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2804179-Witchlight For The Combat Starved (Yon)

The document contains credits for contributors and designers of a Dungeons & Dragons supplement, detailing various combat encounters and side quests set in the Feywild realm of Yon. It emphasizes the balance between fun combat experiences and maintaining the narrative integrity of the original adventure, 'The Wild Beyond the Witchlight.' The supplement includes unique encounters such as a flying bulette and yodeling dire mountain goats, encouraging creativity and engagement in gameplay.

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Jamie D'Amato
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0% found this document useful (0 votes)
150 views29 pages

2804179-Witchlight For The Combat Starved (Yon)

The document contains credits for contributors and designers of a Dungeons & Dragons supplement, detailing various combat encounters and side quests set in the Feywild realm of Yon. It emphasizes the balance between fun combat experiences and maintaining the narrative integrity of the original adventure, 'The Wild Beyond the Witchlight.' The supplement includes unique encounters such as a flying bulette and yodeling dire mountain goats, encouraging creativity and engagement in gameplay.

Uploaded by

Jamie D'Amato
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

CREDITS

Designer: Matthew J. Allen


Editors: Mike Cohen, Jacob Friedman, Josh Silverman, Evan
Vicente, Kevin Wong, Wayne Cribbs
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Art Director: All art is licensed to use for the Dungeon Masters
Guild program and published under the Community
Content Agreement for the DM’s Guild program.
Special Thanks: Alyssa Allen, Jonah Stryker and Hallie Brooke
Playtesters: Adam Bornstein, Tony Fernandez, Josh Perez,
Justin Sexton, and Marc Valme

ON THE COVER

The front of the Palace of Heart’s Desire.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Matthew J. Allen and published under the Community Content Agreement for Dungeon Masters Guild.

1
TABLE OF CONTENTS
Credits ................................................................................ 1
Table of Contents............................................................... 2
The Horrible Fairy Tale Violence of your Childhood ......... 3
The Monsters Have a Vague Idea What They’re Doing .... 3
I Came to Say I Must be Going ............................................... 3
Combat Encounters in Yon ...............................................4
Bulette with Butterfly Wings ........................................... 4
Dire Mountain Goats .......................................................... 4
Dueling Piano Ogres ........................................................... 6
Ettin Riddle Bridge ..............................................................7
Giff Munitions Squad ......................................................... 8
Purple Worm with Googly Eyes ...................................... 10
Star Spawn Prophets of Zathras ..................................... 11
Troll Tea Party .................................................................... 13
Side Quests in Yon ........................................................... 14
The Lighthouse on the Shore of the Sky ............................ 14
Professor Mortimer Quinkle ................................................. 14
Professor Quinkle Gifts ....................................................16
Roleplaying Professor Mortimer Quinkle ....................16
Activating the Pocket-Dimensional Portal Apparatus
................................................................................................ 17
Exploring the Pocket Dimensions ................................. 17
And they Screwed it Up Anyway ..................................... 17
Ebeneezer the Peppermint Gauth and the Garden of
Mixolydian ................................................................................ 17
Ebeneezer the Peppermint Gauth .................................. 18
Tracking Ebeneezer ...........................................................19
Ebeneezer’s Patio ..............................................................19
Torsten Vornhold and the floating asteroid of G Sharp
Minor Diminished 7th .......................................................... 20
Gravity on the Asteroid ................................................... 20
Torsten Vornhold, the Gentleman Mindflayer .......... 20
Tracking Torsten Vornhold the Gentleman
Mindflayer ........................................................................... 21
Throne of Old Durnia ........................................................ 21
The Astral Steamboat Gumpert ........................................... 22
Captain Malafact Hannigan ............................................ 22
It’s Not a Very Good Plan, Is It? ..................................... 22
Areas of the Astral Steamboat ....................................... 23
It Was a Crazy Game of Poker ........................................ 27

2
THE HORRIBLE FAIRY TALE spells prepared for a moment that has not yet come,

VIOLENCE OF YOUR
character builds carefully mapped out to combine class
features and feats to unleash an unrelenting assault. You

CHILDHOOD could justifiably say there was a bias towards creating a


fun combat experience over giving the party a strategic
In the Emerald City, Dorothy stands before the Wizard,
battle challenge.
appearing to her as an enormous head without a body to
This bias is wholly dependent on the Rules of the
support it, sitting upon a throne. She asks the Wizard to
Combat-Starved, as explained in the first two volumes.
send her home to Kansas. The Wizard requests Dorothy’s
The goal was to provide fun combat encounters while
help in return. Dorothy asks what she must do. The
maintaining the delicate Feywild tone and all the themes
Wizard answers: “Kill the Wicked Witch of the West.”
and motifs established in The Wild Beyond the Witchlight.
In Narnia, the Witch draws close to Aslan the Lion,
These encounters were intended to feel naturally at
standing near his head, quivering with excitement.
home in Prismeer while balancing the interests of fun
Before she strikes the final blow, she taunts the Lion:
combat and preserving the campaign story and setting.
“You have given me Narnia forever,” she whispers in his
Players should know that they are free to cast eldritch
ear. The children turn away, as they cannot bear to see
blast without the risk of killing a plot-relevant NPC or
the moment when the Witch kills the Lion.
sabotaging their campaign.
Peter pan flies with his dagger poised, advancing on
That said, if you crave that tactical experience, you do
Captain James Hook. Captain Hook stands upon the
you. These encounters each have some element of
bulwark of the Jolly Roger, his sword ready, but he
terrain or circumstances meant to give you an edge in
makes one misstep. Peter Pan kicks him, and Hook falls
planning the encounter. Study the creatures’ stat blocks
to water below and is eaten by a crocodile.
and find something fun to throw at your friends.
I’m sorry, but this part needs to be repeated. He was
So once again, here are the Rules of the Combat-
eaten. By a crocodile. How is this conveyed in the original
Starved which were followed in the creation of the
story? “Thus perished James Hook.”
content in this supplement.
There was plenty of violence in the classic storybooks
Pure, unfiltered evil. You can try to talk your way past
that brought about the age of modern fantasy. Dorothy’s
these encounters, but the creatures your party will face
first step in Oz is literally stepping over a corpse. We
are more interested in killing or eating you than
forget these things for the splendor of the Feywild.
reaching any kind of diplomatic result.
The Feywild is a realm of imagination in which
Centralized quest-hubs. The three new sidequests can
ordinary, familiar things become extraordinary. A
all be discovered in the same location. In Yon, that
lumberjack becomes the Tinman. A deck of playing cards
location is a gnomish observatory in the mountains
becomes a royal court. A star becomes the magical land
called The Lighthouse on the Shore of the Sky.
where faeries come from. The only thing mundane about
Specified objectives. Players will be told up front what
the Feywild is usually the violence.
their goals are for each sidequest. These side-quests will
The Wild Beyond the Witchlight is known as a low-
not overlap or conflict in anyway with the story, and the
combat adventure. It’s suggested in the book that you
goals will be clearly defined to avoid such confusion.
can complete the adventure without ever running a
Promised rewards. There will be rewards for
combat encounter. After all, this is an adventure set in
completing each of the side-quests so that the party
the Feywild, and the party will meet many strange and
understands from the onset that they are permitted to
unusual creatures to help or bargain with as they explore
obtain those rewards by punching things in the face.
the domain of Prismeer.
Nothing to do with the story. Nothing included in this
That’s why I was so averse to adding combat
supplement will disturb or upset the story of The Wild
encounters and mini-dungeons to The Wild Beyond the
Beyond the Witchlight. If the party kills one of the
Witchlight. Frankly, it doesn’t really need combat. It’s a
creatures in this supplement, it will not make any critical
wonderful story without it. And yet, we still crave the
difference in their adventures in Prismeer.
opportunity to cast finger of death or roll sneak attack
damage dice. After all, violence has always been a part of
our fantasy experience. I CAME TO SAY I MUST
What follows here is the third and final installment in
Witchlight for the Combat-Starved, a series of campaign
BE GOING
In many ways I am proud of the work contained in the
supplements purpose-built to give your party the chance
Combat-Starved books, but this is the end of the road.
let loose with the fireballs and sneak attacks and savage This campaign never needed help—it was perfectly
criticals. These encounters and side-quests take place in
wonderful before anyone suggested adding targets to
Chapter 4 in the land of Yon and are presented here to
maim and murder. And while you may find this material
give you the same rush of excitement you felt when Peter
useful for your own campaign, the Palace of Heart’s
Pan kicked James Hook off the boat to be eaten by a
Desire should not become a battleground. Hither,
freaking crocodile.
Thither, and Yon is where I draw the line.

THE MONSTERS HAVE A


To everyone who helped me write Combat-Starved and
supported this project: thank you. Your help,

VAGUE IDEA WHAT encouragement, and

THEY’RE DOING
painfully honest criticism
made this a great experience.
The more I reflect on this Combat-Starved series, the This has been fun, and this is
more I’ve come to realize that these encounters were where it ends.
never meant to be brilliantly tactical experiences. These Maybe they need a
encounters were meant to be a release of pent-up energy newspaper yeti in Strixhaven.
just waiting to be set free: dice rolled idly at the table,

3
COMBAT ENCOUNTERS
IN YON Large monstrosity, unalighed

Armor Class 17 (natural armor)


This book includes eight random combat encounters Hit Points 94 (9d10 + 45)
that can take place nearly anywhere in Yon in Chapter 4 Speed 40 ft., burrow 40 ft., fly 25 ft.
of The Wild Beyond the Witchlight. You may roll on the
Random Combat Encounter Table below to determine STR DEX CON INT WIS CHA
which encounter to throw at your party, or you may 19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 8 (-1)
select whichever one you desire.

R ANDOM C OMBAT E NCOUNTER T ABLE Skills Perception +6


Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
D8 Random Combat Encounters Languages –
1 Bulette with Butterfly Wings Challenge 5 (1,800 XP)

2 Dire Mountain Goats


Flutter. The bulette can take the dash action as a bonus action
3 Dueling Piano Ogres using its fly speed.
4 Ettin Riddle Bridge Ground to Air. The bulette’s long jump is up to 30 feet and its high
5 Giff Munitions Squad jump is 15 feet, with or without a running start. It can leap into the
air using its fly speed from underground if it is within ten feet of
6 Purple Worm with Googly Eyes
the surface.
7 Star Spawn Prophets of the Zathras
8 Troll Tea Party
Bite. Melee Weapon Attack: +79 to hit, reach 5 ft., one target.

BULETTE WITH BUTTERFLY WINGS Hit: 30 (4d12 + 4) piercing damage.


