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5E Quest o Nomicon

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100% found this document useful (12 votes)
14K views256 pages

5E Quest o Nomicon

Uploaded by

Leo
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
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D

Introduction
Credits Ghostfire Games
CEO: Jordon Gibson
Lead Adventure Designer: Jacob Budz
General Manager, TTRPG: Phil Beckwith
Additional Adventure Designers: Colton Hafley, General Manager, Operations: Josh Witbreuk
Tyler Lovejoy, Spencer Worst
Communications and Marketing: Hannah Peart,
Adventures Kathryn Griggs, Rex Gibson
Hunt for Haldraxis Design: Jacob Budz Products and Logistics: Simon Sherry, Nick Ingamells
Whispers of Wispy Peak Design: Colton Hafley Game Designers: Shawn Merwin, James J. Haeck
A Night in Midhallow Design: Tyler Lovejoy Art Direction: Suzanne Helmigh, Marius Bota,
The Heist Design: Jacob Budz Ona Kristensen
Bulwarks of Bullthorne Design: Colton Hafley Graphic Design: Martin Hughes, Simon Sherry
Wild Wild Wilderness Design: Tyler Lovejoy Ghostfire Gaming Discord Community Managers:
Escape from Old Redwick Design: Jacob Budz and Ian “Butters” Gratton, Lukas “Toasti” Scheerer,
Spencer Worst Nelson “Deathven” Dicarlio, Tom “A Viking Walrus”
The Lost Spirits Design: Tyler Lovejoy Garland, Caleb “Connendarf” Englehart, Cameron
Rosewood’s Invitation Design: Colton Hafley “C4Burgers” Brechin
Shipwrecked! Design: Jacob Budz
The Treasure of Obsidian Cove Design: Tyler Lovejoy
The Sunderdome Design: Jacob Budz
Ownership and Copyright
This product is compliant with the Open Game License
The Doomed Heroes Design: Tyler Lovejoy
and is suitable for use with the 5th Edition rules system.
Player Bases Product Identity: The following items are hereby
The Keep Inn Design: Colton Hafley identified as Product Identity, as defined in the Open
Flintfall Mine Design: Spencer Worst Game License version 1.0a, Section 1(e), and are not
The Wandering Mansion Design: Jacob Budz Open Content: All trademarks, registered trademarks,
proper names (characters, deities, etc.), dialogue, plots,
The Windrunner Design: Tyler Lovejoy
storylines, locations, characters, illustrations, and trade
Titan’s Hollow Design: Tyler Lovejoy and Jacob Budz dress. (Elements that have previously been designated
as Open Game Content or are in the public domain are
Art Director: Ona Kristensen not included in this declaration.)
Editor: Marcie Wood Open Content: Except for material designated as
Graphic Design: Martin Hughes Product Identity (see above), the game mechanics of
Cover Art: Andreia Ugrai this game product are Open Game Content, as defined
in the Open Game License version 1.0a Section 1(d).
Special Edition Cover Art: Kme
No portion of this work other than the material
Interior Illustrators: Alberto Dal Lago, Alex V Ngo, designated as Open Game Content may be reproduced in
Andreia Ugrai, Anna Verhoog, Daniel Correia, Daria any form without written permission.
Rubic, Erel Maatita, Feig Felipe Pérez, Francell Garrote,
Gaga Turmanishvili, Grzegorz Wlazło, Isabeau Quest-O-Nomicon © 2022, XP to Level 3.
Backhaus, Katerina Ladon, Ksenia Kozhevnikova, All rights reserved.
Marko Horvatin, Marzena Nereida Piwowar, Mateusz Reference to copyright material in no way constitutes
Wilma, Matthew DeMino, Mike Pape, Muhammad a challenge to the respective copyright holder of that
Fajri, Oksana Kerro, Oliver Medak, Ona Kristensen, material. XP to Level 3, XP to Level 3 Logo, Quest-
Rafael Dantanna, Suzanne Helmigh, Taylor C Fischer, O-Nomicon and the Quest-O-Nomicon Logo are
Thérèse Lanz, Toni Muntean, Victor Garcia, Will Hallett trademarks of XP to Level 3.
Cartographers: Vita Naumavičienė, Ona Kristensen Made in China
Introduction............................................................4 Escape from Old Redwick..................................92
GM Tips with Ser Nominus..............................4 Adventure Synopsis.........................................92
Balance for Early Levels.....................................4 A Night of Terror...............................................94
Running the Adventures....................................5 Those Without Sin...........................................100
The Worlds of the Quest-o-Nomicon...............6 Slaughter in the Sepulchre.............................102
Hunt for Haldraxis.................................................8 The Lost Spirits..................................................104
Adventure Synopsis...........................................8 Adventure Synopsis.......................................104
The Hunt Begins................................................10 Mystery of Mirewood.....................................106
Into the Maw......................................................14 Hunt for the Lost Daughter...........................111
The Fate of Byriver............................................18 Vortex of Souls.................................................116
Whispers of Wispy Peak.....................................22 Rosewood’s Invitation.......................................120
Adventure Synopsis.........................................22 Adventure Synopsis.......................................120
A Dangerous Supply........................................24 One Bloody Night...........................................122
A Burning Concern...........................................28 Home Free?......................................................127
Secrets Revealed................................................31 Mind Your Manors..........................................130
A Night in Midhallow.........................................34 Shipwrecked!......................................................132
Adventure Synopsis.........................................34 Adventure Synopsis.......................................132
Murder on the High Street..............................36 Shores of the Border.......................................134
Peril at the Opera..............................................41 Marooned Mysteries.......................................137
Death at the Gala...............................................45 Mutually Assured Disposition......................140
The Heist................................................................50 The Treasure of Obsidian Cove......................144
Adventure Synopsis.........................................50 Adventure Synopsis.......................................144
The Train Job......................................................52 The Ghost Ship of Larson’s Landing............146
A Dry Trail and Jail...........................................56 Beast of the Seas..............................................150
Saloon Showdown............................................60 The Cursed Treasure.......................................154
Bulwarks of Bullthorne......................................66 The Sunderdome................................................156
Adventure Synopsis.........................................66 Adventure Synopsis.......................................156
The Calm Before the Storm..............................68 Let the Games Begin.......................................158
Internal Strife.....................................................72 The Finalists.....................................................167
Battle in the Gorge............................................76 Down with the Dome!....................................170
Wild Wild Wilderness.........................................78 The Doomed Heroes..........................................172
Adventure Synopsis.........................................78 Adventure Synopsis.......................................172
Across the Plains...............................................86 Search and Rescue...........................................176
Down the Canyons...........................................88 Into the Blast Zone..........................................180
Over the Mountains..........................................90 Center of the Anomaly...................................183

Appendix A: Magic Items ���������������������������������������������������� 186


Appendix B: Creatures and NPCs �������������������������������������� 192
Appendix C: Player Bases ���������������������������������������������������� 240

3
Quest-0-Nomicon
Welcome to the Quest-O-Nomicon! A multi-part, Balance for Early Levels
customizable adventure book. The goal of this book is The stories of the Quest-O-Nomicon are designed to
to get you and your friends rolling dice, telling stories, be run for 1st-level characters, who level up after each
and roleplaying as quickly and easily as possible. Each adventure-part. The monsters, encounters, and various
adventure in the Quest-O-Nomicon is designed to be other “character-killing things” have been heavily
played in three separate game sessions, though you modified to ensure that you don’t TPK (Total Party Kill)
do not need to follow the preset structure detailed in in your first game. Many monster stat blocks have flat
each adventure. Perhaps you want to end “The Lost damage instead of dice rolls, saving throw DC’s are
Spirits” adventure after the first part, or to continue relatively low, and puzzles are simple to solve. It is also
past part 3 in “The Heist,” into a different module— highly recommended to play with the following variant
each story has an open or closed ending, allowing you rule, “Limited Enemy Crits.”
to decide when these adventures end. Throughout
the book are also notes from Ser Nominus, who has
lived these adventures in the vast multiverse and can Limited Enemy Crits
provide lots of help! When you roll a critical hit on a d20 attack roll, you do
not roll any extra damage against any player characters,
unless a monster’s stat block reads otherwise.
GM Tips with Ser Nominus:
Good to meet you. I’m Ser Nominus, famous Ser Nominus Note:
adventurer. I’ve braved dragons, found ancient
treasure, discovered the secrets of lost souls, and Removing GM crits really paves the way for
even seen the apocalypse. I’d like to help you 1st-level adventures not to be the most deadly
make these stories fun for all of your players, things in the world. A skeleton, like myself,
and that starts here. GMing can be a difficult and dealing 20 damage to the brand new party
seemingly monumental task, but with the right wizard, instantly killing them, can certainly take
direction, you can be a great GM in no time! the wind out of the sails in your adventure!

