elementals

entire research team wasted away when a dormant

17th

2 ar arachnicraksσ, 1 archmage*, 1 ice elementalσ

dreamholder (see pages 530 530  - 534) 534) parasitised

18th

2 aarrachnicraks , 1 archmage*, 3 ice elementals

their minds. Though she managed to escape,

19th

3 aarrachnicraks , 1 archmage*

20th

4 arachnicraks , 1 archmage*

σ

σ σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ σ

*See Appendix C

5 - Unending Nightmare

Pacica was driven mad by the experience and

sees the party as another illusory manifestat manifestation ion of the dreamholder. Accompanied by her retinue of elementals, she reacts aggressively to the perceived threat and ghts to the death.

σ

σ

σ

σ

σ

σ

σ

*Indicates Pacifica

σ

σ σ

σ

  6 - Unseelie Ritual In the heart of a boreal grove, sinister fey enact a strange ritual. Members of the Winter Court, they are attempting to create a trapped portal. The unnished portal is intended to connect to a locked

stone room in an Unseelie dungeon in the Plane of Fey. Near the ritual site, four dwarf maestros (see page 592) 592) are locked in a large cage without their

instruments. The lock can be picked with a successful VDC Dexterity (thieves’ tools) check, and has an AC of 18, 7 hit points, and immunity to poison

parties into the wastes to gather fresh meat. The vampire in charge of the hunting party intends to kill creatures it can’t charm and command those it can into travelling to its home to become thralls. Consequences. If the hunting party charms one or

more of the party, they command those party members to travel to their castle, a 4-hour march away. If the party volunteers one Small or larger humanoid, the vampires accept this tribute and allow the rest of the party to leave. If all vampires are killed, their allies (including their spawn) ee.

and psychic damage. The hags ee when reduced

to one-third one-third of their hit points or fewer; their minions stay to cover their retreat.

APL

Composition

11th 11th

3 bers berser erke kers rs,, 1 vampi ampire re

Consequences. If the fey creatures are not killed within 1 minute, the fey and their captives disap-

12 12th th

5 ber berse serk rker erss, 1 va vamp mpir iree

pear through the portal, and each creature within 100 feet of the portal must succeed on a VDC

13th 13th

1 vvam ampi pire re,, 3 vvam ampi pire re sspa pawn wn

14th 14th

1 vvam ampi pire re,, 4 vvam ampi pire re sspa pawn wn

Charisma saving throw or be sucked through aer

15th 15th

2 ffro rost st gian giants ts,, 1 va vamp mpir iree

them. If the captiv captives es are freed, they help in the

16 16th th

3 fro frost st gian giants ts,, 1 va vamp mpir iree

ght, and reward the party with one potion one  potion of cold resistance , as well as promises to sing songs of the

17th 17th

3 fro frost st gian giants ts,, 2 vamp vampir ires es

party’s heroism wherever they go.

18th 18th 19 19th th

4 ffro rost st gian giants ts,, 2 vvam ampi pire ress 3 fro frost st gian giants ts,, 3 vvam ampi pire ress

20th 20t h

3 frost frost gia giants nts,, 3 vvamp ampires ires,, 3 vvamp ampire ire sspaw pawn n

APL

Composition

5th

2 trolls

6th

3 sea hags

7th

3 se sea h haags, 1 were reb boar

8th

3 sea hags, 1 troll

9th

3 green hags

10th 10th

3g gre reen en hags hags,, 1 were werebo boar ar

11 11th th

3 nig night ht ha hags gs,, 1 tr trol olll

12th 12th

3 nig night ht ha hags gs,, 2 tr trol olls ls

13 13th th

3 nig night ht ha hags gs,, 3 tr trol olls ls

14 14th th

3 ni nigh ghtt hags hags,, 2 tr trea eant ntss

15 15th th

1 ice ice devi devil, l, 3 nig night ht hags hags

16 16th th

3 ni nigh ghtt hags hags,, 3 tr trea eant ntss

17 17th th

3n nig ight ht ha hags gs,, 3 tr trea eant nts, s, 3 ttro roll llss

18 18th th

2 ic icee devi devils ls,, 3 nigh nightt hags hags,, 1 trea treant nt

19 19th th

3 ice ice de devi vils ls,, 3 ni nigh ghtt h hag agss

20 20th th

3 ice ice de devi vils ls,, 3 nigh nightt hags hags,, 3 ttrol rolls ls

8 - The Scalding Fissure Plumes of steam burst from a 50-foot-wide, 300-foot-long ssure, meltwater pouring from its surface. Vicious roars echo from below, and peering over the side reveals the glow of lava at the ssure’s bottom. Going around will take days. Going across will catch the attention of the dragon roaring down below… assuming it hasn’t noticed the party already. The ruler of the ssure is an adult red dragon named Birrezarn, and he has bullied severa severall

local creatures into assisting assisting him in expanding the crevasse. Treasure. The dragon’s lair can be looted, though nding it requires thorough exploration of the canyon oor. The lair contains 10d10 x 500 gp worth of treasur treasure, e, and 1d4 + 2 red corundum elemental gems . AP APLL Compo omposi sittion ion

7 - Court of the Long Night A vampire sect known as The Court of the Long Night abides in a frigid castle of ice, built in the shadowss of mountains. Occasionally shadow Occasionally,, the thralls that wait on them perish and the court sends hunting

17th 1 adult red dragon, 4 salamanders, 2 young white dragons 1 adult red dragon, 1 remorhaz, 4 young white dragons

18th 19th 1 adult red dragon, 3 remorhazes 20th 1 adult red dragon, 4 remorhazes, 2 young white dragons

    Coast

Coast The mood of the sea is worn on its sleeves. The joy of a pastel sunset viewed from a so, sand beach is as entrancing as the fury of crashing waves crumbling an aeons-old cli into its churning green depths.

Narrative Coast Encounters d8

Encounter

The imp stalks the party for a time, attempting to invisibly rob them. It has a Vmod bonus to its Dexterity (Sleight of Hand) checks. Once the imp has stolen valuables valuables with a value in gold pieces equal to 50 times the APL, or one uncommon or rarer magic item, it becomes visible, blows a raspberry, and teleports back to the master that summoned it, Fumblemore the wizard.  Quest Hook. You can have the imp drop a hand-

kerchief monogrammed with Fumblemore’s name as a clue directing the party to the thieving wizard.

1

Thief in a Bottle

2

Abyssal Relic

3

Witch of Brine

2 - Abyssal Relic

4

Lost Sphinx: Coast

5

Test Subjects Wanted!

The party nds a small egy of strange black stone oating in the surf. In spite of its buoyancy, it feels

6

Cnidaran Priestess

7

Treasure Map

8

Temple of the Undying Crustacean

1 - Thief in a Bottle Walking along the shore, the party nds a small

glass bottle washed up in the sand, a rolled up parchment inside. Upon removing and unrolling the scroll, the ink on it begins to shi before the party can read it, coalescing into a shadowy imp that

immediately turns invisib invisible. le.

incredibly heavy when handled and is unpleasantly cold to the touch. It depicts an otherworldly, tentacled creature with too many eyes, its chest split open to reveal carved stone organs. This abyssal relic  is  is a magic item—a creature with this item in its possession feels a wave of anatomic knowledge knowledge at the periphery of its brain when it next sees the harvestab harvestable le corpse of an aberration or monstrosity. This burgeoning knowledge remains until the creature no longer has possession of the item. If the creatur creaturee accepts the knowledge, it becomes cursed and the relic crumbles to dust and

  is destroyed. While cursed in this way, the creature has advantage on Harvest checks to harvest aberrations and monstrosities, and suers one of the eects of the bestow curse  spell  spell (GM’s choice).

3 - Witch of Brine The party comes across a strange, hunched gure

dripping with seawater and draped in seaweed. The elderly lotol woman introduces herself as Axel, and oers her Lamprey services as(NE a Brine Witch. In truth, this is Auntie female sea hag ), a spiteful and greedy trickster. The deal she oers is danger-

ously double-edged. For a fee of gold pieces equal to 100 times the APL, she oers to forge a duplicate

of one party member from sea foam and kelp. This duplicate functions as if by the  simulacru  simulacrum m spell, helps the party ght, and obeys their orders. However, each day at dawn, it has a 50% chance to turn evil and attempt to kill the party, starting with the creature on whom it was based. 4 - Lost Sphinx: Coast Sunny, the time travelling sphinx (see Recurring Encounters, page 28), 28), rides into the adventurer’s

path atop the crest of a foaming wave. Her third riddle is: “You can nurse us, but only by holding us against someone else. You can carry us, but not with your arms. What are we?”

 Answer. Grudges. If the party answers all three riddles correctly, Sunny rewards them with a bottle of everfog  (as  (as an eversmoking bottle , but thick fog instead of smoke).

Wanted! 5 - Test Subjects Wanted! Cosmere (CG nonbinary tieing mage) is looking for people to help them test their newest invention, a bathonaut: a mechanical vessel that can travel underwater! Cosmere wants to take it for an hour-long test drive and needs a crew who will help keep the ship running, steer it, and give feedback on the general enjoyment and comfort, while Cosmere takes notes on the mechanical performance. Cosmere oers 50 gold pieces per person for the assistance.

The bathonaut requires a successful VDC Intelligence (Sleight of Hand) check to master the controls, a successful VDC Constitution (Athletics) check to keep shovelling fuel, and a successful VDC Wisdom (Survival) check to navigate. A dierent character must perform each check; if any

one check is failed, the ship malfunctions and begins sinking. The ship can be restarted by expending spell slots with a combined level equal to twice the APL into its core. Consequences. If the party must make an emer-

gency evacuation, each creature must succeed on a VDC Constitution saving throw or get the bends. While a creature has the bends, it’s poisoned, has disadvantage on Dexterity checks and saving throws, and takes 1d6 necrotic damage each time it nishes a long rest. The bends can be removed with the lesser restoration spell or similar magic.

Regardless of the end result, Cosmere is delighted, Regardless declaring the test a rousing success. 6 - Cnidaran Priestess The party meets Dori (LN female cnidaran priest) wandering the coastal blus. A kind and gener -

ous priestess of a storm god, she is on a d diplomatic iplomatic mission to seek aid for her reef which is under siege by sahuagin. She oers to give the party the storm god’s blessing, conferring advantage on their next

Tracking check.  Quest Hook. Hook. If the party enquire about the conict with the sahuagin, refer to hostile encounter #6 - Reef Rescue.

7 - Treasure Map In a small cave accessible only at low tide, the party nds an old skeleton in tattered neries, with a

scroll of parchment in its hand: an ancient treasure map! The map is hard to follow; it’s written in Thieves’ Cant, and the parchment has decayed enough that even someone who can read it must succeed on a VDC Intelligence (Survival) check over the course of 8 hours to navigate with it. On a successful check the party arrives at a tide pool that is blood red in colour; the map indicates the treasure is at the bottom of this pool. On a failure, roll on the hostile encounters table.  Environmental Hazard.  Environmental Hazard. A creature that walks within 30 feet of the blood-red pool for at least 1 minute must succeed on a VDC Constitution saving throw or become paralysed for 24 hours by the aerosolised neurotoxins. A creature that touches the water makes this saving throw with disadvantage . Treasure. The treasure hoard to which the map

leads contains coins and gems with a value in gold pieces equal to 250 times the APL.

  The party nds a barnacle-encrusted stone temple on a cli-side outcropping. The exterior facade is

The gulls are hungry. They’ll eat the party’s bodies if need be, but can also be distracted with at least 15 days’ worth of rations.

adorned with white marble statues of crabs, shrimp,

Composition. All the monsters are seagulls of

8 - Temple of the Undying Crustacean

and craysh. A successful DC 19 Intelligence (Religion) check reveals that this is a temple to the

Fathomless, a cult bent on drowning the world.  Puzzle. In the main hall of the temple are six giant, stone lobster statues arranged in a circle. Each one is a dierent size, and each has a wide stone plinth in front of it. A plaque at the room’s centre reads, in Abyssal, Celestial, Infernal, and Primordial: “Temple of the Undying Crustacean. Feed them fairly and receive their blessing.”

If the adventur adventurers ers spend 10 minutes searching through the temple, they nd six dierent obsidian sh sculptures, each with a dierent weight. By placing the lightest sh on the plinth before the

smallest lobster, the next heaviest to the next largest, etc., the party receives a blessing, though they don’t exact nature. This of blessing of the Great know Deep its One grants the eect the death ward   spell, which lasts until it takes eect or is dispelled.

Consequences.  If the party desecrates the temple or takes any of the statues or sculptures, s culptures, they draw the wrath of Bu’iga, the kraken, at some point in the future (see hostile encounter #8 - The Kraken’s Storm Storm). ).

Hostile Coast Encounters d4 + Tier

Encounter

2

Starving Gulls

3

Siren’s Song

4

Flying Fish!

5

The Möttled Crüe

6

Reef Rescue

7

The Collectors

8

The Kraken’s Storm

2 - Starving Gulls The screeching of seabirds gets louder as a harmless ock of squabbling seagulls swoops overhead. Over the course of several minutes, the ock grows in

size, attracting some unnaturally large specimens. They grow progressively more aggressive, swooping, cawing, and looking for food, before losing their restraint and attacking!

varying sizes. APL

Composition σ

σ

1st

1 giant eagle , 1 swarm of ravens

2nd

3 blood hawks , 1 giant eagle , 2 swarms of ravens

3rd

2 blood hawks , 3 giant eagles , 1 swarm of ravens

4th

2 blood hawksσ, 3 giant eaglesσ, 3 swarms of ravensσ

σ

σ

σ

σ

σ σ

3 - Siren’s Song A strange and hauntingly beautiful melody winds its way up from a small cove. Upon inspecting the t he bay, the party observes shlike humanoids oating in the water, surrounded by shimmering lights. They beckon the party closer, inviting them to join. This is a group of sirens and capricious sea-dwellers that delight in drowning land-folk. A creature can make a DC 10 Intelligence (Nature) check, revealing that these look like merfolk on a success. On a result of VDC or higher, the creature recalls that sirens, s irens, creatures that drown and eat landlubbers, also look like merfolk. If the party enters the water, the sirens and their allies attack as soon as the party’s guard is down. If the party doesn’t approach, the sirens use their Luring Song to force them to enter the water.

Treasure. The bones of previous victims litter the ocean oor, and some still have valuables caught on them: necklaces and nery with a value in gold

pieces equal to 20 times the APL. Composition. the harpy  statistics, can breathe both Sirens air anduse water, and replace theirbut ying speed with an equal swimming speed. APL

Composition

1st

1 merfolk, 1 sirenσ

2nd

1 merfolk, 2 sirensσ

3rd

2 merfolk, 3 sirensσ

4th

2 sirensσ, 1 will-o’-wisp

5th

4 sirensσ, 3 will-o’-wisps

6th

2 sea hags, 3 sirensσ, 1 water elemental

7th

3 sirensσ, 2 water elementals

8th

2 sea hags, 2 sirensσ, 2 water elementals

9th

2 sea hags, 3 sirensσ, 2 water elementals

10th

3 sirensσ, 2 water elementals, 3 will-o’-wisps

  equal to 25 times the APL. Reducing the ship to 0 hit points causes it to fade, taking its crew with it.

4 - Flying Fish! Shouts can be heard from a nearby pier that juts

out into the sea. Hordes of aggressive sea creatures, each adorned with spectral wings, have taken to the skies and are attacking the shers.

Consequences. The sherfolk are grateful for

any help, and provide what rewards they can if the party defeats the attackers: rations of dried sh that

can feed each player character for a week and magically preserved edible monstrosity components: meat, fat, and an eye. Composition. All sea creatures in the encounter can breathe both air and water, and have a ying speed of 60 feet. The dispel magic  spell  spell removes this eect from one creature, returning it to the sea. A carcharodon uses the statistics for a tyrannosaurus rex, but has a walking speed of 5 feet, a swimming speed of 50 feet, and can breathe only water.

Treasure. If the pirates are defeated normally,

they leave behind loot with a value in gold pieces equal to 30 times the APL. Once the party plunders the loot or leaves the area, the ship fades away. However, if the pirates are defeated by destroying the ship, they leave no loot behind. Composition. Fathomcallers use the warlock adept statistics (see page 593), 593), but can breathe air

and water, have a swim speed equal to their walking speed, and prepare the tentacle lash  spell instead la sh*  *  spell of bone cage  and circle of death, and add lungburst* ca ge*  *  and to the Mystic Arcanum feature (*see Appendix B). B). Pirates, seadogs, and pirate captains use the bandit, thug, and bandit captain statistics, respectively, but have swimming speeds of 20 feet. AP APLL Compo omposi sittion ion σ

Composition

1s t

4 pirates , 2 skeletons

1st

1g giiant sseeahorseσ, 1 swarm of quippersσ

2nd

2p piirates , 2 seadogs , 2 skeletons

2nd

1 kkiiller wh whaleσ

3rd

4 se seadogsσ, 1 specter

3rd

1 hunter shark , 1 reef shark , 1 swarm of quippers

4th 4th

1 pir pirat atee cap capta tain inσ, 3 seadogsσ, 1 specter

4th

3 giant octopi , 3 giant seahorses

5th 5th

4 pir pirat atee ccap apta tain inss , 1 wight

5th

3 killer whalesσ, 2 reef sharksσ

6t 6th h

1g gho host st,, 4 pira pirate te capt captain ainss , 1 specter

6th

3 hunter sharks , 3 killer whales

7th 7th

1 gho ghost st,, 4 pira pirate te capt captain ainss , 1 wight

7th

3 gi giant o occtopodes , 2 hunter sharks , 2 killer whales

8t 8th h

1g gho host st,, 4 pira pirate te capt captain ainssσ, 2 wights

8th

2 giant sharks , 2 killer whales

9th

2 ghost ghosts, s, 1 m maes aestro tro**, 3 pi pirat ratee ca capta ptains insσ

9th

3 giant sharksσ, 2 reef sharks σ

10th 10th

1 ghos ghost, t, 2 ma maest estros* ros*,, 2 pirate pirate ca capta ptains ins , 1 specter

10th

3 giant sharksσ, 2 hunter sharksσ

11t 11th h

1 ghost ghost,, 4 mae maestr stros* os*,, 1 va vampi mpire re sp spaw awn n

11th

6 gi giant ssh harks

12 12th th

1 fath fathom omca call ller er , 1 ghost, 4 maestros*

12th 12th

2 gi gian antt oc octtop opu use sess , 6 giant sharks

13th 13th

1 fath fathom omca call ller erσ, 4 maestros*, 1 vampire spawn

13th

6 gi giant ssh harks , 3 hunter sharks

14th 14th

4 ma maes estr tros os**, 1 vvam ampi pire re

14th

1 carcharodonσ, 4 giant sharksσ, 3 killer whalesσ

15t 15th h

4 maestros maestros**, 1 vampir vampire, e, 1 vvamp ampire ire sp spawn awn

15th

1 ca carcharodon , 6 giant sharks

σ

σ

16 16th th 1 fath fathom omca call ller er , 4 maestros*, 1 vampire

16th

2 carcharodo odon , 5 giant sharks

σ

σ

17th

1 fathomcaller , 4 maestros*, 1 vampire, 2 vampire spawn

18th

1 fathomcaller , 4 maestros*, 1 vampire, 3 vampire spawn

19th

2 fathomcallers , 4 maestros*, 1 vampire, 3 vampire spawn

APL

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ σ

σ

σ

σ

5 - The Möttled Crüe A pounding rhythm and raucous shouts echo from a suspicious fog bank. Within lies the t he Möttled Crüe, a band of musicians and undead pirates that have joined forces to plunder travellers travellers and traders on land and sea. Their ying spectral ship stops 20 feet above the party and drops ropes down which the pirates, several of whom sport devilish-looking instruments, slide.

Ghost Ship. The ship has AC 15 and hit points

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

20th 1 fathomcallerσ, 4 maestros*, 2 vampires, 3 vampire spawn *See page 592

6 - Reef Rescue A small enclave of cnidarans has ed their reef into a cli-side cave system aer being attacked by

sahuagin. A contingent of sahuagin is attempting to ank the cnidarans’ position and attack from

  the cli top, arriving in the area just as the party is

passing. The sahuagin believe the party are allies of the cnidarans and attack on sight. Tactics. The priests cast bless  on  on the highest CR creatures on the rst round of combat. The zealous spellcasters (archmages, mages, and priests) tacti -

on wyrmling, Bolithor, from his cave. c ave. These strangers are the Collectors—a sect headed by the blue dragon, Arlagarax, who aim to gather a menagerie of all the planes’ creatures.

ght to the death. The other combatants ght to

If Arlagarax is reduced to one-third of his hit points, he commands the group’s mage/archmage to cast teleport  (using  (using a spell a  spell scroll   for the mages). If scroll  for the mage/archmage is already dead, Arlagarax tries

the death so long as the spellcasters are alive; if all

to y away instead, at which point his minions ee.

the spellcasters are killed, the sahuagin ee when

Arlagarax’s minions ght to the death so long as the dragon ghts. If he is slain, they ee.

cally keep their distance using ranged spells, and

reduced to half of their hit points, or fewer.

Composition. All the creatur creatures es in this encounter,

except for the sea spiders, are sahuagin and have the Blood Frenzy, Limited Amphibiousness, and Shark Telepathy traits. Megalodon sahuagin use the frost giant stat block. Sea spiders use the giant wolf spider stat block (with Limited Amphibiousness). The priest has bless  prepared  prepared instead of  sanctuary. The

mage or archmage has the following spell changes:  instead of  re bolt , depth charge*  instead  instead water whip*  instead of lightning bolt  or  or reb  reball  all , and lungburst*  instead  instead of B). ).  globe of invulner invulnerability ability (*see Appendix B APL

Composition

5th

1 gl gladiator , 1 priest , 2 sahuagin, 2 sea spiders

6th

1 mage , 2 sahuagin, 2 sea spiders , 1 veteran

7th

1 gl gladiator , 1 mage , 2 sahuagin, 2 sea spiders

8th

1 gladiatorσ, 1 mageσ, 2 priestsσ, 2 sahuagin

9th 10th 11th

σ

σ

σ

σ

Consequences. The party can nd a drawing of a teleportation circle in the robes of the mage/archmage, which leads to the zoo where the Collectors keep their creatures (a potential quest hook). Bolith or invites the party to wait until his parents return home from hunting, at which point they will reward the party from their horde: ceremonial relics and antiques worth 500 times the APL in gold pieces. Composition. The humanoids are all half-blue dragons; they have resistance to lightning damage,

10 feet, darkvision to 60 feet, and the blindsight Lightning to Breath action option of a blue dragon wyrmling. They also can speak Draconic.