Deadly Flutter. If the bulette flutters or leaps at least 15 feet as its
This encounter can take place anywhere in the wilds of
movement, it can then use this action to land on its feet in a space
Yon. Bulettes are ambush predators who strike from
that contains one or more other creatures. Each of those creatures
underground. In this encounter, the party is attacked by
must succeed at a DC 16 Strength or Dexterity saving throw
a bulette that erupts from underground, but this bulette
(target’s choice) or be knocked prone and take 14 (3d6 + 4)
is different because it flies.
bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a
This variety of bulette sleeps in a cocoon ten feet
successful save, the creature takes only half the damage, isn’t
underground. Unlike typical butterflies, the bulette does
knocked prone, and is pushed 5 feet out of the bulette’s space into
not emerge at the end of its transformation. Once its
an unoccupied space is within range, the creature instead falls
metamorphosis has completed, it waits for prey to come
prone in the bulette’s space.
close by and launches itself at the prey, erupting from
underground in a violent swirl of dirt and rock and
gorgeous monarch’s wings. The bulette can rest like this
for months at a time waiting for prey to wander close. DIRE MOUNTAIN GOATS
The bulette cannot be detected while it is hiding
What sound threatens mayhem and murder with every
underground except by characters with tremorsense or
echo off the mountain walls? Yodeling, for obvious
by some magical means. If a character with tremorsense
reasons. In this encounter, the party is first alerted to
gets close enough to discover the bulette hiding ten feet
danger by the ominous sound of fey yodeling, chaotic
below the ground, they gain advantage on checks to
and bizarre, a discordant cacophony of throat-warbling
determine surprise at the start of combat.
from a dire mountain goat’s upper register. Then, three
Development: The bulette is looking for its first meal
dire mountain goats charge the party and try to push
after its metamorphosis. It will target a creature and
them off a cliff. Of course, they should have known that
attempt to fly away with them at its full movement
would happen because of the yodeling. That’s what
speed. If it manages to grab a victim and fly away, it will
yodeling means.
travel somewhere within one mile to devour its victim.
This encounter happens while the party is traveling
The party can track the bulette with a successful DC 12
through the mountain paths of Yon. When the party
Wisdom (Survival) check.
finds themselves walking down a narrow path with a
thirty-foot cliff face on their left side and a twenty-foot
cliff’s edge on their other. The path itself is ten feet wide.
As the party wanders down the path, they first hear
the faint echoes of yodeling. After five minutes, the
yodeling gets louder. Although the yodeling is
unintelligible, it sounds like a humanoid singing.
Anyone who succeeds at a DC 20 Wisdom (Insight) check
recognizes that the yodeling is a warning that the party
is about to be attacked.
After five more minutes, the yodeling stops as three
huge dire mountain goats (see stat block below) appear
on top of the cliff thirty-feet above the players. The dire
mountain goats are wearing green lederhosen. While

4
they do not speak or understand language, they yodel in that they are afraid of trolls ascending their mountain.
what sounds like a humanoid voice. The goats are named Billy, Gruff, and Grumble.
Development: The dire mountain goats are extremely They are not wise enough to tell the difference
territorial. They charge down the rock face and try to between trolls and any other humanoids, so they guard
push players off the cliff. When they can, they use their the path on their own. The party can assure the goats
Mountain Foot ability to climb the rock walls at full that they are not trolls and do not want to eat the goats.
speed to rear up for another charge. If a player who can speak with animals succeeds at a
If someone casts speak with animals on any of the dire DC 12 Charisma (Persuasion) check, then the goats agree
mountain goats, the dire mountain goats will tell them not to attack. The goats also know how to get to the
locations presented in Chapter 4 and will give directions
in exchange for food (as part of the Rule of Reciprocity).
Treasure: The goats’ last victim can be found at the
Large beast, unaligned bottom of the cliff: the crumpled body of a half-orc in
business attire. If the party searches the body, they find a
Armor Class 13 business card in his jacket identifying him as Duncan
Hit Points 51 (6d10) Bronzecut, a bank director from the Eberron campaign
Speed 30 ft. setting. They also find a monocle of deep secrets and a key
to a bank vault in a city called Krona Peak.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 5 (-3) 5 (-3) 12 (+1) MONOCLE OF DEEP SECRETS
Wondrous item, rare, requires attunement
Skills Intimidation +5
This silvered monocle is attached that clips onto your
Senses passive Perception 7
shirt. While you wear the monocle, you gain the
Languages –
following benefits:
Challenge 2 (450 XP)
• You gain a +2 bonus to Wisdom (Insight)
Mountain Foot. The dire mountain goat can walk up or down a checks.
sheer mountain face at its normal movement speed as if it has the • Once per day, when you roll a Wisdom (Insight)
benefit of a spider climb spell. check, you may reroll the check and use the
second result. You may use this feature after
you are told the results of the check.
• Once per day you may cast comprehend
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
languages on yourself.
Hit: 15 (2d1o + 4) piercing damage.
Goat Charge. If the dire mountain goat moves at least twenty feet
before attacking with its horns, it gains advantage on the attack. If
it hits its target, then the target must succeed at a DC 14 Strength
saving throw or be pushed ten feet and knocked prone.

5
DUELING PIANO OGRES Development: The ogres are eager to learn and
improve their skills. A character proficient in Charisma
High in the mountains of Yon there are artists whose wit
(Performance) can give an impromptu music lesson to
and cunning are easily matched. It wouldn’t take much,
the ogres. If a character spends one hour giving music
really. They try, though, and there is something
lessons to the ogres, then the ogres would be willing to
respectable about how they never seem to give up.
agree to let the Piano Patrons go free with a successful
In this encounter, the party will face off against three
DC 15 Charisma (Persuasion) check. They also agree to
violent piano-toting ogres: Jerry, Joel, and Elton. These
honor the Rule of Reciprocity by playing a song of their
ogres travel everywhere with upright pianos strapped to
own creation: “The Dance of the Bonesaws.” Although
their backs so they can break into song with full piano
the song itself is an atonal nightmare cacophany, the
accompaniment at a moment’s notice.
ogres play it earnestly as if it were beautiful. Characters
While these three piano-playing ogres have agreed to
who listen to the song for five minutes gain 5 temporary
travel together, they cannot seem to agree on much of
hit points.
anything else. They can never agree who takes the
Alternatively, if the party attempts to rescue the piano
harmony and who takes the melody when they sing
patrons, then Jerry, Joel and Elton become hostile to the
together, which keys are the correct ones for certain
party and launch immediately into an attack. They lack
favorite standards, or what to call their trio.
the wit to be concerned about their own mortality,
There is one thing they do agree on, however: no one
although they are especially protective of their pianos.
else is allowed to criticize their performance. They fly
The pianos each have an AC of 12 with 45 hit points and
into frothing rages if someone should utter even the
they weigh 200 lbs. If a piano is damaged, the ogre to
slightest comment. It makes no difference if the critic is
whom it belonged focuses their attacks on the creature
unfailingly polite and courteous; these ogres cannot take
that damaged the piano.
criticism and they respond with murderous fury.
Treasure: Each piano is worth 250 gp.
This encounter can occur anywhere in Yon. The three
piano ogres (see stat block below) have arranged their
pianos in a horseshoe configuration on a flat rocky
Large giant, chaotic evil
outcrop elevated two feet above the ground like a stage.
When the party arrives, the piano ogres are in the middle
Armor Class 11 (hide armor)
of a performance for a small, captive audience (see Piano
Hit Points 59 (7d10 + 21)
Patrons Table for information on the hostages). These
Speed 40 ft.
audience members have been bullied into sitting
through this performance under threat of violence if
STR DEX CON INT WIS CHA
they attempt to leave. 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
PIANO PATRONS T ABLE
Senses darkvision 60 ft., passive Perception 8
Piano Patrons Languages Common, Giant
Gumpert: A caterpillar wearing a bowtie who hides in a Challenge 2 (450 XP)
cocoon when he is scared.
Dueling Piano. The ogre wears a harness that attaches to a piano.
Howlet: A fox with enormous ears and a feathered headdress
With an action, the ogre can attach the piano to its harness to
who speaks in riddles and enjoys quiet, somber music to
carry the piano on its back. While wearing the piano, the ogre may
upbeat, fast-tempo songs.
detach the piano and set it down as an action.
Ingrid: A toucan wearing a business suit and carrying a
briefcase who is looking to bargain her way out of trouble.
Kendrick: A seahorse wearing a graduate’s robes and cap in a
goldfish bowl. While Kendrick is in the goldfish bowl, he can
pilot the bowl with a flying speed of 5 although it can only Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
hover one foot above the ground. Hit: 13 (2d8 + 4) bludgeoning damage.

Maggie: A St. Bernard wearing a bonnet who is terrified of Really Big Stick. Melee Weapon Attack: +9 to hit, reach 10 ft., one
violence and loud noises. target. Hit: 12 (2d6 + 5) bludgeoning damage.

Nathaniel: A chameleon wearing a baseball cap who,


although he can change color at will, is not very skilled at
Piano Shield. The ogre gains +4 to their armor class until the
matching his surroundings and prefers patterns that stand
start of its next turn. Damage that ogre would otherwise take is
out against a backdrop. instead dealt to their piano. If the piano is destroyed, the ogre
Oliver: A pigeon wearing a black bowler hat who believes he cannot use this reaction.
can see the future although he is always wrong.
Preston: A cobra snake wearing spectacles with impeccable
manners and feels protective of the other piano patrons.

Terrain: Climbing up onto the stage requires 5 ft. of


extra movement speed for creatures sized Small or Tiny
but does not require a skill check. Creatures making a
melee weapon attack while standing on the stage and
targeting a creature down at the ground level have
advantage on their attack roll unless the target creature
is size Large or larger.

6
ETTIN RIDDLE BRIDGE
This encounter can take place anywhere in Yon. A
treacherous rope bridge 50 ft. across spans a 40 ft.
chasm. The party may have to cross the bridge to
progress towards their next destination in Yon.
Alternatively, they may take a more treacherous path. If
they choose the more treacherous path, you may have
the party roll a DC 14 Constitution saving throw or gain
one level of exhaustion.
The rope bridge is guarded by an ettin who stands at
the far end of the bridge wearing a hooded robe. The
hood is large to accommodate both of the ettin’s heads.
When the party approaches the bridge, the ettin waits for
them to attempt to cross the bridge. When they are ten
feet from the end, the ettin says, “Halt!” Read the
Ettin’s Rhyme text below.

The ettin asks the party three riddles. If the party


solves all three riddles, he allows the party to proceed
unharmed. The ettin grows frustrated if the party has an
easy time of its riddles, as they put a lot of thought into
creating them. One head, named Feldsmythe, grows
angrier as the party solves each riddle. The second head,
named Bernshaw, tries to calm Feldsmythe down. They
make the third riddle especially difficult to prove he’s
smarter than anyone else. The Ettin’s riddles are in the
Ettin’s Riddles sidebar below.
Development: The ettin allows the party to cross
the bridge if they answer all three riddles
correctly. The ettin will attack anyone who
attempts to cross the bridge without solving
his riddles.
Even worse, the moment a character
attempts to bully their way past the ettin, five
goblins come out of hiding near the other end
of the bridge and start cutting the ropes. A
character can spot the goblins hiding behind some
rocks with a DC 16 passive Perception.
There are four ropes which suspend the bridge.
It takes a goblin two rounds to cut through one
of the ropes. If two of the ropes are cut, then
the bridge hangs vertically and creatures on the
bridge must succeed at a DC 12 Reflex saving throw to
cling to the bridge or else they fall into the chasm. When
all four ropes have been cut, the bridge falls into the
chasm. Anyone who falls into the chasm takes 4d10
bludgeoning damage when they hit the ground.
Treasure: If a character spends ten minutes searching
the bottom of the chasm, they find a small cave with
eight skeletons inside dressed like pirates. The skeletons
are guarding a treasure chest containing 888 cp, 333 gp,
and 8 gems worth 100 gp each. One of the skeletons is
wearing a leather tricorn hat with a peacock’s feather
sticking out of the brim worth 25 gp.

