The Princess Project
The Princess Project
PRINCESSPROJECT
z z
1
FOREWORD
u Ashton Duncan
When I began playing dungeons & dragons, I was attracted I love that through stories we can fight tyranny with the
to the high fantasy. As a little girl, I was always roleplaying, swords and fireballs of our imaginations, raise thousands
constructing elaborate plots and worlds on the playground, of dollars for charity, and, hopefully, foster an ever better
discovering imaginary magic heirlooms in attics, and saving community.
the day with the unexpected and overlooked. I was inspired
by the princesses in fiction: Nasuada, who saved her people It has been an absolute pleasure making this project
by selling lace, and Sailor Moon, whose innocent heart a reality. Thank you for reading, playing, and supporting
and friendships protected her from evil. Because of those our adventures. Please feel free to tag us on Twitter
women and their creators, I wanted to fight dragons and with #PrincessProjectAnthology. We’d love to see the
write stories. stories we’ve helped you create! You can find each of our
wonderful, talented creators in the credits below, as well as
I’ve learned that what I really love about tabletop our inspirations.
roleplaying games is the community. Creatorship,
collaboration, and cooperation are core pillars of tabletop
roleplaying, and that creative drive inspires me every day.
CREDITS
Ashton Duncan is the project lead and appendices writer.
You can find more of her work on the DMs Guild or on Cammielle Gwisdalla is the artist for “The Regent of
Twitter @ashtonnduncan. Ithaca.” You can find more of her work @sleepycamomile
Dana Braga is the artist for “The Silver Princess.” You can on Twitter and Instagram.
find more of her work on danabraga.com or on Twitter Adam Hancock is the editor for “Love’s Bind.” You can
@danaxbraga. find more of his work on the DMs Guild or on Twitter
Kelly Brown is the artist of “Golden Plates and Golden @AdamDMsGuild.
Rules.” You can find more of her work on the DMs Guild, on Emily Harmon is the writer of “The Color of Bravery.” You
Twitter @kellyhb5, or on Instagram @artxkelly. can find more of their work on the DMs Guild or on Twitter
Burezu is the sensitivity reader for “The Silver Princess.” @EmilyJeaHarmon.
Carlos Cisco is the writer of “To Wash Away This Dirt.” You Peter Harris is the writer of “Heir to Chaos.” You can
can find more of his work on the DMs Guild or on Twitter find more of his work on the DMs Guild or on Twitter
@carlos_cisco. @peterkharris.
Cecily ‘Soup’ Cunningham is the artist for “Tying the Knot.” Brittney Hay is the writer of “The Silver Princess.” You can
You can find her work on Twitter and Instagram @Soupsuka find more of their work on the DMs Guild or on Twitter
or on her website: soupsuka.com. @FNDungeonMom.
Catherine Evans is the author of “The Regent of Ithaca” and Sonya Henar is the cover artist. You can find more of
one of the project’s layout artists. You can find more of her her work across all social media @sonybaloneyart or at
work on the DMs Guild or on Twitter @perpetualgloom. sonybaloneyart.com.
Noah Grand is the writer of “Love’s Bind.” You can Laura Hirsbrunner is the editor for “The Princess and the
find more of their work on the DMsGuild or on Twitter Tower” and “Golden Plates and Golden Rules.” You can find
@noahgrand. more of her work on the DMs Guild, including Eberronicon
and Archetypes of Eberron, or on Twitter @laura_hirsb.
2
Marissa Koors is the editor of “The Color of Bravery” and
“Heir to Chaos.” This is her first DMs Guild project, but you
can find more of her work on Twitter @marissakoors and
on Twitch as critical_kitten.
Dani Kruse is the artist for “Fowl Suitors.” You can find
more of her work on Twitter @danipanteez or on danikruse.
com.
Jessica Marcrum is the creator of “Golden Plates
and Golden Rules.” You can find more of her work on
her website jessicamarcrumwrites.com or on Twitter
@Miss_Jess03.
Maz is the artist for “The Color of Bravery.” You can find
more of their work on Twitter @studiomaz. Inspiration
Madfishmonger is the writer of “Tying the Knot.” You can Like the creators of the Player’s Handbook, we, too, are
catch up with her work at linktr.ee/madfishmonger. inspired by the words and worlds around us. The following
lists include media that inspired this project from beginning
Morgan is the artist on “Love’s Bind.” You can find more
to end.
of her work on Twitter @mormadillus, or on her portfolio:
mmmadeline.artstation.com/.
Art & Fashion
Michelle Pecoraro is the artist for “...To Wash Away
This Dirt.” You can find more of her work on Twitter
The works of Gustav Klimt
@coveofmadness or in her portfolio at coveofmadness.
com. Zendaya’s 2018 Met Gala dress by Versace
Vanessa Stefaniuk is the artist for “Heir to Chaos.” You can
find more of her work at radiosilencecomic.com or on her
Games
Twitter and Instagram @quietsnooze.
Destiny (Bungie, 2014)
Johanna Taylor is the artist of the Appendices. You can
find more of her work at johannamation.com or on Twitter Dragon Age series (Bioware, 2009-)
@johannamation. For the Queen (Evil Hat Productions, 2019)
Lydia Van Hoy is on layout for the Princess Project. You Legend of Zelda series (Nintendo, 1986-)
can find more of their work on the DMs Guild or on Twitter
Long Live the Queen (Hanako Games, 2012)
@lydiavanhoy1.
Untitled Goose Game (House House, 2019)
Ashley Warren is the editor for “Fowl Suitors” and “Tying
the Knot.” You can find more of her work on DMs Guild or The Witcher 3: Wild Hunt (CD Projeckt Red, 2015)
on Twitter @ashleynhwarren.
Harry Whitelaw is the writer of “Fowl Suitors.” You can
Movies
find more of their work on the DMs Guild or on Twitter
@harry_whi. Beauty and the Beast (1991)
Brave (2012)
3
Performance Television
Critical Role Castlevania (2018)
Matthew Bourne’s Swan Lake The Dragon Prince (2018)
Medea by Euripides Sailor Moon (1992)
Rivals of Waterdeep Sailor Moon Crystal (2014)
Terriers (2010)
Print
The Witcher (2019)
Grimm, the Brothers. “Little Briar Rose.” “...To Wash Away This Dirt” is copyright 2020 by Carlos
Cisco. “The Regent of Ithaca” is copyright 2020 by Catherine
Hale, Shannon. The Princess Academy series and Books of Evans. “Tying the Knot” is copyright 2020 by Sharene
Bayern series. Gilchrist. “Love’s Bind” is copyright 2020 by Noah Grand.
Homer. The Odyssey. “The Color of Bravery” is copyright 2020 by Emily Harmon.
“Heir to Chaos” is copyright 2020 by Peter Harris. “The
Lackey, Mercedes. The Arrows trilogy.
Princess and the Tower” is copyright 2020 by Brittney Hay.
Levine, Gail Carson. Ella Enchanted, The Two Princesses of “Golden Plates and Golden Rules” is copyright 2020 by
Bamarre, and The Princess Tales series. Jessica Marcrum. “Fowl Suitors” is copyright 2020 by Harry
Maas, Sarah J. A Court of Thorns and Roses series. Whitelaw. The Princess Project anthology forward and
appendices are copyright 2020 by their respective writers.
Munsch, Robert. The Paper Bag Princess. All art in The Princess Project anthology is copyright 2020
O’Neill, Katie. Princess Princess Ever After. by the respective artist. All of the above are published
Paolini, Christopher. The Inheritance Cycle. under the Community Content Agreement for Dungeon
Masters Guild.
Pierce, Tamora. The Song of the Lioness, Protector of the
Small, Circle of Magic, The Circle Opens, and Daughter of
the Lioness series. Additional images provided by the British Library.
Porath, Jason, et al. Rejected Princesses.
Pratchett, Terry. Lords and Ladies.
Sanderson, Brandon. The Stormlight Archive series.
Warren, Ashley, et al. Uncaged series.
Willingham, Bill. Fables.
Wizards RPG Team. Baldur’s Gate: Descent into Avernus.
Wrede, Patricia C. Dealing with Dragons.
4
Contents
Fowl Suitors�������������������������������������������������������������������������������������� 7
Tying The knot�������������������������������������������������������������������������������� 15
The Color of Bravery������������������������������������������������������������������� 25
Heir to Chaos����������������������������������������������������������������������������������� 33
...To Wash Away This Dirt�������������������������������������������������������������41
The Silver Princess�����������������������������������������������������������������������49
Golden Plates and Golden Rules�������������������������������������������� 57
The Regent of Ithaca������������������������������������������������������������������� 65
Love’s Bind���������������������������������������������������������������������������������������� 73
Appendices����������������������������������������������������������������������������������������80
5
6
Fowl Suitors
u HARRY WHITELAW
fowl suitors Running the Adventure
This adventure is not designed to be a challenging
his adventure is inspired by the classic ballet combat encounter; Rothburt (the villain) is the only
Swan Lake, designed for players who prefer character who attempts to kill characters, all others aim only
investigation and lateral thinking. to subdue. If the players are not level 4 by the time they
progress to Swan Song, you can scale down the combat by
A six-hour adventure for 1st through 5th making there be 2 guards instead of 4 or by having Yvonne
level characters. trust the party enough to fight alongside them immediately.
It is important that Cloudette does not die at the hands of
Adventure Overview the party, both for the sake of making sure they are heroic
and to ensure there is an opportunity for there to be a
The adventure starts with “A Horrible Swan” which should happy ending.
lead organically through “What’s the Deal with Cloudette?”
followed by “The Swan Song.’”
1. A Horrible Swan Adventure Hooks
2. What’s the Deal with Cloudette?
3. The Swan Song Overqualified and Overpaid
7
attending her classes or duties, and has been hanging on
every word that Rothburt says and gushing about him Odelle (fake Cloudette)
whenever she has the excuse. No one has seen Cloudette
take an interest in suitors like this before.
She/her, human noble, neutral evil
Yvonne has made a discreet inquiry via messenger
pigeon to investigate the issue. Her offer comes with an Personality Trait: I don’t like to get my hands dirty, and I
invitation to court, where the characters are introduced as won’t be caught dead in unsuitable accommodations.
her friends. Ideal: If I can attain more power, no one will tell me what
to do.
Monster in the Garden Bond: I am bound to Rothburt for now. Once I have
ascended, I will be held to no one.
Rumours have spread among the commoners of Vacchio Flaw: I believe everyone but me
that a monster has taken up residence in the Duke’s garden is a pawn, small and unintelligent.
and is discussed openly in the taverns. A shriek is heard
coming from the garden every night and small amounts
of food have gone missing from pantries nearby. With Cloudette Vacchio
the encouragement of some of the locals and an open
invitation to the mansion on the days leading up to Earl
Cloudette Vacchio’s coronation, the party may use this She/her, human noble, lawful good
opportunity to dispel the rumors or make some coin.
Personality Trait: If you do me an injury, I will crush you,
ruin your name, and salt your fields.
Important Characters Ideal: Respect is due to me because of my position, but
all people, regardless of station, deserve to be treated with
Duke Vacchio dignity.
Bond: I am bound to the people of Vacchio, their safety is
my prime concern.
He/him, human noble, lawful neutral
Flaw: I too often hear veiled insults and threats in every
Personality Trait: Despite my noble birth, I do not place word addressed to me, and I’m quick to anger.
myself above other folk. We all have the same blood.
Cloudette uses the vulture stat block during the day
Ideal: It is my duty to protect and care for the people with the addition of being proficient with daggers. At night
beneath me. Cloudette’s humanoid form has been cursed to be merged
Bond: I would forsake my gods and sell my soul to with a swan which affects how she can speak—she speaks
Asmodeus for my daughter. in short sentences and one-word answers when possible.
Flaw: I am surrounded by snakes in court. I am suspicious
of everyone outside of my family.
Yvonne Sigfried
Rothburt Featherend
9
If the swan was reduced to 0 hit points, she is unconscious
Facilitating the Chase on the stool.
If the hideaway was found after dusk, the swan is in the
The encounter with the swan has two potential outcomes: form of a monstrous woman, covered head to toe in white
the swan escapes to the garden or she is captured. feathers whether unconscious or not.
If the characters chase the swan, have each character roll She looks over at the adventurers as they come in and
initiative and roll initiative for the swan. silently looks down at the trinkets she’s stolen, including
candlesticks, fabrics, cutlery, the dagger she just stole, and
The swan starts 25 feet away from the party and makes a two items from the trinkets table in the appendices. The
beeline for a servant’s exit 10 feet away from her. stolen goods have been arranged to spell the words:
The crowded hall is difficult terrain. “I AM CLOUDETTE.”
The swan ducks and weaves through people’s legs and has
three-quarters cover against attacks while in the crowds. In the Kitchen
If a character attempts to grapple the swan, she attacks
with the ceremonial dagger.
If the swan has been captured before escaping to the
On her turn the swan may also use the dagger to intimidate garden, the party is instructed by Duke Vacchio to take
a guest, causing the guest to panic and fall in the way of one the swan downstairs to the kitchen. If they decide to free
pursuer. Characters can make a successful DC 12 Strength or the swan rather than having her butchered, she tries to
Dexterity saving throw to avoid the panicked noble or push guide them to her hideaway in the garden by honking and
past them. Failing the save knocks the guest prone. gesturing with her wings. Failing this, she attempts to steal
If the swan makes it through the service door, there is something from them to follow her.
another 10 feet until the swan can reach a window. Once out If the characters take the swan down to the kitchen, they
the window, the swan can be seen gliding wobbly down to a meet a lovely old man named Chef Leone (Commoner). Chef
thicket in the garden. Leone is preparing for the night’s feast. He welcomes the
party and insists on giving them bottles of his homemade
10
will not trust the party and will attempt to apprehend them
Roleplaying as Cloudette in The Swan Song.
Cloudette’s bedroom is very breezy and fashionable. It
When Cloudette is a swan she can only communicate contains a four-poster bed with silk drapes, an ornate white
in limited ways, such as honking yes/no, writing simple vanity with a selection of perfumes and makeup, a sturdy
phrases on the ground with knick-knacks or with the speak dark writing desk which doesn’t match the aesthetic of the
with animals spell. room, and a large white armoire with thistles carved along
the sides.
At dusk, Cloudette’s curse results in her form changing
dramatically. As the monster, Cloudette’s mouth and neck Under the bed a diary written by Odelle can be found. It
have changed their shape and structure, her lips are now details how Odelle was the youngest daughter of a minor
hard and beak-like, and her neck has elongated, resulting in noble who was deposed just a few years ago and only
her speaking in short high-pitched honk-like sounds. managed to escape alive thanks to Rothburt who disguised
her. She has been his assistant ever since.
She knows or believes the following things:
At the writing desk there are expensive inks, suitable for
• Rothburt is to blame. transcribing spells into a spellbook. The two drawers in
the desk are locked. Opening the desk drawers requires a
• Duke Vacchio is not going to believe a monster over successful DC 15 Strength check to break the lock or a DC
his “daughter” without substantial proof. 12 Dexterity (Sleight of Hand) to use a lockpick. The top
drawer includes well-thumbed books on the heraldry and
• Fake Cloudette is in cahoots with Rothburt. history of the noble families of Vacchio, a set of flashcards
with the descriptions of guests who were at the mansion
• Rothburt has spent the night with Fake Cloudette a
today, and Cloudette’s journal which seems to be mostly
couple times and may have some clues in her room.
used as a planner as opposed to a diary, giving times for
If the party investigates Cloudette’s room, they can use meetings and initials instead of names for who will be
the ring of keys that Cloudette stole (which she may fetch attending. Inside some of the pages are scraps of paper
from her trove in the maze) to enter her room through the where someone has tried to imitate the handwriting used.
door. A guard stands watch outside the room, and they 0 In the second drawer there are a couple of books with a
also have a set of keys to the bedroom. thin layer of dust over them. The books include:
The guard does not have back-up to call for, as most of 0 A handwritten note book detailing the duties of an Earl
the guards are at the hall, but if combat ensues the guards and what is expected of a Duke.
11
0 An accountant’s checkbook with the dues of the and attempts to run to Duke Vacchio for protection.
tenants of Vacchio. Duke Vacchio is confused by the chaos and takes a
0 A sketchbook with drawings of Yvonne, Chef Leone and defensive stance, calling out to his guards that they are
some of the local farmers. to subdue, not kill, and that he wants an explanation from
Characters who make a successful DC 13 Wisdom Rothburt once this is sorted.
(Perception) check can see that a lot more time was spent
on the sketches of Yvonne, especially one of her dozing
beneath a tree and another of Yvonne carving a whistle
Tactics
with a steely focus in her eyes. The sketches are drawn with
loving detail, including specks of freckles and other minute The encounter is as follows:
features. 0 Rothburt (mage)
There is a hidden compartment under the desk found 0 Rothburt’s familiar (owl)
with a successful DC 15 Intelligence (Investigation) check. 0 Four guards
The compartment has no lock and contains a scroll. The The party are aided by Cloudette (noble) who will focus
scroll details the instructions for a curse which seals a on attacking Rothburt over defending herself or her allies
person in the body of a beast in the day and a hybrid from the guards.
monstrosity at night. It requires that both the caster and Rothburt fights alongside the guards to subdue the
victim drink a mixture of rare items, and then after the sun party, but while the guards are simply fighting to surrender,
goes down, the caster performs a ritual. Rothburt fights to the death to protect his and Odelle’s
The vanity has a number standard makeup options secret.
and a rack of perfume bottles. The perfume bottles have To scale down the encounter, use two guards instead
lightly scented drinks inside them instead of perfume. of four, or have Yvonne’s distrust of Rothburt result in her
Characters who succeed on a DC 15 Intelligence (Arcana) instantly joining the party’s side in the fight.
check identify the drinks as four bottles of alter self and one
bottle made of rare materials used in curses like mandrake If the party wins the fight or if the above conditions are
heart. Alternatively, the potions can be consumed. The not met, the party can address Duke Vacchio. Otherwise,
alter self potion smells and tastes vaguely of rosewater. they are put in the Vacchio guard house under lock and key
The materials for curses taste of watered-down wine and until after the coronation.
have no effect unless used properly. With this evidence, Fighting the guards makes Duke Vacchio demand that
the party may choose either take the case to Duke Vacchio someone speak up for the party to vouch for their intent,
or confront Odelle and Rothburt. Cloudette insists on otherwise the party is dismissed from his court. If the
accompanying them. characters are under the employ of Yvonne she vouches for
them. If the characters worked with Chef Leone, he vouches
12
0 Cloudette can be tested using some detail about her Duke Vacchio. She gives the party the reward promised
past that only she and her father would know, or some to the party in the “Overqualified and Overpaid” story
other test that you find appropriate. For example, why hook, including the 2 trinkets from the trinkets table in the
doesn’t her writing desk match the decor of her room? appendices.
Because it belonged to the last Duke Vacchio, and Odelle leaves Vacchio that night while Rothburt remains
using it was supposed to honor their legacy. in jail. A month later she is spotted in town again and
This trial is based on how the party discovered and Rothburt escapes from his cell.
presents evidence rather than skill checks, but some groups
may not like this style of play. It can be replaced with If the party cannot prove that Odelle is false then Odelle
contested Charisma checks between the party and either ascends to become Duke Vacchio. She dismisses Rothburt
Rothburt or Odelle, with whichever group succeeds three and puts a bounty on him for if he ever returns. She
times winning the trial. continues to use the alter self potions to hide her identity
and starts solidifying her alliances and putting together a
military force to take back her family’s land.
Aftermath
If Duke Vacchio decides to believe the party, Odelle
begs for leniency by offering a cure to the curse. If she is Further Adventures
promised leniency she reveals that true love’s kiss breaks
the curse.
0 Adventurers can track down the escaped Rothburt.
This can be a romantic kiss from Yvonne, or a familial kiss 0 Adventurers can investigate what has been deposing
from her father or one of her subjects whom she loves as if noble houses like Odelle’s.
they were her family.
If Odelle and Rothburt are found guilty by Duke Vacchio
and Cloudette returns to normal, they are removed
from the premises and the feast continues, ending with
Cloudette ascending and taking on her role as the new
13
14
Tying The
knot
u Sharene Gilchrist
When researching, they discovered the tradition of the
Tying the Knot Eight Gifts and decided to incorporate it into their wedding,
but they learned that all the items were lost. Speaking with
hanks to what some call fate and the priests and researchers, they began the difficult work of
others chance, two princesses named finding these items again. Many arguments arose between
Neeja Calix and Betony Heliconia, both the religious leaders over the potential for sabotage or
claimants to the throne of Campion, bribery should a radical get wind of the ceremony. Deciding
met and fell in love. The people of a neutral third party should collect the items, a call for
Campion hope the princesses’ wedding adventurers was put out to assist and two holy leaders are
will unite the kingdom once again chosen to assist.
and end almost a century of civil war.
Campion is a verdant valley kingdom The adventurers hear the history of Campion from the
known best for its abundance of holy leaders and are given places to begin looking for the
flowers and agriculture, and for being a peaceful place for items. They meet many members of the main city and use
travelers to rest. what they learn to help them collect the items and return
them to the temple before the wedding begins. After they
The people of Campion seek a group of adventurers to hunt deliver the items and are rewarded, they are welcome to
down items needed to honor a sacred wedding tradition of attend the wedding and enjoy some local hospitality.
Princess Neeja’s people. With the history of war between the
two cultures, a neutral third party is sought to retrieve the items
without prejudice. The eight unique items have been scattered
around the kingdom—stolen, misplaced, repurposed, or simply
Running the Adventure
lost. Can adventurers find them all before the ceremony begins? This adventure is perfect for characters who enjoy lore
and exploration. While each NPC has motivations and
A two to four-hour adventure for 1st- through 3rd-level suggestions for solving the problem, there is plenty of
characters. room for variation and adaptation. If your players come up
with a better idea, run with it!