σ

σ

APL

Composition

11th

1 mage , 2 veterans* , 1 young blue dragon

12th

1 assassinσ, 1 mageσ, 2 veterans*σ, 1 young blue dragon

1 mage , 1 megalodon sahuagin , 2 sahuagin

13th

2 assassins , 1 mage , 1 veteran* , 1 young blue dragon

1 mageσ, 1 megalodon sahuaginσ, 2 sahuagin, 2 σ priests

14th

1 mage , 2 veterans* , 1 adult blue dragon

15th

1 assassinσ, 1 mageσ, 2 veterans*σ, 1 adult blue dragon

16th

2 assassinsσ, 1 mageσ, 1 veteran*σ, 1 adult blue dragon

σ

σ

σ

σ

σ

σ

σ

σ

σ

2 gladiators , 1 mage , 1 megalodon sahuagin , 2 priests σ

σ

σ

12th

1 mage , 3 megalodon sahuagin , 2 priests

13th

1 archmageσ, 2 megalodon sahuagin, 1 priest σ σ

σ

σ

1 archmage , 2 gladiators , 2 megalodon sahuagin , 1 priest

16th

1 archmage , 1 gladiator , 3 megalodon sahuagin , 1 priest

17th

1 archmage , 2 gladiators , 4 megalodon sahuagin , 1 priest

18th

1 archmage , 4 gladiators , 4 megalodon sahuagin , 1 priest

19th

1 archmage , 2 gladiators , 6 megalodon sahuagin , 1 priest

20th

1 ar archmageσ, 8 megalodon sahuaginσ, 2 priestsσ

σ

σ

σ

σ

σ

σ

σ

σ

σ

17th

dragon

18th

1 archmage , 2 assassins , 2 veterans* , 1 adult blue dragon

19th

1 archmage , 2 veterans* , 1 ancient blue dragon

20th

1 archmage , 2 assassins , 2 veterans* , 1 ancient blue dragon

σ

σ

15th

σ

σ

σ

1 archmage , 1 gladiator , 2 megalodon sahuagin , 1 priest σ

σ

1 archmage , 1 assassin , 3 veterans* , 1 adult blue

14th

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

7 - The Collectors The party hears panicked, bestial screaming that shis into a call for help in broken Common. A group of humanoids dressed in blue, led by a blue dragon, are dragging a chained bronze drag-

σ

σ

σ

σ

σ

σ

σ

*Recalculated as CR 5.

8 - The Kraken’s Storm A hurricane of ferocious winds and scouring hail prevents passage in all directions but further into the storm’s eye. Bu’iga Ba’aloo, an egotistical kraken, has conjured this hurricane, trapping the inhabitants of Toluka, a small coastal village, in its centre, and making travel to and from the area

    impossible. The villagers speak of great, sucker suckered ed tentacles plucking folk from the streets. Only those who dress in the raiments of the Fathomless, a cult dedicated to ooding the world, go untouched. The

storm won’t move until all the non-cult member villagers are eaten, or Bu’iga is defeated. It is possible to draw Bu’iga to the surface and launch a surprise attack by dressing as cultists of the Fathomless Fat homless and succeeding on a VDC Intelligence (Religion) check. This check is made with advantage if the party interrogates one of the cult members to learn their practices. Visible weapons engender the kraken’s suspicion suspicion,, imposing disadvantage  on the check. On a success, Bu’iga is surprised. In

Desert From shiing sand dunes to scorching salt ats,

and canyons of red rock to idyllic oases, deserts are home to extremes of both temperatures, and a distinct lack of rain. Desert rt Enco Encounters unters Narrative Dese d8

Encounter

1

Cactus Juice

2

Immolation Gate

3

Deal with the Dust Devil

4

The Spirit Market

its hubris, Bu’iga ghts to the death.

5

Lost Sphinx: Desert

Combat Eect: The Storm. The battleeld is under the eects of the storm the  storm of venge  spell (save vengeance  ance  spell DC equals VDC). It takes eect on initiative count

6

Fried Gobboc

7

Fireside Tales

8

Gentle Oasis

20 of each round, beginning when combat starts. APL

Composition

17t 17th h 18t 18th h

1 aair ir element elemental, al, 1 kkrak raken, en, 2 wate waterr elem element entals als 2 air air eleme elemental ntals, s, 1 kr krake aken, n, 2 wa water ter elem element entals als

19t 19th h

3 air air eleme elemental ntals, s, 1 kr krake aken, n, 2 wat water er elem element entals als

20th 20t h

3 air air el eleme emental ntals, s, 1 kra kraken ken,, 3 w wate aterr el eleme ementa ntals ls

Desert

  1 - Cactus Juice Nettle (CN female dryad) is a passive-aggressive desert fey who has taken to messing with travellers under the guise of helping them. She’s selling cactus juice : a potion she promises will cure heat exhaustion and heal injuries, stating “it’s exhaustion “it’s an essential  for desert survival  survival ”. ”. The price for such a luxury is

understandably high—150 gp for a single dose. A creature that drinks cactus juice  becomes  becomes charmed by the potion for 1 hour. While charmed in this way, a creature believes it has had all of its hit points restored restored and no longer has any levels of exhaustion. This fervent belief causes the creature to rationalise any illogical outcomes or incongruous occurrences.

2 - Immolation Gate A massive swathe of desert sand has fused into black glass. The heat is intense; bursts of re fall from the sky and aming tornadoes scour the

horizon. This is the Immolation Gate: a scorched landscape populated by animated ames, centred

on a portal to the Plane of Fire. Skirting the edge of the Gate is time consuming; it increases the minimum number of Tracking checks required to reach the destination by 1. Attempting to cross the area (or to use the portal at its heart) is dan gerous. Each member of the party must make three sequential VDC Constitution saving throws. On a failure, a creature gains one level of exhaustion and takes Vdam re damage. Creatures with resistance  or immunity to re damage don’t gain exhaustion as a result of failing this saving throw.

3 - Deal with the Dust Devil A howling, hundred-foot-high cyclone of whirling sand embossed with a contoured face streaks across the desert towards the party. This environmental phenomenon is sentient, speaks Common, and is well meaning, if not very skilled. It desires to help people cross the desert in the only way it knows how: by throwing them. A creature that accepts the Dust Devil’s oer is sucked up by it and ung across the desert. Roll 1d4 once for all the creatures that accept the oer. If the result is odd, the creatures are ung in the

wrong direction; add the result to the minimum number of Tracking checks required to reach the destination. If the result is even, subtract the result from the minimum number of Tracking checks re-

quired. Thanks to the Dust Devil’s magic, creatures don’t take falling damage when ung in this way.

4 - The Spirit Market A dusty, seemingly abandoned outpost of moth-eaten tents and grimy storefronts greets the party in a wide, shallow ravine. When the sun sets, this Spirit Market awakens; dozens of ghosts appear, bringing with them an assortment of very real merchandise with which already to stockaware their shops. A few living shop-e pers arrive, of the market’s existenc existence and keen to partake of its cheap prices: all items purchased at the Spirit Market cost half their usual price.

The market sells all sorts of useful and unusual magic items. However, there’s a catch—their magical properties don’t function in sunlight (GM’s dis cretion whether this is divulged). Some ghosts are

also willing to accept favours in lieu of payment—a shrewd adventurer can get a free item by helping a spectral shopkeep with some unnished business.

5 - Lost Sphinx: Desert Sunny, the time travelling sphinx (see Recurring Encounters, page 28), 28), is sleeping along the party’s route, appearing like a large, partially submerged sandstone sculpture. As the party nears, he wakes, stretching and yawning. Their third riddle is: “Which witch is tastiest?”

 Answer. Sand (a sandwich). If the party answers

all three riddles correctly, Sunny will reward them with a  scrol  scroll l  of   sleet sleet storm storm. 6 - Fried Gobboc Colleen Flambé (NG female gobboc noble) is a cheerful, eccentric chef who isn’t enjoying the hot desert sun. She ventured to this dry landscape to experiment with fresh desert ingredients—creating scorpion tail kabobs and oasis shrub salad—but she’s a city girl at heart. She’s having a hard time acclimating. In spite of that, she has a station equipped to make mundane and magical meals. She’s happy to sell edible monster components to the party at inated prices, and can oer her cooking services for 25 gp using any ingredients adventurers provide. She knows all recipes of expert or lower level and has a +7  modier to Constitution (cook’s utensils) checks.

  7 - Fireside Tales The party encounters a large merchant caravan, which has set up camp by the side of the road. The enigmatic Ryana Vadoma (CG female half-elf spy),

2 - The Scuttling Sands Traversing Tra versing through the desert, a line of dunes seems to shi of their own accord, moving without any in -

leader of the caravan, invites the party to join them for a meal around their campre, the only condition

of sand mites: miniscule bugs that scavenge the

being that they have to engage in the revelry that

whom they have a symbiotic relationship. They’ve picked up the adventurers’ scent and intend on making them their meal.

follows. Aer plentiful food and drink, the carava -

neers gather to sing, dance, and swap stories, and the party is expected to actively participate. To tell the tale of one of their adventures, one party member acts as narrator, while the others as actors. Between them, the characters must make six VDC checks. The narrator makes a VDC Charisma (Performance) check and one of the other party members can attempt a VDC check to act out or illustrate what’s being told. For example, a Dexterity (Acrobatics) check to perform a daring manoeuvre, or a Strength (Athletics) check to li a great weight.

uence of the wind. The dunes are, in fact, a horde detritus le by the larger insectoid predators with

 Environment. The sand mites help the predators,  Environment. causing the area to be dicult terrain for the party only. In addition, anything more than 10 feet away

is heavily obscured for the party. par ty. APL

Composition

1stt 1s

1g gia iant nt cent centip iped edee, 1 gian giantt sspi pide derr

2n 2nd d

1 ank ankhe heg, g, 1 gian giantt cent centip iped edee

3rd 3rd

1 an ankh kheg eg,, 1 g gia iant nt ccen entip tipede ede,, 1 g gia iant nt sspid pider er

4th

1g gian iantt ccent entipe ipede de,, 1 gia giant nt scorpio scorpion, n, 1 giant giant spider spider

If the party succeeds on at least three of the six checks, story is a roaring success, gives thethe party a  potion of heroism heroism . and Ryana

3 - Lycanthrope’s Den A group of lycanthropes has overcome the mental

8 - Gentle Oasis

eects of their curse and banded together to remove their aiction. They’ve turned to banditry to pay a wise woman (actually a night hag—Crackling Edith Sandslinger) to remove their curse. The lycan -

A natural spring has created a verdant oasis in the heart of the desert, where travellers can gather and safely rest. A remarkable menagerie of predators and prey—lions, gazelles, hyenas, and bualo—exist side-by-side, unbothered by each other’s presence and making no attempt to eat one another. The oasis benets from a supernatural property: all creatures within 100 feet of it have the benets of the  sanctu spell (save DC 19), making combat dicult. ary spell ary

There are other travellers resting here when the party arrives who may be able to provide rumours or useful directions. Taking a long rest at the oasis also removes any levels of exhaustion that were caused by natural exposure to the desert climate. Hostile Desert Encounters d4 + Tier

thropes, who’ve prepared an ambush, aim to rob the party, killing only if necessary. Consequences. If a lycanthrope is captured, they

plead for help, claiming they are trying to remove the curse that has been plaguing their family for generations. A DC 14 Intelligence (Arcana) check reveals that only a wish spell can remove lycanthropy from a naturally-born lycanthrope, and that the wise woman’s oer is likely a lie. A DC 17 Intelligence (History) check reveals that the name

Crackling Edith Sandslinger belongs to a hag who revels in causing suering. APL

Composition

Encounter

1st

1 wererat

2

The Scuttling Sands

2nd

1 werewolf

3

Lycanthrope’s Den

3rd

2 wererats

4

Fool’s Watering Hole

4th

1 werer ererat at,, 1 werew erewol olf  f

5

Flash Flood

5th 5th

1w wer ereb eboa oarr, 3 werer ererat atss

6

Dread Wraps

6t 6th h

1w wer eret etig iger er,, 3 werew erewol olve vess

7

The Salt Dragon

7th 7th

1w wer ereb ebea earr, 2 wereb ereboa oars rs

8

Solar Flare

  8th 8th

1 wer wereb ebea earr, 3 were werera rats ts,, 2 were weretig tiger erss

9th 9th

2 wer wereb ebea ears rs,, 2 weret weretig igers ers,, 1 we were rewo wolf lf

10th 10th

2 wer werebe ebears ars,, 2 we werebo reboars ars,, 2 werewo werewolv lves es

4 - Fool Fool’s ’s Watering Hole The party comes across a beautiful, enticing oasis centred around a vividly blue watering hole. The restful shade under the towering acacia trees appears largely unoccupied, with only a few placid animals lapping at the water’s edge. The oasis is, in fact, possessed by the elements, which invigorate the plants and beasts that visit it, but come alive with a furious rage if humanoids linger too long. The elementals are slow to react—it’s possible to safely visit the oasis for a brief time. However, staying longer than 10 minutes, attempting to rest there, or disturbing the water causes the elementals to manifest and attack. Some of the ora and fauna are also possessed by this fury, attacking alongside the elementals without any sense of self-preservation. A PL

Composition

1st 1st

1 du dust mep ephi hitt, 2 gi gian antt ffro rogs gs

2n 2nd d

3d dus ustt mep mephi hits ts,, 1 gi gian antt ffro rog g

3r 3rd d

4 du dust st meph mephit itss, 1 gi gian antt to toad ad

4th 4t h

2 giant giant to toad ads, s, 1 mini mini tar tar eele leme menta ntal* l*

5t 5th h

2 gia giant nt to toad adss, 1 ta tarr eele leme ment ntal al**

6th

2 gia giant nt frogs, frogs, 1 tar tar elemen elemental tal**, 1 w wate aterr eelem lementa entall

7th 7th

1 az azer er,, 1 eart earth h el elem ement ental al,, 1 tar tar el elem emen ental tal**

8th

1 gi giant ant cro crocod codile ile,, 1 tar tar eelem lement ental* al*,, 1 w wate aterr el eleme ementa ntall

9th

3 dust dust mep mephit hits, s, 1 eeart arth h el eleme emental ntal,, 2 tar elemen elemental tals* s*

10th 10th 11 11th th

3 az azers ers,, 2 tar tar eelem lementa entals* ls*,, 1 wate waterr el eleme ementa ntall 3 eear arth th el elem emen ental tals, s, 2 ta tarr elem element entals als**

12 12th th

4 sh sham ambl bling ing moun mounds ds,, 1 trea treant nt

13 13th th

3 gi gian antt cr croc ocod odil iles es,, 2 trea treant ntss

14th 14t h

2 earth earth element elementals als,, 2 ssham hambli bling ng m moun ounds, ds, 2 tr trean eants ts

15 15th th

3 tre trean ants ts,, 2 tar tar el elem emen enta tals ls**

16t 16th h

2 gian giantt toads toads,, 2 tar ele elemen mental tals* s*,, 3 treant treantss

*See Appendix C

5 - Flash Flood Figures in the centre of an unfeatured, expansive salt

at sway as dark clouds amass overhead. Therhythmically gures are members of the Fathomless, a cult dedicated to ooding the world according to their briney overlord’s will. The cultists are half

a mile away (a little over 4 minutes at 60 feet per round) and will complete their ritual in 10 minutes. A creature that moves quickly towards the cultists (i.e., uses the Dash action at least half the distance to the cultists) must succeed on a DC 15 Constitution (Athletics) check or suer disadvantage on all ability checks for the next 10 minutes.

Consequences.  If all the humanoids in the

cultists’ group are killed before they complete the ritual, the clouds dissipate and the ood is abated. If the cultists nish their ritual (such as if the party ignores the cultists), a torrential downpour oods the entire salt at, washing the party o course and

adding 1 to the number of checks and successes needed to reach their destination. APL

Composition

1st

3 cultists, 2 steam mephits

2nd

4 cultists, 4 steam mephits

3rd

1 cult fanatic, 3 cultists, 2 steam mephits

4th

3 cultists, 1 mummy mummy,, 2 steam mephits

5th

3 cult fanatics, 2 mummies

6th

3 cult fanatics, 1 water elemental

7th

3 cult fanatics, 1 mummy mummy,, 1 water elemental

8th

3 cult fanatics, 2 mummies, 1 water elemental

9th

3 cult fanatics, 1 mummy mummy,, 2 water elementals

10th

3 cult fanatics, 3 water elementals

11th

2 mages, 3 water elementals

12th

2 mages, 2 mummies, 3 water elementals

13th

3 mages, 4 water elementals

14th

3 mages, 3 mummies, 4 water elementals

15th

4 mages, 4 water elementals

16th

1 archmage, 6 water elementals

17th

2 archmages, 2 mages, 5 water elementals

18th

2 archmages, 3 mages, 5 water elementals

19th

2 archmages, 3 mages, 6 water elementals

20th

2 archmages, 4 mages, 6 water elementals

6 - Dread Wraps The sound of rhythmic drums and low, moaning chants rings out across the desert ats. The source is a warband of mummies, animated and controlled by Xylus Tinn (CE male dragonborn maestro*),

a show-boating and dramatic musician. He controls his minions with the elaborate beat of his war drums, drawing inspiration for his new songs from the suering he causes.

   Dread  Dre ad Shield. Spectral wrappings tether Xylus to

his minions. Whenever Xylus would take damage, he can choose to have one allied undead creature within 30 feet of him take that damage instead. Silence. If Xylus’ undead minions can’t hear his

drums, they take only the Dodge action.

Consequences.  The dragon’s tunnels are full of

living, salt-encased victims that can be rescued. Such individuals might oer rewards to the party (GM’s discretion).

Composition. The earth elementals are compos composed ed

of white, crystalline salt.

APL

Composition

APL

Composition

5t 5th h

1 maes maestr tro o*, 1 mumm mummyy, 4 zo zomb mbies ies

11 11th th

3 eart earth h el elem emen enta tals lsσ, 1 young blue dragon

6th 6th

1m maes aestr tro o*, 2 mumm mummies ies,, 3 zo zomb mbie iess

12 12th th

4 eear arth th el elem emen enta tals lsσ, 1 young blue dragon

7th 7th

1 maes maestr tro o*, 3 mumm mummie ies, s, 2 zom zombi bies es

13 13th th

5 eear arth th el elem emen enta tallsσ, 1 young blue dragon

8t 8th h

1m mae aesstr tro o*, 5 mu mum mmie iess

14t 14th h

1 aadul dultt b blue lue dr drago agon, n, 2 eart earth h elem element entals alsσ

9th

1 maestro*, 1 mummied immortal*, 4 zombies

15t 15th h

1 aadul dultt b blue lue dr drago agon, n, 3 eear arth th ele elemen mental talssσ

10th

1 maestro*, 2 mummies, 1 mummied immortal*, 2 zombies

16t 16th h

1 aadul dultt b blue lue dr drago agon, n, 4 eart earth h eelem lement entals alsσ

17t 17th h

1 aanci ncient ent blue blue drag dragon, on, 2 eart earth h eelem lement entals alsσ

18th

1 aanci ncient ent blue blue drag dragon on,, 3 ear earth th ele elemen mental talssσ

19t 19th h

1 aanci ncient ent blue blue drag dragon on,, 4 ear earth th ele elemen mental talssσ

20th 20t h

1 ancie ancient nt blue blue dr drago agon, n, 5 earth earth elem elementa entals lsσ

11th

1 maestro*, maestro*, 3 mummies, 2 mummied immortals*

12th

1 maestro*, maestro*, 4 mummies, 2 mummied immortals*

13th

1 maestro*, maestro*, 5 mummies, 2 mummied immortals*

14th

1 maestro*, maestro*, 6 mummies, 2 mummied immortals*

15th

1 maestro*, maestro*, 4 mummies, 3 mummied immortals*

16th

1 maestro*, maestro*, 3 mummies, 4 mummied immortals*

17th

1 maestro*, 2 mummied immortals*, 2 mummy lords

18th

1 maestro*, 3 mummied immortals*, 2 mummy lords

19th

1 maestro*, 4 mummied immortals*, 2 mummy lords

20th

1 maestro*, 5 mummied immortals*, 2 mummy lords

*See Appendix *See Appendix C

7 - The Sal Salt t Dragon Dr agon Crossing a wide, crystalline salt plane, the party par ty observes the corpses of increasingly large creatures entirely encased in salt. This area is inhabited by the Salt Dragon, a blue dragon that encases its victims in salt, preserving them as part of its hoard. It has a tunnel network below the salt at patrolled

by its crystalline minions, and it has already noticed the new arrivals. Creatures that the dragon reduces to 0 hit points are encased in salt until freed f reed and suer the eects of the petried condition. A creature within 5 feet of another creature petried in this way can use an action to break the salt, releasing the encased creature.

8 - Solar Flare Ignacia (LE female efreeti) lay trapped inside a magic lamp for millennia, sequestered in the celestial treasury of the Seraph Knights. When a tricksy thief, Ladaddin, released her, she willfully misinterpreted his wish to be as beautiful as an angel by placing his mind inside the body of a solar, and binding the celestial to her control. Now, aer arriving on the Material Plane, she seeks revenge on those that trapped her in the lamp: humanoids. On initiative count 20 of the rst round, the re elementals in the composition appear in unoccupied spaces around the party. APL 17 17th th

Composition 1 ef efrreeti eeti,, 1 so sola larr

18th

1 efreeti, 1 re elemental, 1 solar

19th

1 efreeti, 3 re elementals, 1 solar

20th

1 efreeti, 5 re elementals, 1 solar

    Forest

Forest Whether it be the muted, mossy undergro undergrowth wth of mist-laden pines, a chittering diorama of new spring life, or the calm breeze of a sun-dappled clearing, forests can hide all manner of surprises.

return, the fey will put up ve times that amount of their own gold. The game is a best out of three, with the seekers having 10 minutes to nd the hiders and the rst team to seek determined by a coin ip.