7
GIFF MUNITIONS SQUAD
The crack of canons echoes across the mountains of Yon
rolling over the landscape like thunder. The source of the
noise turns out to be actual cannons: a Giff Commander
and his squad of 12 Soldier Rats are running drills where
they load two cannons, take aim at lightning rods on top
of distant peaks (between 1,000 and 3,000 feet away),
and fire. The squad are working tirelessly to dial in their
range and accuracy.
When the giff or any of the soldier rats spot the party
for the first time, the giff commander calls a halt to the
drills so that he might question the party. The giff
commander will ask the party to identify themselves and
state their business.
Ordalasia has very little interest in the ongoing
situation in Prismeer between Zybilna and the Hourglass
Coven. Whatever explanation the party gives for their
being in Yon, the giff commander is predisposed to
assume the party are Durnion spies. Once he reaches that
conclusion, nothing will persuade him otherwise.
First, the giff commander will simply ask the party for
their travelling papers. Of course, the party likely does
not have any travelling papers. A player can bluff their
way past the giff commander with a successful DC 13
Charisma (Deception) check using a minor illusion or
similar spell to falsify travelling papers. A character who
is proficient with a forgery kit gains advantage on this
check or may use the help action to assist another player
Small humanoid, lawful evil
in making this check.
The cannons are rotating turrets which can be aimed
Armor Class 15
in any direction. The cannons can be operated by as
Hit Points 22 (5d8)
many as two soldier rats at one time. The cannon
Speed 30 ft.
operates using the following actions:
• Aiming the cannon requires 2 soldier rats to STR DEX CON INT WIS CHA
each spend 1 action. 14 (+2) 14 (+2) 10 (0) 6 (-2) 8 (-1) 8 (-1)
• Loading the cannon requires 2 soldier rats to
each spend 1 action. Senses darkvision 60 ft., passive Perception 9
• Firing the cannon takes 1 soldier rat 1 action. Languages Common
The cannons have just been fired when the party Challenge 1/2 (100 XP)
arrives, so they are not loaded at that moment. They can
only be fired once they have been aimed and loaded in Rifle corps. The rat soldier has advantage on its first ranged attack
that order. roll against any target that has not yet taken an action this round.
The cannons deal 8d6 damage to a 15 ft. radius and
deal half damage to anyone who succeeds at a DC 15
Dexterity saving throw. The cannons have a range of Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
120/480. They cannot be moved from their position and Hit: 6 (1d8 + 2) piercing damage.
require gunpowder proficiency to operate. The cannons Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one
have AC 20 and 65 hit points. Each cannon may be target. Hit: 7 (1d10 + 2) piercing damage.
disabled if a character spends one action sabotaging the

8
cannon and succeeds at a DC 18 Intelligence check.
There are five shots remaining for each cannon. Medium humanoid, lawful neutral
Development: There is no way to convince the giff
commander that the party are friendly towards Armor Class 16 (breastplate
Ordalasia. The giff commander orders the rat soldiers to Hit Points 60 (8d8 + 24)
aim the cannons, load, and fire. The rest of the rat Speed 30 ft.
soldiers are ordered to attack the party and to use the
disengage action to retreat when the cannons are about STR DEX CON INT WIS CHA
to fire. 18 (+4) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 12 (+1)
The cannons are not positioned close enough to any
locations mentioned in Chapter 4 of the campaign. Senses passive Perception 11
However, they make a very loud noise when fired, and Languages Common
creatures through out Yon will hear the noise. Challenge 3 (700 XP)
Treasure: Each of the Soldier Rats carries a rifle with a
bayonet fixed to the end, a bag of ten bullets, and a Lead from the Rear. The giff commander inspires soldiers under
pouch of gunpowder good for ten shots. Use the its command to great acts of valor. If the giff commander takes no
statistics for hunting rifles on page 268 of the Dungeon action during its turn, then the giff commander may choose one of
Master’s Guide except that the rifles deal 1d10 piercing the following benefits to convey to up to five soldiers under its
damage and must be reloaded after every shot. command within fifteen feet. The benefit lasts until the start of the
The giff commander carries a letter sealed with blue giff commander’s next turn:
wax flower insignia containing their orders from King • The Whites of their Eyes! The soldiers gain advantage
Taltha to conduct firing drills and search for Durnion on any one attack they make before the start of their
spies. There is also a cherry wood box containing an next turn.
Ordalasian Medal of Bravery. • Hold the Line! The soldiers gain advantage on one
saving throw they make before the start of their next
ORDALASIAN MEDAL OF BRAVERY turn.
Wondrous item, rare, requires attunement • Retreat to the Command Tent! The soldiers may take
This silver badge of a flower crest hangs from a blue and the disengage action as a bonus action once before the
white-striped ribbon to be pinned onto a military start of their next turns.
uniform. While you wear the Medal of Bravery, you gain Firearms Knowledge. The giff’s mastery of its weapons enables it
the following benefits: to ignore the loading property of muskets and pistols.
• You gain a +2 bonus to Initiative checks.
• Two times per day you gain advantage on
checks to determine whether you are surprised Multiattack. The giff makes two pistol attacks.
at the start of combat. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
• You gain advantage on saving throws to avoid target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 +4) slashing
fear effects. You may use this feature a number damage if used with two hands.
of times per day equal to your proficiency
Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one
bonus.
target. Hit: 7 (1d12 + 2) piercing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one
target. Hit: 7 (1d10 + 2) piercing damage.
Sulfur Grenade (1/day). The giff commander throws a grenade
up to 60 feet. Each creature within 20 feet of the grenade’s
detonation must make a DC 15 Dexterity saving throw, taking 10
(4d4) bludgeoning damage and 7 (2d6) fire damage. The grenade
creates a cloud of sulfur with a noxious odor that lightly obscures
visibility for one minute.

9
PURPLE WORM WITH GOOGLY EYES Huge monstrosity, unaligned
Zybilna was not content to simply inhabit a corner of the
Feywild. She needed to make her mark on this ever- Armor Class 16 (natural armor)
changing, unpredictable landscape. When she created
Hit Points 115 (11d12 + 44)
Prismeer, she sought to put her personal touch on its
Speed 40 ft., burrow 25 ft.
creatures and inhabitants.
When she got to the purple worm that lives in Yon,
Zybilna decided it needed googly eyes. At least she STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 18 (+4) 1 (-5) 8 (-1) 4 (-3)
didn’t give it a mustache (although she gave the idea
some thought).
The purple worm with googly eyes roams across Yon Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
at its leisure. It preys on the occasional mountain goat or Languages –
unsuspecting korred making tunnels as it goes. You may Challenge 8 (3,900 XP)
decide to throw this encounter at your party anywhere in
Yon, or as a branching tunnel in Brigganock Mine. If you Tunneler. The worm can burrow through solid rock at half its
choose to include this encounter in your campaign, then burrow speed and leaves a 5-foot diameter tunnel it its wake.
the korreds and the brigganocks will be well-aware and Googly Eyes Stare. Any creature that starts its turn within 30 ft. of
fearful of the purple worm with googly eyes. They might the worm and can see the worm must roll at a DC 12 Constitution
shudder every time they feel the ground tremble and saving throw. On a failure, the creature becomes slightly nauseous
avoid certain parts of Yon and the Brigganock Mine. after staring into its bouncing googly eyes. A nauseous character
Wherever the party encounters the purple worm with who fails a second saving throw is slowed until the start of their
googly eyes, the purple worm will be actively hunting for next turn and gains disadvantage on Dexterity saving throws. The
prey. If this encounter takes place in the mountains of effect ends at the start of their next turn if they succeed at their
Yon, then the party might come across the purple worm next Constitution saving throw.
about to eat a frightened korred. The party may then Googly Eyes Targets. The two googly eyes can be targeted with
intervene to rescue the korred or slay the purple worm. If spells and weapon attacks using the worm’s armor class and
this encounter takes place in Brigganock Mine, then the saving throws. Each googly eye has 25 hit points. When one of the
brigganocks will flee the area afraid that the purple googly eyes is destroyed, the worm’s Googly Eyes Stare no longer
worm will cave in their tunnels. has any effect.
Development: When the purple worm with googly
eyes notices the party, it will decide the party makes for
a much more enticing meal and attempt to eat them. The
Multiattack. The worm makes two attacks: one with its bite and
purple worm with googly eyes will tunnel away to retreat
one with its stinger.
using the dash action if it is reduced to its bloodied hit
point value (half of its maximum hit points or fewer), Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
which is 57 or less. Hit: 16 (2d8 + 7) piercing damage. If the target is a Medium or
smaller creature, it must succeed on a DC 15 Dexterity saving
throw or be swallowed by the worm. A swallowed creature is
blinded and restrained, and it takes 14 (4d6) acid damage at the
start of each of the worm’s turns.
If the worm takes 20 damage or more on a single turn from a
creature inside it, the worm must succeed on a DC 14 Constitution
saving throw at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of the worm. If
the worm dies, a swallowed creature is no longer restrained by it
and can escape from the corpse using 5 feet of movement, exiting
prone.
Tail Stinger. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 14 (2d6 + 7) piercing damage, and the target must
succeed on a DC 15 Constitution saving throw, taking 28 (8d6)
poison damage on a failed save, or half as much damage on a
successful one.

10
STAR SPAWN PROPHETS OF ZATHRAS When Zybilna created the realm of Prismeer (or
simply painted over the landscape she found there), she
One thing you might notice when you find yourself in the
took special care naming the stars and planets in the
Feywild is the night sky looks unfamiliar. The Feywild
night sky and drawing new constellations on a twilight
has its own stars, comets, and constellations. The night
sky is as alien as the world it covers like a patchwork canvas. The denizens of Prismeer invented their own
blanket of strange and unusual patterns. stories and mythologies around those constellations. See
Sidebar: Prismeer Astrology.
In this encounter, the party comes across a band of
3 Star Spawn Stargazers setting up a telescope. The Star
Spawn are hoping to see the return of Zathras, a dwarf
planet prophesized to crash into Prismeer and bring
about a horrible, bleak future full of suffering and other
unpleasant experiences.
The Star Spawn believe they are the descendants of the
survivors of a cataclysm which propelled Zathras into
the heavens, and they are hoping their long-lost home
will return. They are excited for the chance to bring
misery to Prismeer. Nothing would make them happier
than if everyone were unhappy.
The Star Spawn are blind, which makes stargazing
difficult. To operate their telescope, they need a working
eyeball plucked from someone else’s head, so long as
that person can see. When they first discover the party,
the Star Spawn begin to chant in Deep Speech:

11
The Star Spawn will try to pin down one character and
extract their eyes. They can only do this to a restrained Medium Abberation, Chaotic Evil
character, so initially they will gang up to restrain one of
the characters if that person’s eyes are visible and not Armor Class 14
concealed. The Star Spawn are zealots and will fight to Hit Points 71 (13d8)
the death. Speed 40 ft.
Treasure: The Star Spawn
Telescope is a large machine STR DEX CON INT WIS CHA
weighing 200 lbs. which has 8 (-1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (-0)
a tripod base. A character
who casts detect magic on Saving Throws Dex +7, Con +4
the telescope will Skills Stealth +7
discover that it radiates Damage Resistances cold
divination magic. Damage Immunities psychic
The Star Spawn Condition Immunities charmed, frightened, prone
telescope is worth 3,000 Senses darkvision 60 ft., passive Perception 11
gp. It has an AC of 12 and Languages Deep Speech
20 hit points. Anyone who Challenge 5 (1,800 XP)
looks through the telescope Proficiency Bonus +3
must succeed at a DC 13 Wisdom
saving throw or gain one level of exhaustion. Stargazer Prophet. The Star Spawn has advantage on initiative
A character who looks through the telescope for one checks and checks to determine surprise at the start of combat.
hour gains information from the positions of the
planets, stars, comets and moons as if they have cast the
augury spell without using spell components. The
Multiattack. The Star Spawn makes one Claw attack and one
telescope may only be used in this manner once during a
Steel Cable Hands attack.
clear night.
The information obtained (Weal, Woe, etc.), is Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
conveyed through the arrangement of constellations, (1d8 + 4) slashing damage. IF the attack roll has advantage, the
planets, and shooting stars. To gain this information, target also takes 7 (2d6) psychic damage.
the character will need paper and a writing instrument, Flurry of Claws (Recharge 5-6). The Star Spawn makes six Claw
or some other medium in which they can draw a chart of attacks and may move up to its speed without provoking attacks
the night sky and record their observations. of opportunity.
After the telescope has been used this way, the magic Steel Cable Hands. Melee Weapon Attack: +7 to hit, reach 5 ft.,
within the telescope vanishes, and the telescope can one target. Hit: 5 (1d8 + 2) bludgeoning damage. If the attack roll
never be used in this way again. has advantage, the target must also succeed at a DC 12 Strength
saving throw or be restrained.