4
Introduction
Running the Adventures Ser Nominus Note:
Each adventure is structured to provide information This step is very important! Ensure that the
in a simple and efficient way to you, the GM. characters have a place and proper motivation
linked to them, personally. Otherwise, you
“Any text in a box like this is meant to be read out loud for may have a party constantly asking themselves,
your players. Whenever they enter the designated area, or “Now what?”
you’d like to set the scene, read the text in these boxes.”

Villains
Theme Tags Each adventure has two possible villains that change
These tags provide a basic description of what to the story, encounters, and monsters. Before running the
expect out of the adventure. They express a theme, adventure, decide which villain you’d like to use. Some
type of story, and overall feel. villains have connections to each other, while others are
completely separated. Be sure to read up on how they
Content Warning change the adventure as a whole and to keep a lookout
This section provides a list of potentially sensitive for any text that reads, “If your chosen villain is…,” as
subjects and imagery written into the adventure. the details that follow are what alter the adventure.
Inform your players of the listed content before There are major alterations and multiple paths in these
running the adventure to ensure that they are adventures—ensure you’re running the correct variation,
willing to engage with such subjects. as they are all listed in each adventure.

Description
Written here is a basic synopsis of the adventure. Not
many of the choices or customizations are listed here,
only the “skeleton” of the adventures. It’s up to you
to fill in the blanks, and to your players to become
heroes! (Or villains…)

Background
The background information covers the events
that have led up to the adventure. What happened
before, and what will set the plot into motion? This
information should be referenced for the future,
but only certain NPCs know the background of the
adventures. This information should be context for the
GM only, unless the characters start asking questions.

Character Hooks
and Motivation
To help involve their characters in the story, a question
is posed for each player to answer in-character.
Alternatively, any player can choose from the list of
character motivations provided to fit themselves into
the narrative.

5
Quest-0-Nomicon
Preparation
and Session Zero
Before jumping headfirst into these adventures, make
sure you know what you’re getting yourself into.
Everything you need to know about each adventure
is listed above, but once you have one adventure
selected, make sure to read ahead. Be fully prepared
regarding what’s to come on game day. On top of
that, have a “session zero” with your players. If you
can’t afford to set aside an entire day for this, then have
a quick one before your first game. Explain the basics of
the adventure, set expectations, and communicate what
you want the game to be, and allow the players to do
the same. This is also a great opportunity to have the
players add their characters into the narrative. Pose to
them the question listed in each adventure; allow the
players to even intertwine other characters into their
backstory. That way, once you’re ready to go, everyone
knows what they’re getting into. The goal here is to
have fun!

Play to Your Players


It’s important to know what the adventure is about, and
we know you’re probably excited to tell your players
all the secrets, show them art, explain backstories, talk
about lore, etc. But the most important part of any game
is the people sitting around the table. The players are
here to play the game, and thus they should be doing so.
This really goes without being said, but honestly, it can
be easily forgotten: Make sure that every character gets
to share the spotlight. What we like to do is have a piece
of paper with each character’s name written on it, then
make a checkmark each time they get to do something
The Worlds of the cool or have the spotlight for a moment. By the end
Quest-O-Nomicon of the game, each character should have at least one
checkmark, or an amount equal to the others—that way,
The settings, locations, and world are deliberately not no one feels left out!
detailed. These adventures could take place wherever
you want! All of the named locations are simply
placeholder names that could be changed to fit any Keep the Story Moving
setting. Or maybe all of these locations take place in The adventures in the Quest-o-Nomicon are each written
one weird, wacky world. The Town of Tombflats in to be played within one sitting, with each story having
“The Heist” could be adjacent to Larson’s Landing in three adventures—there’s basically thirty-nine game
“Treasure of Obsidian Cove.” Or the city of Cathair, sessions in this book. If you are finding that the game
with its blasted wasteland in “The Doomed Heroes,” is going on too long, move things along! The players’
could be north of the Wispy Peak Mountain in roleplaying is always important, but sometimes they
“Whispers of Wispy Peak.” The choice is up to you! can get lost in the moment when deciding what to
do. If this happens, don’t rudely request they hurry
up. Instead, have something happen. An example:
Ser Nominus Note: If you’re running “The Heist” and the players are
spending hours planning their scenario, have Huck
I’m here to pop in and give some advice on these
(the NPC that recruits them) give them a little push,
quests! I can provide rule clarification, writers’ intent,
saying, “The train will be leaving soon; let’s get a
or some GM advice to help YOU run this adventure!
move on!” This is enough of a gentle reminder to the
players of the time they’re spending and can speed up

6
Introduction
the process. Interrupting the players with the events have the freedom to change it. If you aren’t having fun,
in-game is a simple way to keep them on their toes and step away and take a moment to think about how you
continuously moving forward. If all else fails, give them could play differently, if at all. Having no game is better
a hint on what they could do next! No one wants to feel than playing a bad one. If the players have somehow
stuck, and you should always provide options. found a way to completely break the game and you are
panicking about what to do next, take a break and think
about what you could realistically do. You can always
Confused? Make it Up! go back and tell the players that you’re not enjoying
Is there a rule you don’t understand? Are you trying where the story is going. Communication is key!
to make sense of the manic scribblings of “The Sun-
derdome?” Are your players arguing over some tiny
detail? Make it up! Just come up with a reason, or a Relax
ruling, or whatever you want. This book is not law— At the end of the day, games are all about having fun.
your fun with your friends is. You should never sacri- Don’t stress yourself too hard for these adventures.
fice fun in favor of the nitty-gritty. If your players ask a Just remember to breathe, relax, and participate in the
question that isn’t answered here, feel free to come up cooperative storytelling. Everyone wants to enjoy the
with what you think it is. These adventures are made game; make sure you remember that!
to be malleable!
Let’s Jump in!
You’re a Player, Too! If you’re ready to start exploring the Quest-O-Nomicon,
Don’t forget that you are sitting at the table as well, then turn this page! Dragons, treasures, cities, villains,
and your enjoyment is just as important as everyone and deadly domes await. Pick your story, choose your
else’s. If there’s something you don’t like, then you villain, and prepare for adventure!

7
Quest-0-Nomicon
Theme Tags
Fantasy, adventure, epic.

Content Warning
Corpses, skeletons, city destruction, flame explosions.
Background
Description Not but yesterday, a red dragon flew from the mountains
and attacked the city of Byriver in the night. Orange
The city of Byriver was recently attacked by a red dragon flame painted the south side of the city, resulting
known as Haldraxis. King Dirion has issued a bounty in the burning of three fields and two homes. Four
for the dragon’s head. The adventurers must brave the people were killed, and eleven were gravely injured.
frontier and deep dungeons to defeat Haldraxis and save The dragon then bellowed his demands to the city
Byriver from future attacks. The first adventure ends with from the top of the castle: “In four days, leave me
the characters fighting the dragon, who eventually flees all your gold and jewels in the temple ruins in the
to his lair. The second adventure involves the characters mountain, and your city will be safe from the wrath of
braving Haldraxis’s lair and attacking him where he I, Haldraxis.” He then flew back into the mountains
rests. In the third adventure, Haldraxis attacks Byriver to await his payment. The king, unwilling to bargain
again, and the characters must save the city and defeat with a dragon, knows that there are heroes in his
him once and for all. midst who could save Byriver from destruction.

8
Hunt for Haldraxis
Character Hooks Villains
and Motivations The obvious villain for this adventure is unavoidably
To help better involve your players and their characters Haldraxis—however, he is not alone. Haldraxis has
in the story, have each character answer the following allies whose goals are aligned. Choose one of the
question: Why do you want to help the city of Byriver? following that will act as his minions and alter some
Alternatively, you can use the table below to give of the encounters in the adventure.
your players ideas for their characters’ motivation in
the adventure.
Kobolds
(Villain Option #1)
You were born in Byriver, and Haldraxis’s attack nearly The kobolds serve Haldraxis with fear, piety, and ma-
1 levolence. They see Haldraxis as a greater being who
killed your mother. He must answer for this.
deserves to destroy all those beneath him. They are
You’ve recently moved to Byriver and have found peace
2
within its walls. The dragon disturbs that peace.
willing to do anything for him—even die. The kobolds
are a bit of an easier threat that won’t pose too much of
You’ve been following the dragon Haldraxis for weeks now,
a challenge for players.
anticipating his movements. You were too late to warn the
3
city of Byriver of his coming, but now you have the chance
to bring him down. Mountain Giants
Haldraxis proves to be an interesting subject to study. You (Villain Option #2)
4 want to get an up-close look at a real, live dragon—maybe These giants are natives to the mountains. They were
you could even nab a scale!
attacked and raided by knights from Byriver and want
5
Dragons have hoards, right? That’s a fair amount of coin revenge against the city and its “tiny folk.” Haldraxis
you could stand to gain out of this whole mess. only cares for Byriver’s gold—once the citizens have
A dragon attacking a city in broad daylight is sure to send paid up and the city is weakened, the giants are
6
the whole kingdom into chaos. You’ve secretly been sent on permitted to invade and destroy it. The giants are
this mission by the king to ensure that word about this attack formidable foes that aren’t wholly loyal to Haldraxis.
doesn’t get out to other cities.
They only care about destroying Byriver.