Narrative Forest Encounters Encounters

Have the party make Wisdom (Perception)  checks while seeking and Dexterity (Stealth) checks while hiding. The result of these checks doesn’t matter, as the sprites are only pretending to play, and let the party win every time. When it’s their turn to seek, however, however, the sprites quickly qui ckly replace all the gold in the chest with an equal amount of faerie gold, which vanishes 2 hours aer the game concludes.

d8

Encounter

1

Faerie Fraud

2 3

First Day on the Job The White Stag

4

Trapped Dragon

5

Lost Sphinx: Forest

6

Opposite Day

7

Big Shot

8

Toil and Trouble

The party is approached by a merry group of sprites, who invite them to play a game of high

The party can notice the foul play with a successful VDC Wisdom (Insight or Perception)  check of the sprites or an Intelligence (Arcana)  check of the gold. If they confront the sprites about the trickery, the tricksters are bound by fey law to return their gold, and the party gains one magical  fey twig  twig , which the sprites say can be used to ask for a single favour. Breaking the twig allows the breaker to contact the sprites, as per the  sending

stakes hide and seek. To participate, the party is expected to put an amount of gold pieces up to 100 times the APL into a chest provided by the fey. In

spell. If the sprites believe they won’t be in great danger, they will heed the call and teleport to the user’s location.

1 - Faerie Fraud

  2 - First Day on the Job The timid Lyle Tealeaf (CG male haling commoner) jumps from the foliage into the path of the party, shakily brandishing a knife at them. He informs them that they’re surrounded by his fellow highwaymen and demands all their coin. A successful DC 13 Wisdom (Insight) check reveals that he’s lying and there’s no one else hiding in the bushes. Lyle needs gold to care for his ailing mother and has fallen in with a bad crowd. crowd. He doesn’t really want to be robbing people, but feels he has no choice. The party can convince him of the error of his ways with two successful VDC checks of their choice. A Charisma (Intimidation) check might scare him into submission, for example, while a Charisma (Persuasion)  check can appeal to his good nature. Once a skill or tool prociency is used to make a check, it can’t be used again. Only one successful check is needed if the party gives him at least 50 gp. If the party fails two checks, Lyle staunchly refuses to let them go. If the party manages to convince him to give up on crime, he is incredibly thankful and points them to the location of one of his gang’s caches (see hostile encounter #5 - Gaia’s Teeth: Forest for Forest for the enemy composition), where two  potions of healing  healing  and  and gold pieces equal to 50 times the APL can be found.

3 - The White Stag A majestic white stag—an aspect of the deity of the hunt—observess the party from amongst the trees. It hunt—observe wordlessly wor dlessly and telepathically challenges the party to pursue it, then vanishes, leaving behind a set of tracks. To hunt down the stag, the party must succeed, in this order, on a VDC Wisdom (Survival) check to track it down, a VDC Dexterity (Athletics) check to catch up to it once found, and a ranged weapon weapon attack roll against an AC of 20. Melee and spell attacks automatically miss the stag. If an ability check is failed, it can be attempted again, but if the party accumulates four failures, they lose the stag in the forest.

Once shot, the stag disappears and is replaced by a sumptuous feast, as per the heroes’ feast  spell.  spell. 4 - Trapped Dragon Caught in a trap of enchanted steel that pierces his wings and legs is the paranoid Sibillus (LE male young green dragon). He is restrained; he can’t escape on his own, and will cautiously ask for help. The trap requires three successful VDC checks to disable, using any combination of   Intelligence Intelligence or Dexterity, and Sleight of Hand, thieves’ tools, or tinker’s

tools. The trap is magical; it can’t can ’t be destroyed by force, and it travels with Sibillus if he is teleported. The magic also inicts a painful electric shock to him each time an ability check to disable the trap fails. Aer three failed checks, Sibillus assumes the party is hurting him deliberately and turns hostile.

If freed, Sibillus will give the party detailed directions to their destination, reducing the minimum number of Tracking checks needed by 1. He also promises a favour from his mother, Verdanya, an ancient green dragon, whom he knows won’t follow through. 5 - Lost Sphinx: Forest Sunny, the time travelling sphinx (see Recurring Encounters, page 28), 28), burrows up from the

grassy soil in a plume of dirt. Their third riddle is: “I have a tongue, but never talk. I have no legs, but sometimes walk. I have a sole, but never live. I’m a good companion to travel with. What am I?”

 Answer. Boots (or shoes/footwear). If the party

answers all three riddles correctly, Sunny rewards them with a  potion of animal friendship friendship. 6 - Opposite Day The party is approached by the mischievous Aun Auntie tie Flora (CE green hag), the middle Greenwart sister, who has a puzzle. She hands one of the party members a magical candle, which they can choose to either light or not light, before returning it to her. If they make the correct decision, a great boon shall be imparted upon them, but a woeful curse awaits them if they’re wrong.

If they accept theopposite candle, of shewhat explains that they must simply do the she says: “By no means must you not avoid not making the

candle unlit.” Allow the players to parse through the maze of quadruple negatives if they wish. Otherwise, a successful VDC Intelligence (Investigation) check correctly deciphers the clues, or a successful VDC Wisdom (Insight) check allows them to read the hag’s face for clues. The correct decision is to light the candle. Randomly determine an ability. If the party doesn’t light the candle, each of them is cursed  and has disadvantage on ability checks and saving throws using that ability until the curse is removed. If they light the candle, they gain advantage on ability checks and saving thro throws ws using that ability for 24 hours.

  7 - Big Shot The party comes across the famous Robyn the Fox (CG female half-elf ranger, see page 592) 592) and her merry band of outlaws with hearts hear ts of gold. Robyn challenges the newcomers to a contest of marksmanship, proposing a stake of 10 times the APL against their stake of a number of +1 arrows  or  or +1  equal to the APL. bolts  equal The contest consists of ve rounds. Targets are placed at each of the following ranges: 10 feet, 30 feet, 60 feet, 150 feet, and 350 feet. Each round Robyn and a party member use a ranged weapon of their choice (Robyn uses a longbow) to make one attack against a target, with the highest roll hitting closest to the bullseye and winning the round. Twice during the contest, Robyn can take aim to give herself advantage on her next attack roll. The party members not competing can at any point distract her with a successful VDC Charisma (Performance)  check, giving her disadvantage  on her next attack roll. Once this succeeds twice, she stops paying attention. At the end, the side with the most wins is the ultimate victor.

8 - Toil and Trouble The party encounters the stubborn Comely Carmilla (NE green hag), the youngest of the Greenwart sisters. She is standing by a bubbling cauldron and a table with samples of four plants—belladonna, blood lily, buckthorn, and wisteria—and is expecting visitors. She insistently suggests that the party helps her nish brewing her potion, promising

three doses of whatever they produce. In order to correctly brew the potion, they need only follow her instructions in order, but each one requires a successful VDC ability check to decipher. The instructions, solutions, and respective checks are: • “Add the most toxic of the plants to the cauldron,” belladonna, Intelligence (Nature)  • “Add the plant that grew on the bodies of the fallen aer the last great battle in the realm,” blood lily, Intelligence (History)

• “Stir a number of times equal to the number of gods in the local pantheon,” GM’s discretion discretion,, Intelligence (Religion) Success or failure, Carmilla oers them three

bottles of the product nonetheless. If made ly, the potion is a  potion of poison resistance  resist ance . correctIf made incorrectly, it is a  potion of poison.

Hostile Forest Encounters d4 + Tier

Encounter

2

Goblinoid Patrol

3

Earth Attacks!

4

Itsy Bitsy Spiders

5

Gaia’s Teeth: Forest

6

The Cinder Lords

7

Beware the Behirs

8

Highway Robbery

2 - Goblinoid Patrol An army of goblinoids, led by a bloodthirsty hobgoblin, has made camp somewhere in the woods, preparing an assault on nearby settlements. The party runs into a patrol of soldiers tasked with securing the area around their base of operations. They have been given strict orders and are unwilling to parley or surrender, attacking intruders on sight, but don’t ght to kill. Any goblins ee once the bugbears and hobgoblins have been defeated. Consequences.  The goblinoid war machine is always in need of capable slaves to fuel its ambitions. If the party falls in combat, they are captured, stripped of belongings, and brought back to the goblinoids’ camp. There, they are chained up and given hard labour on a daily basis. The guards have grown grown lazy and complacent, however, however, making escaping an easy task. APL

Composition

1st

2g go oblins, 1 hobg obgoblin

2nd 2nd

1 bug bugbea bearr, 1 gob gobli lin, n, 1 h hobg obgob obli lin n

3rd

2b bu ugbea gbears rs,, 2 hobgo obgobl blin inss

4t 4th h

3 bug bugbe bear arss, 3 hobgo obgobl blin inss

3 - Earth Attacks! As the party navigates their way through a particularly overgrown section of the forest, suddenly the plants and ground around them start to move. The voracious plants, elementals, and/or other creatures attack, and any character with a passive Perception score lower than the VDC is surprised. Treasure. If the party defeats the hostile crea-

tures, the skirmish reveals a malachite necklace worth 10 times the APL in gold pieces partially buried in the dirt.

  APL

Composition

15th 15th

5d dri ride ders rs,, 4 ph phas asee sspi pide ders rs

1s 1stt

5 awa awake kene ned d sshr hrub ubs, s, 1 swa swarm rm of be beet etle less

16 16th th

6d dri ride ders rs,, 4 ph phas asee sspi pide ders rs

2nd 2nd

2 aw awak akene ened d shru shrubs bs,, 3 sswa warm rmss o off beet beetle less

3r 3rd d

1 awak awakene ened d shru shrub b, 1 awa awake kene ned d tr tree ee,, 1 dr drya yad d

5 - Gaia’s Teeth: Forest

4t 4th h

2 aank nkhe hegs gs,, 1 swar swarm mo off b bee eetl tles es

5t 5th h

1 ank ankhe heg, g, 1 bul bulet ette te,, 1 swar swarm mo off b beet eetle less

6th

2 shambling mounds

7th 7th

1 aw awaken akened ed tr tree ee,, 1 trea treant nt

The bandit group Gaia’s Teeth (see Recurring En counters, page 28) make use of advanced arboreal techniques and camouage to execute skilled ambushes from the boughs of high trees. They will gladly

8th 8th

1 aw awak akene ened d tree tree,, 1 dr drya yad, d, 2 eear arth th eele leme ment ntal alss

9t 9th h

3 ankhe nkhegs gs,, 2 bule bulett ttes es

10 10th th

3 dr dryyad adss, 1 tr trea eant nt

take a gold tithe, a minimum of 20 times the APL.  Forest  For est Camouage. The attackers are adapted to

the terrain; each creature can take the Hide action as a bonus action on its turn. APL

Compos position

1st

3 banditsσ, 2 pseudodrago pseudodragons nsσ

2nd

3 lying snakesσ, 3 scoutsσ

3rd

2 lying snakesσ, 2 spies, 2 thugs σ

4th

2 banditsσ, 2 brown bearsσ, 1 druidσ

kin. To all these creatures, intruders are nothing but

5th

3 druidsσ, 2 owlbearsσ

food, and the party is promptly attacked by ravenous arachnids looking to expand their larder.

6t 6th h 7th

2 ban band dit ccap apta taiins , 2 wereboars 2 bandit captainsσ, 2 owlbearsσ, 1 shambling moundσ

 Environment. Webs all over the ground and trees  Environment. create dicult terrain in the area.

8th 8t h

1 ssh hambl ambliing mou ound ndσ, 3 spies, 2 wereboarsσ

9th

2 druidsσ, 1 giant apeσ, 2 owlbearsσ

10th

1g giiant apeσ, 2 rangers*σ

11th

1 as assassinσ, 2 rangers*σ, 1 young green dragonσ

12th

2 as assassi sin nsσ, 2 giant apesσ

13th

2g giiant aap pesσ, 2 rangers*σ, 1 treantσ

14th

2 as assassi sin nsσ, 2 treantsσ

15th

2 aasssass ssiinsσ, 3 giant apesσ, 1 young green dragonσ

4 - Itsy Bitsy Spiders The party inadvertentl inadvertently y stumbles into a region of the forest controlled by a clan of ettercaps, who use the area to herd and care for spiders of all kinds. A few outcast driders have found a home here as well, far from the judgmental eyes of their former

Consequences. The spiders prefer to eat their meals alive, and luckily for the party, they aren’t feeling too hungry at the moment. If the party falls in combat, they wake up 1d4 hours later, wrapped in webbing and strung from tree branches. A creature can escape from the webs with a successful VDC Strength check.

σ

σ

APL

Composition

16th

2 as assass ssiinsσ, 2 rangers*σ, 2 treantsσ

1st 2n 2nd d

2 ssw warms o off sp spiders 1 gia giant nt,, 2 swar swarms ms of sp spid ider erss

17th 18th

3 as assassins , 2 giant apes , 2 treants 3 rangers*σ, 3 treantsσ, 2 young green dragonsσ

3r 3rd d

1 ett etter erca cap p, 2 sswa warm rmss of of sspi pide ders rs

19th

3 aasssassinsσ, 3 giant apesσ, 3 treantsσ

4t 4th h

1 ett etter erca cap p, 2 gi gian antt spi spide ders rs

5t 5th h

2 ett etter erca caps ps,, 2 phas phasee spi spide ders rs

2 assassinsσ, 4 rangers*σ, 3 treantsσ, 2 young green 20th dragonsσ

6t 6th h

1 dri dride derr, 2 gi giaant sp spid ider erss

7th 7th

1d drid rider er,, 2 et ette terc rcap aps, s, 1 gia giant nt sp spide iderr

8th 8th

1 drid drider er,, 1 et ette terc rcap ap,, 2 ph phas asee spi spide ders rs

6 - The Cinder Lords

9t 9th h

2d dri ride ders rs,, 1 gi gian antt sspi pide derr

10th 10th

2 dri dride ders rs,, 2 ph phas asee sspi pide ders rs

A coalition of ery creatures calling themselves the Cinder Lords has come together to nd a new base

11 11th th

4 dri dride ders rs,, 2 phas phasee sspi pide ders rs

12 12th th

5d dri ride ders rs,, 1 ph phas asee spi spide derr

13 13th th

4 dr dride iders rs,, 2 ette etterc rcap aps, s, 2 ph phas asee spid spiders ers

14 14th th

5 dri dride ders rs,, 2 phas phasee sspi pide ders rs

σ

σ

σ

*See page 592

of operations. The forest is in a spot suitable for their purposes, but must rst be incinerated in order to make room for a mighty stronghold. They suer

no interlopers, and are ready for combat when the party encounters their forces.

   Non-Combat Alternativ Alternative. e. The only way to avoid combat with the Cinder Lords is to agree to aid them in their pursuits. If the party spends at least 2 hours starting res to clear the way for a stronghold, the Cinder Lords allow them to leave and even pay them for their troubles with a sum of gold pieces equal to 50 times the APL. Doing this, however, may incur the wrath of other denizens of the forest.

wits between the GM and players in which the two sides take it in turns to posit riddles. If one of the behirs’ slaves stands a better chance than them, they are forced to play on the behirs’ behalf. If the party succeeds, they can leave freely. If not, combat ensues.

Consequences. If the party is defeated, the behirs

appropriate all of their treasure and enslave them. An opportunity for escape might present itself when they’ree sent on an expedition in the company of one they’r of the serpentine monsters.

A PL

Composition

5th

2 faerie-o’-res*, faerie-o’-res*, 2 hell hounds

6th

2 faerie-o’-res*, faerie-o’-res*, 1 re elemental

APL

Composition

7th

1 faerie-o’-re*, faerie-o’-re*, 1 re elemental, 2 hell hounds

11th 11th

1 beh behir ir,, 2 g gla ladi diat ato ors

8th

1 re giant, 1 hell hound

12th 12th

1 behi behirr, 3 glad gladia iato tors rs

9th

3 faerie-o’-res*, faerie-o’-res*, 2 re elementals

13th

1 be behir, ir, 3 mage ages

10th

2 re elementals, 3 hell hounds

14 14th th

1 beh behir ir,, 1 hyd ydra ra,, 2 mage magess

11th

1 faerie-o’-re*, faerie-o’-re*, 2 re giants

15th 15th

1 beh behir ir,, 2 hydra ydrass, 1 ma mage ge

12th

1 re elemental, 1 re giant, 1 young red dragon

16th 16th

2b beh ehir irss, 1 hyd ydra ra,, 1 mage mage

13th

2 re elementals, 1 re giant, 1 young red dragon

17th 17 th

3 beh behir irss, 2 hydra ydras, s, 1 m mag agee

14th

2 re giants, 1 young red dragon

18th 18th

2b beh ehirs irs,, 3 gladi gladiat ator ors, s, 3 m mag ages es

15th 16 16th th

2 re giants, 1 horned devil 1 hor horne ned d dev devil il,, 2 youn young g rred ed dra drago gons ns

19th 19th 20th 20t h

3b beh ehirs irs,, 3 glad gladiat iator ors, s, 2 m mag ages es 3 behir behirs, s, 2 g gladi ladiato ators rs,, 2 hy hydra dras, s, 2 m mages ages

17th

2 re giants, 3 horned devils

18 18th th

3h hor orned ned de devi vils ls,, 2 you young ng rred ed dra drago gons ns

8 - Highway Robbery

19th

1 re giant, 3 horned devils, 2 young red dragons

20th

2 re elementals, 1 re giant, 4 horned devils

A group of veteran adventurers, disillusioned with their lives and achievements, have turned to banditry for quick coin to fund their vices. The former adventurers resort to ambush tactics, and creatures with a

*See page *See page 538

7 - Beware the Behirs Fancying themselves serpentine tyrants, a family Fancying of behirs has made a lair in the forest, and enslaved several creatures to help them amass a hoard to rival those of legendary dragons. The behirs keep their servants on a short leash, accompanying them on their forays for treasure to prevent prevent escape. The party runs into one or more behirs alongside their slaves, who attack to rob the adventurers adventurers of their valuables. If all the behirs are defeated, the humanoids surrender immedately.

 Non-Combat  Non-Comb at Alternativ Alternative. e. The behirs’ arrogance

and desire to emulate dragons can be turned against them. A successful VDC Charisma (Persuasion)  check convinces the behirs to let the party go if they can outsmart the would-be-draconic creatures. The behirs agree to a game of riddles, consisting of best-of-three contested Intelligence  checks, or, at the GM’s discretion, a sudden-death format battle of

passive Perception score lower than the VDC are surprised. They ght to the death, and don’t pull any punches; if their foes are slain during the ght, then they never deserved to live in the rst place.  Non-Combat  Non-Com bat Alternativ Alternative. e. Despite their ruth-

lessness, these former adventurers are also practical and would rather not break a sweat if they don’t have to. They will gladly let the party go if their demands for loot are met. They will take a tithe in gold pieces equal to 200 times the APL, or a number of uncommon or rarer magic items equal to the party’s average average prociency bonus. APL

Composition

17th 17 th

2 aarc rchm hmag ages es,, 4 assa assass ssin inss

18th 18 th

3 arc archm hmag ages es,, 2 assa assass ssin inss

19th 19th 20th 20th

1 aarc rchm hmag agee, 6 assa assass ssin inss 2 aarc rchm hmag ages es,, 5 as assa sass ssin inss

    Grassland Wide open elds, the endless sky, open savannah plains, and more. Sprawling grasslands can feel at

and endless… but that doesn’t mean they’re unoccupied. Narrative Grassland Encounters Gra ssland Encounters d8

Encounter

1

Circle of Life

2

Catch ‘Em All

3

The Last Straw Man

4

Flood and Bloom

5

Lost Sphinx: Grassland

6

They Might Be Giants

7

Horsing Around

8

Flower Power

1 - Circle of Life

As thesends partythem treksathrough nature deity signal inthe thegrasslands, form of anaorb of light that beckons them to follow. The orb leads them to a large rock formation jutting out of the

ground, around which a few animals are gathered. On the rock, a lioness is giving birth, watched over by a male lion and a baboon, and seems to be in need of assistance. In order to help, the party must succeed on three VDC checks, in this order: a Wisdom (Animal Handling)  check to safely approach the animals, a Wisdom (Medicine) check to help deliver the cub, and nally, a Charisma (Performance) check to present it to the other gathered animals. The party can repeat a failed check, but aer failing a total of three checks, the lioness refuses any further help with a threatening growl. If the party succeeds on all three checks, they are blessed by the nature deity, which casts the enhance ability spell on each member. Each party member can choose which eect they gain from the spell, which lasts 24 hours.

2 - Catch ‘Em All The party nds the absent-minded Professor Aspen (CG male human mage) standing by a patch of par-

ticularly tall grass, looking distraught. Upon seeing adventurers, adventu rers, he explains that he was conducting magical experiments upon some local animals, but

Grassland

  they escaped into the tall grass and he has so far failed to recover them. He asks the party to assist him in capturing his runawa runaway y experiments. There are three runaway animals total, each of which requires a successful saving throw to bypass its defences, followed by a contested Dexterity check to catch it. They are as follows: • A large green caterpillar caterpillar.. A creature must succeed on a VDC Dexterity saving throw  or become restrained until the end of its next turn. (Vmod -3 Dexterity modier) • A purple rat. A creature must make VDC Constitution saving throw to endure its gnawing bite, releasing the rat and taking Vdam piercing damage on a failure, or keeping hold of the rat and taking half as much damage d amage on a success. (Vmod Dexterity modier)

• A seemingl seemingly y mundane sparrow. A creature must succeed on a VDC Strength saving throw or be knocked backwards 15 feet and fall prone by  the gust of wind it produces. (Vmod +3 Dexterity modier) The party can attempt to catch an animal multiple times, but aer failing the third Dexterity check to catch it, that animal escapes for good. If they manage to catch at least two of the three animals, Professor Aspen rewards them with a strange stone disc that acts as a spell a  spell scroll . The party can choose between burning hands , create or destroy water , or entangle .

3 - The Last Straw Man While passing a decrepit farm, the party hears a multitude of tiny pleas. As it turns out, these are coming from the vegetables planted in the farm,

which have all been awakened, as per the awaken  spell. The vegetables wish nothing but to live in peace, but they are constantly tormented by a ock

of crows that sees them as an easy meal. They beg the party to help by building the greatest scarecrow ever to spook the birds away. In order to make the scarecrow, scarecrow, the part party y must make three VDC ability checks. They can choose what the checks are, as long as they make sense for the task. For example, a successful Strength (carpenter’s tools) check might allow a party member to build a massive wooden frame, or a successful successf ul Charisma (disguise kit) check can produce a truly intimidating visage for the scarecrow. If at least leas t two of these checks are successful, the scarecrow is deemed eective by the awakened vegetables, which reward the party with a blessing of abundance that lasts 10

days. One party member of the party’s choice gains the ability to cast the create food and water  spell  spell without expending a spell slot. Wisdom is the spellcasting ability, and aer casting the spell in this way, the creature can’t do so again until they nish a long rest.