12
TROLL TEA PARTY Anyone standing on top of the table and attacking a
Small or Medium creature gains advantage on their
What could be more delightful than a tea party with
melee weapon attack.
trolls? In this encounter, the party stumbles upon a
Treasure: The tea set includes four cups, plates,
pleasant rock-garden party where three trolls have set
up tables and chairs and are having a wonderful time. napkins, and silverware and is worth 300 gp as a
They invite the party to join them (honoring the Rule of complete set. There is a wicker picnic basket next to the
Hospitality) and entertain them as guests. Eventually the table which the trolls use to carry the tea set. The teapot
conversation goes south, and the tea party turns into a itself is a Teapot of Polite Conversation. There is also a
royal rumble, as is usually what happens at a tea party. small ceramic jug which contains enough tea to brew
This encounter can take place at any overland location three pots of tea.
in Yon. Three trolls have arranged rocks in what they
think looks like a sculpture garden, sometimes stacking
rocks on top of each other such that the rocks are
arranged to look vaguely like people the trolls know.
Terrain: There are eight rock piles which stand about
6 feet high and four feet across. These rock piles each
have a poorly-drawn face or person on them to serve as
a guest to the troll tea party. The stones were not
expertly assembled and are prone to falling over.
If a creature tries to squeeze into a space with one of
these rock piles or climb onto one, or if they take more
than five damage from an attack that deals bludgeoning
or thunder damage, the rock pile will fall over. A creature
in an the same or an adjacent space to the rock pile must
succeed at a DC 12 Reflex saving throw or else take 2d8
bludgeoning damage. The ground within five feet of the
rock pile becomes difficult terrain.
The trolls each sit a fifteen-foot long dining table with
chairs assembled for a tea party. There are eleven chairs,
although three are taken up by the trolls, leaving eight
empty chairs. The chairs are sturdy enough to support a
large-sized creature, although they occasionally groan
with the sound of cracking or splintering wood

TEAPOT OF POLITE CONVERSATION


depending on whether the creature can sit still.

Wondrous item, attunement (requires attunement)


This painted porcelain teapot is painted with tea leaves
and blossoms. Once per day, you may brew tea in this
teapot for up to four persons to drink.
If each person drinks the tea while having polite
conversation with each other, they gain one of the
following benefits of their own choosing. The effect lasts
for up to eight hours. You may only have the benefit of
one effect at a time.
• You gain 3 temporary hit points.
• You gain advantage on one Charisma ability
check you make. You must declare that you are
using this advantage before you see the results
of your first roll.
• The next time you roll a 1 on any die, you may
reroll. You must take the result of the reroll.
• You immediately lose one level of exhaustion.

13
SIDE QUESTS IN YON
There are three sidequests available to your adventurers
in Yon, each one carefully tailored to give your party
something they will feel perfectly comfortable hitting in
the face with weapons. These sidequests all begin at the
Lighthouse at the Shore of the Sky.
The Lighthouse at the Shore of the Sky is an old,
dilapidated wizard’s laboratory with a large telescope for
studying the night sky. The lighthouse keeper is a gnome
wizard named Professor Mortimer Quinkle, a disgraced
academic thrown out of his university for studying
forbidden magic. He is now convinced there are only
eight days left to save the multiverse from complete
destruction, and he is the only person who can stop it.
The party can help Professor Quinkle prevent the
annihilation of every plane of existence by completing
these combat-friendly sidequests:
• Hunting Ebeneezer the Peppermint Gauth.
• Hunting Torsten Vornhold the Gentleman
Mindflayer.
• Hunting the Nightmare Choral Revue on the
Astral Steamboat “Gumpert.”

The party may attempt each of these sidequests in any


order they see fit. After completing the tasks outlined in
any of the sidequests, they can speak to Professor
Quinkle at the Lighthouse at the Shore of the Sky for
their reward.

THE LIGHTHOUSE ON THE


SHORE OF THE SKY
One other thing he left behind: a curious prediction
that seemed to be nonsense. It came later to be known as
Near the north-western reach of Yon, there is a the Elephant Codex.
lighthouse situated at the top of a mesa. The lighthouse Rumors persist that the Lighthouse on the Shore of
has been there as far back as anyone can recall. Since this the Sky was once a beacon used to aide in ships that
lighthouse is nowhere near an ocean, no one is quite sure navigated the skies above Prismeer and travelled to the
what it is doing there. stars.
The Lighthouse remains something of an oddity on The Lighthouse on the Shore of the Sky has guest
the Yon skyline. Its wooden facades are braced lumber rooms that can sleep as many as eight medium or
painted a fading white that’s peeling from exposure, it is smaller sized creatures comfortably and amenities such
a two-story building with a fifty-foot tower that as a cooking stove, indoor plumbing, an anvil and forge,
somehow smells of saltwater. The back of the lighthouse paper and pens, and laundry. Two goblins, Sprinkle and
features a large metal dome that houses an enormous Chip, work for the current lightkeeper and do the
telescope capable of observing distant stars and galaxies. cooking and cleaning and maintain the property.
The Lighthouse on the Shore of the Sky seemingly
operates as a traditional lighthouse, shining a focused
light that rotates slowly across the starry Prismeer sky
as if calling out to ships sailing on distant oceans.
Occasionally, lightning strikes the star-topped
lightning rod on the roof of the lighthouse and the entire
building flashes into visibility.
The last resident of the lighthouse was a mad wizard
named Mestipharius, a prophet who mapped the night
sky and believed he saw all of space and time. He spent
his years peering over star charts, archaic lore, and old
mysteries to unlock the secrets of the Feywild. When he
resided in the Lighthouse at the Shore of the Sky, people
often heard loud clanking and banging coming from

PROFESSOR MORTIMER
inside, the occasional fizzle-pop, and every once in a
while: fwah-looom.
Suddenly, there came a day when the noises ceased.
Mestipharius was gone, leaving nothing but his personal QUINKLE
journals and notes and a smoldering pile of ash on top of Professor Quinkle is a gnome archmage, astronomer,
his boots. No one is precisely sure what happened to the tinkerer, chemist, researcher, cartographer, navigator,
prophet, but people are quick to speculate. and dentist. He is the current resident and keeper of the
Lighthouse on the Shore of the Sky. Professor Quinkle

14
formerly taught at Sharn university in Eberron before he
was expelled for his academic interests in necromancy.
Professor Quinkle grew interested in the subject and
sought financial backing for a taboo subject: he would
perform the lich transformation ritual, write a treatise
from a first-person subjective viewpoint, and then
publish his treatise. He fantasized about obtaining some
half-decent peer review of his work and then retiring to
the lecture circuit.
Dean Wuncler of Sharn University was so startled by
Professor Quinkle’s proposal that he spewed his coffee
all over his desk. Advanced necromancy is, of course, a
generally banned field of study in the civilized world of
academia. The moment Dean Wuncler read the list of
ingredients in the lich transformation potion is the same
moment coffee left his mouth and was projected in a
five-foot cone.
Professor Quinkle was escorted off the school himself to the task of restoring the facility. He moved in
premises by security bugbears. His feet never touched and made himself at home. In the long years since, he
the ground as they carried him off. The coffee puddle on has occupied his time studying the strange writings of
Dean Wuncler’s desk was still warm to the touch. his predecessor, the mad prophet Mestipharius.
Ousted from the school, Professor Quinkle sought his One night, Professor Quinkle finally parsed the
fortune elsewhere. He managed to find his way to strange writings of the Elephant Codex. He let out a gasp
Prismeer and discovered the Lighthouse on the Shore of of shock and, just like Dean Wuncler, spat out a
the Sky. In it he found an abandoned wizard’s magnificent quantity of hot coffee all over his messy
astronomical laboratory and library. writing desk. In that moment, Professor Quinkle knew
It was obvious the building had been abandoned but the end would come, and soon—not just for Prismeer,
was near operational condition. Professor Quinkle set but the entire multiverse. He had to act fast.
Professor Quinkle desperately seeks to avert the heat-
death of the multiverse, which he believes will arrive in
eight days’ time. He believes this because the angle of
Purlaxis to Merriansas is acute, Zathras is in the Twelfth
House, and Caldecross is blinking. The Elephant Codex
foretold that these signs would indicate that Zathras
would awaken and freeze the clockwork that spins the
cosmos and sets all things in motion.
These predictions would coincide with one more: the
reoccurrence of 3’s and 8’s in unexpected places. When
3’s and 8’s show up with surprising frequency, this is a
sign that Zathras is crossing the sky-ocean towards the
clockwork core.
According to Professor Quinkle, the Elephant Codex
also provides instructions to avert this cosmic
catastrophe. With nothing to lose, Professor Quinkle is
going all-in on thwarting destiny.
If the party decides to help Professor Quinkle, he is
willing to explain everything he knows about the

15
Lighthouse at the Shore of the Sky. He also shares the
following information with the party:
• The Lighthouse light is the key to preventing
the oncoming apocalypse. It is situated at a
Wringlespanzz Singularity Point where the
Sky-Ocean meets the anomaly in harmony with
the polar balance and keeps it in hyper-
suspended check.
• Professor Quinkle requires three items to make
the Lighthouse function properly and relay the
light sequence that will avert the catastrophe.
These items can be found in Yon.
• These items are the Crystal Rose of L’yssa
T’eth, the Phantom Abacus of Doctor Firefly, PENDANT OF OORT
and the Rainbow Hourglass of Dreadful and Wondrous item, rare (requires attunement)
Unforgiveable Evil. This pendant is made from a polished piece of star metal
• Each of these items can be found in a pocket that fell from the sky and is strung on a thick leather
dimension accessible through a portal in chord. While you wear this pendant, you gain the
Professor Quinkle’s laboratory. The machine following benefits:
that opens the portal can only be used to access
• You have resistance to cold damage.
these specific pocket dimensions.
• Once per day when you hit with a melee weapon
• The Crystal Rose is guarded by Ebeneezer the
attack, you may infuse that attack with an
Peppermint Gauth in the Garden of Mixolydian.
additional 1d4 thunder damage and the target
• The Phantom Abacus is in the possession of
must succeed at a DC 12 Constitution saving
Torsten Vornhold the Gentleman Mindflayer on
throw or be stunned until the start of your next
the floating asteroid of G Sharp Minor
turn.
Diminished 7th.
• The Rainbow Hourglass of Dreadful and
SNOW GLOBE OF CACOPHONY
Unforgiveable Evil is guarded by the Nightmare Wondrous item, rare (requires attunement)
Choral Review on the Astral Steamboat
“Gumpert.” This glass orb contains a tiny model of the Feywild solar
• The Rainbow Hourglass of Dreadful and system that changes and moves nonsensically on its own
Unforgiveable Evil is just a name. There’s and is filled with liquid and moving comets and shooting
nothing evil about Rainbows. stars. Once per day, you may use an action to shake the
• When the lighthouse shines focused light snow globe. When you do, you gain the following
through the Crystal Rose at an angle calculated benefits:
by the Phantom Abacus and timed using the • You recover one spell slot of level 5 or lower.
Rainbow Hourglass, the arcanolight wave • You gain advantage on one saving throw you
resonance frequency balances imperfections in roll before the end of your next turn.
the nether-veil that touches the magic weave • You may use your bonus action before the end
running through the magic ether of the of your turn to take the dodge action.
multiverse and calms the anomaly. This will
prevent the end of all things while playing a
brief cosmic lullaby bringing good dreams to
sleeping children everywhere.
ROLEPLAYING PROFESSOR MORTIMER
PROFESSOR QUINKLE GIFTS QUINKLE
Each time the party returns from having recovered one Professor Quinkle is a short and stocky gnome wearing a
of Professor Quinkle’s items, Professor Quinkle will tweed suit with a blue bowtie and sporting the bushiest
reward them with a treasure. These treasures include the mustache you are every likely to see. Birds could nest in
Tuning Fork of Perfect Pitch, the Pendant of Oort, and that thing if they wanted to, but they don’t.
the Snow Globe of Cacophony. Professor Quinkle talks at a rapid-fire pace. His brain
works faster than his mouth, and his mouth works faster
TUNING FORK OF PERFECT PITCH than most people can keep up with. He is impatient, but
Wondrous item, rare (requires attunement)
always polite and well-meaning.
This metal fork is six inches long with two pronounced The one thing Professor Quinkle wants more than
tines that run parallel to each other. Once per day you anything is to prevent the Elephant Codex prophecy
may use an action to strike this tuning fork and create a from coming true. After that, he would like to know the
pleasant, perfect high-pitched resonance wave that fills darkest secrets of the universe and drink a piping-hot
your allies with delight. Any allies within 50 ft. who are cup of earl gray tea.
not stunned or unconscious and can hear this may use He tends to ramble, and when he does, he complains
their reaction to gain the one of the following benefits. that the other academics at Sharn University just did not
• understand the value of his research. He regrets that he
You gain 5 temporary hit points.
• missed out on the opportunity to make a true academic
You may attempt a saving throw against one
contribution to the magical sciences. He genuinely
effect.

doesn’t see anything improper with choosing
You may take the disengage action to move up
necromancy as course of study. In his view, knowledge
to half of your movement speed.