9
Quest-0-Nomicon
At this point in time, have the players decide which
The Hunt Begins path they are going to take.
Travel to the ruins via the forest path will take three
(Adventure #1) days, at which point, Haldraxis will be waiting. If the
characters take the more dangerous mountain path,
Synopsis they may catch Haldraxis off guard with an ambush.
The characters are brought together by Phillip, a royal
guard who gives them details on Haldraxis and how to
get to the ruins, where Haldraxis said he would be. He The Mountain Path
gives them a map with two possible paths: a mountain
If the characters decide to go via the mountain path,
path and a forest path. The mountain path is quicker
read the following text:
but more treacherous, and the forest path is safer but
not as fast. Once the characters choose their path and
head to the old ruins, they face off with the dragon in “Above you is a steep trail that ascends into white-capped
hopes of preventing his attack on Byriver. peaks. The air stings your lungs, the snow crunches
underneath you—this climb won’t be easy.”
Introduction This path up the mountain is a steep and difficult climb.
The characters each meet Phillip, who tells them to meet
The first day is relatively uneventful. Roll on the table
him at the Flaming Wizard tavern if they are interested in
below to determine what the characters could encoun-
defeating Haldraxis. Phillip is a drow guard. He explains ter on the first day. Regardless of what you choose, on
to the party that the king has no intention of bargaining the second day of travel, the characters encounter one
with the dragon and is grateful for their heroic intention of the adventure villains.
to confront Haldraxis. He then gives them a map to where
the Old Temple Ruins are located. He explains that it will
take exactly three days to reach the ruins, and there are two 1 Abandoned camp
trails that lead up to them: one a steep mountain trail, and
2 Ice flower grove
the other a low forest trail. He answers as many questions
as he can, but ultimately doesn’t know much about 3 Passing herd of deer
Haldraxis or what they will encounter on the journey. 4 Haldraxis flyby
Information Phillip knows is as follows:
• Haldraxis is a red dragon, meaning he likely has Abandoned Camp. The party stumbles upon an
fire breath. He’s on the younger side, but he’s still a abandoned camp, containing a tattered tent and
major threat. bedroll, along with the remains of a campfire.
• If they want to catch Haldraxis off guard, the party Ice Flower Grove. The party finds a small meadow
will need to move quickly. filled with blue-white flowers, their petals cold to
• The mountain path is dangerous. Merchants and the touch. If a character walks upon the flowers, they
travellers avoid it to stay safe. take 1 cold damage. If a character eats a flower, they
• The forest path is safer, but much slower. regain 1d8 hit points.
• The Old Temple Ruins used to be a part of Byriver, Passing Herd of Deer. A group of deer meander their
but their history is lost to time. way in front of the party, giving them curious looks
After answering any further questions, Phillip gives the before moving on. One of the deer is secretly a wild
party enough food and water for the journey, including shaped druid by the name of Jeremy, who shepherds
one potion of healing per adventurer. (These potions can their flock whilst living amongst them.
be used as an action to heal 2d4+2 HP) Haldraxis Flyby. A dark shadow falls upon the party
Phillip also reminds the characters that if they as the form of Haldraxis flies overhead, disappearing
return after defeating Haldraxis, they will each be above the mountain peaks. He does not seem to
rewarded with 300 gp. notice them.

Ser Nominus Note Kobold Encounter


If your chosen villains are the kobolds, read the
Sometimes adventures are about the action and following text:
deeds of the characters. One may not need to
track if the characters are starving or dehydrated; “Dense fog has slowly settled in this morning. It’s extremely
this adventure assumes as much. If you’d like to, quiet, all sound being dampened by the trees and snow.”
however, note that Phillip only gives the players
enough food and water for five days.

10
Hunt for Haldraxis
If no one in the party has a passive Perception score
Map 1: Kobold Encounter
higher than 14, they trigger one of the traps described
below. Otherwise, read the following text:

“You nearly run into a long, stretched cord running between


two trees. Some sort of tripwire—and beyond this one, you
notice even more. Surrounding you is a whole web of tripwires.
From the trees you hear, ‘Aww, so close! Get ’em!’ as three red,
scaly creatures drop to the ground, weapons at the ready.”

Three Haldraxis kobolds (see appendix B) have laid


traps in the mountains and plan on ambushing anyone
that comes by. The kobolds are hoping to claim the
gold, give it to Haldraxis personally, and gain his favor.
They fight to the death and scream, “For the glory of
the mighty red wyrm!” when they die.
Each trap is a swinging log, located at head height
for a medium creature, that triggers at the snap of a
tripwire. When anyone of medium size walks into one of
the tripwires noted on Map 1, they must succeed a DC Ser Nominus Note
12 Dexterity saving throw, or else take 1d4 bludgeoning
damage and fall prone. Once a trap has been triggered, It’s the best option to run from this giant and
each tripwire is easily noticed by any character. let the mountain take care of him. Hint to your
After all the kobolds have been defeated, characters players—or inform them outright—that fighting
who investigate the kobolds’ bodies find a red dragon him directly is a losing battle! If they don’t get the
scale on each kobold, along with their weapons. memo, don’t kill the first character that swings
at the giant. Make an example and reduce the
character to 1 hit point. If they continue to fight,
Giant Encounter
it’s their own loss!
If your chosen villains are the giants, read the
following text:

“Around a rocky bend, a sheer cliff on your right descends


into fog. It’s impossible to know how deep it goes, but as you
The Forest Path
examine it, you hear the loud crunching of snow behind you. If the characters decide to go via the forest path, read
Stepping out of the fog, an enormous person ogles you and the following text:
your gear. This is one of the famed mountain giants, and he’s
looking to loot your corpses. He takes off in a wild sprint “The old forest trail meanders beyond the green trees and dark
toward you, and his bounding footsteps cause the rocks and woods, to the base of the mountains. The smell of pine and
snow to begin tumbling toward you from the cliff above.” grass overtakes your senses as the dirt scrapes underneath
you. This path may take longer, but it’s safer.”
One mountain giant (see appendix B) sees the
characters traveling up the mountain and doesn’t think
This path through the forest is peaceful. The first
twice before attacking them. The mountain giants have
and second day are relatively uneventful. Roll on the
grown accustomed to attacking anyone from Byriver,
table below to determine what the characters could
and unfortunately, having been so far from his lair, this
encounter on each day, ignoring duplicates. On the
giant was not informed of Haldraxis’s plan for Byriver
third day during their travel, the characters encounter
and its gold.
something left behind by one of the adventure villains.
The mountain giant is a dangerous foe, and if he
catches up to any of the characters, they will sustain
serious wounds and could possibly die. His enormous 1 Spring of Forgotten Tales
footsteps cause a rockslide during the fight. On
2 Travelers from Wispy Peak
initiative count 10, the rock slide grows closer, and
after 2 rounds, it will engulf the mountain giant, who 3 Peaceful bear
will tumble off the cliff. 4 Haldraxis flyby

11
Quest-0-Nomicon
Spring of Forgotten Tales. The party stumbles upon a
small spring bubbling up from beneath an old oak tree.
Ser Nominus Note
Drinking from the spring grants the characters This is a time for the players to learn more about the
4 temporary hit points. The hit points last 24 hours. giants! If they attack, show off the giants’ strength
Travelers from Wispy Peak. The party runs into a by having them completely resist the attacks. Have
group of travelers along the road. This group says a moment of roleplay with the giants where they
they have come from the town of Wispy Peak and are ask the players who they are. If all else fails, let the
looking to settle in Byriver to get away from a famine players run! No one should die for being curious.
that has plagued their home.
Peaceful Bear. A peaceful bear exits a small cave,
approaching the party in search of scratches and
treats. The bear was once the companion of a ranger The Temple Ruins
who died some time ago, and whose skeleton still On their final day of travel (the second day for the
sits in the cave. mountain path, or the third day for the forest path),
Haldraxis Flyby. A dark shadow falls upon the party the characters arrive at the temple ruins.
as the form of Haldraxis flies overhead, disappearing
above the treeline. He does not seem to notice them. “The ruins of the old mountain temple stand before you; it’s
a surprise that the building’s still standing. The foundation
Kobold Ambush remains, but the ceiling and walls have almost all collapsed.
Rubble litters the clearing, providing lots of cover.”
If your chosen villains are the kobolds, read the
following text:
The temple is covered in dust, snow, and rubble. Inside,
the characters find destroyed religious iconography,
“As you move through tall grass, you run into something
crumbling stone, and lots of rope. On the altar in the back
made of metal: an old, rusted trap. You look around and
of the temple is a scorch shield amulet (see appendix A).
notice snapped wires clinging to trees, nets thrown on the If the characters have arrived at the temple early via
ground, and two unlucky skeletons lying in the grass. It the mountain path (or some other way), run the temple
seems to be an abandoned ambush site.” as described in the “Arriving Early” section.
If the characters have arrived late via the forest path
These old traps have been left to rot and are a reminder (or for some other reason), run the temple as described
of what’s to come for the players. There are no tracks, in the “Arriving Late” section.
only the remnants of an old kobold ambush. Any
character who succeeds on a DC 10 Intelligence Arriving Early
(History) check can recall information about kobolds The characters can set an ambush for Haldraxis if they
and determine that they were responsible. If any of would like. They can use the crumbling ruins to their
the characters investigate the skeletons, they find a advantage by finding cover, breaking pieces of it to
grounding chain (see appendix A). drop onto Haldraxis, or obscuring an escape. Allow the
characters to be creative and clever with how they want
to handle the fight with the dragon.
Giant Ambush Regardless, when Haldraxis eventually arrives,
If you have chosen the giants as your villain, read the read the following text:
following text:
“Wind gusts from above as the flapping of enormous leathery
“You begin to hear voices beyond the trees, as well as the sound
wings precedes a red dragon the size of a house. Haldraxis
of large, heavy movements. The smell of cooking meat and
has arrived. He lands on top of the crumbling structure, his
unwashed feet permeates the area. A few mountain giants have
claws clutching the stone. His sharp orange eyes dart around,
made camp in these forests. One says, ‘Ugh, if only we had
looking for anyone who might be coming.”
some salt!’ paying little mind to your group as you pass by.”
Haldraxis (see appendix B) will be surprised, allow the
The characters can easily sneak by the giants so long as characters one round of attacks against him before he can
they are quiet, but if the characters decide to attack the act or react. Haldraxis also has a secret weakness, he hates
giants, they will be in for a losing fight. Unless provoked, loud noises. If a character casts a spell or uses an ability
the mountain giants (see appendix B) will only attack that creates a loud noise, Haldraxis becomes frightened
the party if they learn that they are from Byriver. of that character until the start of his next turn.
Retreating from the giants is always an option and can Because he’s a coward, the dragon will only fight for
be easily done—the giants are slow, and the trees of the one turn after the surprise attack. He spends his turn to
forest block their movement and line of sight. Dash and retreat back up into the mountains to his lair.