4 - Flood and Bloom Distant rains have ooded the plains for miles around, prompting the eclosion of the rare and dormant Aquavitrum dormant  Aquavitrum voltaire , the aquaglass buttery. The swarm of palm-sized translucent insects turns the sky into a crystalline explosion of shimmering rainbows, granting each adventurer inspiration.

 Environmental  Envir onmental Hazar Hazard. d. The waters are deep

enough to slow progress, but not to be a danger to life. Finding a way to quickly navigate the water, such as by boat or the water walking  spell  spell is enough to avoid any ill consequences of the inundation. Walking through the water imposes disadvantage  on the next Tracking check. Circumventing the ood adds 1 to the minimum number of Tracking

checks required to reach the destination. 5 - Lost Sphinx: Grassland Sunny, the time travelling sphinx (see Recurring Encounters, page 28), 28), burrows up from the

grassy soil in a plume of dirt. Her third riddle is: “I never was, but always will be. I’ve never been seen, but all know I exist. Everybody can reach me, but when they do, I’m no more. What am I?”

 Answer. The future (or tomorrow). If the party

answers all three riddles correctly, Sunny rewards the party with a  potion of   speed  speed . 6 - They Might Be Giants A wandering group of peaceful and well-spoken LG hill giants approaches the party and beseeches them for aid. They explain that an elderly, long-retired adventurer, Konan, (N male human berserker) refuses to believe they are intelligent

and peaceful, unlike their most aggressive kin, and is hunting them with the aim of exterminating the “giant scourge”. He is hot on their trail, no more than 8 hours behind. They don’t want to hurt the

man so they plan on taking advantage of his poor eyesight eyes ight and disguising themselves as windmills. In order to using help, the party can make and a series VDC  checks whichever abilities toolofor skill prociencies that might be relevant. For exam ple, a successful Dexterity (weaver’s tools) check

  could cra sails that can be strapped to the giants’ arms, and a successful Intelligence (painter’s supplies)  check might allow the giants to be painted with a stone texture. A suitable illusion  spell (GM’s  illusion spell discretion) could count as a successful check, but

this can be done only once. Aer the giants are disguised, the party must make a successful DC 25 Charisma (Deception)

check to convince the old adventurer of the lie. The DC for this check is reduced by 5 for each successful check made to disguise the giants (to a minimum of 10). If the adventurer is fooled, the giants give the party a  potion of hill giant giant strength strength as thanks.

On a failure, the berserker attac attacks ks the giants, and is promptly squished. 7 - Horsing Around The party is met by a clan of centaurs and horse riders that freely roam the grasslands, constantly competing in frenzied races. Unable to pass up on the opportunity to challenge strangers, the leader of the clan, the erce Khan Drago (CN male tieing

requires a DC 13 Intelligence (History or Nature) check. Some owers require additional checks to acquire. The owers in the meadow are:

• • • •

White daisies (innocence). Yellow roses (friendship). Red tulips (undying love). Pink dahlias (elegance) and black dahlias (betrayal). Both require a successful VDC Wis-

dom (Perception) check to nd.

• White edelweiss (devotion) up on a rocky outcropping that requires a successful VDC Strength (Athletics) check to climb. If the bouquet includes at least two of the desired owers and doesn’t include black dahlias, the gi is well received (despite being cut  owers).  owers). The

opteran herself tracks down the party the next day to give them 1d4  feather feather tokens tokens (tree) (tree). Hostile Grassland Encounters d4 + Tier

Encounter

berserker) suggests a best-of-three race, putting up a prize: a  scroll of longstrider, requesting ng somelongstrider, and requesti thing of equal value (180 gp) as the party’s wager.

2

Axe Runners

3

Stone Gnoll Killers

For each race, one party member must make a contested ability check against their opponent. The races and their respective checks are as follows: • A long sprint, on foot, which requires a Strength (Athletics) check contested by Gu-

4

Tumultuous Tumulus

5

Gaia’s Teeth: Grasslands

6

Landsharknado

7

Time Crimes

8

Pyromaniac’s Prairie Fire

la’an, a tribesman (Vmod -3 modier). • A horse race, which requires requires a Wisdom (Animal Handling) check contested by the Strength (Athletics) of Hol, a centaur (Vmod modier).

• A chariot race, which equires a Dexterity (land vehicles)  check rrequires contested by Khan Drago himself (Vmod +3 modier).

8 - Flower Power  The party nds a vast meadow of many kinds of owers, and in the middle of it, a very befuddled

looking woman. She’s the romantic Rosie Berrybush (CG female gnome acolyte), and she’s seek-

ing some assistance. She explains that she’s fallen in love with a nearby opteran, and had the idea to put together a beautiful bouquet to give to her, but wants to convey some specic concepts and has no

clue how.her Thebouquet three meanings Rosie wants to convey with are undying love, elegance, and devotion. Discerning the meaning of a ower

2 - Axe Runners The party is accosted by a local group of bandits  with a very particular theme: they all wield axes and ride on axe beaks, fanatically convinced of the axe’s superiority above all other weapons. In an attempt to prove this belief, they rob and beat passersby with no remorse. They demand a tribute of 100 times the APL in gold pieces, and promise swi violence if their demands aren’t met. However, their bravado is easily broken. If at least half of their numbers fall in combat, the rest ee.

Consequences. The Axe Runners aren’t interested in senseless murder. They ght to incapacitate rather than kill, and if the party loses, they’re simply robbed of all their valuables— including good quality armour and le on side ofthe the road, waking upclothes—and 1d4 hours later. In the addition, bandits may leave mocking, oen misspelt messages carved on the surrounding trees or painted on the

  party members, such as “Teh Axe Runers wer heer.” heer. ” A PL

Composition

1s t

2 axe axe beaks, 3 bandit itss

2n 2nd d

1 ax axee bea beak, k, 1 ban bandi ditt ccap apta tain in

3r 3rd d

3 aaxe xe beak beaks, s, 1 b ban andit dit capt captain ain,, 2 ba band ndit itss

4th 4t h

3 axe axe beak beaks, s, 1 ban bandit dit ca capt ptain ain,, 4 ba band ndit itss

3 - Stone Gnoll Killers As the party nears a dried-out riverbed, the scent of rotting meat pervades the air. Rounding a bend reveals the apparent source: a once-active band of gnolls and hyenas. Now, however, all of them look to have been turned to pale grey stone. Another

traditions. A successful VDC Intelligence (Histotraditions. ry) check is necessary to recall the proper rituals, and a VDC Wisdom (Religion) check to perform them. If this is done, the spirits return to their tombs and let the party pass. Composition. Spectral assassins (CR 9) use the assassin stat block, but have a ghost’s undead type,

Incorporeal Movement trait, and damage resistances and immunities. APL

Composition

1st

2 shadows

2nd

2 specters

3r 3rd d

2 sh shad adow owss, 1 will will-o -o’’-wi wisp sp

sound, that of shuing steps is all the warning the

4t 4th h

2 sspe pect cter ers, s, 1 w wil illl-o o’-wi ’-wisp sp

party gets before they are attacked!

5th

2 ghosts, 1 shadow

Composition. Stone gnolls are petried gnolls

6t 6th h

2 ghos ghosts ts,, 1 sspe pect cter er,, 1 will will-o -o’’-wi wisp sp

animated by magic. They have a CR of 2, an AC of 20, and resistance to nonmagical bludgeoning, piercing, and slashing damage.

7t 7th h

1g gho host st,, 1 wi will ll-o -o’’-wi wisp sp,, 1 wrai wraith th

8t 8th h

2 gho ghost stss, 1 sp spec ecte terr, 1 wrai wraith th

9th

1 ghost, 2 wraiths

10 10th th

2g gh hosts osts,, 2 wr wrai aith thss

11th 11th

1 gh ghos ostt, 1 sspe pect ctra rall as assa sass ssin in , 3 wraiths

12th 12th

1 gho ghost st,, 2 sp spec ectr tral al assa assass ssins ins , 2 wraiths

13 13th th

1 gh ghos ost, t, 2 sp spec ectr tral al assa assass ssins insσ, 3 wraiths

14 14th th

3 spe spect ctrral aass ssas assi sins ns , 2 wraiths

15th 15th

3 sspe pect ctrral assa assasssins sins , 3 wraiths

16th 16th

3 sspe pect ctrral assa assasssins sins , 2 will-o’will-o’-wisps, wisps, 2 wraiths

A PL

Composition

1s t

2 co cockatrices

2nd

1 basilisk

3rd

6 cockatrices

4t 4th h 5th 5th

1 bas basil ilis isk, k, 1 st stone gnol gnolll

σ

1 go gorg rgon on,, 2 st sto one gn gnol ollls

σ σ

6th 6t h

2 basi basili lisk sks, s, 4 st ston onee gnol gnolls ls

7th 7th

1 medu medusa sa,, 4 ston onee gno gnollls

8t 8th h

2 gor gorgo gons ns,, 2 st ston onee g gno noll llss

9th

2 gorgons, 1 medusa

10th 10th

1m med edus usa, a, 6 sto stone ne gnol gnolls ls

σ

σ

σ

σ

σ

σ σ

σ

4 - Tumultuous Tumulus The party encounters a series of small hills dotted around a specic region of the grasslands. Some of

these are decorated with interesting stone formations and all seem to have an entrance at the base. These are burial mounds, or tumuli, containing the bodies of warriors who fell during a great war many years ago. Their restless spirits don’t take kindly to the living intruding upon their place of eternal slumber and rise up from the barrows to attack.  Non-Combat  Non-Comb at Alternativ Alternatives: es: The spirits can be placated before the situation devolves into combat by a solemn show of respect in accordance with their

Teeth:: Grassland Grass land 5 - Gaia’s Teeth There aren’t many places to hide in the wide open plains. The members of Gaia’s Teeth (see Recurring Encounters, page 28) 28) that make this terrain

their hunting ground can’t rely on stealth, and instead favour overwhelming force and lightning quick raids. They move fast, and prefer to use their tamed creatures as mounts to get in and out quickly, outpacing any pursuers. Acquiring new mounts is of great interest to them, sometimes more so than gold. They gladly let the party pass if oered a gold

tithe equal to 20 times the APL in gold pieces, and ee if half their number are killed. APL

Composition

1st

3 bandits its, 2 panth nthers

2nd 2nd

1 ban bandit dit,, 1 lion lion,, 1 pa pant nthe herr, 1 sc scou outt

3r 3rd d

1 band bandit it ca capt ptai ain, n, 3 pant panthe hers rs

  4t 4th h

1g gia iant nt boar boar,, 1 li lion on,, 2 scou scouts ts

11th 11th

2 bul bulet etttes, es, 1 dj djin inni ni

5th 5th

2 gia giant nt boa boars rs,, 2 kn knig igh hts

12 12th th

1 ai airr elem elemen enta tal, l, 2 bu bule lett ttes es,, 1 d djin jinni ni

6t 6th h

3 dru druid idss, 3 pha hase se spi pide ders rs

13th 13th

1 ai airr elem elemen enta tal, l, 3 bu bule lett ttes es,, 1 d djin jinni ni

7th 7th

1 ele eleph phan antt, 1 gl gladi adiat ator or,, 1 were wereti tiger ger

14th 14th

2b bule ulette ttes, s, 1 djin djinni, ni, 2 iinvi nvisib sible le sta stalk lkers ers

8th 8th

2g gla ladi diat ator ors, s, 2 pha phase se sp spid ider erss

15th 5th

2 bul bulet etttes, es, 2 dj djin inn n

9th 9t h

2 gla gladi diat ator ors, s, 1 tri trice cera rato tops ps

16 16th th

2 bule bulett ttes es,, 2 dji djinn nn,, 1 in invi visi sibl blee st stal alke kerr

10th 10th

2 chi chime mera rass, 2 were wereti tige gers rs

17th 7th

6 bu bule lett ttes es,, 2 dj djin inn n

11 11th th 12 12th th

2 ttyr yran anno nosa saur urus us re rex, x, 2 w wer eret etige igers rs 3 kknig night hts, s, 3 ttyr yran anno nosa saur urus us rex rex

18t 8th h 19t 9th h

7 bul bulet etttes, es, 2 dj djin inn n 5 bul bulet etttes, es, 3 dj djin inn n

13t 13th h

3 range rangers* rs*,, 2 tric tricera eratop tops, s, 1 tyrann tyrannosa osauru uruss re rexx

20t 0th h

4 bul bulet etttes, es, 4 dj djin inn n

14th 14t h

2 chim chimera eras, s, 2 rrang angers* ers*,, 2 tyr tyrann annosa osauru uruss re rexx

15th

3 rangers*, 2 tyrannosaurus rex, 1 young red dragon

16t 16th h

3 chim chimera eras, s, 3 rang rangers ers**, 1 young young rred ed drag dragon on

17th

4 gladiators, 4 tyrannosaurus rex, 1 young red dragon

18th

4 rangers*, 4 tyrannosaurus rex, 1 young red dragon

19th

4 rangers*, 4 tyrannosaurus rex, 2 young red dragon

20th

4 rangers*, 4 tyrannosaurus rex, 3 young red dragons

*See page 592

6 - Landsharknado Known in the grasslands as ‘landsharks’, bulettes  are usually rare and their attacks devastating. A group of mischievous and chaotic air elementals has increased the danger posed by the landsharks by creating thunderous percussion that attracts the monstrosities. The elementals revel in causing chaos and unleashing the bulettes on unsuspecting travellers. trave llers. The bulettes are quite happy to follow the elementals, which have repeatedly led them to fresh meat.

 Environmental  Envir onmental Hazar Hazard. d. Powerful gusts make battleeld chaotic and unpredictable. At the startthe

of each creature’s turn, that creature must make a VDC Strength saving throw. On a failure, the creaturee is pushed 20 feet in a direction ooff the elecreatur mentals’ choice. Elementals automatic automatically ally succeed on the saving throw. APL

Composition

5th 5th

1 bu bule lett ttee, 4 du dust st mep eph hits its

6t 6th h

1 air air el elem emen enttal, al, 1 b bu ule lett ttee

7th 7th

1 air air el elem ement ental, al, 1 bul bulet ette te,, 1 du dust st meph mephit it

8th 8th

1 bu bule lett tte, e, 1 dus dustt meph mephit it,, 1 invi invisi sibl blee stal stalke kerr

9th

1b bule ulette tte,, 4 dus dustt meph mephits its,, 1 invisi invisible ble sta stalk lker er

10th 10th

1 air air el elem emen enta tal, l, 2 b bul ulet ette tess

7 - Time Crimes A mysterious sphinx appears before the party, accompanied by its guards. The sphinx informs them that it is from the future, here to detain them for crimes they have yet to commit, and oers them

a chance to surrender peacefully. No explanations are requested or accepted. accepted. Since the party has no knowledge of their future transgressions, the sphinx deems any excuses utterly irrelevant. If they attack, refuse to surrender, the sphinx and its companions and ght to incapacitate rather than kill.

 Non-Combat Alternativ  Non-Combat Alternative. e. Though it’s impossible to justify an event they have no knowledge

of, the party might stand a chance to reason with the sphinx by appealing to its rigid, bureaucratic nature. A successful VDC Intelligence (Persuasion) check requesting to le a formal complaint or

speak with the sphinx’s superior manages to give it pause. Disgruntled, it allows the adventurers to do so, but they must spend the rest of the day signing the proper paperwork. The complaint revea reveals ls the whole aair to be a clerical mistake, and they aren’t bothered again aerwards.

Consequences. If the party is defeated in combat,

they are taken away by the sphinx to be tried for their crimes. They are deposited in a demiplane and over the course of months, regularly transferred between extraplanar jails, oces, and courthouses in a

seemingly never ending process. The only way out of this temporal bureaucracy is to mount an escape. APL

Composition

11th 11th

1g gyn ynos osph phin inx, x, 1 ssto tone ne gole golem m

12 12th th 13th 13th

1g gyn ynos osph phin inx, x, 5 la lamias mias 1 cl clay ay golem golem,, 1 g gyn ynos osph phinx inx,, 2 lam lamias ias

14th 14th

1 gyno gynosp sphi hinx, nx, 3 lami lamias as,, 1 ssto tone ne g gol olem em

  15th 15th

1 clay clay g gol olem em,, 1 gy gyno nosp sphi hinx, nx, 1 ston stonee go gole lem m

16th 16th

1 gynos gynosph phin inx, x, 1 lami lamia, a, 2 st ston onee go gole lems ms

17th 17th

1 andro androsp sphi hinx, nx, 1 aarc rchm hmage age,, 1 st ston onee go gole lem m

18th 18 th

1 aand ndro rosp sphi hinx nx,, 2 aarc rchm hmag ages es

19th 19th

1 andro androsp sphi hinx, nx, 1 iiro ron n go gole lem, m, 1 ssto tone ne g gol olem em

20th 20th

1 andro androsp sphi hinx, nx, 2 iron iron gole golems ms

8 - Pyromaniac’s Prairie Fire Panicked gobbocs run screaming from billowing plumes of smoke. Their village is under attack, and the re consuming it threatens to spread across

the whole plain. The assailants are a pyromancer pyromancer,, Em Brighthook (CE female elf archmage), and Scorvarach (CE male adult red dragon). Both are egotistical and gleefully enjoy the destruction they

wreak. They work as a team and have several monsters under their control. The Inferno. The grasslands are dry, and the attack has ignited the area into a raging wildre, w ildre, centred on the village and spreading 10 feet on initiative count 20 of each round. A creature that starts its turn in the area must make a VDC Dexterity saving throw, taking Vdam re damage on a failed f ailed save, or half as much damage on a successful one. Unless the party nds a way to put out the re, it spreads quickly, consuming the entire area within 5 miles of the village and leaving the gobbocs without homes. Treasure. Em’s spellbook, which is immune to re damage, can be found if she is defeated. Composition. Em the pyromancer is an archmage with immunity to re damage and has the spells burning hands ,  scor  scorching ching rray ay,,  reb  reball  all , wall of re , and  re storm storm prepared instead of identify identify,, detect thoughts , lightning bolt , banishment , and teleport , respectively. APL

Composition

17th

1 adult red dragon, 3 re elementals, 1 pyromancer σ

18th

1 adult red dragon, 4 re elementals, 1 pyromancer σ

19th

1 adult red dragon, 5 re elementals, 1 pyromancer

20th

1 adult red dragon, 3 re elementals, 1 pit end, 1 σ pyromancer

σ

    Hill Hill

3 - Blasted Crater

With vistas on top and water below, the peaks and troughs of a hilly landscape can range from verdant carpets of rolling green to craggy canyons of crumbling granite.

The earth is scorched and melted into stone slag around a wide crater. At its centre, some 20 feet below the crusty surface, sits a large chunk of iridescent metal: irradiated meteoric iron. iron. In its raw, unconverted form, the meteor is enervating; a creature that spends 1 hour within 30 feet of the metal must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. One inch of lead is enough to shield a creature from this enervating eect.

Encounters Narrative Hill Encounters d8

Encounter

1

Underdark Sinkhole

2

Strange Egg

3

Blasted Crater

4

Lost Sphinx: Hills

5

Abandoned Cave

6

Golynn Trader

attacks and damage are magical. Enchanting checks

7

The Fast and The Fury of The Small

8

Statue Circle

(see Chapter 5) 5) made for an item craed of this metal have a +5 bonus.

A skilled blacksmith can convert irradiated meteoric iron into a non-enervating alloy. A mundane item craed with this metal becomes a common

magical item; it resists all normal forms of degradation (e.g, acid and rust) and, if it is a weapon, its

4 - Lost Sphinx: Hill 1 - Underdark Sinkhole

Sunny, the time travelling sphinx (see Recurring Encounters, page 28), 28), sits, stock-still, on a large

The ground begins earth to shi and to crumble under party’s feet. Loose starts slip away away, , as athe hill

rock around a sharp bend in the adventurers’ path. His next riddle is:

in front of them inverts and collapses into a cavern below. Each character in the front rank of the marching order must succeed on a VDC Dexterity saving throw or fall 100 feet into the newly opened chasm. Strands of fungal hyphae and strange, shimmering webs slow the fall, halving any falling damage they take. The bottom of the chasm opens into a network of tunnels leading into The Low, as well as a small patch of three  Nor  Noradren adrenoo mucorales  mucorales   mushrooms (see page 333). 333).

2 - Strange Egg A shattered cart littered with arrows and smeared with dried blood sits by the side of the road. Searching the remains reveals a chitinous, cerulean egg. It weighs 10 pounds, is the size of a watermelon, and sits in a nest of dark, loamy soil. If kept warm and surrounded by earth, dirt, or sand for 7 days, the egg hatches into an infant phase spider (use the giant wolf spider stat block with the phase spider’s Ethereal Jaunt trait). The spider has a voracious appetite, requiring two days’ rations per day, and grows to full size in 30 days. It regards any adventurer who feeds feeds it regularly over over this time as friendly and, if the adventurer is a tamer, the spider chooses to fail its Charisma saving throw and become the tamer’s companion (though the tamer’s ability to tame the creature creature is still restricted by the size and CR requirements).

“I always fall but never break. I’m often gone when men awake. What am I?”

 Answer. Night. If the party par ty answers all three riddles correctly, Sunny rewards them with a  potion of hill giant strength.

5 - Abandoned Cave The party stumbles across a small, dry cave, tucked away in a narrow path between low clis.

Everything theceiling cave is thinThere’s layer of dust, andinthe is covered covered in in asoot. some crude wooden furniture, and a pile of furs in one corner. A successful DC 14 Intelligence (Investigation) check reveals a leather sack in a hidden alcove. It contains gold and gems worth 70 times the APL in gold pieces, and several pamphlets extolling the virtues of the many-headed dragon queen. It’s free for the taking, as the cave is clearly long abandoned—though it’s possible the original owners may come looking for it some day. 6 - Golynn Trader  The party comes across Adelaide (NG female golynn noble) riding on the back of a muscular,

tame brown bear. She is a talkative, elderly trader and she carries an absurdly large, overstued pack.

  Adelaide attempts to sell her wares to the party, which include explorer’ explorer’ss packs,  potions of healing  healing , hand-carved wooden trinkets, and any uncommon magic items the GM sees t to include.