Adventure Overview The adventurers are introduced to the kingdom and its
history, as well as the items they need to retrieve. They are
In the farming valley of Campion almost 100 years ago, a given maps, information, and free range in the kingdom.
bloody civil war raged between the ruling Calix family and
the usurping Heliconia family. Each family and their people Using the information provided and what they learn on
represented a long history of culture and religious beliefs— the way, the adventurers must use various methods to
the Calix are Spiritualists who worship ancestral spirits, and acquire the items for the ceremony. This portion comprises
the Heliconia, Devotees of the nature god. The Devotees the majority of the adventure. The adventurers can visit the
won the war to rule the kingdom, but the Spiritualists people and places of the town to acquire the items in any
prosper outside the main cities in small settlements. Now order they wish.
that the two princesses are to be married, there is hope All of the objects must be returned to the temple priests
among the people the wedding will end the social tensions before the wedding begins. The adventurers then attend
between the two religions and bring peace. the wedding and enjoy their success and rewards.
The princesses devoted themselves to creating a
ceremony involving important elements of both cultures.
15
0 Option 1: Introduce a time limit on the adventure and
provide tiered rewards based on how many of the Blessings of Fate
items they can return inside that timeline.
0 Option 2: Increase the difficulty or game length by
having the priests have only vague ideas of where the The princess Neeja Calix is an experienced hunter, but
objects are, (such as they suspect the coral is owned by she could not have foreseen the accident that found her
a merchant but not exactly who). The adventurers then trapped in a sinkhole with a poisonous snake. Princess
must spend more time in the town speaking with locals Betony Heliconia was rumored to never leave the castle,
and working out where the objects are before acquiring but she often did in disguise to explore the kingdom. She
them. so happened to be on such an adventure when she came
0 Option 3: Use both of the above. across the stricken Neeja. Betony rescued the princess and
0 Option 4: This adventure is easily adapted to higher nursed her back to health, during which time the two fell in
levels by increasing the DC of the challenges, adding love.
more monsters in the combat portion, and adapting
the rewards via the tables in the Dungeon Master’s Red Tape
Guide.
Adventure Hooks
After many months of diplomatic meetings, discussions,
deals, and politics, the wedding was officially announced.
With much diligent work by the princesses, the families
Campion is a beautiful valley filled with flowers, forests,
agreed to the wedding in the name of peace. Clergy
and fauna. The people here value tradition and a quiet life.
from both religions have been meeting and planning
It has nice weather and few hazards, making it a valuable
the combined faith ceremony, and many other disparate
agricultural kingdom. The prior civil war devastated the
groups are coming together to prepare for the happy
farmlands, which have since recovered, but left many
occasion. Most Campioners are happy to find the families
farmers wary of the possibility of war and possible
uniting, hoping it will end any future civil war. They agree it
destruction. Most people of Campion do not want more
might not be a perfect solution, but it’s a functional one.
war. They want to be left to worship and live in peace.
For the wedding to proceed, the Eight Gifts must
0 Two holy leaders (Priest Padauk and Priestess Laelia)
be collected. The Eight Gifts were a tradition of the
wait at a busy crossroads tavern to recruit adventurers.
Spiritualists, one Betony found particularly beautiful
They offer a reward and accompany the adventurers
and insisted be included, but no one could agree who
back to Campion.
should collect the items. Eventually, they decided to seek
0 A poster explaining the need for adventurers and
third-party help so the items would be collected without
offering a reward is posted at a common area with a
upsetting either faction.
contact in Campion. Arriving at the temple, the two
holy leaders explain the quest. The following are characteristics and traditions of the
0 The adventurers arrive in the valley and overhear the Campion Spiritualists, the faith of the Calix family:
locals discussing the situation. When they ask about it, 0 Have many rituals to perform through the day and for
they are directed to the temple where the holy leaders every occasion.
explain the quest. 0 Build small altars in their homes.
0 Often live with extended family and know their family
Background tree well.
0 Live by many strict rules and traditions.
In the small and verdant valley kingdom of Campion, the 0 Pray to specific ancestors for aid (e.g. asking a
Spiritualists uphold an ancient wedding tradition: gathering carpenter grandfather to help with woodwork).
a number of rare items for each royal wedding. Ninety 0 Hunt, fish, and forage more than create agriculture or
three years ago, a civil war shook up both the royal line husbandry.
and the tradition, and in the time since, these royal trinkets 0 The following are characteristics and traditions of the
were scattered and lost. The Spiritualists, ruled by the Calix Campion Devotees, the faith of the Heliconia family:
family, were overthrown by the Devotees, ruled by the 0 Worship by working and appreciating the earth and its
Heliaconia family, changing the kingdom’s religion. The gifts.
Spiritualists took to the forests while the Devotees settled 0 Perform rituals on natural event occasions (solstice, full
in the cities. Now the bloody wars of succession are over, moon, eclipse, etc.).
but there is still social tension between the two cultures— 0 Work with domestic animals in their daily lives
living apart from one another, rare intermarriages and (carriages, ox plows, etc.).
friendships, and little respect shown for the traditions of 0 Self-reliant—everyone is taught to garden and grow at
the other. Over time, the people came to learn despite their least a little of their own food.
differences they wanted the same quiet agricultural life, and 0 Pray to the god(s) of nature, (whichever is appropriate
peace slowly settled over the land. to your campaign).
0 Have a large temple for community events and worship.
16
The Eight Gifts Priest Padauk
These eight items must be collected for the wedding He/him, Keeper of the Knowledge of the Ancestors,
ceremony. Each item represents a different aspect of love Spiritualist. Priest.
and marriage and has a story connected to it, which is told Personality Trait: I love talking about all the things I
as part of the ceremony. The princesses wish to keep the know, which are a lot. I think I’m smarter than most.
stories a surprise for the wedding, so the adventurers are
only told what the items are and given a description. Ideal: Knowledge is power.
0 Dryad of the Spring—wooden statue of a dryad Bond: I want to ensure everything I know is passed on
surrounded by flowers and shared.
0 The Rose’s Eye—a large pink gem carved like a rose Flaw: I have no sense of humor. I take everything very
0 Master’s Fiddle—fiddle with a glittering bow string seriously.
made of unicorn hair
0 Book of Remarkable Flora—an ancient book about rare Priestess Laelia
plants
0 Acacia Island Coral—a beautiful piece of ocean coral
0 Cloak of Leaves—a cloak that looks like it’s made of She/her, Beloved of Bees. Devotee. Priest.
leaves
Personality Trait: I’m inspired by the natural beauty
0 Cave Violet—a violet flower that has a faint blue glow
around me. I believe nature is the way to peace.
0 Spider Silk Needles—a pair of fine silver knitting
needles with spiders on them Ideal: I want to help everyone feel the same connection
to the earth I do.
Important Characters Bond: I like to help improve every place I visit with a little
greenery.
Princess Neeja Calix Flaw: I prefer animals and plants to people and
sometimes it shows.
17
Maestro Zingiber Significant Buildings in Town
18
rainbow light. Inside, the shop is warm and humid, with what happened in our fair kingdom? I want to know you are
plants everywhere and wooden shelves stocked with doing this for the right reasons.”
potions, salves, and tinctures. Distillers and other chemical A successful DC 10 Intelligence (History) check allows the
supplies bubble away in a workshop room behind the adventurers to relay what they learned about the kingdom.
shop. Upstairs is the owner’s apartment. It is overwhelming, (This can also be roleplayed if the players are willing.)
cluttered with sights and smells—mostly pleasant, but there Satisfied the adventurers care about his homeland, Arbor
is an occasional whiff of something acidic. agrees to help. He goes to his sister’s shop and removes
Owned by: Jacinta Middlemist the gem from the window, but this process takes some
Purchasable items: simple perfume (1 sp) , hair dye (1 sp), time. The adventurers can wait, or go and come back
temporary and permanent tattoo ink (3 sp/8 gp), cosmetics later. Once the gem is removed, Arbor asks one of the
and toiletries (2 cp-9 cp) , basic healing potions (30 gp), adventurers to help him apply the salve. Jacinta apologizes
antitoxin (30 gp). to Arbor, and they begin speaking again.
19
clicks, unlocking itself. of various general goods, the adventurers spot a huge
“That’s incredible! I’m going back out to sea first thing in aquarium with a small coin box on the front. The writing on
the morning to go look for some more neat stuff!” Captain the box reads, “1 try for a copper, 10 for a silver.”
Cookei is extremely amused by the adventurers working Owned by: Merchant Rhein Silene
out this particular puzzle.
Purchasable items: Adventuring gear from chapter 5 of
Saint Azami Library the Player’s Handbook.
Description: A tall narrow building that appears to Acquire: Acacia Island Coral
be crammed between two larger buildings, almost
The aquarium in Silene’s Sundries has many beautiful
uncomfortably. A small sign in the window, faded by the
creatures in it, but at its center is a dazzling piece of coral.
sun, reads “St. Azami Library” in neat cursive, with the
Hanging from the coral are many precious items that Silene
opening hours below. Opening the door, the smell of old
has collected over the years: jewelry, vials of hard to find
paper, rot, and damp assault your senses. What was once
spell components, and more. For a fee, anyone can try to
a tidy and well organized library is in disarray, thanks to
use Silene’s fishing pole to hook one of the items on the
a large hole in the roof in the back. Daylight can be seen
coral, or succeeding on a DC 10 Wisdom (Survival) check
shining through from outside. The librarian, small even for a
instead hooks the entire coral.
gnome, is puttering about, moving books and scrolls away
from the damaged area and clearly struggling under some
When the party removes the coral covered in goods from
of the weight.
the tank, Silene looks visibly startled. “Now hold on just a
Managed by: Librarian Mirabilis Rebe minute! That’s not exactly fair to all my other patrons! If you
Purchasable items: Blank books (9 sp), quills (5 cp), ink want to keep the coral, I suppose that will be fine, but you
(9 sp), books on herbalism and gardening (5 sp each), need to return the rest to the tank to give someone else a
parchment (1 sp), ink pen (2 cp), chance to win.”
Acquire: Book of Remarkable Flora Mrs. Aigrette’s Knittery
“That book? Oh yes, I’ve got it packaged up safely. Bloody Description: A cozy shop with an apartment above,
hell, I didn’t know it was so important! Well, as you can see, filled with knitting, plants, and cats. In the windows hang
I have a lot of cleaning up to do. There was a big freakin’ examples of her work in various sizes and shapes on
storm a couple days ago, and I got home this morning to wooden models. Rolls of wool are stacked in a neat rainbow
find this bloody mess! If you could help me fix the roof and along one wall, with knitting and crochet needles lined
move these damned heavy boxes, I’ll go fetch the book.” neatly along another. A large table serves as Mrs Aigrette’s
She goes off to find it. workstation, where she is currently knitting a long scarf.
The adventurers must succeed on a DC 11 Strength Owned by: Mrs. Aigrette
(Athletics) check to move four heavy boxes out of the Purchasable items: Knitted hats, scarves, mittens, gloves
damaged area. An adventurer can repair the hole in the (all 2 cp each), and sweaters designed for various body
roof with a successful DC 11 Strength check with mason’s shapes and types from Tiny to Large (range from 5 cp to 1
or carpenter’s tools. Otherwise, characters who succeed on gp depending on size).
a DC 10 Dexterity (Acrobatics) check can climb on the roof
and place a tarp over the hole. Casting the prestidigitation Acquire: Spider Silk Needles
cantrip can also help clean up some of the mold and dirt. Mrs. Aigrette is an old elf, and while she does well on her
“You fixed the roof? And got those monstrous boxes out own usually, today she is finding it difficult to keep up with
of the way? Hot damn! Thank you! Now I can start cleaning her new kittens. “I guess I’m not as quick on my feet as I
up the worst of this mess before it ruins any more of my used to be. If you can help me gather up the six kittens that
precious books. Get out of my way, mold. I’m comin’ for are lost around my shop, I will gladly reward you!”
you!” She charges off into the library armed with cleaning
supplies.
Silene’s Sundries
Description: Pushing through the weathered wooden
door and into the large general store, the merchant can be
seen busily dusting and arranging things as they go about
their business. The bell above the door jingles and they
barely notice.
“Welcome to Silene’s Sundries, travellers. Have a look
around and I’ll be with you shortly.”
The driftwood shelves have a worn and aged look about
them, but the contents seem to be of high quality and the
shop seems especially clean. Winding through the aisles
20
The party must succeed on a DC 10 Wisdom (Perception) is dotted with many small flowers that seem to sway and
check to locate the six kittens that have escaped and then dip as if blown by some unnatural wind. Pushing forward
DC 11 Wisdom (Animal Handling) to coax the kittens back beyond a curtain of vines the tunnel opens up to a 50-foot
into their basket. Once they have done this and explained circular room with a large pool of water at the center. In the
the need for the needles to Mrs Aigrette, she is happy to middle of the pool is a stony pillar upon which grows the
hand them over. If all the kittens cannot be found, Mrs cave violet in all its splendor. Around the perimeter of the
Aigrette will need convincing, with a DC 15 Charisma room are several large brightly colored fungi that seem to
(Persuasion) check to get her to give up the needles. sway with the same motions as the flowers.
Maestro Zingiber’s Apartment If the heroes fail to cross the log successfully, they fall
into the river that then rushes them through a smaller
Owned by: Maestro Zingiber
underwater tunnel and pops them out in the pool in the
Acquire: Master’s Fiddle center of the room.
Description: At the top of a rickety flight of stairs behind To climb the slick mossy pillar to the violet requires a
a flimsy door is a shabby apartment, only a single room, successful DC 10 Strength (Athletics) check. A failure means
but it is absolutely stuffed with things. Outrageous clothing, they fall and must try again with disadvantage.
glittering accessories, costume pieces, and sketches and
When the cave violet is removed from its home atop the
paintings everywhere of the Maestro themself. While the
pillar, there is a loud, low rumbling sound, like the rolling
items look lovely at first glance, close inspection reveals
of some large stone and the fungi surrounding the room
them to be inexpensive jewelry and fabrics. Clearly the
stop swaying and instead begin to move to intercept the
Maestro has higher ambitions than this stuffy apartment.
adventurers.
“Good day to you, brave adventurers, you honor me with
These fungi are in fact myconids (1 myconid adult and 4
your presence. My fiddle? Oh no, I couldn’t possibly part
myconid sprouts). They are aggressive and territorial and
with that! Unless, of course, you could help me get the new
do not want the adventurers in their space.
fiddle I have been eyeing at the shop. I’ve been saving up
for months, but the busking hasn’t gone so well lately and Navigating the tunnel in reverse is simple. However,
I still don’t have enough.” They drape themself dramatically all of the small flowers on the floor try to slow the party,
on the couch. “Whatever shall I do? Oh! I know! You lot are turning all the ground before the river into difficult terrain.
new in town. You draw attention. Why don’t you help me The adventurers must protect the violet as they leave by
drum up some business and I should be able to get enough ensuring it is not struck by a weapon or spell. It can only
for my lovely new fiddle. What do you say?” be stored in a container with hard sides to prevent it from
being crushed. It can be dropped only once without harm.
Take the Maestro out to the town square and help Have the sprouts attack first to allow an opportunity to
bring attention to their performance. A successful DC 12 flee from the adult if the adventurers find it too difficult.
Charisma (Performance) check by any musician adventurers The myconids will not leave the cave and stop attacking
who play along helps, or succeed on a DC 11 Charisma once the adventurers leave the cave.
(Persuasion) to convince people around town to stop by
and see the Maestro play. Getting at least five people earns Ninebark Farms
them enough money to get their new fiddle. Description: Outside of Campion City. Not far from Violet
Cavern.
“I will compose a tune in your honor, my new companions,
and it will sing your praises!” Maestro Zingiber gestures
If ever there was a perfect example of a peaceful, majestic
dramatically before handing over the fiddle and skipping
farm, it is here. Rows upon rows of corn wave in the breeze,
off to the shop.
while standing tall beneath the shadow of a gnarled old
Violet Cave tree, a brightly dressed scarecrow eyes any who step
beyond the old iron gate. A large farm house stands atop
The bare gray stone of the entry of this unexplored
a hill in the fields where a large firbolg in a straw hat
cavern does well to hide nature’s bounty within. Lush walls
plucks at a four-string banjo. A wooden sign hangs from
of greenery and tropical plants hang along the tunnel and a
a post beside the porch reading “FRESH PRODUCE AND
soft carpet of moss covers the floor dulling the adventurers’
SUNDRIES.”
footsteps to a mere whisper. It feels warm and humid and
smells of wet plants and fungus. If the adventurers ask the firbolg, Mr. Ninebark, about the
cloak, he directs them to the scarecrow.
A rushing underground river is bridged by a fallen log
that seems to be perched uneasily up on either edge of a Purchasable items: Fresh and preserved produce and
10-foot deep chasm, slowing exploration into the deeper herbs (1 cp-2 sp)
recesses of the subterranean lair. Characters who make a Owned by: Camus Ninebark
successful DC 10 Dexterity (Acrobatics) check get across the
log without falling into the water. To do: Convince Cornelius the awakened scarecrow to
give up his cloak.
Once on the other side, the mossy carpet below your feet
21
Solution: Help repair the scarecrow. Replacing his cloak Princess Betony smiles shyly at the adventurers. “Thank
or clothing makes him even happier and he gives the party you all so much. We would like to invite you to present
rations in thanks as well. some of the gifts during the wedding. It would mean a lot
Acquire: Cloak of Leaves. to both of us.”
Upon approaching the field you hear the jolly voice of The priests lead the adventurers to the great hall and
the scarecrow sing out to you, “Fine day isn’t it!” He flaps on to the dais, where a large table draped in fine cloth
his long colorful cloak and laughs again. “None of you are holds the Eight Gifts. The adventurers choose which gifts
crows, are you?” they would like to present. The adventurers are positioned
before the table and finally have a chance to take the room
When asked about his cloak Cornelius replies, “Oh yes, it’s in. The main hall of the castle is breathtaking. The huge oak
lovely, isn’t it? Mr. Ninebark found it in the field and gave it doors, carved with nature spirits, are pushed open to reveal
to me.” a massive hall with a domed ceiling covered in frescoes of
important moments in the country’s history. Columns
With a successful DC 10 Wisdom (Perception) check, the shaped like trees support the roof and direct the eye
adventurers can see signs of wear in the happy scarecrow. toward the dais where two ornately carved thrones sit side
With a set of weaver’s tools or by casting the mending by side. Rows of benches have been set up for guests with
spell, the party can repair the scarecrow. Additionally, the royal families sitting on chairs up front. Tall, peaked
castings of the druidcraft or prestidigitation cantrips can windows let in the cheerful sunlight and make the tiled
help refresh his stuffing. A successful DC 13 Dexterity check floor sparkle. The two holy leaders stand up front and, once
can be used in place of these spells to help sew up some of everyone is seated, a small chorus of children begin to sing
the scarecrow’s torn seams. a traditional song and the brides are led out one by one in
their incredible bridal gowns. They hold hands before the
Upon being fixed, Cornelius runs his fingers over his seams altar, and after a brief sermon by each of the holy leaders,
and cries out in joy. “You fixed me up as good as new! For they begin their vows.
that I must repay you.”
Princess Betony: “I, Princess Betony Heliconia, ask you,
Campion Castle Neeja Calix, to be my wife, as my friend and my love. On
Description: Made of large, dark stones, the castle this day, I affirm the relationship we have enjoyed, looking
would be imposing but for the more gentle curves of its to the future to deepen and strengthen it.
design. A large gate in a vine-covered wall stands open I will be yours in plenty and in want, in sickness and in
and welcomes visitors to the courtyard, looking up the health, in failure and in triumph.
tall narrow towers at every corner. Access to the inner
Together we will dream, will stumble but restore each
chambers is not permitted.
other. We will share all things, serving each other and
Development: Upon collecting the necessary items, the our kingdom. I will cherish and respect you, comfort and
characters can attend the princesses’ wedding. encourage you, be open with you, and stay with you as
long as we shall live, freed and bound by our love.” Her
The Wedding
voice shakes with feeling, and a tear rolls down her cheek.
Princess Neeja: “I, Neeja Calix, present to you, my beloved
The adventurers return the items to the anxious priests Betony, the Eight Gifts which represent our love.”
waiting at the castle. They inspect each item and are The adventurers are introduced by a page who calls out
pleased with every one returned. The adventurers are led to their full name and title as they come forward and present
a small room where the princesses are in plain gowns but the gift to the princesses and the audience. If any of the
with elaborate hairstyles. items are fakes, murmurs of distaste can be heard through
Princess Neeja: “I can’t thank you enough for acquiring the crowd. The people do not seem happy that the true
the gifts. It means so much to both of us, not just because item was not found. As each item is presented, Neeja tells
I get to give those really smooth wedding vows,”—(this the romantic story of its origin. When all of the items have
makes Betony laugh)—”but because those stories are really been presented, Neeja looks back at Betony and chokes up,
important to my people. We had to do a lot of work before standing up straight and taking a deep breath to try and
you got here to reconstruct all of that, but actually getting contain her emotions.
the items was so delicate. We are blessed by your help.
22
The priests continue with a few more important
ceremonial duties, and then a long, beautiful patchwork
scarf is brought forth.
“This scarf is made of scraps from the clothing of both of
your ancestors. It represents your union, and the union of
these families, and the kingdom.” Priest Padauk holds it up,
and Priestess Laelia takes it and wraps it around the joined
hands of the brides.
“With this knot, we unite you,” the priests say in union.
They pull the knot together and the whole room erupts in
cheering and joyful exclamations as the brides kiss. They
are escorted from the hall under showers of flower petals,
and musicians, food, and drink are brought in. The party
continues well into the night, spilling out into the courtyard.
The whole city seems to be out celebrating and everyone is
covered in flower petals by the end of the night.
Aftermath
The next day, the adventurers are summoned to the
temple where Priest Padauk and Priestess Laelia give them
their rewards and more thanks.
Resolving adventure hooks:
All of the above hooks end the same:
0 The next day the party meets the princesses and are
given their rewards
0 Any townsfolk who were positively affected by the
adventurers offer discounts on their wares or services.
0 The temple offers free room and board to the
adventurers for their help.
0 Maestro Zingiber composes a song about the
adventurers, which spreads among other bards and
may be heard in other towns.
Further Adventures
With a complex history of civil war, there are many story
threads to pick up on in Campion, such as assassination
attempts on the princesses or holy leaders, attacks on those
who helped the adventurers, or terrorists from one of the
factions trying to take over the city.