12
Hunt for Haldraxis
Ser Nominus Note Conclusion
How the heck does surprise work? Simple! Haldraxis retreats to his lair to lick his wounds. If you
While Haldraxis is surprised, he cannot move or want to conclude the adventure here, Haldraxis flees
take actions during the first round of combat. permanently and vows to never again attack Byriver.
Read the following text:

Arriving Later “The dragon takes off into the air, soaring past the mountain
Read the following text if the characters took the forest peaks and disappearing into the fog. ‘You win!’ he bellows.
path, or just generally took longer to arrive at the temple: ‘I’ll not fall to the likes of you! Byriver is safe… for now”.
You let out a sigh of relief—Haldraxis is gone. You have
“Wind gusts from above as the flapping of enormous leathery defeated the dragon and saved Byriver. Time to return home
wings precedes a red dragon the size of a house. Haldraxis has and collect your reward.”
arrived. He lands on top of the crumbling structure, clutching
the stone with his claws. He bellows out to you, ‘Ah, so King The characters can return to the city, welcomed as
Dirion isn’t as pathetic as I had assumed. Good… Bring forth heroes. They are rewarded with their promised money.
your offering and I will consider sparing your tiny lives.’” The story does not need to end here, however—perhaps
Haldraxis still has a vendetta, scheming with another
If the characters offer anything less than 10,000 gp, dragon to help take down the characters as revenge for
Haldraxis (see appendix B) grows furious and attacks. his humiliation. You decide!
Haldraxis also has a secret weakness, he hates loud noises. If you want to continue this adventure into part 2,
If a character casts a spell or uses an ability that creates a “Into the Maw,” allow the characters to advance to
loud noise, Haldraxis becomes frightened of that character 2nd level, and read the following text:
until the start of his next turn. When Haldraxis starts his
turn with 80 hit points or less, he spends his turn to Dash “The dragon takes off into the air, soaring past the mountain
and retreat back up into the mountains to his lair. peaks and disappearing into the fog. ‘Fools!’ he bellows.
‘The city of Byriver will pay for this!’ Haldraxis is wounded,
but far from defeated. His lair must be nearby; if you find it,
Ser Nominus Note you could possibly end him once and for all.”
This combat should feel victorious for the players.
Describe their actions; make them feel epic! Allow
them to show the dragon what-for as he retreats with
his tail between his legs! Nothing will make them
feel more like heroes than standing up to a dragon.
The Temple Ruins

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Quest-0-Nomicon
of lava and one of water, that nearly converged at the
Into the Maw center of this lair, filling the caves with hot steam. Here,
he brought all his treasure in barrels and prepared for
(Adventure #2) his attack on Byriver. In the tunnels, visibility is greatly
reduced. Each area (except 2 and 6) is lightly obscured
and all creatures are blinded past 20 feet. Additionally,
Synopsis the air inside the caves is scorching to linger in. For every
Haldraxis flies back to his lair to lick his wounds. The 10 minutes the characters spend in rooms with steam, they
characters journey to his lair and can enter it through must succeed a DC 12 Constitution saving throw. If they
the main entrance or sneak into the minions’ sleeping fail, they take 2 fire damage. Any character that is resistant
area. Inside they find traps, Haldraxis’s minions, and to fire damage automatically succeeds.
a puzzle in the middle of the Steaming Tunnels, which Alternate Entrance. The characters could also enter
leads to Haldraxis’ hoard, where he sleeps and recovers the Steaming Tunnels via a secret entrance that leads into
from their first fight. The characters can procure items the Feasting and Sleeping cave (room 4). If they explore
from his hoard or take the opportunity to land a sneak around the mountain and succeed on a DC 8 Intelligence
attack on Haldraxis. The party can defeat him there, or (Investigation) check, they find this entrance.
you can continue the adventure in part 3 “The Fate of
Byriver” where Haldraxis attacks the city. 1: Steaming Skull Entrance

Introduction “Carved into the mountainside is an enormous skull. As


if the carved rock can somehow breathe, the gaping maw
After the characters’ first victory against Haldraxis at the exhales a blast of hot steam every five seconds—hot enough
ruins, the dragon flies back to his lair to recover from
to be burning flames.”
the battle. The characters can easily follow his direction
and find his lair in the mountains. Haldraxis’s lair is
If any characters enter the skull without a second
known as the Steaming Tunnels and is very dangerous.
thought, they take 5 fire damage as they are blasted
The characters may want to rest before heading into the lair,
with hot steam. If any of the characters try to time their
which they can do without interruption.
entrance, they must make a DC 8 Dexterity (Acrobatics)
or Wisdom (Perception) check. On a success, they enter
The Steaming Tunnels without being hurt by the steam.
Once inside, read the following text:
These tunnels were carved hundreds of years ago by an
ancient mountain civilization who worshipped dragons in
“Inside the skull’s mouth is a cave, hazy with mist. In the
hopes of avoiding their wrath. The civilization disappeared
long ago, and for seemingly no reason. Haldraxis made center of this room, you see an automatic, accordion-like
these tunnels his home a few weeks ago when he caught machine with a rotating mechanism. Every five seconds, it
sight of the steaming entrance during a flight. Inside he builds up, then quickly reverses, bellowing all of the built-up
found his minions (giants or kobolds) and two rivers, one steam into the entrance.”

14
Hunt for Haldraxis
Haldraxis’s minions built this trap to keep people out Four Haldraxis kobolds (see appendix B) are building
of his lair. There are two exits from this room: a rusty new traps to prepare for anyone who might enter the
metal door, leading west into room 2, and a northern caves. Unfortunately, they are a little too late, as the
exit leading to room 3. characters arrive before they’re finished. If the kobolds
notice the party, they fight to the death to protect the
2: Trap Building Room “mighty hoard.”
If your chosen villains are the giants, read the
This room is different based on which villains you’ve
following text:
chosen. If your chosen villains are the kobolds, read
the following text:
“A hole in the ceiling allows any steam built up in this room to
“A hole in the ceiling allows any steam built up in this room escape. You see tables and workbenches that are covered with
to escape. You see tables and workbenches that are covered metal contraptions and designs—some of which are still being
with metal contraptions and designs—some of which are built by a giant that doesn’t seem to notice you amidst his work.”
still being built by four kobolds that don’t seem to notice you
One mountain giant (see appendix B) is building new
amidst their work.”
traps to prepare for anyone who might enter the caves.