16
comes from many places, and as a student of magic, he Professor Quinkle provides the group with a device he
will follow his studies in whichever direction they lead. invented: the Quantum Radia. It looks like a handheld
Alignment: Lawful neutral. radio with an antenna, buttons, and switches. As an
Personality trait: “My mind works at lightning speed action, a person may activate the Quantum Radia and the
and my mouth tries to keep up.” entire party will immediately teleport back to the
Ideal: “All magical knowledge should be free and platform in Professor Quinkle’s laboratory at the
accessible to everyone. I would do anything to help, but Lighthouse on the Shore of the Sky. The Quantum Radia
right now I’m trying to avert the apocalypse.” only works when activated in one of the pocket-
Bond: “I feel a kinship with Mestipharius, the wizard dimensions.
whose studies I have inherited. We both wanted to know
more and discovered more than we wanted to know.” EXPLORING THE POCKET DIMENSIONS
Flaw: “Sometimes I forget that people might be
Each of the pocket dimensions is its own self-contained
confused, or even disgusted, by the things I am
demiplane. They are no larger than one mile across at
fascinated with.”
the diameter. These pocket-dimensions may only be

ACTIVATING THE POCKET-


accessed by Professor Quinkle’s Apparatus. Spells such
as plane shift cannot be used to enter or exit these
DIMENSIONAL PORTAL APPARATUS pocket-dimensions. However, messages sent magically
The Pocket-Dimensional Portal Apparatus is a 15 ft. across planes still function normally. Warlocks remain
circular platform under a metal cage that’s humming connected to their patrons, and warlocks and divine
with an electrical current. Sometimes flashes of blue spellcasters (such as clerics and paladins) can still access
electricity leap noisily across the metal cage. When their spellcasting.
activated, the machine teleports the party to one of the Unless otherwise specified, gravity functions
three pocket dimensions: the Garden of Mixolydian, normally, the climate is habitable, and magic is
floating asteroid of G Sharp Minor Diminished 7th, or unchanged (except for spells such as plane shift).

AND THEY SCREWED IT UP ANYWAY


the Astral Steamboat “Gumpert.”
Dr. Quinkle can operate the apparatus from a separate
booth on the other side of his laboratory, behind a pane There are many ways to enjoy Dungeons & Dragons.
of glass, and using a megaphone to give the party Sometimes the failures are just as fun as the successes. If
instructions. He asks them to stand in a tight circle on your party manages not to recover the three items for
the platform, keep any weapons safely stowed, and try to Professor Quinkle, there’s no reason it should be the end
refrain from moving or twitching. of the campaign.
When the machine begins its countdown procedure You can handle failure by leaving crazy Professor
(counting backwards from twenty), the party starts to Quinkle to sort out their mistakes for himself. If the
hear a hum coming from underneath the platform and party manages to drop the Crystal Rose and it shatters
reverberating throughout the room. The air grows into a hundred tiny shards of glass, he might throw them
suddenly chill, and static electricity starts to crawl all out of the Lighthouse at the Shore of the Sky,
around them making their hair stand on end. begrudgingly thanking them for their assistance, and
When the countdown reaches zero, roll a d8 to locking the door behind them. If the party asks about the
determine the effects. Any active spells requiring prophecy and the end of the multiverse, Professor
concentration end as the Apparatus breaks the caster’s Quinkle might respond, “Oh, I’m sure we’ll manage. Off
concentration upon use. you go!” You can let the party wander off wondering if
POCKET -D IMENSIONAL PORTAL A PPARATUS T ABLE the Elephant Codex should be taken seriously, or if the
Professor really is a madman.
To add some fun to these sidequests, you can give your
party “Teleportation sickness.” When the Apparatus D8 Results of Teleportation
activates, have everyone roll a DC 12 Constitution saving 1-5 The party arrives in the pocket-dimension they had
throw. For each character that fails this saving throw, selected.
roll on the Teleportation Sickness Table below to assign
the player a lingering side-effect. These effects last for 6 The party arrives in the Garden of Mixolydian.
1d4 hours. 7 The party arrives on the floating asteroid of G Sharp
Minor Diminished 7th.
T ELEPORTATION S ICKNESS T ABLE
8 The party arrives on the Astral Steamboat “Gumpert.”
D8 Side-effects

EBENEEZER THE PEPPERMINT


1 You lose the ability to speak words containing the
letter “G.”
2 You forget how to lie. GAUTH AND THE GARDEN OF
3
4
You become allergic to questions.
You become convinced that food eats people, not the
MIXOLYDIAN
The Garden of Mixolydian is a pocket dimension filled
other way around. with perfectly-manicured bright green lawns, marble
5 You forget your own name. statues of unknown heroes and strange creatures, park
benches, cooing birds, peacocks, and sunlight. The
6 You feel a strange compulsion to dance.
hedgerows occasionally give way to marble facades
7 You laugh at things that are clearly not funny. bearing large oil paintings of landscapes, seascapes,
8 Whenever you speak, colorful bubbles come out of bowls of fruit, and people in all sorts of regal poses and
your mouth and fly away. elegant clothes. Wherever you wander in the Garden of
Mixolydian you can hear pleasant chamber music played
by an unseen string ensemble.

17
The Garden of Mixolydian was once a piece of a larger
domain of delight that was home to beautiful gardens
Medium aberration (Beholder), Lawful Evil
and palaces. It is unknown whether that original domain
of delight was broken into several pieces, or if the
Armor Class 15 (natural armor)
Garden of Mixolydian was just a forgotten corner that
Hit Points 52 (7d8 + 21)
went off in search of its own place to exist.
Speed 0 ft., fly 20 ft. (hover)
The entire pocket-dimension is shaped like a sphere.
If you were to walk one hour in any direction, you would
STR DEX CON INT WIS CHA
end back where you began. 10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1)
Birds chirp and small animals scurry through the
grass and in the trees. The Gardens are tended to by a
Saving Throws Int +5, Wis +5, Cha +4
surly dwarf named Casper who does all of the
Skills Perception +5
landscaping by himself. Casper is friendly enough to
Condition Immunities prone
visitors unless they are careless about the gardens and
Senses darkvision 120 ft., passive Perception 15
make a mess of things.
Languages Deep Speech, Undercommon

EBENEEZER THE PEPPERMINT GAUTH Challenge 6 (2,300 XP) Proficiency Bonus +3

There was once a Domain of Delight filled with candy, Peppermint Gaze. When a creature that can see that gauth’s
chocolate, and desserts. It was ruled by an archfey faerie central eye stars its turn within 30 feet of the gauth, the gauth can
known as Queen Dulcinea Maab, and she was known far force it to make a DC 14 Wisdom saving throw if the gauth isn’t
and wide for her creativity in crafting fantastic creatures incapacitated and can see the creature. A creature that fails the
and structures out of sweets. In her palace of spun sugar save is unable to take bonus actions or reactions and can only
glass, Queen Maab dreamed up spectacular candy move up to half of its speed until the start of its next turn.
creations, and she bent her will into being. Unless surprised, a creature can avert its eyes at the start of its
It didn’t last. Queen Maab’s inspiration failed her, and turn to avoid the saving throw. If the creature does so, it can’t see
her kingdom fell to shambles. What was left of her the gauth until the start of its next turn, when it can avert its eyes
domain was passed down to other lesser archfey. Her again. If the creature looks at the gauth in the meantime, it must
domain became a lifeless, uninspired hovel, and her immediately make the save.
wonderful creations went off in search of new lands to Peppermint Death. When the gauth dies, the magical energy
inhabit. One of those creations was a Gauth crafted of icy within it explodes, and each creature within 10 feet of it must
peppermint and sugar candy, and has taken the Garden make a DC 14 Dexterity saving throw, taking 13 (3d8) cold damage
of Mixolydian as his home. on a failed save, or half as much damage on a successful one.
Ebeneezer the Peppermint Gauth collects objects of
great beauty and arranges them throughout the Garden
of Mixolydian. These are marble statues, paintings, rugs,
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
topiaries, tapestries, pottery and other crafts that fall
Hit: 9 (2d8) piercing damage.
through gaps in reality and are misplaced. None of these
items can leave the Garden of Mixolydian. If they are Eye Rays. The gauth shoots three of the following magical eye
removed or damaged, they simply return after an hour rays at random (roll three d6’s, and reroll the duplicates), targeting
completely unchanged. one to three creatures it can see within 120 ft.
Ebeneezer keeps the Crystal Rose under a glass bell jar 1: Devour Magic Ray. The target must succeed on a DC 14
on top of a marble pedestal. This is the only item which Dexterity saving throw or have one of its magic items lose all
can be removed from the Garden of Mixolydian, and it is magical properties until the start of the gauth’s next turn. If the
the one over which Ebeneezer keeps the closest watch. object is a charged item, it also loses 1d4 charges. Determine
the affected item randomly, ignoring single-use items such as
potions and scrolls.
2: Sour Ray. The target must succeed on a DC 14 Constitution
saving throw, taking 18 (4d8) acid damage on a failed save, or
half as much damage on a successful one.
3: Cinnamon Ray. The target must succeed on a DC 14 Dexterity
saving throw or take 22 (4d10) fire damage. Creatures with a
tolerance for spicy foods may add their proficiency bonus to the
saving throw even if they are already proficient with Dexterity
saving throws.
4: Chocolate Ray. The target must succeed on a DC 14
Constitution saving throw or be paralyzed for 1 minute. The
target may repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
5: Jawbreaker Ray. The target must succeed on a DC 14 Strength
saving throw or be pushed up to 15 feet and have its speed
halved until the start of the gauth’s next turn.
6: Chocolate Ray. The target must succeed on a DC 14 Wisdom
saving throw or fall asleep and remain unconscious for 1
minute. The target awakens if it takes damage or another
creature takes an action to wake it.