 Memorable. She initially sells everything at a  Memorable. slightly inated price; however, however, if the whole party listens to her verbose, rambling stories about the adventures of her een great-grandkids, she will cut them a deal and sell at normal prices. For a true test of the players’ patience and memory, the GM can create a list of een names, recite them all, and, if the players can remember them a couple of minutes min utes later, have Adelaide reward them with a generous discount! 7 - The Fast and The Fury of The Small

Stationary on on a wide, meandering trail through the hills are two donkey-drawn carts. The right-hand cart is occupied by a pair of playfully bickering goblins—the jovial Glambog (CG male goblin) and pedantic Hambog (NG male goblin)—while the le-hand cart is empty. Glambog silences Hambog

dial. The statues are old and weather weathered, ed, and look as if they’ve been there for a very long time. In the centre of the circle is a large marble plinth, littered with carvings of constellations, and the follo following wing message written in Dwarvis Dwarvish: h: “Rest, weary traveller, and let the spirits of the Great Waynders guide you.”

If the party takes a short or long rest within the circle, the next Tracking check is made with advantage. If the party takes a long rest within the circle, they are visited by the avatar of the hunt during their dreams or meditations. The avatar answers one question per adventurer, and always answers truthfully, though it isn’t necessarily omniscient. The avatar knows the biome and the creatures that inhabit it well. Hostile Hill Encounters d4 + Tier

Encounter

as the party approaches and challenges the party to

2

Giant Gourmand

a race down a half-mile-long stretch of road. If the party accepts, they choose two characters to board the empty cart. To race, one rider makes a Dexterity (land vehicles) check to steer the cart while the other makes a Wisdom (Perception) check to spot obstacles. The highest result of the party’s checks is contested by the highest result of the goblins’ checks. The goblins have Vmod modiers to these checks. Repeat this contest three times.

3 4

The Hills are Alive... Death from Above

5

Golemancer’s Battleeld

6

Gaia’s Teeth: Hills

7

Gaudy Horror

8

Baron Bodrum’s Deadly Demolition

Consequences. If the party loses all three contests, their cart crashes and each rider takes 2d6 bludgeoning damage; in addition, the goblins demand payment of 15 gp from the party so they can repair their damaged cart. If the party loses only two contests, they lose the race—to the jeers of Glambog and Hambog—but suer no other consequences. If the party wins at least two contests, they win the race, and the goblins oer to provide the party a home-cooked meal. If the party accepts, they eat well that day. If the party wins all three contests, the goblins oer to escort them through secret paths on the carts, reducing the minimum number of Tracking checks required to reach the destination by 1.

8 - Statue Circle The party comes across a circle of seven 15-foottall stone statues of hill dwarves. Each holds both a weapon and a tool for navigation—an astrolabe, compass, map, sandglass, sextant, spyglass, and sun-

2 - Giant Gourmand Rem Bighorn (CN male giant) is a snooty, recent-

ly-exiled giant. A self-proclaimed freelance food critic, his current conundrum involves something his Gramma Gorb used to say: “Littlings make the best food.” But she never specied whether she meant as chefs  or  or as ingredients . He’s hoping the

party can settle the issue for him.  Non-combat  Non-c ombat Alternati Alternative. ve. Rem wants the party to make him a magical meal: bloody gazpacho (see gazpacho (see page 139). 139 ). He already has the recipe, ingredients, and a makeshi workstation. Party members must make a combined skill check, Dexterity (cook’s utensils)  and Constitution (Perception). The DC for the combined check equals twice the VDC. However,

if the result of either check is 9 or lower, the challenge is failed. Consequences. If the challenge is failed, Rem assumes his Gramma meant “as ingredients” and

tries to test out that theory on the party by trying

  to eat them. If the challenge is passed, he rewar rewards ds the party with perfectly preserv preserved ed magical components: beast esh, aberration brain, and undead bone . He can also be bargained with—if the party has a connection with a chef or restaurant that might accept him as a proper critic, he’ll be overjoyed and

indebted to them. APL

Composition

1st

1 ogre

2nd

1 ogre, 1 wolf

3rd

1 ettin

4th

1 hill giant

3 - The Hills are Alive... The sound of lutes, pipes, and beautiful singing echos through the hills, getting louder no matter which way the party turns. Inescapably reeled in, the party nds a group of fey and other creatures—centaurs, harpies, trolls, and even massive fey cobra—singing, playing music, and dancing around a large, purple bonre. The fey invite the

party to dance… but there is a sinister edge to some of their smiles that suggests they won’t take no for an answer. Consequences. If the party chooses to join in

the dance or are defeated in combat, they awaken 2d6 days later in an empty eld with two levels of exhaustion . Otherwise, defeating all the aggressive

fey causes the rest to scatter, leaving nothing but soot and incense behind. Composition. Fey cobras use the spirit naga

statistics but have the fey type. APL

Composition

1st

1 harpy, 1 sprite

2nd

2 ssat atyyrs rs,, 3 spri rittes

3r 3rd d

2 dry dryad ads, s, 1 har harp py, 1 sp spri rite te

4t 4th h

1 cen enta tau ur, 1 gr gree een n hag

5t 5th h

2 cen centa taur urs, s, 2 gre green en hags hags,, 1 har harp py

6t 6th h

3d dry ryad adss, 3 ssat atyr yrss, 1 ttro roll ll

7th

1 cen centtaur, 2 trol ollls

8th

1 fey cobraσ, 2 green hags

9th

2 fey cobrasσ

10th

1 fey cobraσ, 2 green hags, 1 troll

  4 - Death from Above

met their end. The groan of metal is constant, and

The party’s travels through the foothills lead them past Dead Goat Falls: a beautiful waterfall that ows from a mountain spring high abov above. e. Its name comes from the tendency of ying predators to attack the giant goats and other creatures drinking from the upper spring, throwing them over the edge of the 300-foot-high falls and descending to feast on the remains. One such unlucky animal (or several of them at higher levels) meets this fate as the party passes, its corpse exploding in a bloody puddle some 20 feet from where they stand. A screech from above suggests that the hunters are following their prey!

some of the constructs seem to shi positions when

Roll initiative; the predators move into view on initiative count 0 of the rst round of combat. Each creature that hasn’t succeeded on a VDC Dexterity (Stealth) check to hide from the pred-

ators becomes the predators’ new quarry. If each party member succeeds, they can avoid combat by silently waiting 1d4 hours for the predatory birds to

the party isn’t looking.  Non-combat  Non-c ombat Alternati Alternative. ve. The battleeld is a

300-foot-wide choke point between two ravines. Circumventing the area adds 1 to the minimum number of Tracking checks required to reach the party’s destination. Crossing the battleeld with out alerting the golems is tricky; each creature that attempts this must make a VDC + 3 Dexterity (Stealth) check. On a failure, some of the remaining the constructs come alive to continue their battle, seeing the intruders as new enemies. Treasure. Many of the constructs have valuable

platinum plating. For each minute a creature spends salvaging, they acquire scrap metal worth the APL in platinum pieces. At the start of each minute, a salvaging creature must succeed on a VDC Dexterity (Sleight of Hand) check or wake the dormant constructs. This DC increases by 1 for each minute that passes.

nish eating and move on. A PL

Composition

Composition. All creatures are mechanical automatonss with the construct type. tomaton

1s 1stt

3 blo blood od hawk hawkss, 2 swar swarms ms of ra ravven enss

2n 2nd d

3 gia giant nt owls owls,, 1 gi gian antt vul vultu ture re

1st

1 animated armor, 1 lying sword

3rd

3 giant owls, 1 grifon

2nd

1 lying sword, 1 gargoyle

4t 4th h

2b blo lood od h haw awks ks,, 4 g gia iant nt vult vultur ures es

3rd

3 lying swords, 1 gargoyle

5th

3 grifons, 2 manticores

4th

1 lesh golem

6th

2 grifons, 1 wyvern

5th

1 lesh golem, 1 lying sword, 1 gargoyle

7th 7th

2 mant mantic ico ore ress, 1 wy wyvvern ern

6th 6th

2 aani nima matted aarm rmor ors, s, 2 gar gargo goyl yles es , 1 gorgon

8th 8th

2 cchi hime mera ras, s, 2 g gia iant nt vu vult ltur ures es

7th

2 gargoyles , 1 shield guardian

9t 9th h

2 ma mant ntic ico ore ress, 2 wy wyvverns erns

10th

3 chimeras

8th 9th

1 clay golem, 1 lesh golem 1 lesh golem, 2 gorgons σ

11 11th th

6 gia giant nt vult vultu ure ress, 1 roc roc

10th

2 gargoyles , 2 shield guardians

12th

6 grifons, 1 roc

11th

2 gorgons , 1 shield guardian, 1 stone golem

13 13th th

6 ma mant ntic ico ore ress, 1 ro rocc

12th

1 clay golem, 2 lesh golems, 1 stone golem

14th

1 cch himer imeraa, 2 ro roccs

13t 13th h

1 cclay lay golem, golem, 2 sh shiel ield d gu guard ardian ians, s, 1 sston tonee go golem lem

15th

2 rroc ocss, 2 wyverns

14 14th th

1 clay clay gole golem, m, 2 gorg gorgon onssσ, 3 shield guardians

16 16th th

2 chim chimer eras as,, 2 ro rocs cs,, 2 wyve wyverns rns

15th

1 lesh golem, 1 iron golem, 1 shield guardian

16t 16th h

1 cclay lay golem, golem, 1 iron iron golem, golem, 1 shie shield ld gua guardia rdian n

17th 17 th

2 iro iron ng gol olem emss, 1 ssto tone ne gol golem em

18th

2 clay golems, 1 lesh golem, 1 iron golem, 2 stone golems

19th 19th

2 ir iron on g gol olem emss, 3 ssto tone ne g gol olem emss

20th

4 ir iron go golems

5 - Golemancer’s Battleeld

Strewn across cratered hills are metal limbs and humanoid silhouettes, broken and dormant constructs that once served as the foot soldiers of two powerful golemancers. A smooth, glass-like crater atop a hill marks the point where the conict’s loser

APL

Composition σ σ

σ

σ σ

σ

σ

σ

  6 - Gaia’s Teeth: Hill In the hills, Gaia’s Teeth (see Recurring Encounters, page 28) 28) like to tame creatures that burrow or y, so their prey has no escape. They gladly let the party pass if oered a tithe equal to 20 times the APL in gold pieces, and ee if half their number are

killed.  Ambush. The bandits have arranged an ambush

If any of Skellakrim’s minions outlive her, they surrender and claim they were only obeying her out of fear for their own lives. The statues and vat of molten gold has a value in gold pieces equal to 1000 times the APL. APL

Composition

11th 11th

3 kkob obol old d me mech chs* s*,, 1 you young ng rred ed d dra rago gon n

12t 12th h

2 kobo kobold ld mech mechs* s*,, 2 mages, mages, 1 yyoun oung g re red d dr drago agon n

and theirits nets. Whentothe ambush is sprung, eachreadied bandit uses reaction throw a net; party members targeted by the bandits must succeed on a

13t 13th h

2 kobo kobold ld mech mechs* s*,, 3 mages mages,, 1 you young ng rred ed d drag ragon on

14th 14th

5 mag mages es,, 1 youn young g red red drag dragon on

VDC Dexterity saving throw or suer the eects

15th 15th

1 aadu dult lt red red dr drag agon on,, 3 kobo kobold ld mech mechs* s*

16t 16th h

1 adult adult red dragon dragon,, 2 kob kobold old mec mechs* hs*,, 2 mages mages

of being hit by a net. APL

Composition

17t 17th h

1 adult adult red dragon dragon,, 3 kob kobold old mec mechs* hs*,, 3 mages mages

5th

3 aan nkhegs, 2 knig igh hts

18t 18th h

1 adult adult red dragon dragon,, 4 kob kobold old mec mechs* hs*,, 4 mag mages es

6th 6t h

1 bul bulet ette te,, 1 sor sorce cere rer* r*,, 2 thu thugs gs

19 19th th

1 anci ancien entt red red dr drago agon, n, 3 kobol kobold d me mech chs* s*

7t 7th h

1b bul ulet ette te,, 2 dr drui uids ds,, 2 kn knig ight htss

20th 20t h

1 ancie ancient nt rred ed drago dragon, n, 2 kob kobold old mech mechs* s*,, 2 mage magess

8th 8th

2 ank ankhe hegs gs,, 2 b bul ulet ette tes, s, 2 dru druid idss

9t 9th h

2 bu bule lett ttes es,, 2 sso orc rcer erer erss*

10th 10th 11 11th th

2 ankh ankhegs egs,, 2 knight knights, s, 1 rang ranger* er*,, 1 wyvern wyvern 1 bul bulet ette te,, 2 ra rang ngers ers**, 2 wy wyve vern rnss

12 12th th

1 assa assass ssin in,, 2 ran ranger gers* s*,, 2 w wyv yvern ernss

13 13th th

1 as assa sass ssin in,, 3 bul bulet ette tes, s, 3 ssor orce cere rers rs**

14 14th th

2 ass assas assi sins ns,, 1 bu bule lett tte, e, 1 roc

15 15th th

1 as assa sass ssin in,, 1 purp purple le w wor orm, m, 2 ssor orce cere rers rs**

16 16th th

4 ra rang nger ers* s*,, 4 wyve wyvern rnss

17t 17th h

2 assass assassins ins,, 1 purpl purplee wo worm, rm, 2 ran rangers gers**, 2 wyve wyverns rns

18 18th th

3 ass assas assi sins ns,, 1 pu purp rple le wo worm rm,, 2 rocs rocs

19 19th th

2 purp purple le w wor orms ms,, 3 range rangers rs**, 3 wy wyve vern rnss

20 20th th

3 as assa sass ssin ins, s, 2 pu purp rple le w wor orms ms,, 2 ro rocs cs

*See Appendix *See Appendix C

7 - Gaudy Horror The party hears the sound of rattling chains and clanking machinery. Peering over the crest of a hill, they see something horrifying: a processio procession n of chained hill dwarves being ushered towards a large contraption topped with a steaming vat. Any dwarf that reaches the machine is immediately covered in a torrent of molten gold, preserved as a gleaming statue with a permanent expression of agon agony. y. Overseeing the process is Skellakrim (CE female an imperious and red dragon dragon who),considers herself ansomewhat “artiste ”. “artiste  ”. eccentric

  *See page 558

8 - Baron Bodrum’s Deadly Demolition The ground rumbles, and shouts can be heard on the wind. A crowd of cyclopian protesters has surrounded the entrance to their home— a large village of networked tunnels carved through interconnected hills. Facing them are the smug siblings Sid and Sara Silverton (LE elf archmages), accompanied by a small horde of mind-controlled monsters. Treat the mind control as the dominate monster  spell  spell with no concentration required. According to the siblings, a leyline running through this area means it’s the site of Baron Bodrum’s newest factory, and they’ll be levelling it whether the cyclopians move or not.

Consequences. The controlled monsters panic and ee if the mind-control is broken. In the aer -

math, the Bodrum legal team disavows the work of the Silvertons, saying they acted alone, and the company wouldn’t have chosen that site if they knew people lived there. This is probably a lie. APL

Composition

17th 17th

2 ar arch chma mage ges, s, 3 bu bule lett ttes es,, 3 g gor orgo gons ns

18th 18th

2 arch archma mage ges, s, 4 b bul ulet ette tes, s, 4 go gorgo rgons ns

19 19th th

2 arch archma mage ges, s, 5 bu bule lett ttes es,, 5 g gor orgo gons ns

20th 20th

2 ar arch chma mage ges, s, 6 bu bule lett ttes es,, 6 go gorg rgon onss

    Jungle Warm and humid, jungles are a menagerie of undiscovered ora and fauna, drawing researchers and

adventures alike. Jungle le Enco Encounters unters Narrative Jung d8

Encounter

1

The Jungle Nook

2

Tropical Triathlon

3

Dead Beat

4

Lost Sphinx: Jungle

5

Hanging in the Balance

6

Pit of Despair

7

Jungle Fever Dream

8

The Price of Greed

In order to restore it, the party must succeed on three VDC ability checks to respectfully trim the plants, pacify the animals, and beseech the forces of nature for aid. The ability and skill used for the check depends on what the player describes, but might typically be Intelligence (Nature), Wisdom (Animal Handling), and Charisma (Performance or Religion). These checks can be done in any order. Consequences. If the grotto is successfully re-

stored, creatures are invigorated by resting there. A creature that spends a short or long rest in the grotto gains temporary hit points equal to one-half its maximum number of Hit Die (short rest) or its maximum number of Hit Die (long rest). A single

failure on any check causes the primal connection to be severed for good. 2 - Tropical Triathlon

1 - The Jungle Nook The party nds an old druidic grotto that has long been le tobrambles ruin. It isand now over grownabandoned with thick,and thorny populated

by distrustful, territorial animals. Any magically-inclined character detects that the grotto’s primal connection to nature nature persists, but that the shrine is in need of restoration.

Jungle

The party is challenged to a race through the jungle by the competitive Thar Zen (CG male human monk), a hermit who lives in the wilderness. He invulnerability ability as a reward if promises one  potion of invulner at least one of the party par ty members wins the contest.

The race consists of three portions, each requiring each racer to make an ability check. If a party member rolls higher than Thar on at least two of

  those three ability checks, they nish the race

ahead of him and win the race. The portions are, in this order: a dash along the crowded jungle oor, which requires a VDC+3 Dexterity (Athletics)  check; swinging from jungle vines and jumping

from tree branch to tree branch, which requires a VDC+3 Dexterity (Acrobatics) check; and swimming across a river with a strong current, which requires a VDC+3 Strength (Athletics) check.

 Answer. A sunower. If the party answers all

three riddles correctly, Sunny rewards them with a  scroll  of   speak speak with plants  plants . 5 - Hanging in the Balance The party hears a calm, polite request for assistance during their trek through the jungle. This call

comes from the distinguished Professor Reginald Hinklebottom (NG male dwarf scout), a member

Each portion lasts approximatel approximately y 1 minute. In addition, a racer must succeed on a DC 13 Constitution saving throw at the end of each portion or suer disadvantage on all ability checks for the next 10 minutes. Thar automatic automatically ally succeeds on these saving throws.

of the League of aExploratory Gentlefolk whoom hasis found himself in spot of trouble. Hinklebott Hinklebottom currently restrained in vines, hanging some 20 feet  above a river. A successful DC 11 Wisdom (Perception) check allows a creature to notice that the river is swarming with dozens of crocodiles, while a result of 15 or higher identies a colony of deadly

B eat 3 - Dead Beat A path paved with stone slabs leads the party

re ants climbing up the tree towards the professor.

several hundred feet through the jungle to a small

clearing, at the centre of which stands a raised dais supporting three large drums. A successful DC 10 Intelligence (Nature) or Intelligence (Investigation) check reveals them to have been craed from

humanoid bones and skin. A creature that succeeds on a DC 15 Wisdom (Perception) check spots a pattern on the stone slabs along the path, partially hidden by vegetation—a musical score. A creature that spends 1 minute trying to read and play the music on the drums can make a VDC Intelligence (Performance) check. A creature with prociency in any musical instrument has advantage on this check, and if a creatur creaturee has prociency in a percussive percussive instrument, it automatically automatically

A creature within reach of Hinklebottom can use its action to make a VDC Strength (Athletics) check, freeing him from the vines on a success. If the party doesn’t rescue Hinklebottom from the vines within four rounds, Hinklebott H inklebottom om succumbs

to the re ants’ deadly venom. If the party severs the vines without otherwise securing Hinklebottom, Hinklebottom, he falls into the water and is eaten by crocodiles on initiative count 0 of the following round. If the party manages to scare o the crocodiles, such as with a successful VDC Wisdom (Animal Handling)  check, falling into the water harms only his ego.

Consequences. If saved, the grateful dwarf provides the party with gold pieces equal to 50 times the APL and shares his knowledge of the jungle, giving them advantage on their next Tracking check.

succeeds on the check. On a success, the creature correctly plays plays the piece and the sombre music causes an undead creature with a CR equal to half

6 - Pit of Despair

the drummer’s prociency bonus (GM’s choice) to

large pit of heated, bubbling tar. Next to the pool

emerge from the ground. This undead is friendly to the drummer and obeys their commands, as per the  spell, with no time limit. On a failure, animate dead  spell, each creature within 30 feet of the drums that can hear them takes Vdam necrotic damage.

sits a despondent Dr. June Manji (N female halfelf noble), a member of the League of Exploratory Gentlefolk. Dr. Manji was collecting a sample of tar

4 - Lost Sphinx: Jungle Sunny, the time travelling sphinx (see Recurring Encounters, page 28), 28), bursts from the mouth of an enormous venus y trap. Their next riddle is: “I am black of eye and bright of hair. My lifegiving lord ies with sumptuous are; so across the sky do I dutifully stare. What am I?”

In the depths of the wilderness, the party nds a

when a passing animal startled her and she dropped her satchel full of priceless relics into the pool. She seeks assistance in retrieving her belongings. The pool is 30 feet deep and is dicult terrain due to the viscosity of the tar, which also heavily obscures the contents of the pool. A creature that chooses not to ‘tread water’ while in the tar sinks 10 feet at the end of each its tar turns. whenever a creature entersofthe for Furthermore, the rst time on its turn or starts its turn there, it takes 1d6 re damage. A creature that reaches the bottom can

  use its action to search for the satchel, attempting a VDC Wisdom (Perception) check. On a success, the creature recovers the relics, and if they can get

Hostile Jungle Encounters d4 + Tier

Encounter

them to Dr. Manji, she rewards the party with a 490). tinytar (see page 490).

2

No Swarm, No Foul

3

On the Prowl

7 - Jungle Fever Dream

4

Natural Am-Bush

The party nds strange, colourful owers—Oyohuowers— Oyohuisca pyrexia—with an intoxicatingly sweet scent. A

5

Elemental Turm-Oil

6

Gaia’s Teeth: Jungle

7

Rumble in the Jungle

8

Lich Slapped

successful DC 13 Intelligence (Nature) check reveals that consuming the owers imparts a powerful hallucinatory eect, a prophetic dream-state from which an individual can emerge with new insights. A creature that eats a ower is poisoned for 1 hour. While poisoned in this way, the creature

2 - No Swarm, No Foul The party comes across an unconventional battle-

experiences vivid hallucinations featuring elements of its past: its loved ones, its enemies, and physical

eld. High in the canopy, the remains of enormous

manifestations of its personal struggles and aws. At the end of every 10 minutes, the creature makes a randomly determined VDC ability check to overcome a hallucinatory obstacle (GM’s discretion).