The Steaming Tunnels


6
4

15
Quest-0-Nomicon
Unfortunately, he is a little too late, as the characters 4: Feasting and Sleeping Cave
arrive before he’s finished. If he notices the party, he
If your chosen villains are the kobolds, read the
fights until his hit points are reduced by half or more,
following text:
then retreats to the Escape Room (room 5).
Regardless of your chosen villains, on the tables are
“Scattered around the floor of this room are tiny mats, three
a few unfinished traps: a hunting trap and a leg snare
trap. Each trap can be repaired with the materials in of which are occupied by sleeping kobolds. Two large holes in
the room with a successful DC 10 Intelligence check the walls lead to more rooms that are filled with steam.”
using tinker’s tools.
Hunting Trap. As an action, you can set this trap If your chosen villains are the giants, read the
into the ground. This trap clamps its spiked teeth onto following text:
a creature who steps onto the pressure plate in the
center. A creature that steps on the plate must make “Scattered around the floor of this room are four enormous
a DC 13 Dexterity saving throw. On a success, the mats, one of which is occupied by a sleeping giant.
creature passes unharmed; on failure, they take 1d4 Two large holes in the walls lead to more rooms that are
piercing damage and their speed is reduced to 0. filled with steam.”
A creature can use its action to make a DC 13 Strength
check, freeing itself or another creature within its reach This room serves as an alternate entrance—it contains,
on a success. Each failed check deals 1 piercing damage depending on your chosen villain, three Haldraxis
to the trapped creature. kobolds who are asleep, or one mountain giant who
Leg Snare Trap. Over the course of a minute, you is also asleep (see appendix B for these creatures’ stat
can set this trap in a 5-foot radius using pulleys, hooks, blocks). The mountain giant or one of the kobolds holds
cord, and rope. The trap triggers when a creature a tablet, which has a dragon’s head carved into it. It can
moves into the trapped radius. That creature must be easily taken from their sleeping bodies. The characters
succeed on a DC 13 Dexterity saving throw or be pulled can sneak by the sleeping minions with a successful DC
into the air by the rope and hung upside down. Any 5 Dexterity (Stealth) check. If any characters fail, the
creature caught by the trap in this way is considered minions wake up and attack the party.
restrained. If the set rope takes 5 or more damage, the
trap breaks and the restrained creature is set free. 5: Escape Room
3: The Fuming Rivers “This room features a small hole that overlooks the nearby
mountains and forests.”
“The sound of a roaring waterfall and sizzling steam emanates
from ahead of you. This room’s walls are impossible to see due to This room contains either two mountain giants or six
the sheer amount of steam. The hot air is difficult to breathe, and Haldraxis kobolds, depending on your chosen villains
every part of your body feels wet.” (see appendix B for these creatures’ stat blocks). These
minions do not fight to the death, and if more than half
This room has both a waterfall and lava fall that do not are killed, or they take damage that reduces them to
converge, but due to the heated lava merging with the half their hit points or less, they make an escape. The
wet ground, steam consistently plumes inside this kobolds spend their turns flinging themselves out of
room. if the characters somehow get the streams to the hole with a catapult and can fly away with gliders.
converge, rock is formed in the center as the lava cools, One of the giants will slam a larger hole in the wall,
and the room floods with both liquids, causing more allowing each of them to grab a rock and slide down
steam to build up in the process. the mountain, away from the characters.
In the west-most part of the wall is the outline of a
door, but it’s blocked by stone. Pressed into indentations 6: The Hoard
in this stone are small, circular tablets. There are two
tablets in total; it looks like a third one might fit into an “Glimmering gold reflects light across this cavern. Bas-reliefs
empty slot. The first tablet has a claw, and the second of dragons are carved into the walls. Near the pile of gold is the
has a tail. The third tablet is held by one of the sleeping sleeping Haldraxis, who still bears the wound you dealt him
minions in room 4 and has the head of a dragon on it.
earlier. With each snore, he blows a puff of smoke into the room.”
Currently, the tablets are out of order. If the other
two tablets are removed and, with the addition of the
The hoard room is filled with gold—but not nearly as
third tablet, put back in the proper order (head first,
much as a typical dragon might have. Haldraxis sleeps
then claw, then tail), then the stone door will rumble
in this cavern, aand the characters can stealthily steal
open and lead to room 6.
from his hoard if they want. Or they can attack while
he’s asleep to surprise him.

16
Hunt for Haldraxis
Whenever Haldraxis (see appendix B) wakes up, he “Your stomach lurches for a moment as you drop out of
will fight the characters, frustrated that they won’t cede the cave, plummeting toward the ground before you are
to him. Haldraxis still retains the injuries from their suddenly pulled back up as the glider catches the air. You
previous fight and is limited while inside his treasure hang there, suspended, as you begin to gently glide away
room, as he cannot fly and gain the aerial advantage. from the mountain, your compatriots at your side. The world
If you would like to conclude “Hunt For Haldraxis” opens up below you as the mountain falls away, giving you a
here, read the following text when Haldraxis is defeated:
breathtaking view of the snow-covered peaks and the forested
valley below. After you spend a few minutes drinking in the
“Haldraxis rears back in fear. ‘No!’ he exclaims, as his
sight, your gliders eventually lead you back to the ground,
enormous body falls to the ground. The fiery orange glow
your feet gently landing in the soft earth of a farmer’s field. The
in his eyes slowly fades to dark. He lets out a final exhale of
city of Byriver lays before you, smoke rising as the roar of the
smoke, and his body goes limp. Haldraxis is dead.”
dragon can be heard beyond its gates.”
The characters can loot Haldraxis’s hoard after he
has been defeated. This concludes the adventure. The Barrels. Just outside the hole in Haldraxis’s lair
The characters can return to Byriver and receive their is a river that descends down the mountain and directly
rewards. They are considered heroes by the citizens and into Byriver. Next to it are a bunch of empty barrels
are given free rooms and discounts at the stores. that were used to hold Haldraxis’s hoard when he last
If you would like to continue this adventure into part moved it. The river is swift and could carry the party if
3, “The Fate of Byriver,” read the following text when they rode the barrels downriver, toward the city.
Haldraxis begins his turn with less than 55 hit points: If the characters make this choice, read the
following text:
“The dragon bellows, ‘I won’t fall here! Not before your
“The world bobs for a moment as you and the barrel drop
precious city burns!’ He then disengages and flies out of the
into the rushing river with an audible ‘kasploosh.’ The white
hole in his lair, headed toward Byriver.”
water of the river splashes in your face as you fight to keep
yourself upright, dodging rocks and fallen logs. You nearly
become sick until the river finally settles, allowing you to
Ser Nominus Note drift along the stream. The forest opens up, giving you a clear
If you’d like to make this part less of a challenge, view of the city of Byriver, smoke already beginning to rise
or even more of a challenge: feel free to change beyond its walls.”
how much damage Haldraxis must take in order
for him to retreat!

Treasure. The hoard contains 5000 gp. (Haldraxis couldn’t


Conclusion
Whichever escape they choose, the characters arrive
be bothered to keep silver or copper…or electrum.)
in Byriver a few minutes after Haldraxis has begun
his raid. His minions attack the gates while he takes
The Final Chase control of the keep. This is where part 2 ends. Part
3, “The Fate of Byriver,” picks up with the characters
As Haldraxis escapes his lair and heads toward trying to determine how they can save the city from
Byriver, the characters will need to move quickly in total annihilation. Allow the characters to advance
order to reach the city in time. They can certainly walk to 3rd level before beginning the next adventure.
back, but the city will have been destroyed by the
time they reach it. In Haldraxis’s lair are two possible
options to reach Byriver quickly: a set of hang gliders,
and a river with barrels.
The Hang Gliders. Near the hole in Haldraxis’s
lair is a set of ten hang gliders. If your chosen villains
are the kobolds, they crafted the hang gliders. If your
chosen villains are the mountain giants, they found
them on adventurers that they killed a few weeks ago.
The characters can strap on these hang gliders with
ease and jump out of the hole towards Byriver, gliding
down the steep mountainside toward the city.
If the characters make this choice, read the
following text: Scorch Shield
Amulet

17
Quest-0-Nomicon
giant, the one who is attempting to lift the gate, spends
The Fate of Byriver his turn lifting; at the end of his third turn, he manages
to lift the gate and enter the city. If the other two giants
(Adventure #3) are defeated before then, he stops lifting and attacks
the characters.