18
TRACKING EBENEEZER Terrain: The duck pond is only 2 ft. deep and should be
considered difficult terrain. The ducks and swans, and
Ebeneezer roams delightfully around the Gardens of the koi fish in the pond, keep there distance in the even
Mixolydian at random, taking the time to stop and fighting breaks out, although the swans and ducks will
appreciate the various works of art he has collected. He honk at anyone who steps in the pond.
has an appreciation for the artistry involved in their There are 8 topiary kobolds that stand motionless
creation, although he does not often grasp their complex unless Ebeneezer is attacked. If combat begins, the
meanings or symbolism. topiary kobolds form a phalanx around the duck pond to
For each hour the party spends searching for prevent anyone from coming close to Ebeneezer.
Ebeneezer the Peppermint Gauth, they must succeed at a If fighting breaks out, Ebeneezer will hover over the
DC 12 Wisdom (Survival) ability check. After three pond to help keep some distance from the party.
successes, they locate Ebeneezer. After three failures, Treasure: Anyone who inspects Ebeneezer’s
they locate Ebeneezer, but they gain one level of nightstand will find a glass lens that appears to be a
exhaustion. monocle the gauth wears for reading. It is a fine quality
For every hour spent searching for Ebeneezer, roll a d8 lens that is worth 150 gp and can be used as a magnifying
on the Tracking Ebeneezer Table to determine what the glass. Anyone who uses Ebeneezer’s Reading Monocle
party discovers. while making an Intelligence (Investigation) check to
T RACKING E BENEEZER T ABLE search for clues may add their proficiency bonus to the
ability check.
D8 What they find The crystal rose is free for the taking once Ebeneezer
1 Three peacocks sitting next to a fountain. If a has been defeated. However, it is dangerously fragile. It
character casts speak with animals to ask the has an AC of 1 and only 1 hp. Whoever is carrying the
peacocks, they act haughty and give vague directions crystal rose must take caution. If they fail a Dexterity
on where to find “the smelly eyeball.” saving throw, or roll a 1 on any Dexterity ability check,
the crystal rose will shatter into several pieces. It can one
2 A puddle of minty-smelling mucous. put back together if the person repairing the crystal rose
3 Five squirrels wearing a coat and pretending to be a succeeds at a DC 18 Intelligence check and spends 1 hour
gnome strolling through the gardens. If a character to apply sovereign glue.
casts speak with animals to ask the squirrels, they say
they saw “the floating eyeball guy” hovering around
some statues.
4 An empty bottle of champagne and a champagne
flute posed in front of a tapestry of a courtroom in
which badgers in powdered wigs are practicing law
and serving as a three-judge panel.
5 A marble statue of a suit of armor on which someone Small plant, neutral
has drawn tiny doodles of birds, bird nests, and
Armor Class 13
pinecones on every inch of its surface. There is a blue
Hit Points 7 (3d6)
pen on the ground in front of the statue.
Speed 30 ft.
6 Six ducks playing croquet. If a character casts speak
with animals to ask the ducks, they say they just STR DEX CON INT WIS CHA
finished a game with Ebeneezer and he wandered off 7 (-2) 16 (+3) 9 (-1) 4 (-3) 7 (-2) 8 (-1)
to look at some painting of a ghost playing piano.
7 A few pages of sheet music blowing in the wind. The Damage Vulnerabilities fire
Condition Immunities blinded, deafened
sheet music is for a piano sonata called “Ebeneezer
Senses blindsight 60 ft. (blind beyond this radius),
was Here an Hour Ago.”
passive Perception 8
8 An oil painting of a little girl petting a lamb. When Languages understands common but can’t speak
someone examines the painting, the lamb says, “You Challenge 1/4 (50 XP)
just missed Ebeneezer ten minutes ago,” and nothing
else after that. Topiary Likeness. While the topiary remains perfectly still, it is
indistinguishable from a normal plant and cannot be detected as a

EBENEEZER’S PATIO creature.

Ebeneezer has taken a quiet corner near a 20 ft. diameter


pond with swans and ducks as his private lounge. He Topiary Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
keeps a hammock strung between two cherry trees as his target. Hit: 6 (1d4 + 3) bludgeoning damage.
bed, with a nightstand. Beyond that, there is a glass table
Topiary Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft.,
with a large parasol sticking up through the center to
one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is
provide shade. On a tiny island in the middle of the pond,
within 5 feet of at least one other Topiary Kobold who can see the
there is a marble pedestal with a bell jar on top. The
target and is not incapacitated or stunned, then the kobold gains
crystal rose sits inside bell jar.
advantage on this attack.
Ebeneezer values his privacy, and he is jealous of his
possessions. He refuses to hand over the crystal rose
under any circumstances and will fight to the death
anyone who so much as suggests parting with it.

19
TORSTEN VORNHOLD
AND THE FLOATING ASTEROID
OF G SHARP MINOR
DIMINISHED 7TH
At the farthest end of the solar system, where the sun is
so small you might not remember which star is home,
there is an asteroid which was once part of Durnia, an
ancient, forgotten domain of delight. The mighty Durnia
Castle that once stood in a secluded forest glen above a
roaring waterfall now sits in ruins on an asteroid
spinning endlessly under a sunless sky.
There are few records left that might explain why the
remnants of Durnia were ejected into space. What is
known is that Durnia was once on the verge of war with
the neighboring Kingdom of Ordalasia. Then, right when
war was expected to breakout, the Domain of Durnia collectively lost their minds—figuratively and literally.
suddenly vanished, leaving behind an enormous crater Little was known of Torsten Vornhold when he first
on the face of the Feywild. came onto the scene. He had a passion for theater,
Today, G Sharp Minor Diminished 7th spins aimlessly particularly stage magic and opera. He entertained
through the night sky, taking with it the shattered ruins several young women and patronizing the local parks
of Durnia Castle and whatever secrets might yet remain and restaurants. His intentions, his title, and his
to explain the fall of the kingdom. holdings remained unknown for nearly a year, making
the gentleman mindflayer the talk of the neighborhood.
GRAVITY ON THE ASTEROID During a card game, he wagered a considerable sum of
his fortune against the phantom hourglass, which is how
Gravity on the asteroid is slightly weaker than normal. he came into its ownership.
Anyone who runs more than 10 feet must make a DC 12 This period also coincided with the disappearances of
Intelligence or Dexterity check to avoid falling prone. several less respected gentlemen and ladies, certain
Jumping is easier: creatures proficient with Athletics or powerful figures acting strangely as if not in control of
Acrobatics gain advantage on Strength (Athletics) checks themselves, and the premiere of a new tragedy at the
to jump or Dexterity (Acrobatics) checks to tumble. opera house funded by Vornhold during which the
Creatures can jump 5 feet higher and 10 feet longer than chandelier fell on the orchestra and eleven people died.
normal, and creatures with a fly speed gain an extra 5 One year after his arrival, Torsten Vornhold
feet of movement speed. announced his departure. He took flight in an unusual

TORSTEN VORNHOLD, THE


craft that resembled a rocket ship with tentacles to seek
his fortune elsewhere. He took with him the phantom
GENTLEMAN MINDFLAYER abacus and left without explanation.
Today, Torsten Vornhold enjoys solitude on the
The domain of delight known as Victoriana has a
thriving high-society scene, where gossip and rumors remote asteroid of G Sharp Minor Diminished 7th, where
go back and forth just as frequently as tennis balls and he spends his time reading and reflecting on just how
penny-farthing bicycles. The ladies and gentlemen of many people he was able to get away with murdering and
Victoriana love nothing more than something new to gab devouring their brains.
about. This is just as often some scandal, such as what D8 What they find
Miss Umptemoney said about Mr. Poncington during a 1 A single top hat in the middle of a crater.
polo match, or whether Lord Happlesnob has altered his
2 A fancy chair with leather upholstery and a book
will so that his brother
placed precariously on its armrest. The book’s title is
now receives merely one
The Nautilus and the Debutante.
copper penny of their
father’s estate. 3 A set of footprints left by someone wearing men’s
These sorts of dress shoes.
trivialities are fussed 4 A discarded copy of the Prismeer Post bearing the
about and spoken of headline “Beloved Granny Nightshade Assaulted by
with passive-aggressive
Hooligans During Home-Invasion Robbery”
comments at afternoon
tea or while enjoying a 5 One of the characters looks down to discover they
chamber music in some have a second shadow, which has the stats of a
aristocrat’s parlor. But shadow except that its alignment is neutral, its type
there is nothing they is Fey instead of undead, and it is friendly and speaks
love to gossip over more Common. If asked, the shadow says it saw Torsten
than a new and yesterday walking near the castle ruins. The shadow
mysterious gentleman remains until the party leaves the asteroid.
on the scene. When that
6 A seagull lands on the lip of a small crater. It speaks
gentleman turned out to
common, and if asked, it says it saw “the creepy man”
be a mindflayer named
wandering around an hour ago.
Torsten Vornhold, the
Victorian socialites 7 A stone birdbath, with a cracked basin, with compass
points. There is a crest of some unknown kingdom in
the basis, its colors having washed away, with the
20 name “Kingdom of Durnia” etched in the stone.
8 A snuffbox with a picture of a seashell on it.
TRACKING TORSTEN VORNHOLD THE
GENTLEMAN MINDFLAYER
Medium aberration, lawful evil
For each hour the party spends searching for Torsten
Vornhold, they must succeed at a DC 14 Wisdom Armor Class 15 (breastplate)
(Survival) ability check. After three successes, they Hit Points 71 (13d8 + 13)
locate Torsten. After three failures, they locate Torsten, Speed 30 ft.
but they gain one level of exhaustion. For every hour
spent searching for Ebeneezer, roll a d8 on the Tracking STR DEX CON INT WIS CHA
Ebeneezer Table to determine what the party discovers. 11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

THRONE OF OLD DURNIA Saving Throws Int +7, Wis +6, Cha +6
Although the magic of the Feywild has almost faded Skills Arcana +7, Deception +6, Insight +6, Perception +6,
from the ruins of Castle Durnia, there remain a few Persuasion +6, Stealth +4
traces that linger on like a fading echo. Torsten Vornhold Damage Resistances bludgeoning, piercing and slashing damage
has made a study of the throne that remains standing in (stone skin)
the ruins of Castle Durnia, and has unlocked some of its Senses darkvision 120 ft., passive Perception 16
secrets. Armed with that knowledge, he has become a Languages Common, Deep Speech, Undercommon,
formidable foe to any who would challenge him. telepathy 120ft.
Torsten refuses to part with the abacus under any Challenge 8 (3,900 XP)
circumstances. He views the party as trespassers and
greets them with extreme hostility. Magic Resistance. The mind flayer has advantage on saving
Hazards: The phantom abacus sits on top of the throws against spells and other magical effects.
throne. It is an artifact that only has power when it is Innate Spellcasting (Psionics). The mind flayer’s innate
within 5 feet of the throne. While Torsten Vornhold is spellcasting ability is Intelligence (spell save DC 15). It can innately
conscious, the phantom abacus activates at the start of cast the following spells, requiring no components:
each round. Roll a d4 to determine what effect the
At will: detect thoughts, levitate
phantom abacus creates. A character can disable the
1/day each: dominate monster, plane shift (self only)
phantom abacus for one round with a successful DC 20
Intelligence (Arcana) check. Spellcasting. The mind flayer is a 10th-level spellcaster. Its
Terrain: The throne room is 50 feet long by 30 feet spellcasting ability is Intelligence (spell save DC 15, +7 to hit with
wide, with 3 crumbled stone pillars forming large piles spell attacks). The mind flayer has the following wizard spells
of rubble. The area around the rubble piles is littered prepared:
with debris and is difficult terrain. The throne itself sits Cantrips (at will): blade ward, dancing lights, mage hand, shocking
on a 20-foot circular dais raised 2 feet off the ground. grasp
There are 3 pillars which are still standing, although 1st level (4 slots): detect magic, disguise self, shield, Tasha’s
they are not holding anything aloft. The pillars are ten hideous laughter
feet high. Anyone who spends an action to knock over 2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): bestow curse, haste, lightning bolt
one of the pillars may do so with a DC 20 Strength check.
4th level (3 slots): confusion, stone skin (already cast)
The pillar causes 6d6 bludgeoning damage to any
5th level (2 slots): Bigby’s hand, wall of force
creature standing in its path when it falls.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one


creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium
D4 Phantom Abacus Effects
or smaller, it is grappled (escape DC 15) and must succeed on a
1 Time moves differently here. Reverse the initiative DC 15 Intelligence saving throw or be stunned until the grapple
order for one round. ends.
2 The improbable becomes inescapable. Spells and Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one
similar effects that cause typed damage instead cause incapacitated humanoid grappled by the mind flayer.
a different type of damage. Fire damage becomes Hit: 55 (10d10) piercing damage. If this damage reduces the target
thunder damage, cold becomes acid, lightning to 0 hit points, the mind flayer kills the target by extracting and
becomes poison, necrotic becomes radiant, force devouring its brain.
becomes psychic, and vice versa. Piercing, Mind Blast (Recharge 5-6). The mind flayer magically emits
bludgeoning, and slashing stay the same. psychic energy in a 60-foot cone. Each creature in that area must
succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4)
3 Reality is subjective. When you roll an attack, saving
psychic damage and be stunned for 1 minute. A creature can
throw or ability check with advantage, you add 1d4 to
repeat the saving throw at the end of each of its turns, ending the
your result. When you roll with disadvantage, you roll
effect on itself on a success.
1d4 and subtract the result.
4 Time is a flat circle. On a creatures’ turn, they may
spend a hit die to gain one additional action, bonus
action, or reaction that must be used by the end of
this round. Roll the hit die and subtract the total from
the creature’s hit points.

21
THE ASTRAL STEAMBOAT
GUMPERT
Of all the Astral Cruise Lines Leisure Class Steamboats to
sail the skies above the Feywild, the gamblers,
vagabonds, ne’er-do-wells, and outlaws all seem to
favor the Steamboat Gumpert.
While most Astral Cruise Lines Steamboats favor
family-friendly recreation and entertainment, the
Gumpert stands out from the fleet as it caters to vices.
The Gumpert holds the largest and most competitive
poker tournaments in the Feywild and hosts the most
outrageous cabaret. At least, it did until the ship was
taken over by spacefaring hobgoblin pirates.
In this side-quest, the party will teleport to the deck of
the Astral Steamboat Gumpert and right into the middle
of a battle between hobgoblin pirates and a minotaur
outlaw cardplayer, Clancy “Pocket Kings” Brynner. They
will have to recover the Rainbow Hourglass from the
pirate captain, Malafact Hannigan, and his first mate,
the Wizard Swiggins, to complete their task.

CAPTAIN MALAFACT HANNIGAN


Captain Hannigan is the leader of the Astral Pirate Crew
“The Rowdy Rotten Bunch,” a small band of cutthroats,
pickpockets, and marauders. For ten years they have
gained a modicum of notoriety for aiming above their
station. They have had mixed success trying to break the
bank on some outlandish capers no professional pirate
would consider worth their while, their last one
resulting in the destruction of their ship. Now in search
of a new vessel, Captain Hannigan has set his sights on
the Astral Steamboat named Gumpert.
It is unknown how Captain Hannigan rose to notoriety
out of obscurity. His crew whisper rumors about their
captain, never knowing which stories are true. Did he kill
an angel with its own flaming sword? Did he win a game
of chess against Count Strahd Von Zarovich? Did he It’s fair to say Captain Hannigan has no idea the value
make steal an entire castle when the king was out of the of his plunder. He only knows it is his now, and no one
country? It seems likely that none of these things is true. will take it from him.
But if you’d ever met Captain Hannigan, you might start So this is the situation the party will stumble into:
to wonder. Captain Hannigan is desperately trying to maintain
control over the remaining passengers aboard the
IT’S NOT A VERY GOOD PLAN, IS IT? Gumpert while trying to brainstorm a way to escape
their pocket dimension. This is an impossible task for
Captain Hannigan has what he thinks is a brilliant plan: Captain Hannigan, as the ship will only return to normal
take command of the Gumpert during the Phlogiston space once the tournament is over and the ship is under
Stars Poker Tournament, when there’s guaranteed to be control of its rightful captain.
a prize purse ripe for the taking. Then, maroon all of the
passengers and crew on the nearest asteroid and sail off
into the great unknown.
There are problems with this plan. For security
purposes, the Gumpert enters its own pocket dimension
during tournament voyages. It is unreachable by any
planar travel except for Professor Quinkle’s Pocket-
Dimensional Portal Apparatus. Once they take the
steamboat, the pirates are stuck.
The other big problem is that there is no prize money
onboard the ship. All prize money and entry fees for the
tournament are held in escrow with the Copperline Bank
& Loan until the tournament is over. The tournament
uses poker chips instead of cash to represent money.
The exception is the Rainbow Hourglass of Dreadful
and Unforgivable Evil. This item is worth a fair penny to
the right buyer (1,500 gp), which would be someone who
has read the Elephant Codex and is aware of its
references to the Hourglass.

22
ROLEPLAYING CAPTAIN HANNIGAN AREAS OF THE ASTRAL STEAMBOAT
Captain Malafact Hannigan is concealing a dreadful
secret which he desperately hopes no one will find out. If 1. BAR AND LOUNGE
they did, it would ruin his reputation completely. He The party teleports from Professor Quinkle’s laboratory
would lose his crew, his pride, and his position in astral directly into the bar and lounge toward the stern of the
pirate society. No one can know his real name is Barney Astral Steamboat—right into the middle of a fight
Elwood Wycross, and he is still very close to his wealthy between 8 hobgoblin pirates, 3 hobgoblin pirate ninjas,
merchant parents and visits them frequently. and the minotaur gambler and gunfighter Clancy
Captain Hannigan went to Nenthir University to study Brynner who is pinned down behind the bar.
to become an architect. After growing frustrated with There are twelve people in this room apart from the
drawing straight lines for three years, he got frustrated hobgoblin pirates, each of them various species of
with the sheer lack of excitement in his life. He quit humanoid, from aaracockra to dwarf to halfling to elf to
school and moved back home to discuss career options tiefling. These people are non-combatants cowering in
with his mother. She suggested, “Why not piracy?” fear of the invading hobgoblin pirates. They are wearing
That was all it took. Hannigan visited a tailor and country western apparel, the men wearing suits with
asked for “pirate clothes.” The tailor knew his craft, and bolo ties and large belt buckles, and the women wearing
managed to construct a salt-smelling, sun-beaten pirate laced dresses and bolas with plumed hats. To keep with
costume so convincing that for the first year of his pirate riverboat theme, the aaracockra resembles an egret.
career, no one confused Hannigan for a wealthy The hobgoblin pirates have managed to corner Clancy
architecture student. He joined up with a pirate crew and Brynner behind the bar, where he is peering out above
quickly learned the ropes. the bar with his revolver ready to return fire.
When the ship he had been on was sunk off the coast Room features: There are two doors towards the bow
of the Coralbone Archipelago, Hannigan found himself that enter into area 2. The bar provides full cover and is
and four others marooned without any money, weapons, at the right height that a Medium-sized creature can
or rum. They made their way to a dwarven beach peer over the top, but a Small-sized creature would be
settlement (the Beach-Miners) and camped outside the unable to do so. There is a stepstool, however, behind
town. Hannigan told the others, “Give me eight hours, the bar which was placed there to help a halfling
I’ll go steal us a ship, so long as you call me Captain.” He bartender serve drinks. The bartender is crouching
then went into town alone and bought a ship. His crew behind the bar with Clancy and trying to stay unnoticed.
called him Captain Hannigan from that day on, never There is a large mirror behind the bar spanning the
once considering Hannigan came by the ship lawfully. length of the bar counter. Clancy is cleverly checking the
Today, Captain Hannigan wants nothing more than to mirror whenever he ducks behind the cover of the bar to
continue living in his pirate fame. Now he needs a new reload so he can see if the hobgoblin pirates are
ship, and this time he’s decided to do it the pirate way. advancing on him.
Personality Trait. “When I speak to my crew, I speak There are couches in the starboard side of the room
loudly in the way I think a pirate captain might speak, which can be knocked over to provide half-cover to any
although I’m making it up as I go along.” Medium creatures standing behind them, or three-
Ideal. “Anything beats being an architect, so it’s a quarters cover to anyone crouching or sized Small.
pirate’s life for me.” Developments: When the party first arrives in the
Bond. “My parents mean the world to me. Of course, I room, call for initiative immediately. All combatants
can’t let the crew know that.” must make checks to determine whether they are
Flaw. “I would be devastated if anyone found out the surprised. During their first round of combat, the
truth and discovered I’m a fake pirate.” hobgoblin pirate ninjas are equipped with cutlasses and
shields, which they immediately drop on their turn,

23
revealing themselves martial arts experts. A character Clancy got the nickname “Pocket Kings” for his
might notice that those three hobgoblins are not winning hand at the Astral Stars Hotel and Casino
wearing chain mail with a DC 12 Wisdom (Perception) against poker legend Drimble Squumcomblish several
check. If they are severely wounded, the hobgoblin pirate years ago. He enjoys a good game of cards with friends
ninjas will use the cover of darkness to Shadow Jaunt and and enemies alike and a cold drink. Clancy has a knack
attempt an escape using disguise self to pretend to be for reading faces, which helps him at the poker table and
passengers, or minor image or silent image to trick the while dealing with criminals on the job.
party to buy time to flee to area 2. Clancy comes from a Domain of Delight called
If the party helps protect the guests or attacks the Plainrivers where he is the sheriff of a small town with a
hobgoblin pirates, Clancy Brynner helps them in kind by bustling market for ranching and livestock. Clancy keeps
firing his revolvers at any pirates who are attacking the the peace to the best of his ability, and has earned the
party. Depending on how combat develops, Clancy may respect of both the law-abiding citizens and the outlaws
emerge from behind the bar to assist the party in holding as well.
the pirates at bay, using his charge to attack the nearest Clancy wears denim jeans, a blue shirt and black vest
hobgoblin he can use this feature against. Clancy knows with a bolo tie and a revolver holstered on his hip.
how to work on a team, and he is quick to take a flanking Personality Trait: “I look you in the eye when I talk to
position if he enters melee to give the party advantage. you, and it feels like I might be judging your character
If the party declares their intention to rid the the whole time.”
steamboat of the pirates, Clancy volunteers to help. He Ideal: “There’s no point in playing the game with a
follows their lead and works with the party with cheater. You’ve got to earn that prize purse for it to mean
whatever strategies or tactics they recommend. He anything.”
intends to capture the pirates alive if possible, or at least Bond: “The only thing I truly am loyal to is the law.
their Captain. Clancy has 25 bullets left for his revolver. Whether that’s on the prairie or in the poker den, the law
If the party attacks Clancy for any reason, he tries to is the law.”
talk them down first without returning fire. He would Flaw: “I expect too much from people and am often
yell, “Now what in the sam hill are you attackin’ me for? disappointed.”
I ain’t with those damn pirates!” If given no choice, he
will defend himself to the best of his ability.
What Clancy and the Patrons know: Eight minutes
Medium monstrosity (minotaur), lawful good
before the party arrived, hobgoblin pirates crashed into
the room from the windows and the doors to area 2. They
Armor Class 14 (natural armor)
began robbing the patrons in the lounge when Clancy
Hit Points 76 (9d10 + 27)
told them, “Not under my watch.”
Speed 30 ft.
The patrons have heard fighting in area 2 as well, and
they fear the steamboat has been taken over.
STR DEX CON INT WIS CHA
The Phlogiston Stars Poker Tournament was taking
14 (+2) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
place in area 3, the Gambling Hall, when the pirates
attacked. It seems the poker tournament was probably
Skills Perception +7
the reason the pirates attacked this steamboat.
Senses darkvision 60 ft., passive Perception 17
Interrogating the pirates: If the party manages to
Languages Common, Abyssal
capture one or more of the pirates alive, they can
Challenge 3 (700 XP)
interrogate the pirates to learn about their numbers,
their goals, and about Captain Hannigan and First Mate
Charge. If the minotaur moves at least 10 feet straight toward a
Swiggins. If the party succeeds on a DC 15 Charisma
target and then hits it with a gore attack on the same turn, the
(Intimidation) check, the pirates tell the party any of the
target takes an extra 9 (2d8) piercing damage. If the target is a
following:
creature, it must succeed on a DC 12 Strength saving throw or be
• They sail under Captain Malafact Hannigan, the pushed up to 10 feet away and knocked prone.
most fearsome pirate in the Astral Rivers of the
Quickdraw. If he has at least one hand free, Clancy can reload any
Feywild. He’s a tactical genius who can outthink
one-handed firearm that has the loading property as if the weapon
a sphinx and wrangle extra wishes from a genie.
does not have that property to make multiple attacks with that
• Captain Hannigan’s First Mate, Swiggins, is a
weapon in the same turn.
wizard who will scorch you alive without a
second thought.
• The pirates want the Steamboat Gumpert as
their new pirate ship. Their plan is to maroon Multiattack. Clancy makes two revolver attacks at two
the passengers at the Garden of Mixolydian and different targets within 40 feet.
sail off to the stars. Revolver. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one
• If questioned on the subject, the pirates tell target, reload 6 shots, Hit: 10 (2d8 + 2) piercing damage.
them the number of other pirates currently in Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
areas 2 and 3. Hit: 7 (1d12 +2) slashing damage.