23
24
The Color
of Bravery
u Emily Harmon
surface world, where they hope to find a helping hand.
The Color of Bravery This adventure begins as Princess Floophlathrum travels
through an Underdark cavern beneath The Rosy Curiosi-tea
hen an illithid incursion threatens in search of a way to the surface, when they are suddenly
a flumph kingdom in the attacked.
Underdark, flumph Princess
Unbeknownst to Princess Floophlathrum, while they
Floophlathrum defies their
have been away, a contingent of illithid mindhunters has
father’s wishes and travels to the
taken the opportunity to surround Humphoresia and begin
surface world, in search of help.
sieging their defenses. Unwilling to leave his child behind,
Will the adventurers be able
King Phoomthalrup is delaying their planned retreat until
to traverse the dangers of the
Princess Floophlathrum can be found.
Underdark, dodge mindflayer contingencies, and rescue the
flumph kingdom?
A four-hour adventure for 5th through 10th level
characters.
Running the Adventure
This adventure is designed for three to seven characters
of level 5-10. The adventure is linear and designed to be
Adventure Overview played in sequence.
1. Call to Action
2. Part 1: Descent Into Darkness Adventure Hooks
Part 2: The King and his Council
3.
Hook 1
4. Part 3: We Had a Good Plan…
5. Afterword
An Unfurled Rose, proprietor of The Rosy Curiosi-tea,
posted a request for rare herbs and flowers a tenday ago.
Adventure Background
After dangerous questing through forests, mountains, and
ravines, the characters have acquired the ingredients and
travelled to The Rosy Curiosi-tea to receive payment. Go
In the depths of the Underdark, the flumph kingdom
around the table and have each character describe what
of Humphoresia has come under threat of attack by the
herb or flower they brought, and what they had to do to
ever-expanding mind flayer colony, led by Oothilir, the
find and collect it; reward characters with inspiration for
indomitable elder brain. While flumph-custom dictates that
telling engaging stories.
flumphs should flee under direct confrontation, flumph
Princess Floophlathrum (they/them) is unwilling to abandon
their ancestral homeland. After confronting their father,
Hook 2
King Phoomthalrup (he/him), and his close council, Princess
Floophlathrum realizes the flumphs will flee if provoked—
After returning from their latest adventure, the characters
unless they can get a little help convincing them otherwise.
have acquired rooms at the local inn, The Amber Whale,
Princess Floophlathrum sneaks away and travels to the
25
and are enjoying an afternoon exploring Waterdeep’s If characters intervene, the roper turns its attention to the
boutiques. They are walking past The Rosy Curiosi-tea bigger threat, saving Princess Floophlathrum (flumph with
when the adventure begins. If characters are using Hook 2, plot armor) for dessert. On initiative count 1, three black
proceed to A Cry for Help. puddings drop from the ceiling and engage any characters
that have been reeled in.
26
On the Nature of Flumphs Mindflayer Troop
Flumphs are wholly good-natured, with a tendency towards The characters encounter a scouting party of mind flayers
chaotic good. If placed in a dangerous situation, they will (one mind flayer psion, one mind flayer, two gnoll
(almost) always choose to flee, mind-slaves each containing one intellect devourer) that
rather than fight. The flumphs of Humphoresia realize their are searching for secret passages into Humphoresia. If the
names may be difficult for outsiders to pronounce—as characters are sighted, the mind flayers attack and fight
such, they will come up with temporary names, based on until killed. They focus on capturing the princess, to be
nearby objects, that are easy to pronounce (Princess Long- interrogated for valuable military information, and kill all
sword, King Pointy Hat, Councilor Pepper Shaker). who stand in their way.
By defeating the mind flayers, the characters prevent
Part 1: Descent Into the illithid forces from learning about weak points in the
flumphs’ defenses. Note this success for Part 2.
28
Councilor Phumphory (he/him) is in love with Councilor Councilor Flaflofur (he/him) is being controlled by an
Lephlaglem, and fears that, if the flumphs fight or intellect devourer allied with the mindflayers. No one on
are sieged, Councilor Lephlaglem may die. Councilor the council has noticed his odd behavior, including staring
Phumphory can be convinced to side with the characters, hungrily at the heads of those in the council chamber.
but only if they can ensure Councilor Lephlaglem’s safety. Flaflofur is the leading priest of Helm, a god that was
Councilor Phumphory will not admit to his love, or even adopted by the flumphs when they discovered a temple to
suggest it, but he is terribly bad at hiding his feelings. A Helm in the ancient dwarven city they now inhabit, but he
character who has a passive Wisdom (Perception) score has no memory of his life or duties if asked. Flaflofur wears
of 15 or higher notices him stealing longing glances at a holy symbol of Helm, but seemingly has no knowledge of
Lephlaglem, giggling too much when they talk, or agreeing what it is or means. Flaflofur will not vote for the characters’
with everything they say. A successful DC 13 Charisma plan, but on a successful DC 12 Wisdom (Insight) check, a
(Persuasion) check will convince Councilor Phumphory. character will notice his odd behavior. If the characters are
If characters can ensure Councilor Lephlaglem’s safety able to identify that he is under the influence of an intellect
by sending him out of the city, perhaps making use of devourer, they receive a success.
relationships the characters created in Part 1, this check is Councilor Phlerflafly (they/them) is actually an angel
made at advantage. (deva) of Helm, disguised as a flumph, who was sent to
Councilor Floglampher (she/her) is the flumph protect their society and help them flourish. It seems that
ambassador to neighboring Underdark cities. Floglampher Humphoresia has a part to play in Helm’s plans, though
is obsessed with Humphoresia’s image, and other cities’ they do not know what it might be. Phlerflafly is secretly
opinions of them. She is concerned that, if the flumphs in favor of the flumphs staying in Humphoresia, but does
suffer a terrible military defeat or fail in negotiations, it will not want to blow their cover while the rest of the council
tarnish their reputation in the Underdark. Characters must is dissenting. They claim that they are concerned about
convince Floglampher that their plan will be successful in losing the flumphs’ great annals and written histories if
bringing the flumphs fame and glory, or otherwise elevate the illithids attack, but this is a cover. A DC 0 check on any
their status with other Underdark denizens. This can be ability is needed to convince Phlerflafly to go along with the
achieved with a successful DC 13 Charisma (Persuasion) characters’ plan.
check or a successful DC 13 Charisma (Performance) check
if the characters stage a pre-enactment of their plan. A
character who is a bard makes both checks at advantage.
29
strong-enough power, they may be able to intimidate the
Part 3: We Had a Good illithids into retreating. Be sure to roleplay the characters’
discussions with ambassadors to those cities, and their
Plan… introduction and alliance with Princess Floophlathrum.
Once the characters have decided which plan they wish FLEE!
to enact, they may present it to the king and his council,
who provide feedback and offer support according to their
position and background. If characters need to contact If the characters cannot convince the council to side with
other factions from Part 1 to enact their plans, allow them Princess Floophlathrum, the kingdom of Humphoresia
to do so now. enacts evacuation plans over the next hour. As the flumphs
The characters’ chosen plan will determine the rest of this flee their stronghold, the illithid forces attack. Characters
adventure, which is decidedly variable to allow the players must cover the flumphs’ retreat as they are overwhelmed
to shape the world. You are empowered to customize by illithid forces (two mind flayers, one mind flayer
these endings to fit the narrative your players wish to tell, arcanist). Narrate the fleeing of the flumph forces as they
using DM discretion to fill in any gaps. Choose one of the are mind-blasted and cut down by the illithid vanguard.
following wrap-up sections that best fits your narrative, or Most of the flumph forces are able to escape but, as they
devise one of your own design. flee, the characters see mindflayers swarming the ancient
stronghold as ancient statues and relics are destroyed. The
Fight the Illithids mood of the flumphs is one of mourning, as they all shed
the same midnight blue light of deep sorrow.
Aftermath
Depending on the nuances of the plan, this fight may
take place on open ground (for instance, inside a catacomb
of purple worm tunnels near the city) or may occur when Success. After the events of this adventure, King
the illithids begin to siege the walls. Allow characters to set Phoomthalrup comes to value his daughter’s leadership
up traps or defenses as they see fit. Each trap should take a and decides to step down from the throne. Princess
character 1 hour to set up. Floophlathrum rises to power over her kingdom. Her father
Once the characters are ready, the illithid forces attack acts as counsel, providing his daughter support during
(two mind flayers, one mind flayer arcanist). If this their early days as Queen. Councilors who the characters
combat proves to be too easy, add additional waves (five especially enjoyed interacting with stay on as their advisors.
gnoll slaves, one mind flayer) to provide a satisfying If the characters were able to develop any alliances or
experience. If the characters put forth significant effort in allegiances in Part 1, these continue to flourish. If characters
raising defenses and creating battle plans, be sure to award grew especially close with Princess Floophlathrum, they ask
their precautions and strategic thinking in game. the characters to join their council.
Failure. The flumphs flee to a nearby kuo-toa
Alliances stronghold, where they maintain an uncomfortable truce
with the kuo-toa for the time being. Who knows how
long the alliance will last, or how long it will be before the
This section is highly variable, but below is some
illithids catch up? Provided that the characters genuinely
guidance to help you adjudicate this option. As a DM, you
helped to support Princess Floophlathrum, they will thank
are empowered to run this section in a way that makes
them for their help and stay in contact with characters
sense for your party and is fun for your players.
regarding concerns in the future.
Illithids. The illithids are proud and ruthless, but not
stupid. If the characters can give them good cause for
backing down, such as trade in the form of slaves or prized
land, they will cut a deal. These checks should be difficult
(DC 20) with difficulty decreasing as characters offer illithids
things that they would value. Under these circumstances,
the illithids have every reason to believe they could crush
the flumphs easily in combat. If characters aren’t careful,
they may create a temporary truce that could have
unforeseen consequences for the Underdark. If negotiations
begin to sour, the illithid ambassador and his entourage
attack (two mind flayers, one mind flayer arcanist).
Other cities. If characters have adventured in the
Underdark previously, they may wish to reach out to
other cities for support (Gauntylgrim, Menzoberranzan,
etc.). If characters are able to forge an alliance with a
30
Further Adventures
Below are some questions that you may use to guide the
characters’ future adventures in the region:
0 What is the future of Humphoresia? What will the
Princess’s first months and years in power look like?
0 How will they deal with their myconid neighbors? Will
they develop trade or peace?
0 How will Menzoberranzan view the rising flumph
powers in the Underdark?
0 Will Humphoresia forge alliances with surface worlds?
Will the characters act as ambassadors for these
efforts?
0 Will flumphs be able to travel to the surface world and
act as ambassadors for good-aligned creatures
in the Underdark?
31
32
Heir to
Chaos
u Peter K. Harris
vital in establishing her rule, she decreed that only those
Heir to Chaos able to wield magic could take the throne.
hispers among the Silverlee Very few people outside of the royal family know
royal family speak of a curse that Queen Elster was a rare sort of mage—one whose
that lies dormant in the family command of magic was unpredictable. Her control grew
line. The heir to the throne, with time, but only through great personal hardship and
Anaia Silverlee, is convinced a series of difficult choices. Not wanting any descendants
that she is suffering from this of hers to face the same struggle, Elster chose to make her
curse, and has fled the safety burial site a testing ground and learning opportunity for
of her palace to seek answers future wild mages of her line.
in her ancestor’s tomb. Can the As time went on, the story of Elster’s wild power faded
characters help the princess be rid of her affliction, or is from common memory. Today, only the Silverlee family
there a better way to assist her? remembers it, though the facts have gotten confused over
A four-hour adventure for 6th through 10th level the centuries. Family legend now warns of Elster’s Curse,
characters. which might someday manifest again in the royal line.
Unfortunately, Princess Anaia Silverlee has begun showing
signs of just such a curse since she came of age a few
Adventure Overview years ago. Her parents have done all they can to keep this
a secret, but the royal court has heard vague rumors of
The characters respond to reports of strange lights Anaia’s struggle, and gossip is spreading that the princess
and sounds coming from deep within the forest. They may have to cede her claim to the throne.
find Princess Anaia, a human mage suffering from
For her part, the chaotic surges of magic have terrified
uncontrollable outbursts of magic, as she attempts to enter
the princess. Several times already, she has come close to
an ancient tomb.
hurting her tutors, friends, and family, and Anaia lives in
At Anaia’s request, the characters escort her through the constant fear that her next outburst might kill someone.
tomb, overcoming traps, challenges, and ancient guardians. With nothing to turn to but old family tales, she has stolen
As they delve deeper, Anaia is forced to confront the nature away from the palace and set out to find her ancestor’s
of her power. tomb. There, she hopes, she might find answers—and a way
The characters bring Princess Anaia to the heart of the to rid herself of this curse once and for all.
tomb, where she faces a choice. Her decision depends on
her interactions with the characters over the course of the
adventure. Running the Adventure
This adventure is balanced for a party of five 7th-level
33
reward, they must encourage Anaia to actively engage with As she grows more comfortable with her power, she
her ancestor’s lessons. becomes a little more relaxed around her allies. She might
Encourage characters to interact with Anaia, especially stand straighter, keep less distance from others, or speak
during lulls in the action such as short rests, or after more decisively. Use your best judgement to pace and
completing a challenge. Consider rewarding particularly describe her personal growth. Bear in mind that failures and
thoughtful or empathetic roleplay with inspiration or rolling harmful surges might cause her to draw back in on herself.
checks with advantage. Additional guidance for roleplaying Anaia can be found in
The three challenges in Chapter 2 outline conditions for each section of the adventure.
success and failure. Tally these up to determine Anaia’s Personality Trait: I avoid casting magic around other
ultimate choice in Chapter 3. If she falls unconscious, count people unless absolutely necessary.
that trial as a failure. Ideal: My powers are a curse, and I must rid myself of
them.
Adventure Hook Bond: I love my family and subjects, and would never
want to accidentally hurt them.
Find the Princess Flaw: I lack self-confidence due to my lack of control.
Important Characters family distanced themselves from Elster’s abilities and faith.
The kingdom’s official religion was eventually changed, and
the Chapel of Chance was forgotten and fell into ruin.
Princess Anaia Silverlee
About the Location
Princess Anaia (she/her) is a human princess in her early
20s. She is a wild magic sorcerer who uses the mage stat Characters follow the bursts of light and intermittent
block, with the following adjustments: rumblings which lead them deeper into the forest. As the
0 Anaia has 72 hp. characters enter the forest glade, read the following:
0 Whenever Anaia casts a spell of 1st level or higher, roll Iridescent light flashes from inside a dilapidated temple
twice on the Wild Magic Surge table in the Player’s across from you. Moments later, a unicorn trots out from
Handbook and pick one result. Alternatively, you the ruined doors. It gives you a long-suffering look before
can use the Wild Magic Surge table included in this cantering away into the forest. When the sounds of its
anthology, or combine the two tables to your liking. retreat fade away, you hear a quiet sobbing coming from
within the temple.
Anaia is a courageous young woman with a wry sense The Chapel of Chance is a crumbling building with
of humor whose confidence has been deeply shaken by a peaked roof. Inside, the temple is a long rectangular
the trauma of her wild magic. At the beginning of the structure. Two lines of rotting wooden pews lead to a
adventure she is frightened, uncertain, and uncomfortable mossy stone altar at the far end of the room. Parts of the
being physically close to other people, having accidentally roof have collapsed, and tangled vines spill from the gaps
hurt others in the past. She is prepared to risk everything to onto the fern-strewn floor below. Despite the decay, a
be rid of her curse. stained-glass window behind the altar remains in perfect
As Anaia succeeds at the tomb’s challenges, her condition.
confidence slowly grows, especially if her wild magic surges Princess Anaia Silverlee is kneeling in front of the altar,
have beneficial results. Though she might dismiss initial weeping in sheer frustration. She wears fine clothes that
successes as flukes, over time she begins to question her have been torn, stained, and scorched. When characters
assumptions about herself and her magic. approach, she reacts out of startled instinct:
34
“Stay back!” The girl flings her hand back towards you, Altar. A successful DC 15 Wisdom (Perception) check
and there’s a detonation of energy. When the glow fades, shows that the stone altar is built to move along a set of
the girl is sitting with her knees hugged to her chest, and grooves. Anaia has already noticed this, and points it out if
the plants around her are withering to dust. characters do not spot it. No amount of pushing or pulling
will move the altar.
“I’m sorry,” she whispers, staring at you with frightened
eyes. “I’m so sorry, I didn’t mean to—please, just don’t Window. The stained-glass window depicts the goddess
come closer!” Tymora standing triumphant over her foe, Beshaba. An aura
of abjuration magic keeps it from breaking. Three beams
Anaia is more worried about harming the characters than of lights radiate from her raised hand, pointing to the left,
vice versa. She asks them who they are and why they have right, and bottom of the window. Following the path of
come here. If reassured that they are here to help, Anaia those beams brings characters to three flagstones with
shares the following information: small circular indentations the size of a coin. Though the
window faces west, the surrounding forest has grown to
0 Anaia is next in line to the Silverlee throne.
block any sunlight from reaching it.
0 According to long-held law, only magic users can take
the throne. Unlocking the Tomb. To unlock the tomb, a gold piece
0 Anaia suffers from a curse that afflicted the first of must be inserted into each indentation, with the ‘heads’
their line, the Wild Queen Elster Silverlee. She cannot side facing out. The discs on Anaia’s necklace can also
use magic without unforeseen, often devastating side be used. Finding these indentations without following
effects. the window’s design requires a successful DC 18 Wisdom
0 There have been several times in her life where she (Perception) check.
believes her magic may have inadvertently harmed If characters are stuck, they can attempt a DC 12
people—usually attendants or tutors. These servants Intelligence (Religion) check. On a success, they are
were replaced, and although her parents always reminded that the holy symbol of Tymora is a face-up coin.
assured her that no harm came to them, she’s paranoid
that her parents lied to spare her feelings. When the puzzle is solved, the altar slides forwards
0 Anaia is scared that she will eventually kill someone with a loud grinding noise, revealing a stairway that leads
outright. That the volatility of her curse might disqualify underground.
her from taking the throne is a secondary concern.
0 Her ancestor, Elster, was said to possess a powerful
artifact that controlled the curse. Chapter 2: The Wild
0 Queen Elster was buried with this artifact, and her tomb
is below this temple. Anaia ran away from home to Queen’s Tomb
recover it.
0 Anaia has been trying to unlock the tomb for almost Location History
three days, with no success, and is at her wit’s end.
0 Her only clue is a family legend that says to “kneel in
Lady Luck’s radiance, and present your fortune.” Before Queen Elster died, she worried what might
happen if wild magic resurfaced in her bloodline. Despite
its dangers, she saw her power as an asset, and wanted her
Because Queen Elster’s story has mostly faded from descendants to have a controlled environment in which
memory, it is unlikely that characters would know anything they could learn to safely harness their gift. To that end, she
about her or her tomb. Characters who succeed at a DC 25 designed her tomb as a series of challenges, so that any of
Intelligence (History) check recall the information about her her lineage who came seeking answers might realize their
that is provided in the Adventure Background. potential. Though specifically designed not to harm any
Characters who succeed at a DC 12 Wisdom (Perception) heir of the Silverlee line, the tomb can be deadly to others.
check see that Anaia has been working hard to open the
tomb. Days-old patches of strangely colored plant life About the Location
or scorched stone show where her control has slipped.
They also spot that Anaia is wearing a homemade strung
necklace of coin-sized golden discs. If asked, she confesses The walls of the tomb are made from polished stone,
that she made it herself. grey-blue and cool to the touch. Glowing gems embedded
in the walls at regular intervals cast a steady white light.
A successful DC 12 Wisdom (Insight) check reveals that
Unless otherwise specified, the ceilings are 10 ft. high.
despite her pain and frustration, Anaia is grimly resolute in
her quest, and will not be persuaded to leave without the Magical Realism. Several of the rooms in this tomb
artifact. involve magical projections or illusions. These are no less
deadly for being constructs; they are solid to the touch and
After getting to know the characters, Anaia asks them
deal damage as normal.
to help her access the tomb and reclaim the artifact. She
promises them 10,000 gp if they are successful. Heir’s Resistance. Anaia has resistance to all damage
dealt by traps and constructs in the tomb.
35
Royal Barriers. Several key locations are surrounded
or blocked off by walls of translucent light. Only Anaia is Elster’s Statue. The statue of Queen Elster is 10 ft. tall,
able to pass them. Any character who touches one is dealt with a 4 ft. high plinth. On the dais are three diamond-
2d8 radiant damage and must make a DC 15 Constitution shaped indentations. When a key gem from Area L3, L4, or
saving throw. On a failure, they are blinded for 10 minutes. L5 is inserted, a bright blue flame appears in the statue’s
The barriers can be dispelled with disintegrate or dispel hand. Inserting more key gems adds more color to the
magic, requiring a successful DC 25 spellcasting ability fire—first red, then green—and causes the flame to spread
check. Otherwise, Anaia dispels them when she passes up the statue’s arm.
through. Roleplaying Anaia. When she first enters this room,
Anaia is preoccupied with the statue. If no other characters
Sub-Locations inspect it, she points out the three indentations on
the plinth. If she has not done so already, she tells the
characters what she knows of Queen Elster’s story.
The following locations are keyed to map 1.1.