The jungle oor is a mess of hastily excavated holes and mounds of loose earth, making the area dicult

A creature that fails 3 of these checks is no longer poisoned, and its fever dream ends inconclusively. If the poisoned condition wears o naturally (aer 6 checks), the creature reaches an epiphany at the end and gains inspiration .

8 - The Price of Greed The party nds the ruins of an ancient temple, over grown with moss and jungle vines. At the centre of this structure, a shining golden idol rests atop a derelict altar. The crumbling walls around it are covered in faded pictograms. Removing the idol from its altar causes the idol to crumble to dust, cursing each creature in the temple for the next 24 hours. While

hives cling to the trees, their paper shreds littering the ground alongside the corpses of giant insects. terrain. Two rival colonies of insects clashed here, and the survivors now emerge to defend their territory. They ght to the death.

Consequences. If the party is defeated, they wake up the next day, each with one level of exhaustion ,

trapped in an insects’ hive. If they were defeated by giant wasps, they are bound by a waxy substance in a half-destroyed paper hive, dozens of feet above the ground. If they were defeated by ankhegs, they are trapped in an underground burrow. Whichever the case, they must escape before the insects return for their meal. APL

Composition

cursed in this way, a creature has a -1 penalty on all ability checks, attack rolls, and saving throws.

1stt 1s 2nd 2nd

1g gia iant nt wasp asp, 1 sw swar arm mo off w was asps ps 2g gia iant nt wasps asps,, 1 ssw warm arm of of w was asps ps

The pictograms on the walls can be deciphered with a successful DC 13 Intelligence (Investigation or History) check. The comprehend languages

3rd

2 ankhegs

4t 4th h

2 aank nkhe hegs gs,, 1 sw swar arm m of of b bee eetl tles es

spell, or similar eect, reveals the meaning of the few fully intact glyphs, granting advantage on this

check. Once translated, these pictograms reveal a brief ritualistic dance that can be performed before the idol. Each creature that performs the dance must make a VDC Dexterity (Performance)  check. On a success, a creatur creaturee becomes blessed, as per the bless  spell,  spell, for 24 hours. Success or failure, attempting the dance more than once within 24 hours has no eect.

3 - On the Prowl Felines in the area, such as panthers, tigers, or dire Felines tigers (sabre-toothed tigers), have been venturing outside of their usual territories and acting increasingly aggressive. This is due to the inuence of a group of weretigers, who are manipulating the beasts to relentlessly hunt in order to satiate the weretigers’ voracious appetites. The party is found by one such hunting party. Each beast runs away when reduced to one-third of its hit points or fewer. If the enemy composition

  includes any weretigers or endcats, the beasts instead ght to the death while these individuals still remain.

9t 9th h

2 dru druids ids,, 2 dryads dryads,, 2 sh sham ambl bling ing moun mounds ds

10t 0th h

2 dru druids ids, 1 trea treant nt

11th 11th

3 dr druid uids, s, 2 sha shamb mblin ling gm mou ound nds, s, 1 trea treant nt

12 12th th

2 drui druids ds,, 1 sh sham ambl bling ing moun mound, d, 2 ttre rean ants ts

Consequences. If the party is defeated, they are either eaten on the spot or dragged to the lair of the felines’ masters as a live meal. If they put up an impressive enough ght, the weretigers may see t to try to curse them with weretiger lycanthropy instead.

13th 13th

1 dr drui uid, d, 2 ssha hamb mbli ling ng m mou ounds nds,, 2 tr trea eant ntss

14th 14th

1 drui druid, d, 3 ssha hamb mbli ling ng m mou ounds nds,, 2 tr trea eant ntss

Composition. Dire tigers use the sabre-toothed

15th 15th

1 dr drui uid, d, 1 sh sham ambl blin ing g mo moun und, d, 3 trea treants nts

16 16th th

3 sha shamb mbli ling ng moun mounds ds,, 3 trea treant ntss

tiger statistics. APL

Composition

1st

1 pa panther, 1 tiger

2nd

2p paanther erss, 1 tig igeer

3rd

1 dire tiger , 3 panthers

4th

1 dire tigerσ, 2 tigers

5th

2 dire tigersσ, 5 tigers

6th

4 dire tigers , 1 weretiger

7th

2 dire tigers , 2 tigers, 2 weretigers

8th

2 dire tigers , 3 weretigers

σ

σ

σ

σ

5 - Elemental Turm-Oil During an attempt to extract ancient fossils from a deposit of tar, the League of Exploratory Gentlefolk inadvertently disturbed the primal elemental forces of the jungle, which did not take kindly to trespasser t respasserss looking to extract the land’s natural resources. The party comes across one of the League’s encampments, which is being razed to the ground by vengeful tar elementals. These creatures attack on sight and ght to the death, too enraged to be reasoned with.

σ

9th 10th

2 dire tigers , 1 swarm of endcats*, 2 weretigers 2 swarms of endcats*, 2 weretigers

Composition. ooze statisuse the gray tics and have the Tar minioozes tar elemental’s Flammable, Oil Form, and Water Form traits (see page 584). 584).

*See page 539

4 - Natural Am-Bush A group of crazed druids have started creating plant monsters to combat the creep of civilization and prevent other humanoids from invading their home. This encounter begins when the party walks into one such ambush location. Each creature in the party must succeed on a VDC Wisdom (Perception) check or be surprised. When the ambush is unleashed,

the junglebranches, suddenlyand comes life withofangry swinging theto creaking woodvines, as trees uproot themselves from the ground and attack. All plant creatures ght to the death, while the druids ee when reduced to one-third of their hit points. APL

Composition

1s 1stt

1 aw awak aken ened ed sh shru rub b, 1 awa awakken ened ed tree tree

2nd 2nd

1 aw awaken akened ed tr tree ee,, 1 dry dryad ad

3r 3rd d

3 aawa wake kened ned sh shru rubs bs,, 3 awak awaken ened ed tree treess

4t 4th h

1 aw awak aken ened ed tr tree ee,, 1 dru druid id,, 1 dry dryad ad

5t 5th h

2 dr drya yads ds,, 1 sh sham ambl blin ing g moun mound d

6th 6th 7th 7th

2 dr drui uids ds,, 1 sh sham ambl blin ing g moun mound d 3 awak awakene ened d tree trees, s, 2 drui druids ds,, 1 sham shambl bling ing moun mound d

8th 8th

2d dru ruids ids,, 4 dryad dryads, s, 1 ssha hamb mbli ling ng moun mound d

APL

Composition σ

1st

2 tar oozes

2nd

1 ttaarchaeolog ologiist*

3rd 3rd

1 mi mini ni tar tar eele leme ment ntal al**, 2 ttar ar o ooz ozes es

4th 4th

1 ta tarc rcha haeo eolo logi gist st**, 2 ttar ar o ooz ozes esσ

5th 5th

2 mini mini tar tar eele leme ment ntal als* s*,, 2 ta tarc rcha haeo eolo logis gists ts**

6th

2 tar element entals*

σ

2 mini tar elementals* elementals*,, 1 tarchaeologist*, 1 tar 7th

elemental*

8t 8th h

1 poss posses esse sed d mi minin ning g su suit* it*,, 1 tar tar elem element ental al**

9t 9th h

3 mini mini tar tar eele leme ment ntal als* s*,, 2 ta tarr elem elemen ental tals* s*

10th 10th

2 pos posse sess ssed ed mini mining ng su suit its* s*

11th

1 tarannosaurus rex*, 1 tarchaeologist*, 2 tar elementals*

12th

1 possessed mining suit*, 1 tarannosaurus rex* rex*,, 1 tarchaeologist*, 1 tar elemental*

13t 13th h

2 posse possesse ssed d mi mining ning suits* suits*,, 1 ttara aranno nnosau saurus rus rex*

14th 14th

1 po posse ssesse ssed d mi mining ning suit* suit*,, 2 ttara aranno nnosau saurus rus rex rex**

15th 5th

3 ta tarann rannos osau auru russ rrex ex**

16t 16th h

2 posse possesse ssed d mi mining ning suits* suits*,, 2 ttara aranno nnosau saurus rus rex*

17t 17th h

2 posse possesse ssed d mi mining ning suits* suits*,, 4 ttara aranno nnosau saurus rus rex* rex*

  18th

1 possessed mining suit*, 3 tarannosaurus rex* rex*,, 3 tar elementals*

19th

1 possessed mining suit* suit *, 4 tarannosaurus rex*, 2 tar elementals*

20th 20t h

2 po posse ssesse ssed d min mining ing suit suits* s*,, 5 taran tarannos nosaur aurus us re rex* x*

mages in the process of activating golems. Wanting no witnesses to their schemes, the mages order the golems to attack. The mages ee if they are reduced

to one-third of their hit points or fewer, leaving the constructs, which never ee, to ght on.

Consequences. The mages aren’t keen on keeping *See Appendix *See Appendix C

6 - Gaia’s Teeth: Jungle Gaia’s Teeth (see Recurring Encounters, page 28) make a practice of ambushing adventurers adventurers as they emerge from the treasure-laden temples of the deep  jungle. One such such hunting group attacks the party from hidden locations, riding on the backs of ferocious reptilian beasts (dinosaurs), (dinosaurs), surprising creatures with a passive Perception score lower than the VDC. If the party tries to parlay, the bandits gladly take a gold tithe, a minimum of 20 times the APL in gold pieces.

any survivors, and the most likely outcome is that the party is killed if they fall in combat. However, the mages may oer to let any arcane spellcasters live if they join the mages’ ranks. APL

Composition

11th 11th

1 cla clayy gol golem em,, 2 mages ages

12th 12th

3m mag ages es,, 1 ssttone gole golem m

13 13th th

1 mag magee, 2 st ston onee g gol olem emss

14th 14th

1 ccla layy go gole lem, m, 2 mage mages, s, 1 ssto tone ne g gol olem em

15th 15th

1 arc archm hmag agee, 2 clay clay gole golems ms

16th 16th

1 arc archm hmag agee, 2 ssto tone ne gole golems ms

17th 17 th

2 aarc rchm hmag ages es,, 1 iron iron gole golem m

18th 18 th

2 aarc rchm hmag ages es,, 3 ssto tone ne g gol olem emss

19th 19th

1 arc archm hmag agee, 2 iron iron gole golems ms

20th 20th

2 aarc rchm hmag ages es,, 2 ir iron on gole golems ms

APL APL

Compos position

5t 5th h

1d dru ruid, id, 1 tig tiger er,, 1 tr tric icer erat atop opss

6th 6th 7th

1d dru ruid, id, 4 ttig igers ers,, 1 tr tric icer erat atop opss 1 dr druid uid,, 1 man mantic ticore ore,, 3 tigers tigers,, 1 tric tricera eratop topss

8th 8th

1 ra rang nger* er*,, 4 tige tigers rs,, 1 tric tricer erat atop opss

9th 9th

2 ma mant ntic icor ores es,, 1 ran range ger* r*,, 1 tri trice cera rato tops ps

10t 10th h

3 mantic manticore ores, s, 1 ran ranger* ger*,, 1 ttric ricera eratop topss

11t 11th h

2 ran rangers gers**, 1 tricera triceratop tops, s, 1 tyra tyranno nnosau saurus rus rrex ex

12th

1 giant ape, 2 rangers, 1 triceratops, 1 tyrannosaurus rex

13th

1 giant ape, 2 rangers*, 2 tyrannosaurus rex

14th

2 giant apes, 2 rangers* rangers*,, 1 ttriceratops, riceratops, 1 tyrannosaurus rex

15th

2 giant apes, 2 rangers*, 2 tyrannosaurus rex

16th

1 assassin, 2 rangers*, 3 tyrannosaurus rex

17th 18th

1 assassin, 2 giant apes, 2 rangers*, 3 tyrannosaurus rex 1 archmage, 1 assassin, 2 rangers*, 3 tyrannosaurus rex

attacks, eager to turn a handful of powerful adventurers into its undead generals.

19th

1 archmage, 3 assassins, 1 giant ape, 3 tyrannosaurus rex

20th

1 archmage, 3 assassins, 3 giant apes, 3 tyrannosau tyrannosaurus rus rex

Consequences. The lich has dealt with adventurers before. It expects no mercy and oers none

*See page 592 *See page

7 - Rumble in the Jungle Aer many months of searching, a cabal of outlaw mages has nally uncovered the ruins of an ancient city in the jungle, where magical constructs keep

silent watch over the remnants of their long-passed civilization. Working their devious spells, these mages have awakened and seized control of those constructs, which they plan to form into an unstoppable army. army. The party interrupts some of the

8 - Lich Slapped A newly-formed lich has chosen the dense, impenetrable jungle to begin amassing its undead army. To

this end, it has been desecrating the sacred rest resting ing places of ancient warriors, raising them as servants, and using their body parts to create gruesome golems. The party comes across the lich, in the company of its playthings, waiting for the latest sarcophaguss to be unearthed. The lich immediately sarcophagu

in return. The only possible outcome if the party falls in battle is death, followed by resurrection as undead servants for eternity. Composition. Death golems use the esh golem

statistics but have the undead type. APL

Composition

17th

1 lich, 1 mummied immortal*

18th

1 lic lich h, 2 mummies

19th

3 de death g go olemsσ, 1 lich

20th

1 lich, 3 mummied immortals*

*See page *See  page 546

    Mountain The towering heights of the world—snowy peaks that pierce the sky, sheer cli faces, and so, so many

opportunities for fall damage. Narrative Mountain Encounters Encounters d8

Encounter

1

Love is in the Air

2

Relaxation Taxation

3

Sterling Conversation

4

Airship Down

5

Lost Sphinx: Mountains

6

One with the Peaks

7

Leap of Faith

8

The Good Shepherd

1 - Love is in the Air  Drawn by a mournful song that echoes through the mountains, nds the shypredicament. Nymia (CN harpy), the female whoparty tells them of her

For weeks, she has been using her beautiful voice to court a local dwarf at a distance, keeping herself hidden. Recently, they have agreed to meet for the rst time, but she fears that she may be too o-put ting and ruin her chances. The party can help her prepare for her date with a variety of VDC ability checks of their choice. For example, a Charisma (disguise kit) check can be made to touch up her appearance a little, and an Intelligence (alchemist’s tools or herbalism kit)  check allows a creature to mix some owers into a pleasing fragrance. But beauty is not just skin deep—Nymia’s condence can be boosted with a successful Charisma (Deception or Persuasion)  check, and a successful Intelligence (History)

check can teach her of dwarven culture and etiquette. The party can attempt as many checks as they wish, as long as they make sense, but once a skill or tool prociency has been used, it can’t be

used again, regardle regardless ss of the result. Aer all the checks are made, the harpy ies o

to her date. If the party succeeded on at least three of those checks, she tracks them down the next day to thank them for making her date a success and seeming , which she says reward them with a  scroll of seeming  she won’t need aer all.

Mountain

  2-R Relax elaxati ation on Taxation The splashing of water and fog of hot steam gives early indicators of an inviting hot spring. The spring possesses magical restorative powers and is watched over by a band of impish sprites who let others use it only if they rst complete a series of nonsensical

tasks for the sprites’ amusement. If they want to use the spring, each party member is randomly assigned a task, which requires them to make a VDC ability check. The tasks and associated checks are: • Love Me! A Charisma (Performance) check to make a convincing declaration of undying love to one of the sprites. • Play Time. A Dexterity or Wisdom (Animal Handling)  check to tire out the sprites’ rowdy pet weasel and lull it to sleep. • Foot Race. A Dexterity (Acrobatics) check to race a sprite around the hot spring on all fours, in the bridge position. • Family Tree. An Intelligence (History) check to listen, remember, and recite some of the sprites’ forebears. If the party has more than four members, repeat the tasks or make up your own! If at least half the party (rounded down) succeeds on their checks,

everyone is allowed to use the spring. A creature that soaks in the spring for 1 hour gains the benets of the  gre creaturee can gain  greater ater restora restoration tion spell. A creatur this benet no more than once every 7 days.  Permission Denied. Denied. If the party is aggressive

or tries to use the spring without permission, the sprites curse the spring and ee. The waters lose all benecial properties, and a creature that uses them is cursed instead. A creature cursed in this way forgets one word (GM’s choice) whenever it nishes

a long rest. It forgets the word across all languages and can’t relearn it until the curse is removed. 3 - Sterling Conversation During their journey across the mountains, the

party is approached by the inquisitive Pratassilivo

member must make an Intelligence  check using a skill or tool of their choice. A successful DC 15 Wisdom (Insight) check made at any point during the interaction reveals these preferences: Prata is particularly fond of discussing the local ora and fauna and can’t stand the gods; Intelligence (Nature or Animal Handling) checks are made with advantage and Intelligence (Religion) checks are made with disadvantage. If at least half of the party members (rounded down) succeed on their checks, the dragon thanks

them for an excellent time and awards them some special tea he brewed himself: two  potions of cold cold resistance . 4 - Airship Down The party member with the highest passive Perception score discovers a piece of wooden debris hidden among the rocks—part of a trail that can be easily followed to the wreck of an airship that crashed in the mountains (note: if your setting doesn’t have airships, replace this with a lost caravan). The only sign of the passengers are a few gnawed corpses with nothing of use. A successful DC 17 Wisdom (Medicine) check reveals the corpses, and thus the wreck, to be around four weeks old.

A successful VDC Wisdom (Perception) check made to search the crash site allows the party to nd a few things: gold pieces equal to 50 times the

APL, 5 days of dried rations, and the trail of several humanoids leaving the area. If the party follows the trail, they can do so with a VDC Wisdom (Survival) check. On a failed check, they waste time going around in circles and add 1 to the minimum number of Tracking checks required to reach their destination. On a success, they arrive at a cavern in the mountains, where the bodies of ve individuals

can be found. One of them, a wizard, seems to have drained herself of magic completely in an ultimately fruitless attempt to keep the others alive. Her spellbook can be retrieved, and contains all the spells in the mage stat block.

(LG male adult silver dragon) who invites them to

5 - Lost Sphinx: Mountain Mountain

accompany him to his lair for tea. Years of solitude

Sunny, the time travelling sphinx (see Recurring Encounters, page 28), 28), burrows up from the

have le him longing for conversation.

If the party accepts, they are led to a nearby, cosy cavern, and served hot tea and buttery biscuits. Over the course of 1 hour, Pratassilivo engages each party member on an intellectual topic with the aim of being mentally stimulate stimulated. d. Each party

grassy soil in a plume of dirt. Her third riddle is: “I am often held, but rarely touched. I can be tied, but never trapped. I can be sharp, but am always soft. What am I?”

   Answer. A tongue. If the party answers all three riddles correctly, Sunny rewards them with a  philter of love .

6 - One with the Peaks Sitting on a cold rock outside a humble cave system is the serene Vanna Nyr (N female half-elf monk). She is about to start a meditation session and, with a smile, invites the party to join her. She advises that the veil between planes is thinner on this mountain and, through deep meditation, it’s sometimes possible to contact entities of great power and knowledge.

A successful meditation session requires a creature to sit perfectly still in concentration for 3 hours. At the end of each hour, the creatur creaturee must make one of the following VDC ability checks: a Constitution  check to endure the harsh winds while staying focused; a Wisdom check to immerse itself in meditation; or a Charisma  check to call out to other planes. A creature can’t succeed on the same check more than once. If aatcreature succeeds a3 t least two of the checks, then the conclusion ofon theat hours, it can immediately ask a single question, as per the commune  spell.  spell.

7 - Leap of Faith The party nds a strange sight as they make their way through the mountains: a 10-foot-radius hole

in the ground next to a cowbell hung on a crude wooden sign, which reads: “ Pryze “ Pryze in ole, but but onlee if  you mayk sueet sueet jump! Rynge Rynge bel bel furst. furst.” Peeking down the hole reveals a vertical sha that drops for at least 60 feet. A layer of thick mist heavily obscures

anything beyond that. The sha is actually 100 feet deep and ends in a deep pool of water, making the jump relatively safe. Standing in a small cavern right beside the pool are three bored kobolds, each one carrying a set of wooden planks with numbers crudely painted on them, which they hold above their heads to grade the performance of any jumpers. If a creature jumps in the hole, it can make a Dexterity (Performance)  check to pull o an impressive manoeuvre, but on a result of 7 or less, it takes 2d6 bludgeoning damage from a bad landing. A creature that tries to dive head rst makes this check with advantage and takes twice as much damage on a result of 7 or less. If the bell isn’t rung before the dive, they get a score of 0.