Synopsis Securing the Main Gate


Haldraxis has had enough and now seeks to burn After the threat has been defeated, the city guards are
Byriver to the ground. The characters must save the grateful and let the characters in.
city by defeating his minions at the front gate, saving
guards, merchants, and entertainers. And finally, taking
“The gate opens, and you are quickly ushered inside. The city
the final fight to Haldraxis at the keep.
is still standing, yet flaming buildings throw plumes of ash
into the purple sky, slowly painting it a deep gray. The streets
Introduction are devoid of citizens, and in the distance, the imposing form
of Haldraxis clings to the side of the king’s fortress, his orange
When the party arrives at Byriver, they find that all
the entrances are blocked and the main gate is being eyes glaring down at the town below. His assault has paused,
attacked by Haldraxis’s minions. The minions were able but he takes great effort to ensure it could resume at any
to launch their assault on Byriver so quickly because moment. The uncertainty fills you with anxiety as Haldraxis
they were prepared for the attack on the city from jumps from tower to tower, waiting.”
Haldraxis’ first assault. The city militia has barred the
gate and is trying their best to hold the creatures back, A now battered and tired Phillip finds the party again
but it’s only a matter of time until they break through. If and informs them of the situation in the city. Earlier
the party arrived via the hang gliders, they arrive early in the day, the militia escorted the citizens to safety in
and the minions are surprised. If the party arrived via an underground safehouse in case of another attack,
river barrels, they arrive a little later and can instead though some remained above ground for their own
benefit from a short rest. The characters can also ignore reasons. Phillip believes that the best course of action
the militia and scale the 40-foot wall, avoiding the is to ally the remaining people of Byriver against
encounter all together but leaving the guards (including Haldraxis who has taken the fortress. Phillip gives them
Phillip) to perish. three possible leads: a group of missing guards that
could man the ballistas, some entertainers pinned down
Kobolds Attack The Main Gate in the tavern that could use fireworks as a distraction, and
The kobolds have formed a small attack force from the merchant with valuables that could provide help
their inventions and crude kobold artillery weapons. in defeating the dragon. Phillip has been perceptive
Eight Haldraxis kobolds (see appendix B) are attacking enough to learn of Haldraxis’ weakness against loud
the main gate, four of which are busy operating two noises. Phillip will inform the party of this weakness
separate catapults that launch rocks into the gate. Once if they haven’t already discovered it. Phillip then
the characters arrive, roll initiative. Four kobolds try to continues to guard the main gate.
keep the party away from the other four, who operate
the catapults; these catapults act on initiative count 0.
The catapults are large machines that have an AC of The Missing Guards
12 and 15 hit points each, and deal 2d10 bludgeoning A group of guards went to secure supplies of arrows at
damage if they hit a creature. They require two the barracks but haven’t returned. If the characters can
creatures to operate. For every round in which there rescue them, they could man their ballistas and keep
are still kobolds manning the catapults, a rock slams Haldraxis out of the air.
into the gate. If four rocks hit the gate, it falls, leaving The party can make their way to the barracks and
the city vulnerable to more attacks. find that it is nearly in flames. Haldraxis used his breath
weapon to burn the building just as he arrived, and
Giants Attack The Main Gate the guards are trapped inside. The party will need
Three mountain giants (see appendix B) are attempt- to remove the rubble from the exits in order to allow
ing to break down the gate to cause chaos in the them to escape. You can decide to run this as a skill
streets. Two of these giants are throwing rocks at the challenge or by allowing the players to solve this
gate while one attempts to lift it. The giant attempting situation with their own creativity. If you want to run
to lift the gate has taken a beating from the guards and a skill challenge, have each player make a skill check
only has half of his total hit points. Once the charac- and describe what they do in order to help the guards
ters arrive, roll initiative. The giants attempt to kill the escape from the burning barracks. Set the DC at 12
characters before they can stop their breach. The third and describe what each character does as they work

18
Hunt for Haldraxis
together to free the guards. The outcome lies in how
many members of the party succeed or fail.
Total Success. The characters rescue all of the guards Ser Nominus Note:
without a moment to lose. The guards are so grateful
that they reward the party with two potions of healing. Haldraxis won’t blast any characters he can’t
Success. The characters rescue the guards at the see! Characters can stealth, so long as they don’t
last second; many of the guards are hurt but alive. take the Dash action (unless they’ve got Cunning
Failure. The characters save half of the guards, and Action). Haldraxis’s passive Perception is 14. So
the barracks come crashing down. With only a few as long as their Dexterity (Stealth) check beats a
able bodies, many of which are injured, the ballistas 14, the characters are hidden from his sight.
cannot be properly manned.

The Entertainers Haldraxis won’t fire at the tavern for fear of setting off
the fireworks, so any character inside is safe. Hiding
Two entertainers named Osten Tacious and Quinton under a few windows inside are Osten Tacious and
Dale recently came into town to play shows at taverns Quinton Dale. Osten is a tiefling with grey skin, golden
and earn some coin. During the evacuation, they were eyes, and a set of bongos on his back.
too busy packing up their instruments and since the He wears a blue and gold cloak over his white shirt
attack, they’ve been pinned down in the Flaming Wizard and leather pants. Quinton is a human commoner
tavern. If the party can help them out of the tavern, they with blonde hair, a neatly trimmed goatee, a lute on his
can use their fireworks to distract Haldraxis. back, and a flowery pink entertainer’s vestment. The
When the players reach the tavern, Haldraxis is two are beyond grateful to see another person in the
blasting motes of flame from afar, targeting near the tavern. Quinton asks the characters how they made it
taverns to keep anyone from entering. Haldraxis past the fiery blasts, while Osten asks if there is a way
hates fireworks and actively keeps anyone from out. If they are informed about the dragon’s aversion to
getting to them. fireworks, Quinton proposes hiding behind the cart of
Have the characters roll initiative. Tell them the fireworks and using it as cover to escape.
tavern is 100 feet away. On each of their turns, they can This plan works; Haldraxis is far too afraid to set
either attempt to run towards the tavern, or attempt off the fireworks and ceases his attacks on the tavern
to hide behind buildings. At the end of each of their once the fireworks are recovered. Quinton and Osten
turns, Haldraxis blasts a mote of flame on their location thank the characters and give them a small firework
if he can see them. The blast has a 10-foot radius, and that glows blue when lit. They tell the party that when
any creatures in the area must succeed on a DC 12 they light it, the entertainers will send their firework
Dexterity saving throw or take 2d6 fire damage. brigade into the night sky.

19
Quest-0-Nomicon
The Keep
The Merchant
A halfling merchant by the name of Sybbyl refuses to
go underground and is defending his storefront, The
Bad Bag. if the characters can convince him to help,
he may offer some items to help defeat Haldraxis.
Sybbyl (who uses the commoner stat block) has
trapped both entrances to his store and keeps his
crossbow handy. He is afraid that desperate villagers 3
will raid his store during the chaos, and he doesn’t
want to lose anything.
The front entrance to the Bad Bag is locked and
trapped with a magical explosive. This trap can be
noticed with a successful Intelligence (Investigation)
check of 14. A successful DC 14 Dexterity check using
thieves’ tools will unlock the door but will trigger
the explosive. Each creature within 5 feet of the door
when the explosive triggers takes 1d10 fire damage
and is blown back 20 feet from the door. A successful
DC 18 Dexterity check using thieves’ tools will unlock 2
the door and disarm the trap.
The back door is also trapped with spring-loaded
floor boards. This trap can be noticed by any charac-
ters with a passive Perception higher than 15, or who
make a successful DC 12 Intelligence (Investigation)
check. Any character who steps within 5 feet of the
door is launched 15 feet into the air and takes 1d6
bludgeoning damage as they hit the ground.
Sybbyl won’t come out for any reason—he thinks
the characters want to rob his store. However, any
character can make a Charisma (Persuasion) check of
15 to convince Sybbyl that they need his help to defeat
1
Haldraxis. In which Sybbyl gives in and unlocks
the doors and disarms the traps.. if the characters
successfully break in past the traps, he gives up, too
cowardly to fight them. He gives them whatever
they ask for. However, if the characters explain the
situation to Sybbyl, he’ll be far more compliant,
willing to lend items to defeat the dragon without
giving away his entire stock.
Sybbyl gives the party one vial each filled with
potions of invisibility (see below), then stays to guard
his store.
Treasure. If the characters decide to loot Sybbyl’s
store, or even kill him to do so, they find 250 gp, 500
sp, and 1,000 cp, along with eight vials of invisibility
(see below), five crossbows, five bundles of bolts,
five explosive bombs, two 50-foot coils of rope, five
daggers, a vial of antitoxin, three sets of studded
leather armor, and two barrels of foodstuffs.
The Keep
Vials of Invisibility. This impossibly clear liquid At any time, the characters can storm the keep to defeat
is stored in a glass vial. When consumed as an action, Haldraxis. Haldraxis sits at the top of the highest tower,
it makes you become invisible. Anything you are watching the village and raining fire down on anyone
wearing or carrying is invisible as long as it is on your who gets too close to the keep’s entrance.
person. The invisibility lasts for 1 minute, or ends
early if you attack or cast a spell. “The keep rises into the night sky, its stone bricks blackened
and charred in places from Haldraxis’s rampage. The dragon
clings to the structure’s highest peak, waiting.”

20
Hunt for Haldraxis
1: Entrance room, still sustaining any injuries he received during
the fight in his lair. He uses the 80 feet of space to his
advantage, staying airborne as much as possible.
“Just beyond the main gate of the keep’s grounds, a once-
If the characters used their vials of invisibility to enter
green field of grass is now blackened and charred, areas of it the keep interior, Haldraxis does not attempt to bring
still smoking slightly from the dragon’s fire. At the far end of down the roof. The party can stealthily ascend the stairs,
the field, a wooden drawbridge is lowered over a water-filled and if their Dexterity (Stealth) checks beat Haldraxis’s
moat, almost beckoning you to try to cross it.” passive Perception score of 14, he is surprised.