Unlocking the Burial Chamber. When the key gems
L1. Entryway from areas L3, L4, and L5 are all inserted into the plinth, the
This hallway extends north for 30 ft. A royal barrier statue’s arm is wreathed in opalescent flame. The statue
blocks the way from the stairs to the Undercroft (Area L2). raises its arm and shoots a column of fire at the ceiling,
causing the floor to descend 50 feet. When it stops, the fire
The air grows cooler as you descend the stairs into a
burns out, and an archway leading to Queen Elster’s burial
hallway beneath the temple. A steady white light shines
chamber (Chapter 3) is revealed.
from gems embedded in the walls at regular intervals. At
the bottom of the stairway, a passageway leads ahead, but L3. Hall of Courage
is blocked by a wall of magical force. A 30 ft. long corridor leads from the doorway to a vast
The tomb is enchanted to ward against any creatures not square chamber, 100 ft. long and wide, with a 40 ft. tall
of the Silverlee line. If a character teleports into the tomb ceiling. The room is illuminated only by a knee-high fog
before this barrier is dispelled, they take 3d10 acid, cold, that glows with a pale white light.
fire, force, lightning, poison, psychic, or thunder damage When Anaia reaches the center of the room, a sliding
every six seconds. The damage type is determined at door seals the entrance.
random by a d8 roll. The fog suddenly glows brighter, momentarily blinding
Roleplaying Anaia. Anaia is overcautious and stays at you. When your vision clears, you stand in a throne room.
the back of the group. She does not approach the barrier Banners hang from thick stone pillars, which run from the
on her own volition, though persuading her to do so entryway to a pair of thrones ahead of you. Two burned
requires no skill check. bodies lie at Anaia’s feet, flames still licking at their finery
Passing Through. When Anaia approaches within 5 ft. of and the nearby banners. She stares down in horror as the
the barrier, a disembodied female voice says: “Heir of my doors are flung open and royal guards rush into the room.
line, cross this threshold and claim your inheritance.” “Mom… dad…” Anaia falls to her knees, clutching her
The gateway allows Anaia to pass. When she does, it father’s body as the guards shout, “Regicide! Monster! Kill
dissipates and does not reform. the girl!”
L2. Undercroft The room is enchanted to manifest a Silverlee heir’s
The strange, steady light glitters off a high ceiling in deepest fear.
this chamber. Three stone doors are set into the walls Guards. The guards attack as knights, but do not use
opposite you. In the center of the room, a tall statue of a ranged weapons. Their goal is to attack Anaia, though they
human woman stands on a dais, wearing a diadem and defend themselves against characters if attacked. If a guard
fine robes carved so finely from marble that they look soft is killed, another rushes through the door to replace them.
to the touch. Her empty hand reaches out, palm up, in a
welcoming gesture. Roleplaying Anaia. Anaia is convinced that she has
killed her parents with a surge of wild magic. She takes
“Queen Elster…” Anaia sounds awed as she approaches no actions in combat, and does not snap out of her grief
the statue. “That must have been her voice!” unless convinced to by a character (see “Success”, below).
Even if attacked, she is too overwhelmed to move or defend
The ceiling in this room is 30 ft. high. The chamber is herself. If no characters successfully interact with her during
hexagonal with a 40 ft. diameter. Three doors opposite the a combat round, she unleashes a spontaneous wild magic
entrance lead to the challenges that will unlock the way to surge on her turn.
Queen Elster’s burial chamber.
Success. Anaia must overcome her fear. As a bonus
Doors. On each door is a hand-shaped indentation. Any action, characters can attempt a DC 16 Charisma
character can press their hand to a door to open it. (Persuasion) check to convince Anaia that this is an illusion,
36
or to fight back with her magic. This DC is reduced by 2 for magic, the dragon must succeed on a Constitution
each challenge Anaia has already successfully completed. saving throw against the caster’s spell save DC or
Each success halts Anaia’s building wild magic surge, and vanish for 1 minute, after which it reappears in the
causes the illusory room and guards to briefly shimmer. same space.
After three successes, Anaia stands up and orders Ledges. The ledges require a successful DC 12 Strength
the incoming guards to halt. They do so, and the scene (Athletics) check to climb.
evaporates into glowing fog. Roleplaying Anaia. Though Anaia is intimidated by the
Failure. Each time Anaia is hit, the illusory room and dragon, she is even more worried about casting spells so
guards flicker jarringly. If the guards score three hits on close to her companions. When combat begins, she hides
Anaia, the illusion is dispelled. Anaia remains hunched on behind a pillar and does her best to ride out the fight
the ground and, unless prompted, does not move until long without endangering the characters.
after the illusion fades. Success. Anaia must show her strength. As a bonus
Outcome. When the illusion fades, a pedestal containing action, characters can attempt a DC 16 Charisma
a key gem has appeared at the far end of the room, (Persuasion) check to convince Anaia to attack the dragon.
surrounded by a royal barrier. This DC is reduced by 2 for each challenge Anaia has
already successfully completed. On a success, Anaia throws
When Anaia takes the gem, Queen Elster’s disembodied caution to the wind and joins the fight.
voice speaks:
Failure. If the characters defeat the dragon without
“Power is a terrible thing, if not moderated by Anaia’s help, she emerges from hiding after the fight
compassion. A good queen fears for those she cares for— looking deeply regretful.
her family, her subjects, her kingdom—and rules more
wisely for it. Heed your fear, but do not let it control you.” Outcome. When reduced to 0 hp, the thaumatic dragon
shatters into radiant shards. A pedestal containing a key
If this is the final trial, refer to “Unlocking the Burial gem appears in its place, surrounded by a royal barrier.
Chamber” in L2, then proceed to Chapter 3. When Anaia takes the gem, Queen Elster’s disembodied
L4. Lair of Strength voice speaks:
A steep staircase descends to a winding, 50 ft. long “What use is a crown without the strength to keep it? Few
corridor. At the end of it is a large, irregularly-shaped can access the power of raw, untamed magic. It is among
room. The walls are faceted at odd angles approximating your greatest assets.”
the contours of a cave, and several pillars connect floor to
If this is the final trial, refer to “Unlocking the Burial
ceiling. Spaced around the edges of the room are ledges in
Chamber” in L2, then proceed to Chapter 3.
10 ft. high tiers.
Once all characters have entered the room, a sliding door L5. Gauntlet of Luck
seals the entrance. A 30 ft. long corridor leads to a 45 ft. wide room, which is
Motes of light appear in the center of the chamber. They bisected into two corridors.
quickly multiply and coalesce into a shining mass. Within Across the room from you stands a golden statue of
seconds, they’ve formed an enormous creature—a dragon Tymora. She holds out her hands as though gesturing to
made of raw magic, its skin and scales rippling as muscles the two archways on either side of her. To her left is a plain
tense beneath them. It unfurls two dazzling wings, and lets passageway with a patterned floor. To her right is a black
out an ear-splitting roar. chasm, with a platform floating in the air five feet from the
edge.
Behind you, Anaia says shakily, “Are you kidding me,
Elster?!” “Something’s different in here.” Anaia says cautiously.
“Can any of you feel that?”
To access the key gem, the characters must slay the
magical construct guarding it. The thaumatic dragon uses This room is designed to challenge the Silverlee heir
the young red dragon stat block with these adjustments: into taking a calculated risk. To access the key gem, the
0 Larger than Life. Its size is huge. characters must navigate either 50 ft. corridor to reach the
0 Built to Serve. Its alignment is lawful neutral. chamber on the other side.
0 Magical Construct. It lacks immunity to fire, but is Magical Dampening. The chamber is enchanted with
immune to the charmed, exhaustion, and frightened an antimagic field that targets creatures’ innate magical
conditions. abilities. Magic items such as wands, staffs, and the room’s
0 Chaotic Breath. Its breath and claw weapons deal acid, own traps function normally.
cold, fire, force, lightning, poison, psychic, or thunder Tymora’s Statue. The phrase “Fortune Favors the Bold”
damage chosen at random. This is determined by a d8 is carved into the statue’s plinth. Characters who succeed
roll each time they are used. at a DC 15 Intelligence (Religion) check recall that Tymora’s
0 Antimagic Susceptibility. It is incapacitated while faithful often put themselves in dangerous situations as an
in the area of an antimagic field. If targeted by dispel
37
act of devotion, making her a popular deity for adventurers. Success. Anaia must take a risk. Characters can attempt
Safe Path. Dark floor tiles mirror the locations of a DC 16 Charisma (Persuasion) check to convince Anaia to
the invisible platforms in the opposite path. Characters try the left path. This DC is reduced by 2 for each challenge
standing at the entrance to this path must succeed at a Anaia has already successfully completed. On a success,
DC 15 Wisdom (Perception) check to discern the exact Anaia agrees to trust in luck.
locations of the two farthest sets of tiles. If the characters can help Anaia navigate the safe path
Indestructible crystals embedded in the walls every 10 ft. before the below failure condition is met, count it as a
emit rays whenever a creature crosses their path. Characters success. After all, she is lucky to have found such helpful
must succeed at a Dexterity saving throw to avoid being companions!
hit. If hit by a ray, that character is teleported to the statue Failure. If Anaia fails at traversing the ‘safe’ path more
of Tymora at the room’s entrance. There are five pairs of than four times, her anger and frustration grow to the point
crystals in total with increasingly difficult saving throw DCs, that she unleashes a wild magic surge. Though it is quickly
as follows: snuffed by the room’s antimagic effect, her confidence is
1: DC 8 badly shaken. She urges the characters to go on ahead
without her, leaving them to reach the other side and
2: DC 12 turn off the room’s defenses on their own (see “Outcome”
3: DC 16 below).
4: DC 20 Though she can still be persuaded to tackle the risky path
and thereby convert a failure into a success, any check to
5: DC 24
do so is made at disadvantage, and the DC is raised to 20.
Risky Path. By Tymora’s grace, any character taking this
Outcome. A pedestal containing a key gem waits
path has advantage on all ability checks and saving throws
at the far end of the chamber, surrounded by a royal
made along it.
barrier.
This chasm is bridged by platforms which mirror the dark
When Anaia takes the gem, Queen Elster’s disembodied
tiles in the opposite path. All but the first are invisible. On
voice speaks:
a successful DC 12 Wisdom (Insight) check, a character
will notice that the visible platform and first set of tiles are
mirror images of one another. “The Weave governs more than magic. Your gift lets you
If a character’s Strength score is less than 10, jumping twist fate itself to your favor. There is a deeper order in
from one platform to the next requires a successful DC chaos. All you need do is embrace it.”
10 Strength (Athletics) check. Characters who fall into the
chasm are teleported to the statue of Tymora at the room’s If this is the final trial, refer to “Unlocking the Burial
entrance. Chamber” in L2, then proceed to Chapter 3.
38
“Heir of my line. I am sorry.” The ancient queen’s voice Overall Failure:
sounds weary. “The trials you’ve faced are harsh, but I wish “This is stupid.” Anaia shakes her head, tears spilling from
I’d learned these lessons sooner. If I had, perhaps things her eyes. “This is so, so stupid. What kind of choice is this?
might have been different… What do you want from me, Elster?” She strides towards the
“I enacted the laws of succession to prevent future sarcophagus, her voice rising with each step. “You think this
monarchs from wavering as I did. But your gift—our gift— is a gift? Living in constant fear of myself is a gift? You show
can be a heavy burden to bear. I therefore offer you a me my parents, dead, and then ask me to choose??” Her
choice.” voice echoes off the walls, but there’s no answer from the
Wild Queen.
Two small spheres appear above the sarcophagus, one
marbled pink and green, the other jet-black. “The colored Anaia wipes her eyes with a bitter laugh. “The kingdom’s
stone will amplify your power. It will be hard, and you may better off without me. My parents… I’m not going to live
never fully control your gift, but you will have a chance to like this anymore. I’m done hurting people.” With a deep
use it for the kingdom’s good. breath, Anaia reaches out, and takes the black stone.
The other stone will quash all magic in you. By the laws I Once Anaia has made her choice, she instantly attunes to
laid down, you will not rule. But you may live unburdened the stone she has taken. The remaining stone vanishes.
by chaos.
39
40
...To Wash Away
This Dirt
u Carlos CIsco
...To Wash Away This Dirt Adventure Background
For ages, Marak’Tol, the Valley of Divine Abundance,
obgoblin conquistadors have ravaged remained hidden from the world. Its three Aasimar tribes
the people of a once-hidden valley and harvested rare materials in service to the Archangel Zariel in
taken Princess Xiomara captive. The elders peace through countless generations. When the Hobgoblin
summon the adventurers, not to rescue Warlord Kortax discovered the valley, he threw it into chaos.
the princess, but to assassinate her. They Princess Xiomara left her mountain tribe to negotiate
believe Xiomara has abandoned her peace but never returned. Since then, the warbands have
people, siding with the hobgoblin warlord, Kortax. Royal line decimated the desert and forest tribes and positioned
be damned, the betrayer princess must die! themselves to attack the mountain tribe next.
Foul rumors and the speed of Kortax’s conquest have
This is a four-hour adventure for 6th through 8th level
led tribal elders to believe Xiomara has become Kortax’s
characters.
advisor. What no one knows is that Xiomara has used her
captivity to seize power and, ultimately, protect her people.
Adventure Overview In the early days of her imprisonment, Xiomara was able to
contact Zariel and learned of the archdevil’s tragic fall. Her
1. Act 1: The elders give the party their assignment. loyalty unwavering, she forged a pact with Zariel. She is to
Deal with Xiomara... however they see fit. profane the temple atop the mesa by spilling the lifeblood
2. Act 2: The party must scale a heavily guarded and of a conquerer within its walls. In return, Zariel will drive the
treacherous mesa. hobgoblins from Marak-Tol will once again grant the valley
protection. What Xiomara doesn’t realize is that the contract
3. Act 3: With Xiomara’s agenda revealed to both the defines “protection” as displacement from the Material
party and Kortax, the characters must decide who to Plane into Avernus. There Zariel’s servants will strip-mine
side with, if anyone. the valley for use in the Blood War.
41
Flaw: My pride will probably lead to my destruction.
Adventure Hooks General Molk
Hook 1
One of Kortax’s generals falsely exiled for fathering a
The adventurers are the spirits of heroes summoned warborn child during the campaign. He would see those
from the moments of their deaths, housed in adamantine that sullied his name ground into bone dust.
mannequins by the elders with an ancient ritual. “My dishonor goes by another name.”
Personality Trait: I am wildly passionate, ruled by my
hook 2 emotions.
Ideal: Those that wrong me must be held to account.
The group are warriors of Xiomara’s mountain tribe. The Bond: Yara is my sister in battle. I would follow her into
elders call on them for this dark task. hell.
Flaw: I am overly concerned with how things should be
Important Characters done, to the point of inflexibility.
42
These are what’s left of the Royal Councils. Arco (he/
About the Location him), Piet (she/her), and Horte (she/her) are all aasimar
priests (MM) of Zariel, following traditions that predate
their patron’s fall. Unaware of their patron’s fall, they have
The village is small but impressive. There are a mere six continued without divine guidance for some time now.
buildings, but each is formidable, constructed primarily of
adamantine. The largest is the Palace of the Blind Justicar, a The elders relay that Princess Xiomara has joined with
ziggurat built into the face of the mountain. Below it are two the hobgoblin warband that has laid siege to the valley and
large halls for communal housing constructed of Burloak decimated the other two tribes. The elders’ opinions follow:
from the lower valley. Three of the buildings are forges that 0 Arco, a hard and practical man, sees Xiomara as a traitor
craft armor, weapons, and general goods. Nothing in Xo’tol to all the people of the valley, and thus she must be
is made of iron. Even horseshoes are adamantine. Despite assassinated. Without his advisor, Kortax will surely fail.
the small number of structures, the population is vibrant 0 Piet, pious and tradition obsessed, sees Xiomara as a
and diverse, especially now with refugees from the other lost soul. She had little choice in the matter, but she is
tribes. There are people of every race here, but they all culpable in the deaths of thousands. Custom dictates
exhibit aasimar traits. she should stand trial.
0 Horte, a peaceful and diplomatic woman, is silent
during these proceedings, preferring to listen.
L1. Xo’Tol: Palace of the Blind Justicar
When you begin the adventure, read or paraphrase the Whatever the adventurers decide to do with Xiomara,
following: the council agrees that killing Kortax would only help the
situation as it would throw the warband into chaos.
From atop the gleaming adamantine ziggurat that is
the Palace of the Blind Justicar, you can see the whole of Kortax positioned his armies around the Mesa of the Four
Marak’Tol. The Valley of Divine Abundance is a strange, Wings, and scouts say they are gearing up for an attack
unnatural geological formation, with disparate biomes soon. There are two methods to ascend: an ancient elevator
pressing against one another like spokes on a wheel. On guarded by the Hobgoblins OR a dangerous switchback
one side, the gleaming Desert of White Glass and, on the where every step could be your last. The mesa is a day’s
other, the fog-shrouded forest of Burloak.In the center rises travel to the northwest. The most advisable paths are
the grand mesa that housing the Temple of the Four Wings, through the forest or the desert. Traveling directly through
a towering spire of rock. the warcamp would result in a swift death for any but the
most powerful adventuring parties.
A member of the royal guard approaches and says, “They
The party may each requisition one of the following: a
are ready for you.” The guard beckons you to follow.
weapon or armor made from adamantine. If the party asks
why they can’t have more, remind them that the people of
L2. Xo’Tol: Council Chamber the town must also be prepared to defend themselves in
The guard leads you into the Council Chamber. Rich veins case of failure.
of adamantine spread across the uncarved stone walls like
Before departing, Horte approaches and implores the
a circulatory system, converging toward a shining throne
party to see Xiomara returned home safely so that she
adorned with four adamantine wings. Two figures flank it on
may lead her people from the valley. Land can be lost and
either side.
reclaimed, but their lives are but one. Horte, who has known
43
Xiomara from birth, trusts that whatever she’s doing is for Before you is a bloodied hobgoblin, stripped of his
the good of her people. armor, wildly swinging a jagged greatsword. Four figures
in fiendish masks and black gis attack him with abandon.
When he spots you, his eyes plead for help.
Act 2: In Childbirth Grief Molk was one of Kortax’s generals but was sentenced
Begins to exile for fathering a “warborn” with Yara, Kortax’s other
general. Warborn are hobgoblin children conceived during
Whichever path they choose, the adventurers will an active campaign, an act punishable by death. While
encounter Lym and Molk. this is typically taboo for both parents, in this particular
warband the mother is favored over the father and often
Burloak Forest allowed to carry on to ensure the child grows into its
blessed destiny. The father endures the punishment for
both parents.
A forest of trees so ancient their rings are impossible
to count. The wood radiates strong transmutation magic. What Molk knows:
The canopy allows only dim light through. Crown shyness 0 The child belongs to Kortax. Xiomara convinced Kortax
creates rivers of light on the forest floor. to blame Molk to avoid dishonoring himself and losing
It becomes increasingly harder to tell the time of day the control of the warband.
longer you walk the forest paths, but a gash in the canopy 0 The losses they’ve faced are far greater than Kortax has
illuminates the ground ahead. Drawing closer reveals reported.
several Burloak stumps, the size of two-story houses. A 0 If Yara was leader she could convince the warband to
figure crouches behind a stump, trying to stay out of sight. leave the valley without losing face.
0 For Yara to become leader Kortax must die, one way or
another.
Desert of White Glass 0 If the party agrees to convince Yara to challenge Kortax,
Molk will sever his top knot and give it to the party as a
token “For Yara to remember her honor.”
Glass blown from this white sand is the hardest known
to those of this world. The Desert Tribe lived simply. Only
scorched, unbreakable spines of glass remain where tents Whether they travel through the forest or desert, give
once stood around the many oases. the characters the opportunity to harvest some of the wood
or glass, as it can come in handy later.
The sun glinting off the ivory dunes is so bright that it
forces everyone to cover their eyes. Jagged fangs of glass Burlwood twigs: A bundle of living twigs that seem to
grow from scorch marks left by the warbands explosives. move of their own accord. They can be molded into any
Stumbling through the dunes you see a splash of red on shape and harden within moments.
the ivory sand.
White Glass: Broken chunks of glass litter the desert. The
glass is unusually sharp and hard. It is nearly impossible to
Temple Refugee shatter.
Lym (they/them), an aasimar acolyte from the temple has Mesa of the Four Wings
been hiding in the wilderness for days. They claim to have
fallen descending the switchback. In exchange for healing, The mesa juts into the sky, a towering spire of rock and
they’ll give the party climbing gear (grants advantage on shrubs. Staring up at it gives a feeling of vertigo, even
Athletics checks related to climbing) and directions. Lym standing on solid ground.
also warns them that taking a life in the temple will profane
it, which can only lead to further disaster. L1. Elevator
Disgraced General A mile from the main hobgoblin encampment is a
mechanical lift that dominates one side of the mesa. From
your vantage point, you can see nine hobgoblins guarding
At the edge of the forest or desert, the adventurers come the base. A large, unlit brazier sits about 40 feet away from
upon an unarmored hobgoblin beset by 4 hobgoblin the lift.
iron shadows (VGtM). The unarmored hobgoblin is Molk Guarding the lift is a hobgoblin captain (MM), 8
(hobgoblin champion [VGtM], he/him, with AC 12 and 60 hobgoblins (MM), and hidden from view is a hobgoblin
HP remaining.) iron shadow (VGtM). Any character wishing to sneak past
them must succeed at a DC 15 Dexterity (Stealth) check.
On a failure the hobgoblins spot the party, close ranks,
and attack, fighting to the death. One hobgoblin always
44
attempts to light the brazier calling for reinforcements. If
the brazier is lit, 10 more hobgoblins arrive within 1 minute. Act 3: Death is the only
Operating the lift requires one person to hold the lever
down at the lift’s base until it reaches the top. Otherwise, water...
it descends. It takes two minutes for the lift to reach
the summit. A character can make a successful DC 15 Mesa of the Four Wings
Intelligence check using tinkers tools or thieves’ tools to
jam the switch. If reinforcements are called, they attempt to
sabotage the lift, causing it to fall. Atop the windswept mesa is a small, single-story temple.
The temple takes up about half of the mesa top, with
L2. Switchback pass Kortax’s elite guard and generals encamped near the lift
Hidden behind some jagged boulders and scrub brush is with the switchback trail on the opposite side of the temple.
a narrow and extremely steep switchback trail leading up
the side of the mesa.
L1. Elite Guard Camp/Yara’s Tent
Two large tents stand out. The tents belong to Kortax’s
Scaling the pass forces the party to contend with three generals. In the camp there are three hobgoblin captains,
dangerous obstacles on their ascent. They can happen in four hobgoblin iron shadows, and Yara (she/her), a
any order. hobgoblin devastator (VGtM).