The creature with the best performance wins the competition, and the kobolds award it with a single

gold coin attached to a piece of string; a gold medal! Though unimpressive unimpressive in appearance, it holds a clever enchantment: enchantment: the rst time the medal is put

around a creature’s neck, that creature can cast the  jump spell at will. Each time the spell is cast in this manner, there’s a 20% chance the enchantment malfunctions and the medal loses its magic. 8 - The Good Shepherd

On one of the many narrow paths winding up the mountains, the party meets a kindly old dwarf looking aer his herd of goats. The dwarf introduces himself as Dungren, and asks the party for help in retrieving one of his goats, Sweetpea, which has wandered o. He promises what little aid he can give in return. A successful VDC Wisdom (Insight) check reveals there is more to this dwarf

than meets the eye, and he is testing the party in some way. In truth, he is the humble Cazriel (LG male deva), an angel in disguise who has genuinely

lost his goat, but also wants to see how far the party goes to assist a complete stranger with a mundane task. A successful DC 13 Wisdom (Survival) check allows the party to nd Sweetpea some distance away, halfway up a practically vertical cliside, 60 feet above the ground. A successful VDC Strength (Athletics)  check is necessary to climb up the in-

cline and reach the goat. At this point, the stubborn goat can be convinced to climb down on her own with a successful VDC Wisdom (Animal Handling)  check, or simply be carried. Another VDC Strength (Athletics) check is necessary to climb down safely, and is made with disadvantage if the creature is carrying Sweetpea. Cazriel is immensely grateful to see Sweetpea return, and keeps true to his promise, very literally: as a reward, he casts aid  at  at 4th level on each party member, the benets of which last 7 days. Hostile Mountain Encounters d4 + Tier

Encounter

2

The Birds

3

Giant Conlict: Stone Squadron

4

Giant Conlict: Fire Force

5

Draconic Perfection

6 7

Divine Punishment Giant Conlict: Cloud Commandos

8

Giant Conlict: Storm Strike Team

  2 - The Birds

7th

2 og ogres, 1 stone gia gian nt

The party is suddenly assaulted by a ock of assorted birds that ght to the death. A strange

8t 8th h

1 eett ttin in,, 1 ogre ogre,, 1 st ston onee gia giant nt

9th 9th

2 ett ettin ins, s, 1 o ogr gree, 1 st ston onee gia giant nt

10th 10th

1 etti ettin, n, 2 st ston onee gian giants ts

disease has caused these avian creatures to become irrationally aggressive and void of self-preservation instincts. Consequences. A creature that takes damage

4 - Giant Conict: Fire Force

from the birds that reduces it to below half of its

A raiding band loyal to the re giants nds the par-

VDCofConstitution hit points must orsucceed onaastrain saving throw contract the disease.

ty eagerly engages them in combat, it as an and opportunity for an easy victory. Otherseeing creatures

When a creature diseased in this way can see a hostile creature and attempts to take an action other than the Attack action, it must succeed on a VDC Wisdom saving throw or be compelled to attack the nearest target instead. A diseased creature makes a VDC Constitution saving throw whenev-

are usually conscripted by the re giants against their will; if no re giants remain in the encounter, the enemies ee when half their number falls.

er it nishes a long rest. On a success, it’s cured of

the disease. A PL

Composition

1s 1stt

3 blo blood od hawk hawkss, 2 swar swarms ms of ra ravven enss

2nd 2nd

1g gia iant nt eag eagle le,, 3 swar swarms ms of ra rave vens ns

3rd

1 blood hawk, 1 grifon, 3 swarms of ravens

4th

1 blood hawk, 2 giant eagles, 1 grifon

 Non-Combat Alternativ  Non-Combat Alternative. e. If the play players ers manage to summon some sort of rainstorm (for example, by using a decanter of endless water , the  sleet storm storm spell, or the control weather  spell),   spell), the aggressors become

demoralised and disengage. Consequences. Killing the party would be a waste of resources. Should the re giant forces win, the

party is taken into slavery at one of the giants’ strongholds, where they are forced to mine ore for their forges. APL

Composition

3 - Giant Conict: Stone Squadron

1st

2 magmins

A conict rages across the mountains; several tribes

2nd 2nd

3 magm magmin inss, 1 st stea eam m meph mephit it

of giants have taken up arms against each other

3rd

1 az azer, 2 magmins

in deance of their established hierarchy. Small

4th

1 aazzer, er, 1 hell hou houn nd

5th 5th

4 magm magmin inss, 1 sala salama mand nder er

6th 6th

2 azer azerss, 1 sala salam mande anderr

7t 7th h

2h hel elll hou hounds nds,, 1 magm magmin in,, 1 sala salama mand nder er

8t 8th h

1 he hell ll ho houn und, d, 2 sala salama mand nder erss

9t 9th h

1 aaze zerr, 1 he hell ll ho houn und, d, 2 ssal alam aman ande ders rs

10th

2 azers, 1 re giant

11th

2 re giants, 1 hell hound

12th

2 re giants, 1 hell hound, 1 salamander

13th

2 re giants, 1 hell hound, 2 salamanders

14th

2 re giants, 3 salamanders

15th

1 efreeti, 2 re giants

16th

2 efreet, 1 re giant

squadrons roam the craggy slopes, searching for enemies to confront. They assume adventuring parties are working for their adversaries and attack on sight.  Non-Combat  Non-Comb at Alternativ Alternative. e. The giants can be

convinced the party has no allegiance in the war if they communicate such in Giant, and make two successful VDC Persuasion checks using abilities that make sense for their tactic. If the party fails two such checks, making further checks has no eect. A PL

Composition

1s t

1 ogre

2nd

1 ogre, 1 stirge

3rd

1 ettin

4th

1 ettin, 1 stirge

5th

1 ettin, 3 ogres

6th

1 ettin, 4 ogres

5 - Draconic Perfection An insidious draconic cult performs insane experiments in its remote mountain hideout. Through biomantic magic and ritualistic practices practices,, these

  cultists seek to enhance themselves and other creatures with the power of dragons. So far, their work has yielded results in the form of half-dragons, chimeras, and mutants (see Composition, below). A red dragon has taken the burgeoning cult under

its wing, promising power in exchange for their servitude. A group of these cultists and their creations are searching for new test subjects and attack immediately. All creatures ght to the death except

1 aadu dult lt red red dr drag agon on,, 1 horne horned dm mut utan antt

16 16th th

1 aadu dult lt red red drag dragon on,, 1 wing winged ed m mut utan antt

17th 17th

1 aadu dult lt red red dr drag agon on,, 2 wing winged ed m mut utan ants tsσ

18th

1 adult red dragon, 1 horned mutant , 3 tailwhip mutantsσ

19th

1 adult red dragon, 1 horned mutant , 2 tailwhip σ σ mutants , 1 winged mutant

they are dragged to the cultists’ lair to be used in their experiments. If they put up an impressive ght

or manage to otherwise impress the red dragon, however, they may be oered a chance to join the cult, acting as muscle to gather more subjects. On accepting the oer, each adventurer is magically

branded with a mark that can’t be removed by any means short of a wish spell. While branded in this way, it is hard for an adventurer to desert the cult; the adventurer automatically fails its saving throw against the  scrying  spell  spell cast on them by members of the cult. Composition. Horned mutants use the horned devil stat block, tailwhip mutants use the chain devil stat block (reavour the chains as tails and remove the Animate Chains action), and winged mutants use the erinyes stat block. All three mutant

creatures have the dragon creature type. APL

Composition

1st

1 cultist, 5 kobolds

2nd 2nd

2 cul ulti tist stss, 8 kob obol olds ds

3r 3rd d

1 ccul ultt fan fanati atic, c, 1 ccul ulti tist st,, 4 kobol kobolds ds

4t 4th h

2 cult cult fana fanati tics cs,, 1 cult cultis istt

5t 5th h

2 cult cult ffan anati atics cs,, 3 kobol kobolds ds,, 1 re red d dr drago agon n wyrm wyrmlin ling g

6th 6th

4 cul cultt fan fanati atics cs,, 1 red drago dragon n wyr wyrml mling ing

7th

1 cult fanatic, 1 red dragon wyrmling, 1 half-red dragon veteran

8th

1 cult fanatic, 1 red dragon wyrmling, 2 half-red dragon veterans

9th

σ

σ

σ

σ

20th

for the red dragon, who is smart enough to retreat if reduced to one-third of its hit points or fewer. Consequences. Should the party be defeated,

σ

15th 15th

1 adult red dragon, 3 horned mutants , 1 winged σ

mutant

6 - Divine Punishment The clouds above the adventurers part and a host of celestials descend with impassioned anger. Tasked with hunting down and punishing a group of evil adventurers, these overzealous avengers have mistaken the party for their marks and attack with righteous fury, giving the party no time to explain. The celestials ght to incapacitate, not kill.

 Non-Combat  Non-Comb at Alternativ Alternative. e. A creature can use its

action to behave in a non-threatening manner and ask for parlay. The creature must make a VDC + 10 Charisma (Persuasion) check. On a success, the celestials cease attacking and a further VDC ability check of the GM’s choice can be made to inform the celestials of their error. If the creatur creaturee fails the initial check, the celestials continue attacking, and the DC of the check is reduced by 5. Consequences. Aer the ght ends, the celestials

realise their mistake. If they emerge victorious, they stabilise or resurrect resurrect the party and carry them to the nearest shelter. When the party wakes, the celestials oer to y them to their destination; the party

automatically succeeds on the next Tracking check it makes. Composition. All humanoids in this encounter have the celestial type instead; they are valiant heroes of ages past who now work work the designs of their deities. APL

Composition

5th

2 knightsσ, 2 pegasi

6th

3 be berserkersσ, 3 pegasi

2 cchim himera eras, s, 1 cult cult fan fanatic atic,, 1 red dra dragon gon wyrmli wyrmling ng

7th

3 knights , 3 pegasi

10 10th th

1 ta tail ilwh whip ip mut utan anttσ, 1 young red dragon

8th

2 gl gladiators , 2 hippogrifs

11t 11th h

3 half half-re -red d drago dragon n vete veteran rans, s, 1 yyoun oung g re red d drago dragon n

9th

3 be berserkers , 3 couatls

12 12th th 13 13th th

3 chi chime mera ras, s, 1 you young ng red drag dragon on σ 2 ta tail ilwh whip ip mut utan ants ts , 1 young red dragon

10th 10th 11th

2 ccou ouat atls ls,, 2 glad gladia iato tors rs σ 3 gladiators , 1 young silver dragon

14 14th th

3 tai tailw lwhi hip p mut mutan ants tsσ, 1 young red dragon

12th

1 cco ouatl, 2 devas

σ

σ

σ

σ

  σ

13th

2 gladiators , 2 young silver dragons

APL

Composition

14 14th th

1d dev eva, a, 2 you young ng si silv lver er drag dragon onss

11th 11th

1 cclo loud ud gian giantt, 1 o oni ni,, 1 w wyv yver ern n

15th

3 devas

12th 12th

2 cclo loud ud gia giants nts, 1 oni

σ

16th

3 gladiators , 1 planetar

13 13th th

2 cclo loud ud gia giant nts, s, 1 ttro roll ll,, 1 wy wyve vern rn

17t 17th h

2 deva devas, s, 1 p plan laneta etarr, 1 young young ssilv ilver er d drag ragon on

14 14th th

2 cclo loud ud gia giants nts, 2 oni

18 18th th

2p pla lane neta tars rs,, 1 you young ng ssilv ilver er d dra rago gon n

15th 15th

1 cclo loud ud gia giants nts, 1 roc roc

19 19th th

2 plan planet etar ars, s, 2 youn young g si silv lver er d dra rago gons ns

16th 16th

3 cclo loud ud gia giants nts, 2 oni

20th

2 de devas, 1 sol olaar

17 17th th 18 18th th

2 clo cloud ud gia giants nts, 3 rocs rocs 4 clo cloud ud gia giants nts, 2 rocs rocs

7 - Giant Conict: Cloud Commandos

19th 19th

2 clo cloud ud gia giants nts, 4 rocs rocs

To improve their chances during the Great Giant War, the local cloud giants have struck an alliance with a clan of oni. They favour trickery and guerilla tactics, striking quickly and retreating back to safety before their enemies even realise what has happened. Cautious about the presence of adventurers in contested territory, the cloud giant forces decide

20th 20th

4 clo cloud ud g gia iant nts, s, 1 oni oni,, 2 rroc ocss

it’s best to attack rst and ask questions later.

8 - Giant Conict: Storm Strike Team

Storm giants don’t oen congregate in large num -

bers or command vast armies. Rather, their sheer might allows them to ght just as eectively in

small groups. Having received omens that the party might aid other giants in this war, wittingly or not, a small strike team has been dispatched to scour the mountains for these meddling adventurers and ensure that they can’t interfere in the aairs of

giantkind.  Non-Combat  Non-Com bat Alternativ Alternative. e. If a party member succeeds on a VDC Charisma (Persuasion) check, the storm giants make the party an oer: if the par -

ty brings them the head of Ciria Stratus, captain of a nearby cloud giant raiding team, the storm giants will regard them as allies. Finding the cloud giants requires 1 Tracking check; if the check is successful, the party gets the drop on the cloud giants, potentially surprising them. On a failure, the cloud giants ambush the party, surprising them. Consult hostile encounter #7 - Giant Conict: Cloud Commandos in mandos  in this section for the encounter composition. If the party doesn’t bring the storm giants the head of Ciria Stratus within 2 Tracking checks, on their next Tracking check, the storm giants ambush the party. APL

Composition

17th 17 th

3 behi behirs rs,, 1 st stor orm m gian giantt

18 18th th

2 rroc ocss, 2 st storm gia giants nts

19th

4 storm gian iants

20th 20th

1 beh behir ir,, 1 roc, roc, 3 ssto torm rm gian giants ts

  Swamp

the corpse nds a golden chalice—a religious relic

Wet, insect-infested, and treacherous, swamps are called home by both the lowly rat and the cruel black dragon.

APL that was stolen recently from a temple (GM’s choice). Trying to sell the relic to anyone other than

Narrative Swamp Encounters Encounters

with a value in gold pieces equal to 50 times the a fence can attract the attention of the local law enforcement. In addition, a creature that investigates the corpse must make a VDC Constitution saving throw. On a failure, it contracts a disease that causes it to be poisoned until the disease is cured.

d8

Encounter

1 2

Quicksand Obelisk

4 - Lost Sphinx: Swamp

3

Rotting Gargantuan

4

Lost Sphinx: Swamp

Sunny, the time travelling sphinx (see Recurring Encounters, page 28), 28), emerges from a puddle of

5

Lone Cabin

6

Frog Rider

7

The Speaking Stumps

8

Greatberries

1 - Quicksand A skeleton appears to be half-submerged in the

ground. It is actually patch of quicksand that VDC Wisdom can be identied withina asuccessful (Survival)  check. A creature that steps on the quicksand must succeed on a VDC Dexterity saving throw or begin sinking. At the end of its third

turn of sinking, a creature becomes fully submerged and can no longer breathe. A creature can use its action to make a DC 15 Strength check to pull out a creature within its reach that has fallen in. If the skeleton is pulled free of the quicksand, it has a  potion of healing  healing  on  on its belt.

stagnant water. They hold an umbrella, which has somehow kept them entirely dry. Her third riddle is: “Spelled forwards, I’m something everyone does. Spelled backwards, I’m something heroes destroy. What are my letters?”

Answer. L I V E. If the party par ty answers all three riddles correctly, Sunny rewards them with a packet containing dust of dryness . 5 - Lone Cabin A lone, well-kept cabin springs from the swamp’s grey-green background in a rainbow of colour. Its small garden is replete with all manner of herbs and its window boxes are a dazzling array of colourful owers. A creature with truesight sees through this

illusion to the rotting plants and decrepit building beneath the glamour. Inside is Lonely Helen

2 - Obelisk

Blubberwort (NE green hag). She will enchant a character’s nonmagical weapon (turning it into a +1 weapon) weapon) in exchange for a lock of that creature’s

An in black ironside chains stands an areaobelisk of at, bound dry ground to one of the path;inthe only dry ground for miles around. A creature that touches the obelisk or spends 6 hours within 30 feet of it (such as during a long rest) is cursed with unrest. While cursed in this way, a creature must make a VDC Constitution saving throw at the end of each short or long rest. On a failure it regains only half the number of hit points, spell slots,

hair. The enchantment vanishes if the weapon is ever used to attack a hag. What happens to the hair is up the GM; here are some ideas: • The hag mak makes es a clone of the char character, acter, w who ho starts getting a bad reputation as the clone undertakes nefarious activities. • The hag uses the hair to watch oover ver the character, looking for the ideal time to teleport in

and class features uses (e.g. Rage, Ki Points, Wild Shapes) than normal.

and oer her services in exchange for a more

3 - Rotting Gargantuan The party’s path leads right through the putreed

ribcage of an enormous creature. Tucked between two ribs are the bones of a humanoid, still clad in its adventuring gear. A creature that investigates

binding piece of their anatomy. • She sells it to tthe he campaign vvillain, illain, who uses it against the player later on.

    Swamp

6 - Frog Rider  Sal (LG nonbinary lotol scout) is a nervous new

recruit to the swamp rangers—a band of frog-riding peacekeepers. Unfortunately, something spooked their giant frog mount, which is currently hopping around the swamp at top speed, with Sal only barely clinging on. As their mount lunges past the party, Sal calls out for help. Three dierent, successful ability checks are required to calm the frog. Encourage your to frogs be creative: recalling the favourite foodplayers of giant might be an Intelligence (Nature) check, while trying to catch its attention with the food might call for a Charisma (Performance) check, and feeding it might require a Wisdom (Animal Handling) check. Use the VDC as the basis for the checks’ diculty, modifying it based on how likely the tactic is to succeed. If the challenge is succeeded, Sal provides information about the goings-on in the swamp, reducing the number of successful Trac Tracking king checks the party needs by 1. 7 - The Speaking Stumps A circle of twelve old, partially rotted stumps poke up from the foot-high waters of a murky bog. Each of the stumps has a dierent face carved on it: a

youthful opteran, an elderly wood elf, a stern lotol, and more. If the party enters the circle, they hear the stumps’ creaky bickering, which slowly subsides as the stumps notice the party. The stumps are bored of one another’s company and don’t hear much news of the outside world. If the party spends 1 hour telling them of what’s been going on, entertains them with a successful VDC Charisma (Performance or musical instrument) check, or requests help with a successful VDC Charisma (Persuasion) check, the stumps aid the party. They oer their minor powers of divination:

each member of the party can ask the stumps a question, and receive a true answer, as if by the augury spell. 8 - Greatberries A large, vibrant bush hangs heavy with juicy-look ing red berries and beautiful purple owers. Anyone with prociency in the Arcana or Nature skill can tell that it is magical and benecial. The bush holds 2d4 greatberries: a creature can eat one as an action to regain 1d4 + 1 hit points, gain the benets of the lesser restoration spell, and reduce its exhaustion

level by one. The berries lose their magical potency 24 hours aer they are picked, becoming normal (but delicious!) fruits.

  Hostile Swamp Encounters d4 + Tier

Encounter

Composition. Giant leeches, giant mosquitoes, and swarms of mosquitoes use the giant centipede, giant wasps, and swarm of wasps statistics, respectively. Bloodsuckers use the vampire spawn stat block, but have the beast type, a ying speed of 30 feet, and lack the Harmed by Running Water and Sunlight Hypersensitivity traits.

2

The Swamp King

3

Bloodsuckers

4

Hag’s Toll

5

Ancient History

6

Bog Giant Potluck

APL

7

The Titan’s Brood

1stt 1s

3 sti stirg rges es,, 1 sw swar arm mo off mos mosqu quit itoe oessσ

9

The Sunken Ruins

2nd

3 giant leeches , 2 swarms of mosquitoes

3rd

4 giant mosq osquitoes , 5 stirges

2 - The Swamp King

4th

7 sw swarms arms of mos mosqu quit itoe oessσ

The Swamp King is an over-inated, self-important swallybog. Exiled by his h is own people for his

5th

1 bloodsucker , 4 giant leeches

6th

1 bloodsucker , 4 stirges, 4 swarms of mosquitoes

7th

2 bloodsuckers , 2 giant mosquitoes

8th

2 bloodsuckers , 2 giant mosquitoes , 3 swarms of σ mosquitoes

9th

3 bloodsuckers , 3 stirges

10th

3 bl bloods dsu uckers , 4 giant leeches

annoying behaviour—he has a penchant for pranks worthy of a rakin—he has laid claim to a large area of the swamp and tamed a few creatures to help him defend it. The party’s route has led them through said territory, and they’ve been spotted.  Non-Combat  Non-Comb at Alternativ Alternative. e. tithe of valuables equal to 10 times the APL in Agold pieces is enough to persuade the Swamp King to let the party pass through his territory. Refusal to pay results in the Swamp King drawing his weapons. If the party backs o, they can circumvent the territory, adding 1 to the minimum number of Tracking checks required to reach the destination. Treasure. The Swamp King carries a ratty leather sack. It contains 1d4  scrolls scrolls of speak with animals  animals

and gold pieces equal to 5 times the APL. APL

Composition

1st

1g gia iant nt fro rog, g, 1 ssw wally allybo bog g*

2nd 2nd

1 cro croco codil dile, e, 1 gi gian antt fr frog og,, 1 sswa wall llyb ybog og**

3rd

1 giant toad, 1 swallybog sharpn sharpn**

4th

1 crocodile, 1 giant toad, 1 swallybog sharpn*

*See Appendix C *See Appendix

3 - Bloodsuckers As the party progresses through the swamp, a low buzzing lls the air, which is quickly choked with

clouds of bugs searching for humanoid blood. As if that weren’t enough, larger insects join their smaller

cousins in the hunt. Consequences.  A creature reduced to half its maximum hit points or lower during the combat gains one level of exhaustion as a result of blood loss.

Composition σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

σ

4 - Hag’s Toll A charming old lady (who is, in truth, a hag) sits in a rocking chair in the party’s path. She introduces herself as Bernice, a collector of oddities and demands a toll: a drop of blood from each creature who passes. She has a special oer, each creature who also gives her a toenail clipping gets a  potion of healing , while a lock of hair yields knowledge about something the creature seeks (GM’s discretion). Refusal results in a ght, and she has allies hidden nearby.

Consequences. Any character who gives Bernice

all three things ends up with a doppelgänger of them going around giving them an unsought reputation. They might become known as a drunken philanderer, an eccentric nudist, or a craven thief. Composition. Regardless of what type of hag

Bernice is, she and any hag allies are ‘swamp hags’, fetid creatures dripping with foul water and smelling of rot.