ROLEPLAYING SHERIFF CLANCY “POCKET Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11

KINGS” BRYNNER (2d8 + 2) piercing damage.

Clancy Brynner (LG) is a minotaur lawman taking a


vacation who ended up in the right place at the wrong
time. An avid gambler, Clancy does not like to lose. He
looks down on people who cheat at poker with the same
contempt he has for cattle rustlers.

24
Medium humanoid (goblinoid), neutral evil Medium humanoid (goblinoid), lawful evil

Armor Class 18 (chain mail, shield) Armor Class 15 (Unarmored Defense) (17 with shield)
Hit Points 11 (2d8 + 2) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) 14 (+2) 16 (+3) 15 (+2) 10 (+0) 16 (+3) 10 (+0)

Senses darkvision 60 ft., passive Perception 10 Skills Acrobatics +5, Athletics +4, Stealth +5
Languages Common, Goblin Senses darkvision 60 ft., passive Perception 12
Challenge 1/2 (100 XP) Languages Common, Goblin
Challenge 3 (700 XP)
Martial Advantage. Once per turn, the hobgoblin can deal an
extra 7 (2d6) damage to a creature it hits with a weapon attack if Unarmored Defense. While the hobgoblin is wearing no armor
that creature is within 5 feet of an ally of the hobgoblin that isn’t and wielding no shield, its AC includes its Wisdom modifier.
incapacitated. Pirate Tactics. Melee attacks made with a cutlass using one hand
Pirate Tactics. Melee attacks made with a cutlass using one hand instead of two are critical hits if the attack roll results in a 19 or 20.
instead of two are critical hits if the attack roll results in a 19 or 20.

Multiattack. The hobgoblin makes four attacks, each of which


Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. can be an Unarmed Strike or a Dart attack. It can also use Shadow
Hit: 5 (1d8 +1) slashing damage, or 6 (1d10 + 1) slashing damage if Jaunt once, either before or after one of the attacks.
used with two hands. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 target. Hit: 5 (1d4 +3) bludgeoning damage.
loading, two-handed, one target. Hit: 5 (1d8 + 1) piercing damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target,
Hit: 5 (1d4 + 3) piercing damage.
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 +2) slashing damage, or 6 (1d10 + 2) slashing damage if
used with two hands.
Shadow Jaunt. The hobgoblin teleports, along with any
equipment it is wearing or carrying, up to 30 feet to an unoccupied
space it can see. Both the space it leaves, and its destination, must
be in dim light or darkness.
Spellcasting. The hobgoblin casts one of the following spells
using Intelligence as the spellcasting ability (spell save DC 12):
At will: minor illusion, prestidigitation
1/day each: darkness, disguise self, silent image

25
2. MID-DECK LOUNGE Shadow Jaunt if necessary to get closer to the captain
This smaller lounge has plush seating and small library and protect him. Swiggins is not afraid to cast fireball or
for passengers to read and enjoy during their cruise lightning bolt in a crowded room as he is able to avoid
down the astral rivers above the Feywild. A large wooden damaging hobgoblins due to Army Arcana. The
statue of a horse and rider stands in the center facing the hobgoblins here fight to the death, all except for Captain
bow of the ship. There is a small placard identifying this Hannigan who will attempt to flee by jumping out of a
rider as Colonel Gillian Hanratty, known for his heroics window if reduced to his half of his hit point value (i.e.,
at the battle of Whitefall Crater, quelling the Bugbear 19 hit points). Due to the enchantment protecting
uprising in Abbersmith Falls, and negotiating a truce passengers from falling overboard, this will only result
with the two-headed giant of Seersucker Ridge. There is in Captain Hannigan incapacitating himself as he falls
a ruby embedded on the Colonel’s belt buckle. into the astral void below the ship, only to be teleported
There are 5 hobgoblin pirates and their trained dire right back to the deck of the ship where he had been just
wolf in this room. When the party enters this area, the a moment before.
hobgoblins are trying to figure out the best way to If this happens, Captain Hannigan’s pirate crew will
remove the ruby. When they see the party enter, they immediately discover he is secretly a coward, and they
attack. If any of the hobgoblin pirate ninjas in area 1 will mutiny. If Swiggins is alive, the pirates will
escaped to area 2, they also attack the party here and nominate Swiggins to be their new captain.
make their final stand. Treasure: Captain Hannigan is carrying the Rainbow
Features: The wooden horse provides partial cover Hourglass of Dreadful and Unspeakable Evil in a leather
and partly blocks line of sight between creatures pouch on his belt. If Captain Hannigan takes 10
standing on opposite sides of the statue. Characters who bludgeoning damage in a single round, he must succeed
succeed on a DC 12 Intelligence (History) check may have on DC 12 Reflex saving throw, or else the Hourglass is
heard the story of the two-headed giant. Apparently the shattered from the impact.
two heads were not very good at singing in harmony, but Captain Hannigan is equipped with a +1 Greatsword,
they insisted on it anyway, annoying the residents of which he calls Numbskuller. At night, whoever wields
Seersucker Ridge. Colonel Hanratty gave them singing Numbskuller sometimes imagines they hear the sword
lessons, pleasing the two-headed giant and bringing apologizing for all the evil it has done. This is merely an
peace to the region. illusion, as the sword is not sentient.
Treasure: A character who spends twenty minutes
searching through the bookshelves will find a rare copy
of Abigail’s Broken Smile, signed by its author E.C. Klimp.
The book tells the story of a farmgirl who made a
bargain with a hag to be a beautiful princess. She was
Medium humanoid (goblinoid), lawful evil
granted her wish: she was married to a handsome
prince, and indeed became a beautiful princess. She
Armor Class 17 (half plate)
thought she was content with her elegant new life, but
Hit Points 39 (6d8 + 12)
later saw the truth in an enchanted mirror: she would
Speed 30 ft.
have been happier had she stayed on the farm. From that
moment on she never smiled again. The book is worth
STR DEX CON INT WIS CHA
600 gp to the right buyer.
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
The ruby in the statue of Colonel Hanratty is worth
250 gp. It can be removed using a crowbar or similar
Senses darkvision 60 ft., passive Perception 10
prying tool and with a successful DC 14 Strength check.
Languages Common, Goblin
3. GAMBLING HALL Challenge 3 (700 XP)
Thirteen poker tables are arranged haphazardly
throughout the gambling hall, each one with playing Martial Advantage. Once per turn, the hobgoblin can deal an
cards and poker chips strewn about them. There are extra 10 (3d6) damage to a creature it hits with a weapon attack if
twenty scared-looking passengers huddling in the that creature is within 5 feet of an ally of the hobgoblin that isn’t
corners of the room, each group being menaced by incapacitated.
hobgoblin pirates.
There are 8 hobgoblin pirates and 1 hobgoblin pirate
ninja in this room, along with First Mate Swiggins and Multiattack. The hobgoblin makes two attacks with his +1
Captain Malafact Hannigan. When the party enters the Greatsword, Numbskuller.
room, Swiggins demands that they take a seat in the Numbskuller (+1 Greatsword). Melee Weapon Attack: +5 to hit,
corner with the other passengers and wait their turn to reach 5 ft., one target. Hit: 10 (2d6 +2) piercing damage.
hand over their valuables. If Clancy Brynner is with the
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
party, Captain Hannigan recognizes him from a past
loading, two-handed, one target. Hit: 5 (1d8 + 2) piercing damage.
encounter, and commands his pirates to attack the party.
Features: A character may climb up onto a poker table Leadership (Recharges after a Short or Long Rest). For 1 minute,
and gain advantage on melee attacks against Medium- the hobgoblin can utter a special command or warning whenever
sized creatures within reach. Climbing up onto a poker a nonhostile creature that it can see within 30 feet of it makes an
table takes an extra 5 feet of movement speed or a attack roll or a saving throw. The creature can add a d4 to its roll
successful DC 15 Strength (Athletics) check to jump provided it can hear and understand the hobgoblin. A creature can
vertically onto the table. benefit from only one Leadership die at a time. This effect ends if
Developments: Captain Hannigan uses Leadership to the hobgoblin is incapacitated.
help his crew fighting the party in melee. If, and only if it
is necessary, the hobgoblin pirate ninja casts darkness to
conceal himself and protect Captain Hannigan. He uses

26
Medium humanoid (goblinoid), lawful evil

Armor Class 13 (studded leather)


Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)

Skills Arcana +5
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 4 (1,100 XP)

Army Arcana. When the hobgoblin casts a spell that causes


damage or that forces other creatures to make a saving throw, it
can choose itself and any number of allies to be immune to the
damage caused by the spell and to succeed on the required saving
throw.
Pirate Tactics. Melee attacks made with a cutlass using one hand
instead of two are critical hits if the attack roll results in a 19 or 20.

Multiattack. The hobgoblin makes two Cutlass or Devastating


Bolt attacks.
Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 +1) slashing damage, or 6 (1d10 + 1) slashing damage if
used with two hands.
Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 feet,
one target. Hit: 21 (4d8 + 4) force damage.
Spellcasting. The hobgoblin casts one of the following spells,
using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand, prestidigitation
2/day each: fireball, fly, fog cloud, lightning bolt, Tasha’s hideous
laughter

IT WAS A CRAZY GAME OF POKER


Having rescued the passengers of the Astral Steamboat
Gumpert, Clancy and the other passengers thank the
party and congratulate them on their daring victory over
the space pirates. They are welcome to free drinks from
the bar in area 1 and are free to mingle with the
passengers of the steamboat.
With the Rainbow Hourglass in hand—whether it’s
intact or in several pieces—they have accomplished
their task and are free to return to Professor Quinkle’s
laboratory. The party has one hour to explore the main
concourse of the steamboat before they will be
transported back to Professor Quinkle’s laboratory at the
Lighthouse on the Shore of the Sky.

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