Collapsed Walkway. A two foot wide walkway of Depending on which path the adventurers took to
wooden slats has partially collapsed, creating a 20 foot gap the top of the mesa, this could lead directly into a
in the trail. Anyone who falls to the path below takes 3d6 confrontation with the hobgoblins. If they approached via
bludgeoning damage from the fall. the back, they can avoid confrontation or get the jump on
Sheer Ascent. A portion of the path is a direct climb up the group. Upon entering Yara’s tent read the following
a 20 foot, sheer surface.Climbing it requires a successful DC text:
15 Strength (Athletics) check. Pushing the tent flap aside reveals a powerfully built
Poisonous Plants. Sixty feet of trail ahead is covered by hobgoblin mother, breastfeeding her child. When she takes
toxic plants. Touching them causes 1d4 poison damage per notice of you she stands, pulling the child into a sling with
round. Plants can be cleared with fire or a bladed weapon, one arm and grabbing her metal quarterstaff with the
but the latter requires a DC 13 DEX save to avoid contact. If other. She points it at you, its tip flaring with arcane fire.
burnt, the plants begin rapidly regrow within a minute. “You should not be here.”
45
You’ll see nary a chisel mark on the entirety of this He is not immediately hostile, patiently waiting for Xiomara
temple. It looks to be raised from the stone of the mesa to complete her ritual.
itself, smoothed and polished by divine will. The one-story What he wants: Ultimate Power
temple is not large or heavily ornamented, but beautiful in
its simplicity. ROLEPLAYING XIOMARA:
Like Kortax, she is overly confident—not out of ego, but
The Contract: Scrawled in red upon the outer walls, in because she has the backing of an extraplanar being of
Infernal, is the contract between Xiomara and Zariel. immense power. She believes she cannot possibly lose, so
A DC 15 Intelligence (Investigation) check made by a what does she have to gain by being rescued? If the party
creature who can read Infernal reveals the terms of the is hostile, she assists Kortax—to a point. When it becomes
contract: clear that either she or Kortax are close to death, she turns
0 The temple must be profaned with the lifeblood on Kortax,having reserved her most powerful magic for
of a conqueror. him. If she is confronted with the truth of her contract, she
0 Fulfillment will result in the expulsion of the will give herself up.
hobgoblin horde and Zariel’s protection for the What she wants: To protect her people by fulfilling her
valley. contract.
0 Succeeding by 5 or more reveals: ROLEPLAYING YARA:
0 “Protection” is defined as the whole of the valley
being pulled into Avernus. If Yara is with the party she issues a challenge to Kortax. If
0 Succeeding by 10 or more reveals: she is not previously convinced to take it outside, she won’t.
0 Because of her lineage linked to Zariel, Xiomara If Kortax accepts Yara’s terms, Xiomara attempts to kill him
is considered a “conqueror.” Her death in the then and there.
temple would fulfill the terms of the contract as What she wants: Control over the warband, and Xiomara
well. out of the picture.
If either Kortax or Xiomara die within the confines of the
Three Doors: The three doors are magically sealed with temple, advance to Resolution 1 in the Aftermath section.
magic that cannot be dispelled. Additionally, the doors are
indestructible.They can be opened by touching them with
the corresponding material (glass, burloak, or adamantium)
sourced from this valley.
Aftermath
Once they open a door read the following text: Resolution 1: Who can stop grief’s ava-
When touched, the door is bathed in holy light before lanche once it starts to roll?
fading into nothingness. Before you is a small bridge that
extends over a moat of magma that glows with blue,
radiant energy. In the center is a circular dias surrounded The radiant magma flares an angry red as a conqueror’s
by a ring of light. The floor is trifurcated, made of the same lifeblood is spilled. A ring of fire bursts from the ground,
materials as the doors. creating an impassable wall of flame. The floor rumbles as
magma flows around the adamantine floor.
Two figures stand on the dias. An aasimar woman garbed
in robes of luscious crimson and a ceremonial feathered The floor collapses, along with a third of the mesa,
headdress paints runes on the black iron morion-style crashing onto the nearest tents of the hobgoblin
helmet worn by a powerfully built and heavily armored encampment before the mesa belches forth a wave of
hobgoblin holding a greatmaul that looks like a massive, magma that covers the whole of the valley floor.A howling
rune-encrusted meat tenderizer. wind precedes another quake, but this time it is the sky
that shakes as a hole in the material plane is torn asunder,
Radiant Moat: Each door has a bridge wide enough to giving a hellish vision of Marak’Tol’s final destination:the
cross the moat in a single file. While it gives off no heat, wartorn wasteland of Avernus.
coming into contact with the radiant magma deals 10d10
radiant damage. Three massive, black iron chains spill forth from the
wound in the mesa, extending over the length of the valley.
Xiomara was finalizing her ritual by painting the final The last thing you feel is the ground caving from beneath
words of her contract on Kortax’s armor. Xiomara (she/ your feet as your body and this entire valley is wrenched
her) is an aasimar warlock of the fiend (VGtM) and Kortax from this plane.
(he/him) is a hobgoblin warlord (VGtM) that wields the
Arcanoclast instead of a greatsword. And then… black.
ROLEPLAYING KORTAX:
Kortax is haughty, taunting the party that if they came to
kill him, it is too late. He believes Xiomara’s ritual is going
to grant him the power to turn all who oppose him to ash.
46
to Resolution 2. There’s no imminent threat and the
Resolution 2: None can happy be. adventurers are instead free to leave or help with refugee
resettlement efforts.
Further Adventures
If Yara did not get involved and Xiomara is killed outside
the temple or captured/rescued, the adventures may return
to Xo’Tol with proof of her demise, or with Xiomara herself.
Depending on how the adventure shakes out further
Depending on which elder they side with it could lead to:
adventures can explore any number of directions.
If they kill her: Arco commends your swift judgment and
0 The party could be trapped in Avernus if Xiomara’s
rewards each member of the party with another piece of
contract is fulfilled.
adamantine equipment. He expects them to stay and help
0 They could help defend the city against the hobgoblin
the city prepare for an assault.
assault.
If they brought her to face trial: While tribal infighting 0 They could assist in the evacuation efforts and eventual
threatens to rip Xol’Tol apart the hobgoblins advance on reclamation of the valley.
the city, regardless of who is in charge. Without preparation 0 The party could assist in resettling the displaced
the city stands little chance of defending itself. refugees.
If they convince Xiomara to lead her people away Horte
comes out with full, unwavering support of their princess.
As the warband advances Xiomara leads her people
through the valley’s hidden tunnels. The hobgoblins
conquer an empty city.
47
48
The Silver
Princess
u Brittney Hay
to suppress the “curse” and disguise her transformation. As
The Silver princess Ennette’s isolation grew, and no cure was found, only those
who could be fully trusted knew of the princess’s “illness.”
fter previous expeditions failed, King Unbeknownst to the king, Queen Helayna was a
Ferdem IV puts another call out to the distant descendant of dragonkin, though the blood
brave people of his kingdom, seeking hasn’t manifested in hundreds of years—until Ennette.
heroes to rid the land of a dragon menace Unfortunately, Queen Helayna died before she could pass
and rescue his daughter, Princess Ennette, on this knowledge to her daughter.
from the beast’s clutches. The king has During adolescence, Ennette’s dragon blood had not
hired the party to escort one of his latest yet fully manifested; however, her volatile moods became
“heroes” in their quest to rescue the princess and win his more frequent as she aged, with the two sides of her nature
favor. warring against each other. Ennette became afraid of
hurting those that she loved the most, and when a moment
A four-hour adventure for 5th through to 7th level presented itself, she escaped. Free at last to embrace her
characters. true self, the full manifestation of her powers took hold and
she transformed into a dragon for the first time. By day,
Adventure Overview Princess Ennette is a young silver dragon, and by night, she
is her human self. Not wishing to harm those of her father’s
1. Chapter 1: Some Day My Prince Will Come kingdom, she has made her new home in the ruins of an
abandoned castle.
2. Chapter 2: The Quest Begins
Not long after Ennette’s escape, a silver dragon was
3. Chapter 3: A Daring Rescue? spotted winging around the ruins of an abandoned castle.
Believing the vile dragon was responsible for his daughter’s
Adventure Background disappearance, King Ferdem sent out nobles and vassals to
vanquish the beast and rescue his daughter; none returned,
Princess Ennette was the firstborn daughter of King or if they did, they were never heard from again. As her
Ferdem IV and Queen Helayna. Her birth was jubilantly father’s knights and vassals hunted her mercilessly, Ennette
celebrated by the entire kingdom, though followed shortly defended herself, taking a life only when she absolutely had
after by grief, as the queen took ill and died. From then to. She never admitted her true nature for fear her would-
on, Ennette was doted on even more by her father. From a be vanquishers would think it just some “dragon trickery,”
young age, Ennette showed an innate aptitude for magic, caring for nothing beyond the riches and rewards slaying a
but as her power grew, her body began to transform and dragon would bring. In a mixture of denial and foolishness,
change. Silver scales grew on the right side of her body, the king has never put two and two together to realize that
easy to conceal at first. As she aged, her secret proved more the dragon and his daughter were one and the same. With
difficult to hide, as she grew a tail, horned ridges on her lands to spare, King Ferdem has decreed that whomever
head, and one clawed hand and foot. King Ferdem believed rescues the princess and slays the dragon will be rewarded
his daughter cursed and locked her away—“for her own with an estate and titles befitting their new station.
safety,” he said—but he was terrified of the monster he
believed she was becoming and fashioned for her a circlet
49
body is covered in silver scales as well as a tail and horned
Adventure Hooks ridges on the right side of her head. She holds herself with a
regal manner but can be incredibly clumsy at times. Ennette
A Prince By Any Other Name has run away from home for fear of her dragon side taking
over and one day hurting those she loves the most. By day
she is a young silver dragon and by night she retains her
King Ferdem has put out another call to any adventurer human form.
who will brave the dragon’s keep and rescue his daughter Personality Trait: I am horribly, horribly awkward in social
from the monster’s grasp. Three answered, but when the situations.
King suggested that they work together, they rejected the
Ideal: The path has been taken from me, so I make my
notion because they did not wish to share in the reward.
own.
King Ferdem then offered to provide the NPCs each a group
of adventurers to help them complete their quest, which is Bond: My family is everything and I must protect them
where the player characters come in. The party can choose from what I have become.
to accompany either Lord Aron Jedsyn, “Prince” Elliot of Flaw: I have a deep fear that I could turn on those that I
Zirus, or Lady Knight Oriole Brimstone. love at any time.
50
hair, dark amber eyes, and a diagonal battle scar that goes having them follow at a discreet distance in case the
from temple to chin. characters decide to double-cross Rasp.
Personality Trait: I face problems head-on. A simple, If not selected, Rasp pursues the dragon on their own,
direct solution is the best path to success. accompanied by five companions (one scout, two thugs,
Ideal: I must prove that I can handle myself without the one druid, and one spy).
coddling of my family.
Lady Knight Oriole Brimstone
Bond: My house must evolve, and I’ll lead the evolution.
Flaw: By my words and actions, I often bring shame to my
family. Lady Knight Oriole meets the characters in a modest inn.
Her gear is practical and battle-worn. She has a determined
expression on her face, though the excitement of a new
Chapter 1: Some Day My adventure is also present there.
51
Hunting Party A Princely Meeting
The characters stumble upon the campsite of a hunting While making their way through the forest, the characters
party comprised of a human scout (they/him), half-orc come upon one of the NPCs not chosen in “A Prince By Any
priest (she/her), and halfling druid (she/her). After a quick Other Name”. This encounter can be chosen twice, using the
glance around the area, characters notice that there are other NPC for the secondary encounter.
more tents than NPCs present, as well as several freshly dug Lord Aron Jedsyn. The characters come upon Lord
graves. The halfling is currently attending to the human, Aron and his companions (one priest, two scouts and two
who is gravely injured and babbling incoherently, “It’s not thugs) making their way through the forest. If approached
what it seems.” If the characters inquire, the half-orc tells in a nonviolent manner, Lord Aron takes the time to speak
the party that they were hunting in the forest, gathering with the characters, attempting to see if they have a plan
food for their village, when the dragon attacked, and for defeating the dragon and rescuing the princess. He
they were the only members of their party who got away. tries to dissuade the characters from continuing with the
Any character who makes a successful DC 13 Wisdom quest, believing it is his destiny to fulfill it. If the characters
(Insight) check notices the half-orc isn’t being truthful. If are insistent, he promises this is not personal, and tries
pressed, they will admit that it was one of their now-dead to subdue the characters, either by restraining them, or
companions who provoked the creature. knocking them unconcious.
Woodcutter If he is successful, the characters encounter him again
The characters come across a woodcutter (commoner) in Chapter 3, Resolving Character Hooks, confronting
who is out gathering firewood. If asked about the dragon, Princess Ennette in human form.
she confesses to seeing it, but it hasn’t bothered her. The “Prince” Elliot of Zirus. Rasp has laid a trap for
woodcutter is in a chipper mood because for the past the characters. Any character with a passive Wisdom
few months, she has had several new clients purchase her (Perception) score of 10 or higher hears a cry for help. If
firewood, which has been great for business. She is only they investigate they find Rasp bloody and bruised, tied to
slightly annoyed that they always pick up their bundles after a tree. They tell the characters that they were ambushed
sunset. by a group of thugs and left for dead. Characters can tell
Uprooted something is off with a successful DC 25 Wisdom (Insight)
check. While Rasp has the characters distracted, the rest of
While traveling in the forest, the characters come across their companions (one scout, two thugs, one druid, and
a clearing. At first glance, it seems to be natural, but any one spy), attempt to ambush the characters. Those with
character with a passive Wisdom (Perception) score of 12 a passive Wisdom (Perception) score of 16 or higher are
or higher notices that the trees have been uprooted by not surprised. Rasp frees themself once the battle turns in
something rather large. There are also large claw marks and their favor and assists their companions in knocking the
footprints in the soft loam, but any attempts to track the characters unconscious.
dragon from here are ineffective, as it took to the air.
If Rasp is successful, the characters encounter them again
Shambling Mound in Chapter 3, Resolving Character Hooks, confronting
Roll a d2 when a shambling mound encounter occurs. Princess Ennette in human form.
On a result of 1, the characters hear the creature trudging Lady Knight Oriole Brimstone. The characters encounter
through the forest before it attacks them. On a result of Lady Knight Oriole Brimstone and her companions (two
2, the shambling mound lurks within a mass of vegetation scouts, one priest, and one druid) mid-battle. They were
before attacking, where it can be noticed by any character ambushed by three vine blights and two awakened trees.
with a passive Wisdom (Perception) score of 18 or higher. Oriole is currently at half health, and two of her companions
When the shambling mound reaches three-quarters (102 or are unconscious, slowly being covered in vines on the forest
less), half (68 or less), and one-fourth (34 or less) health, it floor.
spawns 1d2+1 vine blights on its next turn.
Scraps
Dragon Worshippers Characters who have a passive Wisdom (Perception) score
Any character who has a passive Wisdom (Perception) of 15 or higher spot a bright colored piece of fabric near the
score of 12 or higher hears commotion nearby. If they roots of a tree. Upon further investigation they see the ruins
choose to investigate, they come upon a group of three of what was once an expensive dress shoved in the hollow
kobolds and two winged kobolds arguing in Draconic. If of said tree. A successful DC 13 Intelligence (Investigation)
approached in a friendly manner, the kobolds are suspicious check reveals that though the dress is now in tattered ruins,
but do not flee. They tell the characters that they were sent there do not appear to be any blood stains. It seems as
by their clan to see the dragon. Their leader had a vision of though the dress was shredded from the inside outwards.
a silver dragon who would lead them to glory and riches,
and they have come to pledge themselves to her.
52
was carved recently and by a very large creature. The tunnel
The Healer’s Hut widens into a large underground oasis with a garden, small
pond, campfire, and cylindrical door recessed into the
far wall. There is a 50% chance that Ennette is not home
Shortly before reaching the castle ruins, the characters during the day when the characters discover her hidden
come across a cozy hut along their path. If they knock on underground oasis but she always returns an hour before
the door, they are greeted by a elderly male dwarf (druid). sunset.
If they ask about anything strange, he says that a few
months ago, he found a young woman who was gravely FEATURES OF THE AREA
injured and spent a fortnight nursing her back to health. Pond: The pond is fed from a larger lake topside. It is also
One morning, he returned to the house to find the woman the way that Ennette gets in and out of her lair when she
gone, leaving nothing behind but a jeweled bracelet (worth is in dragon form. Characters who take a closer look at the
500 gp). Since then he has noticed things gone missing, pond can see the same familiar claw marks that appear in
such as seeds for the garden, a large cooking pot, and the tunnel, as though something was pulling itself along
clothing off the washing line. underwater.
Castle Ruins
53
Faerie Lights: Dancing above the garden is a beautiful is harmless. She doesn’t want to hurt anyone and just
array of tiny lights that allow the plants to grow. These wishes to be left here in peace. It’s easy to see that she is
lights come from the faerie light bottle (Appendix A) that holding back information. If characters succeed on a DC
sits just on the outskirts, shedding magical light upon the 18 Charisma (Persuasion or Deception) check, Ennette tells
area. them that she ran away to protect those she loved because
Campfire: There is a pot on the fire that is bubbling away she is the dragon. Characters that succeed on a DC 13
with some kind of stew. Wisdom (Insight) check notice that Ennette is still not telling
the whole truth, and if pressed, she retrieves the circlet,
Cylindrical Door: The door leads to a smaller, one-room explaining about its magical properties and how her father
cave that has a singular bed, a small chest underneath, had it made to help her appear to be normal when she was
and a small table and chair. A character who succeeds required to make a formal appearance. She also explains
on a DC 13 Intelligence (Carpenter’s tools) check or a DC how the magic became unreliable, and she was eventually
18 Intelligence (Investigation) check notices that all the unable to control the circlet’s disguise. Upon making her
furniture in this space, including the door, lacks any tool home here, Ennette discovered it had other hidden magical
marks or other signs they were crafted by a carpenter. If properties that helped suppress her draconic nature from
this discovery is made, any character proficient in Arcana fully manifesting, and after she stopped using it, she was
recalls that results like this are commonly seen with the able to transform into a dragon.
fabricate spell.
When in human form Princess Ennette uses the half-red
Reward: The small chest under the bed is locked and dragon veteran statblock with the following changes:
requires a successful DC 18 Dexterity (Thieves’ Tools) check
to open. Inside are 350 gold coins, a jeweled bracelet worth 0 She has a +3 to her Charisma.
500 gp, a few well-worn books, and a circlet of disguise 0 Armor Class. Ennette’s AC is 15 due to her draconic
(Appendix A). ancestry.
0 Her Fire Breath attack deals cold damage instead of
Developments: If the characters reach the area during fire.
the day, Ennette is not home. She returns just before 0 Spellcasting. Ennette is a 7th-level spellcaster. Her
sunset, emerging from the small pond in her lair as a young spellcasting ability is Charisma (spell save DC 14, +6
silver dragon before transforming at sundown back to her to hit with spell attacks). Ennette has the following
human form, using prestidigitation to dry herself off. sorcerer spells prepared:
If the characters arrive after sunset, Princess Ennette is 0 Cantrips: blade ward, control flames, frostbite,
sitting out by the campfire, reading The Cinder Princess, a mending, prestidigitation
favorite childhood story of a princess who sacrifices for her 0 1st Level (4 slots): absorb elements, color spray,
people, then is resurrected as a powerful phoenix. ice knife, shield
0 2nd Level (3 slots): darkness, misty step
0 3rd Level (3 slots): enemies abound
Chapter 3: A Daring 0 4th Level (1 slots): fabricate, ice storm
54
treasure horde is, disbelieving her when she insists there
is none. They insist that she return to the king with them.
On the return trip they will arrange a little accident for the
princess. If Ennette refuses to leave, Rasp’s companions
show up, if they haven’t already made themselves known
to the party previously, and attempt to force all parties into
compliance.
Lady Knight Oriole Brimstone. She admires Ennette
and her bravery and respects her choice. Oriole wonders if
there is some way that Ennette can stay out from under the
thumb of the king, one that also hopefully allows herself to
do the same with her own father. She is willing to listen to
any suggestions either Ennette or the party have.
King Ferdem IV. He is surprised to hear that his daughter
and the dragon are the same, but is relieved to hear she
is well. He did not know that the circlet suppressed her
draconic nature, only that it disguised her appearance.
Ferdem had it made for her when it became harder to
conceal her draconic change, and does not know the true
name of the maker because they disappeared shortly
after presenting the circlet to the king, and have not been
heard from since. As for her return, he is cautious but
optimistic that the people will grow to love her in time. If
the characters convince Princess Ennette to return to her
father and accompany her, he rewards each character with
500 gp, in addition to giving the party two magic items
from the royal treasury (roll twice on Magic Item Table F
in the Dungeon Master’s Guide). He rewards the NPCs who
accompanied the characters with the titles and lands that
were promised.
Alternative Ending
If you wish to add further challenges to the end of this
adventure, you may have the other two NPCs that the
characters did not choose show up, either individually or
together. When this happens, use “Resolving the Character
Hooks” above to see how the NPCs react to finding the
princess.
Further Adventures
If you wish to follow Ennette’s story in further adventures,
here are some ideas to explore:
0 If the characters were unable to convince Princess
Ennette to come back home, the King does not give
up on his daughter that easily. He wishes for them to
help her see that her place is with her people, this is her
birthright.
0 Track down the maker of the circlet and see why they
put that suppression magic on it, and how they knew of
Ennette’s draconic lineage.
0 Princess Ennette has been welcomed back home by
her father but there are those in the kingdom that still
do not trust the princess now that her secret has been
revealed. Several assassination attempts have been
thwarted and the King is desperate to find those that
mean his daughter harm.
55
56
Golden Plates
and Golden Rules
u Jessica Marcrum
and die on her sixteenth birthday. The twelfth fairy who had
Golden Plates and not yet bestowed her gift on the infant changed the curse
into a hundred-year ageless slumber.
Golden Rules For Princess Talia’s added protection, her parents had
every spindle in the kingdom burned, and no one was
aving survived a century-long coma, permitted to mention spindles around the princess.
sexual assault, and the attempted murder Unfortunately, fate laughs at those who would thwart it,
of her children, Sleeping Beauty wants and on her sixteenth birthday, the princess encountered an
vengeance on the fairy who started it all. old woman, possibly Carabosse in disguise, spinning in the
Even the fey are bound by rules, however, attic. Fascinated by the mechanism, the princess asked to be
and some problems are greater than two taught. As soon as she touched the spindle, she pricked her
individuals. finger on a piece of flax, and fell into a hundred-year sleep.