  A PL

Composition σ

1s t

1 sea hag

2nd

1 sea hagσ, 1 swarm of ravens

3rd

1 sea hagσ, 4 swarms of ravens

4th

1 green hag , 4 swarms of ravens

5th

1 ghost, 1 gre reeen hag , 2 will-o’will-o’-wisps wisps

6th

1 ghost, 1 gre reeen hag , 4 will-o’will-o’-wisps wisps

σ

3 swallybog sharpns* , 2 triceratops

10th

2 giant crocodiles, 1 swallybog gillwrangler* , 1 swalσ lybog sharpn*

11th 11th

3 sw swal ally lybo bog g gi gill llwr wran angl gler ers* s* , 2 triceratops

12th

3 swallybog gillwranglers* , 2 swallybog sharpns* , 1 tyrannosaurus rex

13th 13 th

3 swal swally lybo bog g gil gillw lwra rang ngle lers rs** , 2 tyrannosaurus rex

14 14th th

4 swal swally lybo bog g gil gillw lwra rang ngle lers rs**σ, 2 tyrannosaurus rex

15th

2 giant crocodiles, 2 swallybog gillwranglers* , 2 σ swallybog sharpns* , 2 tyrannosaurus rex

16th

4 swallybog sharpns* , 4 tyrannosaurus rex

17th

1 adult black dragon, 1 ankylosaurusσ, 2 swallybog σ gillwranglers*

18th

1 adult black dragon, 1 ankylosaurus , 3 swallybog gillwranglers*σ

19th

2 ankylosaurus , 4 swallybog gillwranglers*

20th

2 ankylosaurus , 4 swallybog gillwranglers* , 2 tyrannosaurus rex

σ

1 ghost, 1 ni nig ght hag , 3 will-o’-wisps will-o’-wisps σ 1 ghost, 1 ni nig ght hag , 3 wights

10 10th th

3 gho ghost stss, 1 ni nigh ghtt hag hag , 2 wights

11 11th th

3 gh ghos osts ts,, 1 ni nigh ghtt h hag agσ, 5 wights

12th 2th

3g gho host stss, 1 ni nigh ghtt hag hagσ, 7 wights

13 13th th

3g gho host stss, 1 ni nigh ghtt hag hag , 8 wights

14t 4th h

2g gho host stss, 3 nig nigh ht h hag agss , 4 wights

σ

σ

σ

σ

σ

σ

1 ghost, 1 ni nig ght hag , 4 wights

16 16tth

9th

σ

σ

9th

15 15th th

2 giant crocodiles, 2 swallybog sharpns*

σ

σ

7th 8th

σ

8th

σ

σ

σ

σ

σ

σ

3 gho ghost stss, 3 ni nigh ghtt h hag agss , 4 wights σ

3g gho host stss, 3 nig nigh ht h hag agss , 5 wights

σ

σ

σ

σ

*See Appendix *See Appendix C

5 - Ancient History Wooden signs jutting out of the moss, written in

6 - Bog Giant Gia nt Potluck

Common, warn that the party is about to enter saurian territory. An ancient people, similar in appearance to lizardfolk, saurians have a unique ability: so long as they don’t venture too far from the place of their birth, they don’t age. They are relics of ancient times and treat any that enter their territory as a threat.

The sound of crackling res and raucous laughter echoes across the still swamp; dozens of huge g -

A ght can be avoided if at least half the party succeeds on a VDC Dexterity (Stealth) check or if

the saurian territory is circumvented. Taking either

ures appear to be brawling atop a small knoll. If the party approaches, they are met with good-natured cheers. The gures form a ring around the party,

and push a few of their own number into its centre, who are spoiling for a ght. The giants explain, through broken Common, that this is a ght for

entertainment, not to the death. Combat Alternative. If the party avoids the

course of action adds 1 to the number of Tracking checks needed to minimum reach the party’s destination.

giants’ camp, they are ambushed by a giant hunting party some time later. Each creatur creaturee with a passive Perception score lower than the VDC is surprised.

Composition. All humanoid creatur creatures es are saurians (dinosaur-like humanoids), and ankylosaurus use the dragon turtle statistics.

Consequences. If the party participates par ticipates in the ght then, win or lose, the giants give the party a magical meal (GM’s choice) which, in addition to its normal eects, grants advantage on the party’s

A PL

Composition

next Tracking check. σ

1st 1st

1 ccro roco codi dille, 1 li lizzardf ardfol olkk

2n 2nd d

2 ccro roco codi dile less, 2 li liza zard rdffol olkk

3rd

σ

2 lizardfolk , 1 plesiosaurus

4t 4th h

1 ple plesi sios osau auru rus, s, 2 sswa wall llyb ybog ogs* s*σ

5th

2 plesiosaurus, 2 swallybog sharpns*σ

Composition. All combatants are adapted to the

σ

σ

swamp; their skin is a muddy green and they wear kilts made of swamp grass. They have resistance  to acid and poison damage instead of the giants’ normal damage resistances and immunities. σ

6th

2 plesiosaurus, 3 swallybogs* , 2 swallybog sharpns*

7th

3 swallybog sharpns* , 1 triceratops

σ

  APL

Composition

5th

2 ogres , 1 troll

6th

3 ogresσ, 1 trollσ

7th

2 ogresσ, 2 trollsσ

8th

3 trolls

9th

1 ogre , 3 trolls

10th

σ

8 - The Sunken Ruins Strange, decorated pillars protrude from the murky water. A successful DC 14 Intelligence (History)  check reveals that these pillars belong to an ancient and incredibly wealthy civilization that was consumed by the earth in a great cataclysm. Their ru-

σ

σ

σ

σ

2 clou oud d gian iants

ins are said to be lled with treasure! Unfortunately, Xur’kar (CE black dragon) sleeps below the mud,

σ σ

and has already claimed the treasur treasuree for themself.

σ

11th 12th

2 cl cloud g giiants , 1 troll σ 3 cl cloud gi giants

13th

2 cclloud g giiants , 3 trolls

14th

3 cloud gia ian nts , 2 trolls

15th

2 cclloud g giiantsσ, 1 storm giantσ

16th

4 cl cloud g giiantsσ, 1 trollσ

17th

3 cclloud gi giants , 2 storm giants

18th

2 cl cloud gi giants , 3 storm giants

19th

1 cloud giant , 4 storm giants

20th

5 storm giantsσ

σ

σ

 Hazard: Mud. The ruins are submerged in mud,  Hazard: and are dicult terrain for creatures that lack a

σ

σ

burrowing burro wing or swimming speed. Treasure. A creature can search for treasure in the mud. At the start of each 10 minute period,

σ

σ

σ

σ

σ

σ

7 - The Titan’s Brood The party comes across the skeletal remains of an impossibly large snake—bigger around than most

each creature that is searching must succeed on a DC 26 Dexterity (Stealth) check or awaken the sleeping dragon and the corrupted elementals that serve it. At the end of each 10 minutes, a creature collects relics, gems, and ancient coins with a value in gold pieces equal to 20 times the result of its Wisdom or Intelligence (Perception or Investigation) check. There is a total value of 10,000 gp that can be collected.

trees, and hundreds of feet long. Desiccated esh

APL

Composition

and dried mud still hang from its ancient bones. With a susurration, dozens of snakes of varying sizes pour forth from the corpse, slithering towards the party. Those that can talk explain in Draconic,

17t 17th h

1 aanci ncient ent bla black ck dr drago agon, n, 2 water water ele elemen mental talss

18th

1 aanci ncient ent bla black ck dr drago agon, n, 3 earth earth ele elemen mental talss

19th

1 ancient black dragon, 2 earth elementals, 3 water elementals

20th

1 ancient black dragon, 3 earth elementals, 3 water elementals

“We must reawaken mother. She needs new esh to be restored. restor ed. You will provide.”

Composition. All creatures in the encounter are

some form of snake and are of evil alignment. APL

Composition

11t 11th h

2 sspiri piritt naga nagas, s, 4 sswa warms rms of pois poisonou onouss snak snakes es

12th 12th

3 spiri spiritt nagas nagas,, 3 sw swarm armss of of p pois oisono onous us snak snakes es

13th

2 guardian nagas , 1 hydra , 3 swarms of poisonous snakes

14th

3 gu guardian ian nag nagaas , 3 swarms of poisonous snakes

15t 15th h

2 behir behirs, s, 1 hydra hydra,, 3 sswa warms rms of p poiso oisonou nouss sn snake akess

16 16th th

3 behi behirs rs,, 3 swar swarms ms o off po pois ison onou ouss sn snak akes es

17 17th th

3 beh behir irss, 3 sp spir irit it naga nagass

18 18th th

3 beh behir irss, 3 guar guardi dian an naga nagassσ

19th

6 behirs

20th 20th

3 be behi hirs rs,, 3 gua guard rdia ian n na naga gass , 3 hydras

σ

σ

σ

σ

    The Low

The Low Things are backwards in The Low: the sky is rock, plants produce light, and mushrooms grow sentient.

sees only the Ethereal Plane and it is blinded with

Narrative The Low Encounters

spell, similar magic, or if the character spends at least 8 hours in direct sunlight.

d8

Encounter

respect to objects and creatures in the Material Plane. The curse can be removed by a remove curse

1

Accursed Shadows

2 - Lord Jiggilous Glbllbrxl the 17th

2 3

Lord Jiggilous Glbllbrxl the 17th Frankie Hopworth

4

Lost Sphinx: Underdark

The oozekin (CN male oozekin ) is masspy querading as Splik the ctional Lord Jiggilous Glbllbrxl the 17th, Earl of Puddingshire. He oers to reward

5

Fool’s Platinum

to his home aer he got separated from his retinue

6

The Warrior’s Ghost

by a giant spider attack.

7

Blood for Books

8

Bargain with the Bone Lord

1 - Accursed Shadows

the party handsomely if they can return him safely

Thief. Whether or not the party accepts his oer,

he tries to steal from them during their next long rest. He has a Vmod modier to Dexterity (Stealth  and Sleight of Hand) and Charisma (Deception  and Persuasion) checks. If the party accepts his

A ood of magical darkness subsumes the party, briey deafening them with a deluge of indistinct

oer of help, he also oers to take a watch for the night’s rest, during which time he makes Dexteri-

whispers and causing the back of their eyes to itch. Each character must succeed on a VDC Wisdom saving throw or become cursed. While cursed in

ty checks to steal from the party with advantage. The party loses gold pieces equal to 5d20 times the APL, and 1d4 randomly determined magic items.

this way, a creature’s eyes are jet black spheres; it

   Pedigree.  Pe digree. If the party questions Splik’s noble pedigree, they can make an Intelligence (History)  check contested by Splik’s Charisma (Deception)

for something, their nger is bitten and they take 1  piercing damage.

check. If a character wins the contest, they know

6 - The Warrior’s Ghost

he’s making stu up. In addition, he produces a scroll of pedigree, which a successful VDC Intelligence (Investigation) check identies as a forgery.

A powerfully-built spectral gure (LG ghost)

Fr ankie Hopworth 3 - Frankie Hopworth

it has unnished business it needs help to complete

From a shadowed alcove, the hunched and hulk-

ing gure of Frankie Hopworth (LN female esh golem) approaches the party. Covered in a thick,

moss-green cloak, the philosophicalphilosophical-but-lonely but-lonely former lab assistant of Dr. Francis N. Stein requests to buy any preserved monster components the party has. She has a wealth of treasure equal to 500 times the APL in gold pieces and will pay double the normal price for any components.  History. Aer the latent biomantic magic of Stein’s laboratory granted her sentience, Frankie has become a strong proponent of body modication. She has a variety of monster components graed to her, which the party sees when she reaches for her purse. If the party treats her kindly and politely, she confers information on the environs, granting advantage  on the party’s next Tracking check.

4 - Lost Sphinx: The Low Sunny, the time-travelling sphinx (see Recurring Encounters, page 28), 28), wanders in front of the

party from a random tunnel. On seeing the party, she lights up with excitement excitement.. Her third riddle is: “A silent siren of the dusty dark, without ngers I weave my harp. My trap is one that’s void of bait. To catch my prey, I simply wait. What am I?”

 Answer. A spider. If the party answers all three

riddles correctly, Sunny rewards them with a bag containing dust of disappearance . 5 - Fool’s Platinum The party comes across a beautiful and voluminous cavern striated with shimmering veins of silvery metal that pulse with a soul-liing iridescence. The sight inspires those who look upon it, granting each character inspiration . Scattered on the oor are what appear to be hundreds of platinum pieces, enough to be worth 10,000 gp. A successful DC 14 Intelligence (Investigation) check reveals that they are actually baby mimic eggs (see page 570). If the party takes any of them, then, occasionally, when they try to pay

appears directly before the party, where it hovers, stationary. It uses emotions and images to telepathically convey that it can’t speak or move, and that (GM’s discretion, for example: killing a monster, passing on a message, or returning to sunlight). It

asks that one of the party hosts it, conveying it will help them in return.  Host. While a party member hosts the ghost, it gains a +1 bonus to attack rolls it makes. In ad-

dition, the host counts as a CR 4 undead for the purposes of abilities that turn undead and spells like chill touch and  prot  protection ection fr from om evil and good  good . If the adventurer acts contrary to the ghost’s alignment, or the ghost feels like the host has no intention of helping it, it abandons the host. 7 - Blood for Books Several decrepit books lie scattered on the ground in the adventurers’ path. The character with the highest passive Perception score notices a doorway in the tunnel’s high point, 30 feet above them. A DC 13 Intelligence (History) check reveals that this is probably a cyclopian’s home, known as a library (see page 153). 153).

 Library. The library is a tall, vertical aair, its

many cubbies and shelves stacked with books and other oddities dedicated to the monsters of the Material Plane. A plinth in the centre of the chamber holdsreads: a bowl carved runes in Undercommon that “ Blood “ Blood ”. A creature ”. that cuts forwith Books  itself and bleeds into the bowl takes 1d4 slashing damage. In response, the chamber awak awakens, ens, and a monkey-like construct made of bones animates, holding up a sign in Undercommon that reads “Whom do you hunt? ”. ”. If a character answers this question, the monkey clambers away and returns with a book, scroll, or sketch that details something about the monster. At the GM’s discretion, the party learns either one clue about the monster they are hunting (consult the relevant hunt chapter), or

one of the following: creature’s saving throw prociencies and • The condition immunities. • The creature’s creature’s damage resistances resistances and immunities. immunities.

• The creature’s traits.

  Aer the construct provides this information,

it shudders, shuts down, and can’t be reactivat reactivated ed again for 1d10 days. 8 - Bargain with the Bone Lord A huge door of braided bones leads into a crypt adorned with all manner of cons and sarcopha -

throw or take Vdam acid damage from the ooze tide. Consequences. Following alternate tunnels to

avoid the stampede adds 1 to the minimum number of Tracking checks required to reach the party’s destination.

gi—the stone tombs of dwarves, woven root-caskets of elves, crystalline vessels of oozekin, even bean-

APL 1st

2 gray oozes

bag bundles of gobbocs. From a room at the back of the crypt emerges an enormous, loping skeleto skeleton n whose three heads speak in dusty unison. This is the Bone Lord, an extra-planar entity who’s deeply interested in the adventurers’ skeletons.

2nd 3rd

3 gray oozes 2o occhre jjeellies

4t 4th h

1 bla black ck pu pudd ddin ing, g, 1 gray gray ooz ooze

 Bone Lord’s Lord’s Blessing. The Bone Lord oers to bless each adventurer’s skeleton. The price? When

an adventurer dies, its skeleton immediately awakens, rends itself from its esh, and enters the Bone

Lord’s service. If an adventurer accepts, it gains a +1 to its Constitution score, up to a maximum of 20. Once the party leaves the crypt, the door to it vanishes behind them. Combat. If the party attacks the Bone Lord, it

attempts to parlay. parlay. If that fails, the party is shunted from the crypt and the doors close and disappear. Hostile The Low Encounters d4 + Tier

Encounter

2

Slimepede

3

The Spider’s Web

4

Fungal Dreamscape

5

Treasures of the Black Lake

6

The Necropolice

7

Cult of the Buried

8

Siege of the Fallen

Composition

3 - The Spider’s Web Turning a corner, the party observes a large caver cavern n covered, oor-to-ceiling, in webbing. Mued yells

can be heard from several cocoons hung from the high ceiling, some 80 feet abov above. e. The shouts belong to a party of deep gnome traders who’ve been capture by spiders. Webbed Terrain. errain . When a creature starts its turn in the cavern, it must succeed on a VDC Dexterity saving throw or have its speed reduced by 15 feet  by the webs (this reduction can stack). A creature

whose walking speed is reduced to 0 in this way is restrained by the webs. A creature can use its action to make a VDC Strength check, freeing itself or a creature within 5 feet of it from the webs (and their speed reduction) on a success. The webs have an AC of 5, 5 hit points, and  immunity to all damage except re and slashing damage.

Consequences. If the party manages to free the

captives, they share their knowledge of the local area the party with and advantage . makes their next Tracking check APL

Composition

2 - Slimepede

1stt 1s

1 gia giant nt sp spid ider er,, 1 g gia iant nt wolf olf spi spide derr

The ground doesn’t rumble. The earth doesn’t quake. The threat isn’t even particularly fast. But denizens of The Low still know the dangers an ooze stampede can pose; esh dissolves in seconds under the onslaught of ooze acid. Unfortunately for the party, the path pa th they follow leads directly through one; oozes of all sizes cover the surfaces of the t he tunnel, a corrosive carpet that drips acid from the ceiling.

2nd 2nd

3 gi gian antt w wol olff sp spide iderr, 2 sw swar arms ms o off spide spiders rs

3r 3rd d

1 ett etter erca cap p, 2 sswa warm rmss o off spi spide ders rs

4t 4th h

1 ette etterc rcap ap,, 1 ph phas asee sspi pide derr

5th 5th

1d dri ride derr, 2 sw swar arms ms of sp spid ider erss

6th 6th

1 drid drider er,, 2 ett etterc ercaps aps

7t 7th h

1 dri dride derr, 2 ph phas asee ssp pider iderss

8t 8th h

1 dride driderr, 3 et ette terc rcap aps, s, 3 sw swar arms ms of of spide spiders rs

Ooze Flood. On initiative count 20 of each round (losing initiative ties), each non-ooze creature in the stampede must succeed on a VDC Dexterity saving

9t 9th h

1 dride driderr, 3 g gia iant nt sspi pide ders rs,, 3 p pha hase se sspid pider erss

10th 10th

2 dri dride ders rs,, 3 ph phas asee sspi pide ders rs

  4 - Fungal Dreamscape As the party rounds a bend, they are suddenly overwhelmed overwhelmed by a blinding light. When their vision clears, they stand in a massive cavern, the entrance nowhere to be found. Strange monsters surround them, ready to attack, and all colours are garish and painfully vibrant. vibrant. In truth, the party is trapped in an illusion created by a dreameater fungus, a plant that feeds on psychic suering. If not stopped, it can

leave the party brain-dead.  Escaping  Escap ing the Illusion. Attacking the creatures

harms the dreameater fungus, which has hit points equal to 40 times the APL. Each creature has the plant type instead of the type in its stat block.  Degrading Illusions. On initiative count 20 of each round, each illusory monster the party has slain reanimates reanimat es with half its maximum hit points. Consequently, the illusion visibly distorts and the monsters grow more fungal, hinting at the threat’s true nature. APL 1st 2nd 2nd 3rd 4th

Composition σ

3 gi gian antt poi oiso sono nou us sn snak akes es

σ

σ

3g gia iant nt poi oiso sono nou us ssna nakkes , 1 specter σ

3g gia iant nt poi oiso sono nou us ssna nakkes , 1 rhinoceros

σ

σ

1 bearded devil , 4 giant poisonous snakes σ

σ σ

5th

2 bearded devils , 2 giant poisonous snakes , 2 rhinoceriσ

6th

1 bulette , 3 rhinoceri

7th

2 bearded devils , 1 bulette , 2 rhinoceri

8th

1 buletteσ, 1 phantasm*σ, 1 rhinocerosσ

9th

1 bearded devilσ, 1 phantasm*σ, 1 young white dragonσ

10th

4 bulettes

11th

3 bearde ded d devi evilsσ, 1 glabrezuσ, 1 phantasm*σ

12th

1 bearded devil , 1 bulette , 1 glabrezu , 2 phantasms*

13th 14th 15th 16th

σ

σ

σ

σ

σ

  σ

σ

σ

σ

σ

σ

3g gllabrezus

σ

3 glabrezus , 1 phantasm* σ

2 devas , 2 glabrezu σ

σ

σ σ

2 behirs , 1 glabrezu , 2 young white dragons

σ

*See page 537

5 - Treasures of the Black Lake The party arrives on the shores of a massive underground lake. It is still and dark, broken only by shallow ripples caused by dripping stalactites. The bank into the water is made of steep, slick, black rock. A creature that peers into the pool perceives a golden

glow 50 feet below, on the lake’s bottom, a short distance from the shore. Aer a creature enters the

water, the lake’s inhabitants converge on the party with vicious intent. Glittering Allure. A creature that sees the golden glow must succeed on a VDC Wisdom saving throw or be charmed by it until it can no longer see

the glow. A creature charmed in this way must use its movement and action to move towards the glow. A creature can repeat the saving throw at the end of each of its turns, ending the charm for it on a success. A creature that succeeds on the saving throw is immune to the glow for the next 24 hours. Treasure. The golden glow comes from a heavy

golden crown, adorned with a variety of precious gemstones. It has a value in gold pieces equal to 100 times the APL, evenly split between gold and gems. APL

Composition

1stt 1s

1g gia iant nt cr crab ab,, 1 sahu sahuag agin in,, 1 sh shad adow ow

2nd 2nd

1 sa sahu huag agin, in, 1 sh shad adow ow,, 1 sw swar arm mo off qu quip ippe pers rs

3rd 3rd

2 gia giant nt octo octopu puse ses, s, 2 sah sahua uagi gin n

4th 4th

1 mer merro row w, 2 ssw warms arms of qu quip ippe pers rs

5th

2h hunt unter er sha sharks rks,, 4 sahuag sahuagin, in, 2 sswa warms rms of qui quippe ppers rs

6th

4 mer merrrow, 6 shadows

7th 7th

3 ch chuu uuls ls,, 3 gian giantt octo octopu puse sess

8t 8th h

2 gia giant nt sh shar arks ks,, 3 h hun unte terr ssha hark rkss

9t 9th h

1h hyd ydra ra,, 6 sw swar arms ms of qu quip ippe pers rs

10t 0th h

1 hydra, dra, 5 merr merrow ow

11th 11th

4 gian giantt sh shar arks ks,, 1 hydra ydra

12 12th th

1 abol abolet eth, h, 4 ch chuu uuls ls,, 2 mer merro row w

13t 13th h

1 aabol boleth eth,, 3 gia giant nt sha sharks rks,, 3 hu hunte nterr sshar harks ks

14th 14th

1 abol aboleth eth,, 5 ch chuu uuls ls,, 6 sh shado adows ws

15th 15th

1 ab abol oleth eth,, 2 hydr hydras as,, 3 wa wate terr elem elemen enta tals ls

16 16th th

1 drag dragon on ttur urtl tle, e, 1 h hyd ydra ra,, 3 m mer erro row w

17t 17th h

1 drago dragon n tu turtl rtle, e, 1 h hydr ydra, a, 4 wat water er elem element entals als

18t 18th h

1d drag ragon on tur turtle tle,, 4 gia giant nt sha sharks rks,, 2 hy hydras dras

19t 9th h

1 hydra, dra, 1 kr krak aken en

20th 20th

1 hy hydr dra, a, 1 kra krake ken, n, 2 w wat ater er eele leme ment ntal alss

6 - The Necropolice Spectral whispering and the thump of feet through the only a brief warning before theytunnels are setgive uponthe byparty the Necropolice—an undead group dedicated to solving crimes. The blustering, furious leader, Chief Caesem (LE male undead,