The entrance to the keep is 200 feet of grassy fields that


have been burned, ending with a drawbridge with a 3: Rooftop
moat underneath. Haldraxis (see appendix B) fires motes
of flame on anyone that enters this area. Unlike at the “The roof of the keep is just as damaged as the rest of it, with
tavern, there is nowhere to hide in this open entrance. ash and scorch marks darkening the stones. The imposing form
When the characters reach this area, roll initiative. of Haldraxis curls around the building, snarling at you. ‘You
At the end of each of their turns, Haldraxis blasts a again? This time I’ll ensure to burn you each to cinders!’”
mote of flame on their location if he can see them. The
blast explodes over a 10-foot radius, and any creatures If the characters stealthily made their way to the
in the area must succeed a DC 14 Dexterity saving rooftop, and it was never caved in; Haldraxis (see
throw or take 2d6 fire damage. Haldraxis ceases fire appendix B) makes his final stand here instead, still
once the characters are past the drawbridge. sustaining any injuries he received during the fight
If the characters helped the guards escape from in his lair. He attempts to go airborne if possible, but
the barracks, they man the ballistas, which forces each turn Haldraxis ends while flying more than 10
Haldraxis back into the keep. The characters will not feet above the ground, he is attacked by a ballista and
be blasted with flame when entering this area. takes 2d10 piercing damage (only if the characters
If the characters helped the entertainers escape saved the guards).
from the tavern, they can light their fireworks to set off If the characters haven’t yet fired the signal for the
the barrage of bright lights and loud explosions into entertainers to set off the fireworks, they can do so
the sky. Haldraxis will be blinded for a few minutes, here—in which case, Haldraxis will become stunned
allowing the characters to quickly slip inside. for 1 round, and will have disadvantage on attack rolls
If the characters convince the merchant to give for all continuous rounds, as the fireworks go off in
them supplies, they can quaff their vials of invisibility the sky above him.
to stealthily enter the keep. Haldraxis won’t attack Once Haldraxis is defeated, read the following text:
what he can’t see, and they slip in unnoticed.
“Haldraxis rears back in fear. ‘No!’ he exclaims, as his
2: Main Interior enormous body falls to the ground. The fiery orange glow
in his eyes slowly fades to dark. He lets out a final exhale of
“All you can hear in this large, ruined chamber are the smoke, and his body goes limp. Haldraxis is dead.”
sounds of your own footsteps—and those of the dragon, as
it paces anxiously above you. Two stone staircases on either
side of the main entrance make their way up towards the
structure’s roof.”
Conclusion
With Haldraxis defeated, the city of Byriver is safe.
This main interior is 80 feet in height and has a staircase The party will be rewarded double their promised
that leads to the roof. Haldraxis (see appendix B) will gold and deemed “Heroes of Byriver,” granting
attempt to bring the roof down on top of the characters them free rooms and drinks at the Flaming Wizard
as they ascend. The characters must make it up the tavern, as well as discounts at stores in the
stairs within 3 rounds, or the roof will be destroyed. city. The adventures do not have to end
If the characters fail to climb the stairs in time, each here, however! Perhaps Haldraxis had
character must make a DC 12 Dexterity or Strength a mate who is planning on taking on an
saving throw as rubble falls on top of them. On a failed even bigger city, or maybe the minions
save, they take 1d10 bludgeoning damage; on a success, still lurk in the mountains? Maybe
that damage is halved. King Dirion has other tasks for this
If Haldraxis caved in the roof, the ground floor is newly formed adventuring party.
covered in rubble and the rooftop can no longer be Whatever it may be, adventure
accessed. The floor of the main interior is difficult can continue on past this point!
terrain and Haldraxis makes his final stand in this It’s up to you. Vial of
Invisibility

21
Quest-0-Nomicon
Theme Tags
Background
Over the last few tendays, the village farmers have
Fantasy, mystery, bleak.
awoken to a quickly-escalating issue: the disappearance
Content Warning of their food. First, it started with foodstuffs being taken
from the local general store; then the theft migrated
Attempted murder, burning building, alcohol,
to the food storage building. Though none of the
corpses, wolf attacks, starvation.
thieves have been caught, one was recently spotted
escaping from the village’s food stores. Anyone who has
attempted to discover who is committing these crimes
Description has failed to return, and the village’s two guards cannot
properly guard both locations at once. The party arrives
The village of Wispy Peak has a problem. Food is a day after the farmland in the village was ransacked,
disappearing, driving its people to near starvation. the crops all prematurely picked and destroyed—but
Adventurers arrive as the villagers scramble to plant the strangely left behind instead of taken. The farmers,
next harvest. A village guard offers the adventurers a distraught, have cleared most of the fields and planted
bounty of gold and magically-enhanced items to solve what seeds they have left. As the party enters the village,
the mystery of the missing food. The first adventure the guards know that these people may be the solution
involves the characters locating the thieves and their to their problem, and request their assistance.
hideout. In the second adventure, the characters return The townspeople all believe that they have been
to Whispy Peak to find the tavern set ablaze and are cursed, and will only speak of ghosts haunting the
tasked with finding the culprits. Then in the final village and destroying their crops, but the guards know
adventure, the characters confront the mastermind better, and suspect a thief or thieves. The villagers are
behind the crimes against the village, resulting in the wrong, of course, and there are no ghosts, but that
final hunt—and eventual defeat—of the main villain(s) doesn’t stop rumors from spreading.

22
Whispers of Wispy Peak
Villains
The villains for this adventure are the people who are
Character Hooks stealing/burning the food of Wispy Peak. Though there
and Motivations are not many people that would have reason to starve
out a village, there are various motivations for doing
To help involve your players and their characters so—in this case, either a vendetta against the villagers,
more in the story, have each character answer the or an attempt to gain a warfront advantage.
following question: Why do you want to help the
village of Wispy Peak? Felrond Spies
Alternatively, you can use the table below to give
(Villain Option #1)
your players ideas for their characters’ motivations in
the adventure. Spies from the bordering land of Felrond are attempting
to steal food from the villagers, with the intention of
poisoning what they’ve stolen and returning it. Felrond
1
You were born in Wispy Peak and don’t believe the rumors wants to take Wispy Peak because they wish to declare
of ghosts. war, and the village would be a good vantage point
The town of Wispy Peak requested help in finding some to hold for potential attacks, as it has an elevation
2
thieves. You were all the local government could spare. advantage over the surrounding area.
You have been hunting ghosts and have had no luck.
3
Maybe Wispy Peak will be your big breakthrough! The Minstrel
You stumbled across this small village while traveling (Villain Option #2)
4 through the forests. The people look desperate, and
you’ve decided to help. A local minstrel feels “wronged” by the town
after being kicked out of the inn for singing songs
You’re a mercenary for hire, and that reward for finding
5
the thieves is mighty enticing.
disparaging the local nobility. He seeks revenge on the
people of Wispy Peak by stealing their food to make
This could be a way to get your name known, even by
6 them believe the town is haunted. He rarely shows his
a small local village such as this—you’d be their hero!
face in town, and instead sends two of his bandmates
to steal the food for him.

23
Quest-0-Nomicon
A Dangerous Supply Ser Nominus Note
The runic sword intentionally does not have
(Adventure #1) a weapon type associated with it. Feel free to
offer a weapon of the same type that a character
Synopsis is currently using, so it feels like an upgrade to
what they already have!
Upon entering the village of Wispy Peak, the party is
tasked by a guard named Kenny Wallace to find the
truth of the missing food. The characters can investigate
the field or the storage to find a clue leading to the forest
which leads to a cave where the culprits are located. The Fields
Introduction “As you make your way toward the fields, you notice
a rickety fence, barely standing, protecting what small
crop remains. Though not all harvestable wheat has yet
“Dusk falls across the horizon, the sky a yellow hue over the been reaped, the telltale sign of a new crop can be spotted
village of Wispy Peak. Whether you were traveling together in as close to the full-grown wheat as possible. This crop
the first place or ran into one another along the road, you all has barely begun to grow, and has months yet to finish
have the same destination, each with your own reasons. As you its maturing process. As you pass through the gate, you
enter the town, you are met with a dreary sight. The village notice a small halfling child tightly grasp and pull some
appears worse for wear, as a path opens up onto a small batch of stalks from the ground.”
poorly-maintained homes. The few individuals you see outside
seem gloomy, shrinking back at the sight of strangers. As you A small child, a male halfling, has been taking food as
take this in, you’re approached by a man in tattered leather well, and is currently picking grains of wheat from the
armor, a longsword at his side.” little that remains in the field. This child, named Anner
Longrabbit, is taking the small pieces to feed himself,
The party, making their way into the village of Wispy but he is not the one burning or stealing significant
Peak, is met with low spirits. As they enter, Lenny amounts of food. The boy is timid and afraid, but
Wallace, a guard with a slightly gaunt face and worn explains to the party that he only takes enough to
armor, approaches the characters and requests that survive if given the chance.
they come to the Bronzed Brew, a local tavern. Upon If the party takes Anner to the guards, they will
arriving, the guard buys the party drinks, though not grant them a portion of the reward, as the guards
food, and tells them the following: are aware that Anner is not the likely culprit.
Alternatively, the party can keep him safe and, with a
• The town’s food has been disappearing, seemingly
successful DC 13 Charisma (Persuasion) check, make
at random.
him feel comfortable enough to share that he saw
• The townspeople believe the trouble to be caused by
some figures going into the forest a few nights ago,
ghosts, or a curse placed on them. Even their leader
with large sacks over their backs, though he can’t
believes these rumors!
remember exactly where the figures left from.
• Wispy Peak’s few guards don’t believe this, and
instead believe someone is stealing the food.
• Their people have enough food to survive until The Storage
the next crop, and need to make sure what they
currently have stays in their storeroom.
“As you step over to the splintered wooden storage shed, you
• They are desperate for assistance, as there aren’t
enough guards to both investigate and also properly are met with a surprisingly dreadful sight. A mediocre amount
protect the town from wild animals at night. of wheat sits neatly in a pile in the back of this small room,
and appears to be barely enough to feed this modest town. The
The party is asked to investigate the areas the food
only light in the building comes through the open doorway and
is being taken from to discover who is burning and
stealing the village’s food. These areas of interest are a small window in the top left corner of the room.”
The Fields and The Storage. Whichever location the
party chooses to visit, it contains a way to discover There is not much in the storage besides a mediocre pile
who is stealing the food. They are offered 15 gp each, of wheat in the back. If a character decides to investigate
two potions of healing, and a cold runic sword (see the storage, they find a small piece of cloth hanging
appendix A) for finding the culprit and bringing them on the entrance with a successful DC 12 Intelligence
to the guard, alive or dead. (Investigation) or Wisdom (Perception) check. Below