Immediately, the rest of the castle fell into a deep sleep,
A three to four-hour adventure for 10th through 12th level though the twelfth fairy had only remembered to make
characters. Talia ageless. The princess slept, eternally sixteen, while all
her friends and family grew old and died in their slumber.
Adventure Overview The years went by, and briars with wicked thorns grew all
around the castle. With the royals and nobles gone, the
1. The Thorny Rose common folk went about their lives, beholden to no one.
Neighboring rulers attempted to conquer the castle, but
2. Carabosse’s Castle could never get through the thorns. Legends grew of the
3. Sidh Stipulation Supervision Center sleeping princess.
After nearly a century had passed, a traveling king heard
Adventure Background the legends and insisted on seeing the sleeping princess
for himself. He fought his way through the briars, saw the
While many are familiar with the bones of the Sleeping sleeping Talia, and forced himself upon her. After he was
Beauty story, few know the truth. Princess Talia’s tale is finished, he returned home to his queen—but he could not
better told to frighten children awake than send them off to get the sleeping princess out of his mind and returned to
blissful rest. There are no charming princes and no happily Talia frequently. Eventually, Talia gave birth in her sleep to
ever afters. Only destiny, laws, and survival. twins. One of them, looking to suckle, sucked the flax out of
her finger, and she awakened. She saw the two infants and a
The Sleeping Beauty strange man in her bed. Everyone else she had ever known
was dead, her castle full of skeletons.
Princess Talia, more famously known as Sleeping Beauty,
has lived an ignominious life. For her christening, her
parents invited twelve local fairies to bless her with gifts,
serving them on twelve golden plates. Furious at the snub,
the thirteenth local fairy, Carabosse, arrived unexpectedly
and cursed Princess Talia to prick her finger on a spindle
57
A New Life Hook 2
Overjoyed to see his victim awake, the king took the In a dark corner of a pub, adventurers overhear a
stunned Talia home along with their twins, whom she whispered conversation between two mysterious figures.
named Sun and Moon. The king informed his wife that she One of them is Talia, disguised as a mercenary under
was being replaced, as Talia had already borne him two the name Briar Rose. She talks to a bounty hunter about
children—something the queen had failed to do in decades “Code Thirteen” and the bounty hunter gets nervous. If
of marriage—and he planned to marry Talia immediately. approached, she tells characters to go to court the next day,
Outraged, the queen ordered her cook to bake Sun and saying Briar Rose sent them for her majesty.
Moon into a pie and serve them to the king. Horrified, the
cook served a rabbit and a lamb instead, hiding the children Hook 3
in sacks of flour. The queen encouraged the king to eat
heartily, which he did. She next ordered the cook to make Traveling characters meet Sir Robyn, a young knight
Talia into soup and serve it to the king. The cook, getting accompanied by a band of minstrels, as she is leaving Talia’s
desperate, hastily informed Talia, who began screaming. The kingdom. She informs them she had initially answered the
king heard the noise, and after hearing Talia and the cook’s queen’s call for brave adventurers, but when she learned the
word, threw his first wife into the stewpot. He did not eat target of assassination was an ancient and powerful fey, she
her. decided to bravely seek adventure elsewhere.
The king crowned Talia his queen and announced a writ
proclaiming Sun his heir, and Moon after him. With her
children thus protected, Talia gutted her husband as he Important Characters
slept and assumed the role of Queen Regent. She has lost
everything, but gained two children and a kingdom. Three Princess Talia, aka Briar Rose
years into her regency, she wants revenge on the fairy she
holds responsible.
She/her, assassin, neutral
58
children and wouldn’t give them up for the world,
Vermillion Tackington but resents the circumstance that brought them into her
life. She wants revenge.
He/him, violet faerie dragon, lawful good Characters who succeed on a DC 15 Wisdom (Insight)
check discern Talia is deeply hurt. She knows killing
The head of bureaucracy and red tape in the Feywild, Carabosse won’t change her situation, but feels this is the
Vermillion has sacrificed much to maintain his current only way to regain a semblance of control over her life and,
position. He wears a pince-nez and is typically covered in most importantly, prevent anyone else from going through
ink splotches. He views his work as very important, but the same situation she did.
worries that he may be missing out the grander things in
life. Talia provides directions to Carabosse’s Castle, high in the
Forbidden Mountains. She warns the trek is dangerous, but
Personality Trait: I’m constantly in motion. Holding a not nearly as dangerous as Carabosse herself. While she has
pen in one claw, a pencil in the other, and a big rubber no memory of the fairy, she knows her to be ill-tempered
stamp in my tail, I only stop my paperwork to sleep, and and evil, and warns the adventurers to be prepared for
then just in short bursts. anything.
Ideal: I’m proud to be a significant cog in a well-oiled King Sun (he/him, commoner) and Princess Moon (she/
machine. her, commoner) are approximately 4 years old. They
Bond: I spend so much time at work, I hardly see anyone are kind-hearted, intelligent children with a tendency
apart from my coworkers. I can’t admit it to myself, but my toward anxiety. Constantly under their mother’s watch,
best friend is my paperwork. they know little of the world outside their own castle and
their mother’s oversight. Sun enjoys using a big stamp to
Flaw: I struggle with shades of grey and am insistent that
pass decrees his mother shows him, while Moon loves the
as long as everyone does their job, everything works out.
fashion and music of the court. Both children enjoy reading,
and are particularly fascinated by stories of fairies, dragons,
The Thorny Rose and mystical creatures.
If asked why Talia does not simply take revenge upon
When the adventurers enter the throne room in response
Carabosse herself, she responds that she is far too busy
to Queen Regent Talia’s summons, they see the throne
as Queen Regent to leave. If asked why she doesn’t send
room is massive, with stained glass windows and marble
an army, she responds that the army is necessary to keep
flooring. Columns decorated with reliefs of gilded thorny
the royal family safe in case of war. Succeeding on a DC 18
roses line the grand hall. Talia sits on a large throne, a
Intelligence (History) check reveals there is no threat of war
crown of golden roses atop her head. Beside her sit a
at this time, and the country is experiencing unparalleled
young boy and girl in celestial raiment. Lining the hall are
peace and prosperity. Characters who succeed on a DC 15
two dozen courtiers (nobles) and palace guards (veterans).
Wisdom (Insight) check see Talia wants all the protection
possible, magical and mundane, for herself and her
Hail to the Queen children. She sees mercenaries and wandering heroes as
expendable, though she is happy to reward a job well done.
Talia (she/her, assassin) is not one to mince words
and gets right to the point. She knows that were it not
for the curse of Carabosse, the thirteenth
fairy, she would never have slept for
a century, lost the life she had,
and been preyed upon by
her deceased husband and
his wife. She loves her
59
their journey. It is Carbosse’s familiar, Eblis, and he never
Development takes damage from environmental effects. He is also spying
for Carabosse and flees if noticed.
Their task assigned, characters leave Talia’s castle and
begin the trek to the Forbidden Mountains. If requested, Yonder Topmost Tower
Talia has her servants provide the party with climbing gear.
By the time adventurers reach Carabosse, she is aware of
60
Carabosse is genuinely shocked to have visitors. Due offhandedly says Vermillion has little patience for mortals
to her immense power and isolation, it is inconceivable and assumes he’ll send them back wherever they need to
anyone would be coming here to kill her. She claps her go, as soon as they’re finished pestering him. She queries
hands, causing a goblin to rush immediately to her side. the party for what languages they speak. Anyone who does
She commands the goblin to bring food and drink for not speak Draconic or Sylvan is given a dragonscale amulet
the party, inquiring as to their tastes. If adventurers agree (see Appendix).
to eat and drink, as soon as they give their order to the
goblin, a kobold appears running up with their food order. Development
Carabosse encourages them to eat, stating she would never
harm a guest in her home. Succeeding on a DC 12 Wisdom Characters who take Carabosse up on her offer to go to
(Insight) check confirms this fact, and reveals Carabosse speak with Vermillion walk through a pillar of green flame,
is attempting to put the party at ease by citing an ancient but are unburned. Instead, it feels slightly ticklish. Go to
rule of guest right. Once a host and guest have dined Sidh Stipulation Supervision Center.
together, neither can harm the other without risking eternal
damnation. If characters attack Carabosse at any point, she
transforms into her dragon shape and calls upon her
If adventurers explain they have been hired by Talia to minions to fight alongside her. Goblins and kobold scale
kill her, Carabosse is shocked to hear Talia is alive. If asked, sorcerers fight to the death. When Carabosse is reduced
she readily admits cursing Talia upon her christening, but to 75 hit points, she attempts to flee by flying out a castle
denies being the old woman with the spindle in the castle, window. If she escapes, go to Aftermath: Carabosse
though she is not surprised to hear of a spindle surviving Escaped. If Carabosse is killed, go to Aftermath: Carabosse
the mass purge. She notes every time a ruler prohibits Defeated.
something, commonfolk find a way to skirt the rules, even
in the ruler’s own home. She assumes no fault in Talia’s fate,
merely viewing it as the unfortunate girl’s destiny to pay
for her parent’s inexcusable behavior. Succeeding on a DC
Sidh Stipulation
10 Wisdom (Insight) check confirms her story. After cursing
Talia, she left the castle and assumed her curse would work
Supervision Center
out. She had no idea it would result in a century of slumber After stepping through Carabosse’s portal, the flames
instead. She finds that infinitely more horrifying. subside and characters find themselves in a busy office
full of twenty faerie dragons and fifteen pixies, all flying
Carabosse refuses to apologize for Talia’s life or take
through the air carrying forms or huddled over thick stacks
responsibility for the entirety of Talia’s misfortunes. If told
of paperwork. At the center of the room, on a much taller
the whole story, she views it as a bunch of unfortunate
desk than the rest, sits Vermillion Tackington, a violet faerie
circumstances that, if anything, started because Talia’s
dragon. He holds a pencil in his left claw, a pen in his right,
parents broke an ancient law and snubbed a fey over the
a large rubber stamp in his tail, and sifts through paperwork
triviality of golden plates. Characters who succeed on a
with his right foot while sitting perched on his left.
DC 14 Intelligence (History) check know the twelve fairies
invited to the christening were all pixies, most of whom
live in small groups of three or four, which could further
Red Tape Bureaucracy
explain Carabosse’s sense of isolation, even if the character
is unaware Carabosse is a dragon. Vermillion peers at characters over half-moon spectacles,
while never stopping signing, stamping, and shuffling
Carabosse cannot be persuaded to change her mind
various papers. A good-natured dragon who loves his
and is positive she acted appropriately, according to the
job, he is happy to explain the intricacies of faerie bylaws
bylaws of faerie code. Characters wanting to know why the
and contracts to anyone and everyone. He explains the
code is so important to her can attempt a DC 15 Charisma
prohibition against cold iron, the binding qualities of a
(Persuasion) check. On a success, she explains that laws
bargain, the importance of never eating fairy food, and
and codes keep everyone honest, and keep the world
more. Characters wishing to keep him on the task at hand
fair. Without codes in place, the world would descend
must succeed on a DC 10 Charisma (Persuasion) or DC 15
into chaos and disorder. It doesn’t matter to her that one
(Intimidation) check in order to encourage him to maintain
person’s life may have been ruined by enforcing the law,
focus.
because she demonstrated to hundreds of other people the
danger of breaking it. If told Talia’s story, Vermillion becomes distressed,
momentarily pausing his paperwork. Succeeding on a DC
Carabosse tells adventurers if they are so determined to
15 Wisdom (Insight) check reveals he is genuinely shaken
find someone to blame, they should seek out Talia’s parents
that adhering to the “rules” resulted in harm for someone.
and scold them for their lack of etiquette. Barring that, she
He shakes off his doubt and resumes working faster than
recommends taking her portal to the bureaucratic faerie
before unless stopped by characters.
hub, the Sidh Stipulation Supervision Center, and speaking
with Vermillion Tackington himself. She guarantees safe Characters with a passive Wisdom (Perception) score of
transportation to—though not from—the Feywild. She 12 or higher notice Vermillion is working much harder than
anyone else in the office. If asked about this, he responds
61
he didn’t get to be the office supervisor by slacking, and place, Rosamund
again expresses how much he loves his job. Succeeding on Adhezion, finds there
a DC 12 Wisdom (Insight) check reveals a hint of regret in is room for negotiation in
his voice. If probed about it, he explains that he has made everything, and does away with
a lot of sacrifices for his job, namely his relationships with most laws in which she can find a
friends and family, as well as any semblance of self-care. loophole. Hardly any laws remain,
To convince Vermillion to change the rules so the though the fey breathe a sigh of
punishment for a missed invitation is no longer cursing relief they are again able to make
a family member, a character must succeed on a DC 18 contracts on a regular basis.
Charisma (Persuasion or Intimidation) check. The DM might Queen Regent Talia, though initially
reward exceptional roleplay by granting advantage on this irritated that Carabosse is still alive, takes comfort in the
ability check. idea that no one will ever go through what she did.
To convince Vermillion he is truly unhappy at his job and She pays the adventurers 2,000 gp and offers each of
might be better off letting the system go without rules, a them a minor title in her court, along with a small plot of
character must succeed on a DC 20 Charisma (Persuasion) land.
check.
Vermillion is able to work amidst countless distractions Carabosse Defeated
and entertains questions from characters as long as they If the adventurers kill Carabosse, Queen Regent Talia
remain non-hostile. Without a push from characters, he is breathes a sigh of relief that the evil witch she feared her
happy to continue overseeing bylaws and contracts for the entire life is dead, never to trouble her again. She pays the
rest of his life, feeling only a slight twinge that something is adventurers the promised 2,000 gp and offers each of them
missing. a minor title in her court, along with a small plot of land.
When the characters are ready to leave, Vermillion Meanwhile, all over the realms, feyfolk continue to
happily points them to a corner of the room enchanted enforce strict rules and exact harsh punishments on those
to transport anywhere on the mortal plane they choose. who fail to meet their standards. All within the confines of
If Vermillion is killed, the portal can be discovered by bureaucracy, of course.
succeeding on a DC 15 Intelligence (Arcana) check, using
the detect magic spell, or interrogating any remaining Carabosse Escaped and/or Vermillion
office dragons. If Vermillion is killed and adventurers fail
to discover the portal, they may return using dimension
Is Still Hard At Work
door or teleportation circle. Otherwise, refer to Further If the adventurers return to Queen Regent Talia without
Adventures. resolving any of her concerns, she questions why they
bothered to return when a job is unfinished. She pays them
If attacked, Vermillion telepathically summons all the
500 gp in travel expenses for surviving the trip, then bans
faerie dragons in the room to assist him. On the second
them from her kingdom. She conscripts additional castle
round of combat, the pixies join in, seeing their friends in
guards and army recruits, as well as commissioning several
need. On the third round of combat, fifteen additional
court wizards in order to protect herself and her children.
faerie dragons are telepathically summoned from another
The kingdom becomes increasingly isolated and trade
office to assist.
suffers.
Development Meanwhile, all over the realms, feyfolk continue to
enforce strict rules and exact harsh punishments on those
Following their interaction with faerie bureaucracy,
who fail to meet their standards. All within the confines of
adventurers are free to return via portal to Talia’s castle for
bureaucracy, of course.
their reward.
Trapped in the Sidh Stipulation
Aftermath Supervision Center
If adventurers killed the faerie dragon staff and were
unable to find a portal home, they are trapped in the
heart of the Feywild. The bureaucratic branch of Faerie
briefly falls into chaos, and the party is wanted for
Anarchy Reigns mass murder. Feyfolk bounty hunters from all Seelie
If Vermillion quits his job, the bureaucratic and Unseelie Courts are keen to bring them in
branch of the Feywild briefly falls into hopes of restoring justice and some semblance of
chaos. Contracts and deals are rife for contractual order to the Feywild.
renegotiation, and bylaws Carabosse clung The adventurers have succeeded in their task
so dearly to are completely thrown out. for Queen Talia, but they’ll need to find their way
The next faerie dragon to take Vermillion’s home safely to receive their reward...
62
Further Adventures
Talia’s story needn’t end here! Consider exploring the
following adventures:
0 Adventurers may be trapped in a tiny office in the
Feywild! Their next step is figuring out who they can
trust—considering they massacred a bunch of office
workers—and finding a way home.
0 Nobility comes with privileges as well
as costs. When a kingdom goes to war,
nobles are called to financially support it
as well as command squadrons. When
Talia faces invasion from the Snow
Queen, adventurers are called to help
the mysterious Robber Girl lead her
squadron into the icy land to the north.
0 Depending on the outcome,
adventurers may either have
befriended or seriously aggravated
a powerful dragon. When she next
appears at their time of great
need, one can only hope she will
be in a generous mood.
63
64
The Regent
of Ithaca
u Catherine Evans
65
Running the Adventure Odysseus
This adventure is extremely player-driven. Some
suggested strategies are included in each encounter in Penelope’s husband. War hero, trickster, and know-it-all.
chapter 2 (Kimmetus), but these are backups. Let the A grizzled man in his early sixties with a bright smile and
players’ creativity run wild here and be their biggest fan. piercing blue eyes.
Encourage them to use the story elements provided to Personality Trait: Clever, confident, and silver-tongued
create exciting, clever, funny, or just weird strategies and
always err in favor of letting them work—at least partially. Ideal: To stop learning and exploring is to stop living.
Use Odysseus, specifically the risk of him being alerted Bond: I only take advice from my patron, Athena.
to the characters’ activities, and the threat of him leaving Flaw: I overcomplicate every plan.
Kimmetus for Ithaca, to create a sense of pressure and
opposition. Ianeira of Kimmetus
Word reaches the characters through a trusted ally or Ideal: There is always hope.
broker that a powerful woman requires a creative, powerful, Bond: I have to see the world and bring back the best of
and—above all—discreet team of adventurers to help with it to my island home.
a long-term problem. Once the characters are sworn to
Flaw: I believe the best of everybody.
secrecy, the broker sends them to Penelope.
66
• Characters who succeed on a DC 14 Wisdom (Insight)
The Regent’s Throne Room check can infer that, while she means that sincerely,
she also doesn’t want her husband home.
Location History • Characters who succeed on a DC 18 Charisma
(Persuasion) check convince her to admit she doesn’t
want Odysseus back, either as a husband or a
Until Penelope’s reign, Ithaca was ruled from a monarch.
dilapidated palace built centuries ago. It stood on a
• Characters who succeed on a DC 12 Intelligence
headland overlooking the sea, far from the villages and
(History) check know that Penelope’s rule has
farms of the populace. When her treasury filled up,
been a blessing to Ithaca, improving the economy,
Penelope abandoned the old palace and built a new one
education, and strengthening alliances with
closer to her people.
neighbors. Characters local to the area, or who are
proficient in History know this without making an
About the Location ability check.
Penelope wants the characters to go to Kimmetus and
The palace is a brightly painted stone building in the find a way to distract Odysseus. Ideally, she’d like a solution
middle of the largest town on Ithaca (Tymessos). It is that will keep him away for another decade or even
airy and sun-drenched, and a hive of activity. Courtiers— permanently. She doesn’t want any harm to come to him:
including several would-be suitors—loiter around the she bears her husband no ill will; she just doesn’t see any
courtyard and public areas; the business of trade and need for him to be back in Ithaca, getting in her way.
government is carried out by a diverse range of officials; Penelope has no particular plan in mind, but advises the
and a small number of well-trained, well-equipped guards characters that her husband is
are highly visible throughout the palace.
• easily distracted by attractive women.
Throne Room • absurdly overconfident.
• guaranteed to find the most complex solution to a
simple problem.
The throne room is on the south side of the palace. Large
windows carry in the scent of sea breezes and olive groves. • embroiled in a feud with the sea god Poseidon. (She
Penelope is seated on one of two thrones on a dais at says this with a weary resignation like this isn’t even
the back of the room. She sends for food and wine, then the most foolish thing Odysseus has ever done.)
dismisses the few courtiers, advisors, and guards present • likely to call on his patron, Athena, to get him out of
and converses with the characters alone in a relatively a tight spot.
informal meeting.
Penelope also warns that Odysseus is genuinely very
Penelope presents the situation in the following terms: clever, and if he catches on to the fact that the characters
• Her husband Odysseus has been away a long are working against him, he’ll find a way to slip free,
time, and is due to return soon—he has reached and possibly get them into trouble.
the Isle of Kimmetus, just a few days’ travel away. Penelope promises to reward the characters with
• He is a great hero, a veteran of many wars, 1,000 gp for services rendered, as well as
and an ingenious man. Ithaca is “too small a home and land on Ithaca if they so desire.
for his mind,” She also promises an additional 1,000 gp
as she puts it: for every full year
Odysseus isn’t Odysseus does not
suited to return to Ithaca.
ruling a
small,
quiet kingdom.
67
Myro (he/him): a man in his seventies who sells delicious
Smooth Sailing? sweet pastries from a trolley. Myro knows everyone, or
If you’re running this adventure as a one-shot, assume claims he does. His daughter is a servant at the palace, so
the characters’ journey to Kimmetus goes smoothly he gets all the best gossip. He tends to embroider the truth,
and skip to the next chapter. If you want to extend the adding details that make a story better but have no grain of
adventure, the anthology Encounters On The Savage Seas truth.
III is free to download from the DMs Guild and offers a
Lia (she/her): a singer and storyteller who performs in the
number of level-appropriate encounters.
agora. She’s something of an expert on local history and
legend, for example, regarding the Witch of the Sea Cave
68
Who’s Watching Whom? A3. Pherinope’s Lair
If the characters draw attention to themselves or start A shimmering, opalescent mist coils playfully around
specifically hunting for Odysseus (a few inquiries won’t be you, not heavy enough to obscure your path but enough
enough on their own), Odysseus hears about it and starts to make berries on branches and fallen leaves sparkle
looking for information on them. The more Odysseus like gemstones. Chunks of stone as large as a human are
believes the characters have an agenda that concerns him, your first indication that you’re near a building. Within a
the harder it will be for them to convince him of any course few hundred feet, you see the jagged form of a crumbling
of action where their involvement is obvious and the more tower before you, parts of its upper stories broken and
subtle they will have to be. If he becomes too suspicious, he tumbled into the clear pool beside the ruin. This is the lair
persuades the king that the characters are spies for some of the ancient gold dragon Pherinope.
enemy and has them thrown off the island, forcing them to
sneak back and work in secret. When the characters arrive, Pherinope does not appear
to be present. However, within a couple of minutes of their
A2. The Royal Palace arrival, a human woman strolls out of the woods on the far
The palace is old and overgrown. Flowers and vines side of the tower. Armed with a shortbow, she claims to
burst through ancient stone and strangle glorious bronze be a hunter called Sophia, who regularly hunts for deer in
and marble statues, and weeds spring up between paving the area. She claims that the dragon hasn’t been seen on
stones. Kimmetus for many years and enquires what the characters
want with the wyrm’s lair.
There are a number of things to do at the palace, most of
Characters with a passive Wisdom (Insight) of 15 or
them revolving around the royal family. The characters can
higher, or who succeed on a DC 15 Wisdom (Insight) check
also register to participate in the storytelling contest, with
realize that there’s something not quite right about the
an overworked, short-tempered dwarf named Thano (he/
huntress. She has a knowing smile, like she’s laughing at
him).
some private joke, and seems to know a startling amount
Ianeira. Ianeira is a loud, outspoken young woman with about the dragon.
a love of adventure. She was immediately drawn to the
Pherinope loves a good story and a spot of intrigue, and
mysterious seafarer “Metis,” and they’ve been carrying
if the party explain they want the dragon’s help—or even
on a romance almost since he arrived. They would be an
want to use some of her treasure—to trick the infamous
excellent match, and it would take very little to convince
trickster Odysseus, she’s happy to get involved, returning
one of them to whisk the other away to a life of adventure
to her true form to continue her conversation with the
on Odysseus’s repaired ship.
characters.
Odysseus. The characters may encounter Odysseus,
If the characters don’t make a good impression on
calling himself Metis, around the palace. He takes an
Pherinope in her human disguise (e.g., threatening her
interest in colorful, larger-than-life characters, and
or suggesting that they are treasure hunters), she warns
proactively suggests trading stories of their adventures. At
them that the dragon’s lair is well defended by traps and
no point does he disclose his true identity.
they would be wise not to intrude. If the characters insist
Mentioning Ithaca, Penelope, or Odysseus makes him on entering, Pherinope reverts to her true form. Pherinope
suspicious, and he starts to investigate their activities on doesn’t want to fight, and happily accepts an apology and
Kimmetus. If he develops any serious concern that the a more collaborative approach (as above). If the characters
characters are acting against him, he has King Admetus are persistently rude, she intimidates them into leaving…
arrange for soldiers to escort them off the island. and only if that fails does she fight them until they retreat.
King Admetus. Admetus (he/him) is a former Amongst her other treasures, Pherinope has a tome of
soldier, and still a hale and hearty man. He enjoys good leadership and influence, and she suggests that a man like
conversation, good wine, and the status quo. He’s unaware Odysseus would do a lot to obtain one.
of his daughter’s fling with Odysseus, but he wouldn’t
If the characters don’t formulate a plan of their own,
disapprove. He’s fully aware of Odysseus’s identity, but he’s
Pherinope suggests the following:
too polite to say anything and offend an honored guest.
Marrying into such a heroic line would give him great 0 The party could send Odysseus off to gather gold,
satisfaction, as long as it’s what Ianeira wants. He’d be quite jewels, and pearls, which Pherinope would willingly
happy to annul Odysseus and Penelope’s marriage. This exchange for the book.
would be of questionable legality, but everyone involved 0 Alternatively, she would be willing to hide the book
would be happy with the solution. somewhere far away and help the party formulate
some cryptic clues to send Odysseus off on a lengthy
Odysseus may persuade Admetus the characters are
hunt for it.
working against him. If they can turn the tables and
In return, she asks only that when this story is told,
convince Admetus that Odysseus is scheming against him,
her part is not forgotten, and that the characters obtain
they might be able to get him imprisoned for a very long
Penelope’s permission for Pherinope to visit her, (if the
time. It’s not Penelope’s ideal solution, but she’ll take it.
characters mention Penelope): the queen of Ithaca intrigues
her.
69
A4. Athena’s Overlook A5. The Sea Witch’s Cavern
It’s a hard climb to the overlook. There is no path, the Salt spray assails the cliffs, and the sound of the sea
slope is steep, and the crumbling rocks treacherous. A fills your ears. The rock is treacherous, slippery underfoot
plateau of bare, brown stone is the only reward for your as you hunch against the wind and waves and slip inside
exertion, as well as a spectacular view of Elosse. the grotto worn into the cliff face. Ctesa, a water genasi
witch, dwells in a cave in the cliffs on the western side of
You are not alone upon the overlook. A brown-skinned Kimmetus, accessible only at low tide.
woman sits cross-legged on the ledge, watching the town.
Pieces of golden armor are neatly stacked nearby, and a Sounds echo within the cave, and unless the characters
huge, white owl perches on her shoulder. are absolutely silent, Ctesa is aware of their approach
before they see her. The cave itself is barely tall enough to
Characters proficient in Religion immediately recognize stand up in and smells strongly of salt and seaweed. Ctesa
that this woman has all the right attributes to be Athena. spends most of her time in a deep trance, communing with
Others may make a DC 12 Intelligence (Religion) check, the water and the wind, whipping up storms to hammer the
learning the same information if they succeed. coastline and sending her consciousness out into them.
Athena makes no effort to hide her identity. She explains Needless to say, she does not have many personal
that the other Olympian gods will arrive shortly to watch possessions.
the storytelling contest. With their divine vision, they have
a perfect view of the Agora from the Overlook. She is here Ctesa does not welcome intruders and is hostile unless
early keeping watch over Odysseus. placated with charming speeches or gifts (pearls, sunken
treasure, or anything else harvested from the ocean pleases
Athena protects Odysseus because he’s interesting her).
and amusing. She thinks of him rather like a pet: a little
surprised that he has so much character, but ultimately very She knows full well that Poseidon loathes Odysseus and
much a lesser being. She won’t trick or mislead him directly, is delighted to make his life difficult. She would prefer to
but she does admit that the thought of Odysseus returning transform Odysseus into a fish, bird, or other coastal or
home and running a small, boring, island kingdom is aquatic creature or to ensure that a storm sinks his ship and
disappointing. She’ll lose a great source of entertainment he drowns as soon as he leaves Kimmetus. In fact, once she
when that happens. knows Odysseus is on the island, (which only happens if the
characters tell her), she resolves to kill him. Poseidon will be
It’s up to the characters what they do with this pleased.
knowledge.
The characters might be able to intimidate or bribe her
0 If the party can plant this idea in Odysseus’s mind, they into merely blowing his ship massively off course.
could persuade him to stay away from home a while
longer. He cares far more about his patron goddess Note that if the characters get Odysseus killed, they not
than his kingdom. However, if they’re too blatant about only not receive their reward from Penelope, but also earn
it, Odysseus concludes that they have an ulterior motive Athena’s enmity.
and immediately departs for Ithaca. Odysseus must Ctesa has the statistics of an archdruid (VGtM), with
believe he came up with this idea of his own accord. these changes:
0 If the characters make an extremely positive impression 0 Ctesa has the Amphibious trait and has resistance
on Athena—she likes cleverness, sharp wits, good to acid damage. She has the following druid spells
humor, concern for one’s fellow man, and a strong prepared.
sense of right and wrong—she offers to loan them her 0 Cantrips (at will): druidcraft, mending, poison spray,
owl, which Odysseus is familiar with, to help them stage produce flame, shape water
some kind of omen suggesting Odysseus should not 0 1st level (4 slots): cure wounds, entangle, faerie fire,
return home or should go somewhere speak with animals
else. 0 2nd level (3 slots): animal messenger, beast sense, hold
0 If the characters reveal their quest and that they work person
for Penelope, Athena laughs and admits to a fondness 0 3rd level (3 slots): conjure animals, meld into stone,
for her; she even goes so far as to say Odysseus is water breathing
entirely the wrong husband for Penelope. 0 4th level (3 slots): blight, locate creature, stoneskin,
watery sphere
70
0 5th level (3 slots): commune with nature, control
winds, maelstrom Divine Intervention
0 6th level (1 slot): heal, heroes’ feast, investiture of ice
0 7th level (1 slot): whirlwind
0 8th level (1 slot): tsunami As far as Poseidon knows, Odysseus’s only goal is to go
0 9th level (1 slot): storm of vengeance home, so preventing him from doing so, (even if Odysseus
As a druid, Ctesa can swap any of her spells for other is happy), satisfies him. He’s disappointed if Odysseus is
druid spells of the same level after a long rest. dead: he wanted to handle that himself. If Odysseus died
through Ctesa’s actions, Poseidon is satisfied.
Concluding the
If Poseidon is satisfied, he bestows a permanent blessing
on each character: they gain the Amphibious trait and have
Adventure
a swim speed equal to their base speed.
71
72
Love’s Bind
u Noah Grand
Adventure Background
legendary Rosevalor Arms these days. Their enchanters are
the best in the entire plane. Theia can arrange to get the
Mammon, the archdevil of finance, made a deal with party any two items of their dreams – items even 20th-
the Rosevalor family centuries ago. He sold powerful level adventurers would aspire to obtain – if they protect
magical weapons and advanced technology as a way to Helena. Her offer seems completely credible and fits her
help them gain wealth, while creating more strife and reputation. No one who knows she got the items from
inequality throughout Avatarium. This has inspired more Mammon is alive to tell the tale! Use this as a trap for
and more people to sell their souls for power. Recently, greedy adventurers.
Sigurd Duskbinder, a naïve arms merchant, offered his soul Here Comes the Fiend. Demons regularly raid
to marry Helena Rosevalor. He knows nothing about her Avatarium, seeking the kingdom’s weapons, and their
beyond her name and stories of her beauty. attacks have only grown more frequent. Because the
73
demons attack civilians, the Rosevalors have been able to Helena was traumatized by her family’s warmongering
portray themselves as the guardians and protectors of the and joy in sacrificing others to rise to prominence. She’s
realm. Characters with wide-ranging contacts may have never processed those feelings, and her family never
heard stories of people speaking out against Avatarium’s interfered with her adventuring or romantic life before, so
increased militarization disappearing under mysterious Helena hasn’t opened up. Now her family has delivered a
circumstances. cruel, largely truthful ultimatum. Avatarium is in Hell and
won’t be returned until Helena gets married in front of
Mammon and comes back to the family business. Helena
Chapter 1: There Goes the is completely overwhelmed and wants to plane shift to
Bytopia (a neutral good plane) to decompress.
Bride Morgan knows their wife is unable to handle this crisis
Regardless of which hook works best, Theia Rosevalor on her own and asks the party for help. They (correctly)
gives the party a teleportation circle sigil to Spirits, the most suspect a trap, which the party is now a part of. The groom
exclusive tavern in Avatarium. Theia explains, “If Helena appears to be a weakling and far too easy to kill. He may
Rosevalor is anywhere in the kingdom, she is probably be bait. Besides, violence against him isn’t worth it. Helena
performing in the back room. Look for the dancing tiefling refuses to hear any of this and insists that if she has to go
bard.” Then Theia offers to cast teleport to get the wedding to this wedding, she is dropping a meteor swarm on her
started more quickly. family and the groom.
As adventurers start to escort Helena Rosevalor to her
wedding, they learn they were set up.
Chapter 2: Welcome to
An invisible figure in a crushed velvet tuxedo offers drinks Hell
as a tiefling bard plays a jig on the violin. Instead of fire and brimstone, this small section of the
third layer of Hell is like paradise, as long as people can
As the dancing stops, an imp places a sealed letter next
pay. Mammon wants to deceive everyone in Avatarium until
to the bard and tries to fly away. Before she can react, a
after the wedding, but can’t stomach the expense, so he
muscular human carrying a huge battleaxe tears open the
torments the less affluent.
seal, skims the letter, and then asks, “Wait, your family is
that family, Bee?” The bard sighs and replies, “Just call me As the party leaves Spirits, every building and signpost
Helena while we are stuck here!” is inlaid with sapphires. Streets are paved with gold. A
blue sun hangs low in a suddenly reddish sky. People in
Helena “Beauty” Rosevalor (she/her), a powerful tiefling extravagant armor and gowns walk towards a massive
bard, has been adventuring under the tiefling valor name chapel. Meanwhile, a dwarf dressed in simple clothes places
“Beauty” for a decade to get away from her family. Along one foot on the golden road, then recoils in agony.
the way, she fell in love with Morgan (they/them), a human
warrior who went on adventures to bail their house out Anyone succeeding on a DC 18 Intelligence (Religion)
of debt. The letter is an invitation to Helena’s marriage to check can figure out they are in the Nine Hells, but this
Sigurd Duskbinder (he/him), which is quite a surprise to opulence doesn’t fit any known layer of Hell, which should
Helena and Morgan. Unless stopped, Helena shoots and warn of unusual planar properties. On a failed check, an
kills the imp with a bow before talking. imp flies by as a greeter but doesn’t give an explanation.
Helping the Commoner: Vistra Balderk (she/her)
Helena “Beauty” Rosevalor was walking home from her job in The Alehouse when
Avatarium was sucked into Hell. The golden streets charge
a 10 gp fee to anyone of insufficient power to belong in
Personality Trait: Extravagant, compassionate, forceful the capital, which Vistra clearly cannot afford. If a character
Ideal: “Freedom and pleasure mean helping people.” tries to give her gold or wealth, she always fumbles it in her
hands and cannot pick it up. Anyone proficient in Arcana or
Bond: “Morgan taught me what love is.”
Insight can guess a planar magic at work.
Flaw: “I run when overwhelmed. Or shatter things.”
Attempting to pay the toll for Vistra prompts a telepathic
Morgan, “The Beast” message: “HIERARCHY IS STRICTLY ENFORCED.” The
generous character is rewarded with 7 (2d6) psychic
damage and must make a DC 23 Charisma saving throw.
Personality Trait: Intuitive, proud, resilient On a failure, the gold used to try and pay the toll simply
vanishes with no effect, as the adventurer cannot overcome
Ideal: “Better to die than betray my beliefs.” the laws of this plane.
Bond: “My wife makes me a better person.”
Flaw: “I hate having to be the calm one!”
74
25 Charisma (Deception or Persuasion) check as a baseline
Getting to the Chapel for any interaction that doesn’t involve a convincing plan.
75
explosion lair actions. adventurers seem like they disapprove of the union or the
Legendary Resistance (see above for uses per day): If groom’s mother, they find Myrria is eager to gossip.
Emiko fails a saving throw, she can choose to succeed Sigurd is charming, very attractive, and hardworking.
instead. He never thought it was unusual that a human and dwarf
would start dating. This checked off all of Myrria’s boxes at
Lair Actions first. Then she learned just how clueless Sigurd is, repeating
0 Explosion. A fireball spell (DC 21 Dexterity saving throw) an outdated ideal of what a girlfriend should want instead
is fired from the arch of the cathedral at a point of of listening. He always wanted to treat her like a princess,
Emiko’s choosing. taking care of her, protecting her, and doing all the hard
0 Darkness. A 20-foot-radius sphere of magical darkness work for her.
appears at a point of the pit fiend’s choosing. The Militarization introduced Myrria to a cohort of female
darkness is a 5th-level spell and lasts until initiative generals since she was born. She looks up to them as her
count 20 of the next round. heroes. She dumped Sigurd after he insisted men should
0 Den of Opulence. A chest of rubies appears within 15 bear the risks of war and are better suited for leadership
feet of one character. Anyone within 15 feet of the positions. While Myrria would never put it this way,
chest must make a DC 21 Wisdom saving throw or be outsiders like the adventurers may notice that in Avatarium
charmed by the chest. Charmed characters must move all genders have gravitated to certain forms of toxic
towards the chest and pick up a 100 gp ruby (as an masculinity, like exerting physical dominance over others as
object interaction) on their next turn. Anyone failing the a way to solve problems.
save by 5 or more is so busy picking up gems that they
are considered restrained until initiative count 20 of the Myrria Brawnanvil
next round.
During or after a fight, characters can get Emiko’s entire
savings of 25,000 gp in rubies. Personality Trait: Industrious, militaristic, sarcastic
Ideal: “We all have to take care of ourselves!”
Chapter 3: Here Comes the Bond: “I wish I could be a war hero, but I’m better at the
forge.”
Groom Flaw: “I can only imagine one good way to solve a
Morgan suspected the wedding was some kind of a problem.”
trap. No matter how adventurers get inside the chapel, no The Parents: The groom’s parents, Quintus (he/him)
one else inside knows how they got in. Adventurers could and Eleanor Duskbinder (she/her) are thrilled to greet
roleplay as much of this chapter as they want or charge to everyone on their precious boy’s big day! He wears a fine
the altar, unaware of the trap! black doublet; she wears an understated blue gown. Both
Inside the chapel, everyone is wearing the finest gowns, are humans in their early fifties. Characters find the parents
doublets, or armor. Gold bars accentuate the floors of always work together, trying to win over people suspicious
platinum and countryside murals of emerald. A butler of their son’s newfound success.
approaches, asking, “Are you wearing that? I can upgrade Quintus has no illusions about the marriage being
your appearance to anything you desire, compliments of a political arrangement with the Rosevalors. He (fairly
the Duskbinders.” correctly) assumes this is how elite society works and is
thrilled to be a part of it. His son worked so hard, and
Give players a moment to describe their costume
now it’s going to pay off. Sigurd is going to revolutionize
changes, if any. These changes are all illusory, similar to the
Rosevalor Arms with his ideas for how to get magical
disguise self spell but holding up to physical inspection as
weapons within the price range of the common soldier.
well. A successful DC 20 Intelligence (Investigation) check
Unfortunately, dad doesn’t quite understand magic or how
is necessary to see the dozens of veterans in the crowd as
his son’s plan would work.
guards.
Eleanor is convinced of her son’s positive character and
Characters can buy unlimited refreshments for 5000
that he will make a great husband. He’s so nice and talks
gp each. Anyone partaking gains the benefits of a short
so much about how important it is to treat his wife like a
rest but has the unsettling feeling that they may have
princess. Anyone succeeding on a DC 15 Wisdom (Insight)
consumed the soul of an innocent to recover so quickly.
check can tell from the tone in Eleanor’s voice that she
With a little chit-chat, characters can find four people believes this is the way of the world. Characters can talk to
with useful information. other guests or succeed on a DC 20 Intelligence (History)
The Ex: Myrria Brawnanvil (she/her) is attending the check to confirm that many spouses in Avatarium try to
wedding, wearing fine dwarven plate armor with her clan marry into a decadent life of leisure, childrearing, or both,
emblem. Five years ago, she dated Sigurd for a couple but associating this path with a particular gender is quite
of months before leaving him. Now she is here to use outdated.
the wedding as a (dreaded) networking opportunity. If
76
Quintus Duskbinder Chapter 4: Death Do Us
Personality Trait: Calculating, ambitious, unapologetic Part?
Ideal: “Sacrifice is always worth it. Particularly others’ Adventurers have a chance to confront the groom. It’s
sacrifices.” possible to talk him out of the wedding and his misguided
ideals about love. If the party uses violence to stop the
Bond: “We are all about to be rich and famous!” ceremony, they trigger the archdevil Mammon’s trap.
Flaw: “Love is just an arrangement.” Perhaps befitting the infernal nature of this affair, all
the pews are made of iron. Murals of humanoids with the
Eleanor Duskbinder occasional devilish assistant conquering demons cover
the walls and ceiling. A tall human in plate mail, wearing a
Personality Trait: Conventional, social climber, crown on his head, stands before a golden altar encrusted
unapologetic with diamonds. He quietly recites the phrase “honor,
cherish, and obey” in Common and Infernal, back turned to
Ideal: “It’s best to work as little as possible.” the door.
Bond: “My offspring will be my legacy.”
Chapel Dimensions: The chapel is 120 feet wide, 180 feet
Flaw: “Everyone wants what I do, but I’m going to get it.” deep, and 100 feet high. The altar is 120 feet back, in the
The Best Man: Lufaren (he/him) looks toward anyone center. Aside from a 10-foot pathway down the center, iron
who seems unfamiliar – like the adventurers – with a note pews fill the first 100 feet of the chapel, making those areas
of desperation. He has bailed his friend out of difficult difficult terrain.
situations ever since they were the only two in their squad Wards: Anyone succeeding on a DC 18 Intelligence
to survive a demon attack. Now he is terrified that Sigurd is (Investigation) check finds a glyph of warding, symbol
making a terrible mistake marrying someone he has never (discord), or both on the altar, depending on how the
met. He also desperately wants to get out of his tuxedo and adventure is scaled. These wards only trigger if Sigurd is
put on comfortable clothes. killed. At the two harder difficulty levels, another DC 18
Lufaren knows his best friend has terrible ideas about glyph of warding is hidden on the organ in the back of
relationships and encouraged Myrria to dump him because the room. It stores a feeblemind spell, targeting the first
neither would be happy in the relationship. If adventurers adventurer to try and cast dispel magic on a ward on the
say they know Helena, he asks what she is like and whether altar.
she craves more independence than Sigurd envisions for his Creatures: Sigurd (he/him), a veteran, stands all alone.
wife. He is shocked to see characters arrive without his bride-
Out of all the guests at the wedding, Lufaren is the only to-be. After all, he is going to treat her like a princess
one who stuck by Sigurd when he was a poor soldier and make all her problems go away! The groom assumes
coming back from the war, and he is one of the few who adventurers are overprotective friends that he can win over.
may stick around if the groom loses all his wealth. He is also However, he is quick to threaten those who don’t see things
the only person other than the groom and Mammon to his way: anyone who stands against him will face the wrath
see a version of the marriage contract. Lufaren knows that of the almighty archdevil Mammon.
his best friend can annul the contract with no penalty at The archdevil sees this situation as a win-win. If Helena
any point before the ceremony is concluded. However, he actually agrees to marry, it is a great sacrifice. What’s far
cannot be coerced or charmed into annulling it. If Lufaren more likely is the bard is provoked and uses either a charm
knew this was a diabolical contract, he would be even more spell or physical violence to get out of marriage. Sigurd
forceful in begging his friend to annul the deal. is bait for Helena or her friends and doesn’t realize it!
Mammon’s “protection of Sigurd” clause gives him a long-
Lufaren term connection to Avatarium and doesn’t require keeping
Sigurd alive.
Personality Trait: Loyal, prodding, values relationships Adventurers can talk Sigurd out of marriage if they can
over possessions explain why being “nice” and “courteous” and “treating
someone like a princess” isn’t enough. They also have to
Ideal: “It’s a lot safer being the supportive sidekick!”
explain why Helena (and most women) want independence,
Bond: “Sigurd and I saved each others’ lives.” and get Sigurd to accept that he was raised badly. Lastly,
Flaw: “I can’t admit when others will never change.” adventurers have to convince the groom that he can
find vast economic success in other ways. Sigurd won’t
Once adventurers have talked to as many guests as instantaneously become a good person, but he can make a
they want to, a bell chimes and a snooty butler says the start by annulling the wedding contract. Try to roleplay these
ceremony will start in 10 minutes. Any of the bride’s guests scenes without using dice, and make sure every player who
enter the chapel now for a last-minute rehearsal. wants to speak to one of these points has a chance to.
77
Sigurd Duskbinder Boss Fight
Personality Trait: Naïve, self-absorbed, courteous Creatures: The infernal iron dragon uses the base
Ideal: “I will do anything to become the greatest tycoon.” statistics of an ancient red dragon but also counts as a
fiend (devil) and has the following features.
Bond: “I almost died in the war with no magic weapon.
Everyone should have one.” 0 It can innately cast six spells once per day each, without
providing material components (DC 21): dispel magic,
Flaw: “My parents said I’m the best boy, so I believe far step, mind blank*, prismatic spray, slow, true
them.” seeing*. It starts battle with mind blank and true seeing
already cast.
78
Modifying the Fight
New 20th-level characters: The organ has AC 18 and
Further Adventures
150 hit points. It uses the reinforcement lair action on even 0 Mammon tricked the party and got away! Chasing him
rounds. down could start an epic-level campaign!
0 Bloodthirsty adventurers may also feel responsible for
Been Here: Add an ice devil. Alternate between the
Avatarium if they killed Sigurd.
tremor and reinforcement lair actions. The organ has AC 18
0 Emiko, if alive, could form a crime family or need help
and 225 hit points.
dealing with confused adventurers assuming she’s still
Murder Machines: Add a death knight and two star evil.
spawn seers (MToF). Rotate between the three lair actions. 0 If Helena and Morgan come back to rule, the Demon
The organ has AC 22 and 300 hit points. Lord Graz’zt could try to crash their second wedding!
Aftermath
Depending on character choices, there are several
possible outcomes:
0 Sigurd Annuls the Contract. With the capital safely
back from Hell, the groom asks permission to walk
away. Months later, Helena and Morgan renew their
vows in the capital and retire from adventuring to rule,
spending Avatarium’s resources on mass infrastructure
projects to improve quality of life for the poor.
0 Fight, but PCs Don’t Kill Groom. The capital comes back
from Hell, but Helena doesn’t feel safe returning. She
and Morgan keep adventuring.
0 PCs Kill the Groom. The capital comes back but still has
the opulent golden roads of Hell. Adventurers see two
people sell their souls for safe passage in a kingdom
made crueler.
In any case, the party gets a staff of power or staff of the
magi (DM’s choice) from under the altar and “The Edge of
Desire,” a unique vorpal sword that Sigurd thought was
cursed. This unadorned sword reflects light like a prism and
does not retain blood after strikes. It encourages the bearer
to consider the needs of others. Once per day, the bearer
can declare their love for someone else. If the recipient
accepts and reciprocates these feelings of their own free
will, for the next hour they both gain a +2 bonus to AC
while standing within 30 feet of each other.
79
Appendices
A handled hairbrush that still has a single, 49-50 A green gemstone engraved with a spiral.
01-02 51-52 An ornate dagger stained with blue blood.
extraordinarily long hair tangled in it.
03-04 A purple cloak made of a decadent fabric. A dance card crammed with regal names in
53-54
05-06 A decorative flail with gilded wood beads. elegant handwriting.
07-08 An oil lamp. It could do with polishing. 55-56 A beautiful hand-painted fan.
09-10 A finely made valiha (tube zither). 57-58 A golden orb engraved with a holy symbol.
A signet ring. The heraldry is buried under a An outdated manual of etiquette filled with
11-12 59-60
layer of old wax. snarky marginalia.
13-14 A red rose that never wilts. 61-62 An amulet engraved with a fleur-de-lis.
A flower crown which changes blooms A recipe for a small, individually sized berry
15-16 63-64
depending on the season. pie.
17-18 An elaborately decorated diadem made of tin. A handheld mirror bearing the heraldry of a
65-66
house unknown to you.
19-20 A shard from a large, heavily decorated mirror.
An ermine “cap of maintenance” that once
A tiny golden crown—too small even to wear 67-68
21-22 lined a monarch’s crown.
as a ring.
69-70 A single glass slipper missing a heel.
23-24 A small kris (dagger) with a wavy blade.
A miniature painting of a castle nestled in the
25-26 A chipped teacup made of fine china. 71-72
hills of a faraway land.
A single tarot card—a beautifully illustrated The paperwork for a small share in a dwarf-led
27-28 73-74
and gilt Empress. mining operation.
A pristine feather quill which is white on one An ampulla (spherical flask with two handles)
29-30
side and black on the other. 75-76 said to have been used in a monarch’s
31-32 A fly-whisk with an ornate handle. anointment.
A tiara made of realistic but false jewels that An ancient coin bearing the profile of a queen
33-34 77-78
sparkle in the light. on one side.
A silver fork. It looks like it spent a long time 79-80 A scepter made of carved wood.
35-36
underwater. A spool of golden thread with only a tiny
81-82
37-38 A jade amulet. amount remaining.
39-40 A small piece torn from well-crafted tapestry. 83-84 A single tooth with a golden crown.
41-42 A tarnished hand mirror. 85-86 A pewter staff that jingles when moved.
43-44 An ermine mantle. A love letter to a long forgotten princess
45-46 A singing cricket in a small cage. 87-88 from someone who has signed with only a
letter.
80
A hennin (cone-shaped headdress) with a 33-34 You cast conjure animals.
89-90
gossamer cointoise (pendant scarf). One random perishable item you are carrying
A handwritten account of a duel prompted by 35-36 is now poisoned as if by the pale tincture
91-92
a princess’s honor. poison.
A piece of the coronation stone where You cast plant growth. Though this wild magic
93-94 monarchs of a fallen kingdom were once 37-38 effect takes only 1 action, its effect is that of
crowned. the 8-hour casting time.
95-96 A cap made out of embroidered glass beads. You can’t speak for the next minute. Whenever
39-40
A letter of introduction written by someone in you try, saltwater comes out of your mouth.
97-98
the royal household. 41-42 You cast unseen servant.
A written account of advice passed from one 1d4 random creatures around you are
99-00
queen to another. transformed into brown bears as if targeted
43-44 by the polymorph spell if they fail the saving
throw. The DC is equal to the sorcerer’s spell
Wild Magic Table save DC.
You cast Otiluke’s irresistible dance on every
Roll on this table at the start of each of your 45-46
creature within 30 feet, including yourself.
01-02 turns for the next minute, ignoring this result
on subsequent rolls. You gain resistance to all damage for the next
47-48
minute.
03-04 You cast armor of Agathys on yourself.
You cast spirit guardians. The spirit guardians
You are surrounded by faint, ethereal music 49-50
05-06 appear as knights. You cannot designate
for the next minute.
creatures to be unaffected by this spell.
07-08 You cast beacon of hope.
For the next minute, you are immune to cold
1d10 woodland creatures controlled by the 51-52
damage.
DM appear in unoccupied spaces within 60 53-54 You cast false life on yourself.
09-10
feet of you and are non-hostiles. They follow
you for the next 1d4 days. You gain the “Bear’s Endurance” effect of the
55-56
enhance ability spell for 1 hour.
You cast arrow of dwarvenkind (see
11-12 A breeze surrounds you. All ranged attacks
appendices) on yourself.
57-58 with a melee weapon directed at you for the
For the next minute, you must sing when you
13-14 next minute are made with disadvantage.
speak.
You cast tiny servant on an object of your
15-16 You cast faerie fire centered on yourself. 59-60
choice in your possession.
You prick your finger. Take 1d4 piercing Anything or anyone you touch in the next
damage and you fall unconscious. You can 61-62
17-18 hour suffers 1d6 cold damage.
only be awoken with an action. Otherwise, the
sleep lasts 1 minute. 63-64 You cast speak with animals on yourself.
You turn into a frog as if you were the target Illusory butterflies and flower petals flutter
of a polymorph spell until the start of your 65-66 in the air within 10 feet of you for the next
19-20 minute.
next turn. If you drop to 0 hit points, you
revert to your true form. You cast Mordenkainen’s faithful hound. The
You gain the “reduce” effect of the enlarge/ 67-68 hound summoned by this spell will not attack
21-22 any creature.
reduce spell for the next minute.
If you die within the next minute, you are You glow with bright light in a 30-foot radius
unconscious instead. You are stable, but do for the next minute. Any creature that ends
23-24 69-70
not regain consciousness by any means for 24 its turn within 5 feet of you regains 1d6 hit
hours. points.
25-26 You cast silence centered on yourself. 71-72 You cast flame blade.
Your hair grows at a rate of one foot per hour You glow with bright light in a 30-foot radius
27-28 for the next minute. Any creature that ends
for the next 24 hours. 73-74
its turn within 5 feet of you takes 1d6 radiant
You cast Snilloc’s snowball swarm centered
29-30 damage.
on yourself.
You cast cone of cold in a random direction
For the next minute, all your spells with a 75-76
determined by a d8 roll.
31-32 casting time of 1 action have a casting time of
1 bonus action.
81
77-78
An illusory crown appears on your head. Any
Charisma-based check you make in the next
Armor of the Dragon Ancestor
minute is made with advantage.
You cast heroism on the creature nearest to Armor (plate), rare (requires attunement)
79-80
you. You have a +1 bonus to AC while wearing this armor.
All creatures within 10 feet must succeed a DC While attuned to this armor, you can also cast thaumaturgy
81-82 15 Strength saving throw or be pushed 15 feet at will.
away.
83-84 You cast word of radiance on yourself. Circlet of Disguise
You are immune to fear effects for the next 24
85-86
hours.
Wondrous item, uncommon (requires attunement)
You cast spiritual weapon, which remains for
87-88 This simple rose gold circlet is adorned with one flawless
the duration. The weapon’s shape is a scepter.
diamond at its apex. Once, this circlet allowed its wearer
All plants within 30 feet of you come into full to disguise themselves with a thought, but its magic has
89-90
vibrancy and bloom. waned and it now functions unpredictably.
You cast compelled duel on the hostile
While wearing this circlet, you can use an action to
91-92 creature with the highest challenge rating
attempt to activate the circlet’s magic at will. When you do
within a 30-foot radius.
so, determine the effect by rolling a d100 and consulting
For the next minute, if any non-hostile the table.
creature within 30 feet of you is subject to a
93-94 bestow curse or legendary curse spell, you
immediately remove the curse and reflect it
onto the caster.
d100 Result
The circlet works as intended and you cast
You turn into a swan as if targeted by the 00-25 the disguise self spell. The spell ends if the
polymorph spell until the start of your next circlet is removed.
95-96
turn. If you drop to 0 hit points, you revert to
The circlet disguises you as a random
your true form.
humanoid for 1d4 hours, determined by the
A nonmagical sword in your possession 26-63
DM and it can’t be used again until you take a
97-98 becomes a frost brand sword for the next 24 long rest.
hours.
The circlet has no effect and it can’t be used
99-00 You regain all expended sorcery points 64-100
again for 1d4 hours.
Hidden Properties. While attuned to this circlet, it
Items suppresses any draconic natures, transforming even the
most ancient of dragons into a regular humanoid while they
are attuned to the circlet. This property can be discovered
Arcanoclast with an identify spell or DC 22 Intelligence (Arcana) check.
82
of your innate magical ability. You can no longer cast spells lights shed bright light in a 20-foot radius and dim light
or use racial or class bonuses that rely on magic, though for an additional 20 feet. The faerie lights continue to
you are able to use magic items such as staffs, wands, and dance over the designated area, lighting it, until you speak
potions. Ending attunement to this item also ends the another command word as an action to return them to the
effect. jar.
83
darkvision out to a range of 120 feet.
d100 Effect The mirror can speak, read, and understand Common,
and can communicate with its attuned user telepathically.
The next time you would be reduced to 0 Its voice is an echoey mimicry of its attuned user. If no one
81-100
hit points you return instantly to full health. is attuned, the scrying mirror does not speak. While you
Rowan Bracelet are attuned to it, the scrying mirror also understands every
language you know.
Personality. The scrying mirror is haughty, cruel, and
Wondrous item, rare opinionated, often mocking those who use it and those
A wooden bracelet that warms up and tingles when who it is used to scry upon. Most of all, the mirror fears
fiends are within 60 ft of the wearer. Adjusts its size to fit again being abandoned and forgotten and despises being
the wearer. covered or silenced.
Destroying the Mirror. The scrying mirror appears
Rue Poison fragile but is impervious to most damage. A disintegrate
spell or one good hit from a magic weapon that deals
bludgeoning damage is sufficient to shatter the mirror,
Potion, very rare however.
A vial of poison with 4 applications. When applied, it
causes 1d4 acid damage. If used against a plant creature, it Sword of Accolade
deals 2d4 acid damage.
84
0 As an action, while reading aloud from the book, you
can cast calm emotions (spell save DC 17) centered on
5th Level
yourself without the use of a spell slot. Legendary Curse
0 If you spend 10 minutes reading a story aloud to
a group of up to 7 creatures that can hear and
6th Level
understand you, those creatures have advantage on all Pecking Order
Wisdom-based skill checks made in the next hour.
0 You can cast legend lore without requiring a material Paladin Spells
component or spell slot.
Sorcerer Spells
1st Level
Mouse into Servant
2nd Level
2nd Level Child of Triton
Child of Triton
3rd Level
Midnight Ride
Godmother’s Grant
3rd Level 6th Level
Friends on the Other Side
Ice Castle
Godmother’s Grant
Pecking Order
5th Level
Legendary Curse Warlock Spells
Cleric Spells
1st Level
Mouse into Servant
2nd Level 2nd Level
Child of Triton
Midnight Ride
3rd Level 3rd Level
Friends on the Other Side
Friends on the Other Side
5th Level 6th Level
Legendary Curse
Pecking Order
Druid Spells Wizard Spells
2nd Level 1st Level
Ancestral Guidance
Mouse into Servant
Child of Triton
85
reactions and must roll a d8 at the start of each of its turns
2nd Level to determine its behavior for that turn.
Midnight Ride
3rd Level
Friends on the Other Side
d8 Behavior
The target falls unconscious and prone and
Godmother’s Grant 1
cannot take an action until it revives next turn.
5th Level The target is unable to breathe while sneezing
2 uncontrollably. A creature affected in this way is
Arrow of Dwarvenkind
incapacitated and suffocating.
Legendary Curse The target is enraged and uses its action
6th Level to make a melee attack against a randomly
3 determined creature within its reach. If there is no
Ice Castle
creature within its reach, the target does nothing
this turn.
Spells 4
The target ages 1d4 x 10 years. The aging
effect can be reversed with a greater restoration
Ancestral Guidance spell, but only within 24 hours of it occurring.
The target is frightened of the caster. It has
disadvantage on ability checks and attack rolls
5
2nd-level transmutation while the caster is within line of sight, and the
target can’t move closer to the caster.
Casting Time: 1 minute
The target is charmed by the caster and cannot
Range: Self
take actions against the caster or its allies this
6
Components: V, S, M (incense worth at least 25 gp) turn. A target is unaffected if it is immune to
Duration: Instantaneous being charmed.
You light a fire and throw incense into it, contacting the The target uses all its movement to move in a
spirits of your ancestors to ask for guidance. You ask a random direction. To determine the direction, roll
7
single question concerning a specific goal, event, or activity a d8 and assign a direction to each die face. The
to occur within 7 days. The DM offers a truthful reply, which target doesn’t take an action this turn.
is spoken through you. The target falls unconscious and cannot take
an action until the spell ends, the target takes
Contacting your ancestors puts you in touch with
8 damage, or someone uses an action to shake or
mortality and is physically exhausting as you must reach
slap the target awake. Once the target is woken
across planes. You suffer one point of exhaustion until your
from this effect, the spell ends.
next short or long rest.
At the end of each of its turns, the target can make a
The spell doesn’t take into account any possible
Wisdom saving throw. If it succeeds, this effect ends.
circumstances that might change the outcome, such as
the casting of additional spells or the loss of or gaining a
companion.
Child of Triton
If you cast the spell two or more times before completing
your next long rest, there is a cumulative 25 percent chance 2nd-level transmutation
for each casting after the first that you get a random
Casting Time: 1 action
reading. The DM makes this roll in secret.
Range: Touch
Arrow of Dwarvenkind Components: V, S, M (a fork)
Duration: 1 hour
5th-level enchantment You adapt the target’s body to an aquatic environment.
Casting Time: 1 action They sprout gills and grow webbing between their fingers.
The target can breathe underwater and gains a swimming
Range: 90 feet speed equal to twice their walking speed.
Components: V, S The target retains the upper body of their race and, for
Duration: Concentration, Up to 1 minute the duration, the lower body of an aquatic creature of their
choosing. If their choice of lower body would otherwise
A sparkling arrow streaks toward a target you can see
be able to attack, in this form they may make an unarmed
within range and bursts into stars. The target must succeed
attack, dealing damage equal to their unarmed damage
on a Wisdom saving throw. An affected target cannot take
86
before transformation. Their skin and scales are adorned
with shell decorations. Any gear they are wearing is altered Ice Castle
to fit the new form.
87
Components: V, S The driver has an AC of 10 and 15 hit points. If the
Duration: 8 hours driver’s hit points are reduced to 0, the spell ends early and
the driver and vehicle disappear. Anything left in the vehicle
You touch a creature, and that creature must succeed on when the spell ends tumbles to the ground.
a Wisdom saving throw or become cursed for the duration
of the spell. When you cast this spell, choose the nature of Mouse into Servant
the curse from the following options.
A remove curse spell ends this effect. At the DM’s option,
you may choose an alternative legendary curse effect, but 1st-level transmutation
it should be no more powerful than those described above. Casting Time: 1 action
The DM has final say on such a curse’s effect.
Range: Touch
A Voice Unheard. You capture the target’s ability to
Components: V, S, M (a button and thread)
communicate. For the duration of the spell, the target
cannot communicate verbally or cast spells with verbal Duration: 1 hour
components and, furthermore, cannot communicate You touch a nonhostile mouse or rat (or similar creature
with other creatures via thought, gesture, written at your DM’s discretion), transforming it into a humanoid
communication, or other signal. The target’s face is a calm, servant for the duration whose appearance you choose.
emotionless mask for the duration.
Once on each of your turns as a bonus action, you can
Eternal Sleep. The creature affected by this spell falls verbally command the servant to move up to 30 feet and
unconscious for the duration. interact with an object. The servant can perform simple
Beast. You transform the target into a beast of your tasks, such as fetching things, cleaning, mending, folding
choice. The transformation lasts for 12 hours each day for clothes, lighting fires, serving food, and pouring wine. Once
the duration of the spell. The new form can be any beast you give the command, the servant performs the task to
whose challenge rating is equal to or less than the target’s the best of its ability until it completes the task, then waits
(or the target’s level + 5, if it doesn’t have a challenge for your next command.
rating). The target’s game statistics, including mental ability The servant cannot speak, retains its previous statistics,
scores, are replaced by the statistics of the chosen beast’s. has an AC of 10 and reverts to its previous form if it takes
It retains its alignment and personality. The target assumes damage. The servant has land and water vehicle proficiency.
the hit points of its new form. The target is limited in the
actions it can perform by the nature of its new form, and Pecking Order
it can’t speak, cast spells, or take any other action that
requires hands or speech.
At Higher Levels. If you cast this spell using a spell slot 6th-level conjuration
of 7th level or higher, the duration is 24 hours. If you use a Casting Time: 1 action
9th-level spell slot, the spell lasts until it is dispelled.
Range: 300 feet
Midnight Ride Components: V, S, M (bread crumbs and a shiny coin)
Duration: Concentration, up to 10 minutes
2nd-level conjuration Swooping, pecking native birds fill a 20-foot-radius
sphere centered on a point you choose within range. The
Casting Time: 10 minutes
sphere spreads around corners. The sphere remains for the
Range: 30 feet duration, and its area is lightly obscured. The sphere’s area
Components: V, S, M (a pumpkin or other gourd) is difficult terrain.
Duration: Up to 8 hours or until midnight When the area appears, each creature in it must make
a Dexterity saving throw. A creature takes 5d10 piercing
You summon before you a carriage or other land vehicle damage on a failed save, or half as much damage on a
with the same coloring as the gourd used in casting the successful one. A creature must also make this saving throw
spell. Along with the vehicle is your driver, who is humanoid when it enters the spell’s area for the first time on a turn
in form but is a celestial, fey, or fiend (your choice) and or ends its turn there. A creature who moves more than
considered proficient with land vehicles. The driver cannot five feet within the sphere must succeed on an additional
leave the vehicle and cannot speak, but understands the Dexterity saving throw or fall prone.
languages you know.
The spell fails if you can’t see an outdoor location for the
Once on each of your turns as a bonus action, you can birds to fly in from (for example, if you are in a windowless
verbally give the driver instructions, such as “stop the room).
carriage,” “get us out of here,” or “take me to the ball.” The
driver follows one instruction until completed, unable to At Higher Levels. When you cast this spell using a spell
continue, or directed otherwise. slot of 7th level or higher, the damage increases by 1d10
for each slot level above 6th.
88