24
Whispers of Wispy Peak
Storage

Mercantile

Fields

South Abandoned Building


The Well

Wispy Peak Cty Map


The Forest Path

Inn

Bronzed Brew Tavern Trash pile

the cloth is a bit of dried blood. These droplets of blood


form a trail that leads all the way to the forest,, toward
Ser Nominus Note
what appears to be a small, man-made path about 20 Whatever happens here, use theater of the mind
feet into the treeline. Men sent by the villain(s) to steal for the encounter. Theater of the mind involves
food from the stores accidentally cut themselves on the using—you guessed it—your mind, instead of
entrance as they were leaving, as they could not see a map. Sometimes theater of the mind can be a
well within the darkness of the building. little tricky to manage, so feel free to be a little
loosey-goosey on how far away one creature is
when compared to another. It’s okay to make the
The Forest Path calls on the fly, as long as it’s within reason.

“As you begin down this forest path, you notice that it
disappears sporadically and must be followed carefully as
the density of the trees increases. A hazy fog provides a 1d4 Result
sense of unease about going deeper in, encouraging you to
1 Wolves
keep your guard up.”
2 Pit trap
The party needs to follow the path to find their way to 3 Rough brush
the cave. If the party fails a DC 17 Wisdom (Survival
4 Multicolored flower
check) while following footprints/bloodstains to
the cave, they encounter one complication from the
following table while on the way there.

25
Quest-0-Nomicon
Wolves. Two wolves (see appendix B) stalk the party. forcing the party to solve his riddle. If the party is out-
They can be seen with a passive Perception of 13 or wardly mean to the flower, then Old Long Logan will
higher. Otherwise, the wolves attack the characters, force the party to solve his riddle.
catching them by surprise. If the party does not face this encounter, then Old Long
Pit Trap. A 10-foot-deep pit trap has been set by the Logan will give the party the riddle as normal.
villain(s). The party member in the lead must succeed
on a DC 12 Dexterity saving throw to avoid falling into
it. If a creature does fall into the trap, they take 1d4
bludgeoning damage.
The Cave
Rough Brush. The characters come across rough brush on
the path. They must continue at half speed through the “As you come to the end of this pathway, you find, hidden
brush, and must succeed on a DC 10 Dexterity saving behind brush and plant life, the entrance to a cave. The inside
throw or take 2 piercing damage while moving through. of this cave appears to be lit from the back, the glow of a small
Multicolored Flower. The party encounters a large, mys- lantern revealing what is inside.”
terious, multicolored flower that seems to be following
them. Years ago, this flower was awakened by a druid If your chosen villain is the minstrel, read the
named Old Long Logan and is not dangerous in any following text:
way. It has an AC of 10 and 3 hit points. Old Long
Logan is an old druid who is living in an old wizard's “You notice the telltale strumming of a lute, alongside some
dungeon, the portal to which is within the town’s well.. humming. On the right side of the cave, you see one man and
If the party is nice to the flower and allows it to follow one woman, both in performance wear. Next to them is a cut-
them, it appears in part 3, “Secrets Revealed,” and open sack of ruined wheat.”
Old Long Logan will give the party his key instead of

The Cave

26
Whispers of Wispy Peak
Conclusion
If you want to end the adventure here and your villain
is the minstrel, then he replaces the bandmates.
The party can capture or kill the villain(s) in the caves
and return to the guards. The guards give the party their
reward and wish them well on their next journey.
If you would like to continue the adventure into
part 2, “A Burning Concern,” the party captures or
kills the individuals found in the caves, and returns
to the village to find the tavern on fire. They also
advance to 2nd level.

Ser Nominus Note


You could read the flavor text from the
The man and woman are the minstrel’s bandmates (see introduction of part 2 to set the scene!
appendix B).
If your chosen villains are the Felrond spies, read
the following text:
Rewards
“You notice, on the right side of the cave, two individuals in The town guards that gave the party the job offer the
dark clothing, faces covered, holding a flask. They appear to be party 15 gp each, one potion of healing (These potions can
pouring the flask’s liquid contents into a sack. Out of the sack be used as an action to heal 2d4+2 HP), and a runic sword
falls a few stalks of wheat.” that deals an extra 2 cold damage on a hit (see appendix
A) for finding the culprit and bringing them back, alive
The disguised individuals are two of the Felrond spies or dead.
(see appendix B).
The inside of the cave is wide open, aside from
some bags thrown into the back corner of the room, Ser Nominus
and natural stone pillars scattered about, rising
from floor to ceiling. The bandmates are celebrating If you plan to continue to part 2, “A Burning
their victory in stealing the food, while the spies are Concern,” the rewards from the guards will
pouring a potentially deadly poison into the wheat instead be granted to the party following the
bag, intent on taking it back to the town and leaving fire event in the next adventure, as they will be
it in their storage. returning to a village in chaos.

27
Quest-0-Nomicon
Arsonist
Pixie

Ser Nominus Note


A Burning If characters want to make skill checks instead of

Concern
grabbing a bucket, they should be allowed to, as
long as it makes sense! Reward them by allowing
these checks to count as two or three bucket
(Adventure #2)
dumps. These can be things such as making a
Strength (Athletics) check to run water from the
Synopsis well to the tavern, or a Charisma (Intimidation)
check to frighten the villagers into working
The party returns to Wispy Peak and finds the tavern harder. You can even grant successes if a player
aflame. Upon putting the fire out, they find a scroll thinks on their feet and casts a spell, such as
tube among the wreckage with a delivery receipt from create water! Let your players be creative, as long
the mercantile to an abandoned house. Depending on as it fits the situation at hand.
which they visit first, they encounter an assassin and
discover the villain is hidden in the village in disguise.

Immediately after the fire subsides, regardless of


Ser Nominus Note whether or not the tavern burns down, the guards
round up those in the village, as they believe the fire
Though this adventure is happening directly must have been set intentionally. While the villagers
following the previous adventure, allow the party speak once again of ghosts and hauntings, the guards
to benefit from the effects of a long rest as part know better, and request that the party, as the only
of their subsequent level-up, as this adventure people who were absent when the fire started, discover
opens up with a combat scenario. who set it. In exchange for completing this quest, they
offer the party 20 gp each and a spell scroll of dispel
magic they have locked away. The guards do not know
what spell is on the scroll, as the only scribe who was
Introduction capable of casting it left long ago.
When you’re ready to begin the adventure, read the
following text:
The Bronzed Brew Tavern
“As you step through the forest, making your way back
toward Wispy Peak, you smell a hint of smoke in the air. If the tavern burned down, read the following text:
After a few more steps, a soft light—glowing, burning—
appears in the direction of the village. Breaking through the “As you go to investigate the charred remains of the tavern,
treeline reveals a devastating sight: The tavern is ablaze, as you stare upon the blackened wood and caved-in roof. Though
the few guards and capable citizens grab buckets from the some walls remain partially standing, the tavern’s insides
well, frantically trying to save the building.” have become a pile of ash and shattered glass. You note a small
tankard lying in the corner of the building, its contents likely
When the party makes it back to Wispy Peak, have the spilled earlier in the day, alongside other small trinkets that
characters roll initiative. Any number of characters can remain, miraculously, mostly-untouched by the fire.”
help put the fire out by grabbing a bucket of water as
an action and dumping it on the fire. If five buckets of Here the party finds a scroll tube buried in some of
water are poured onto the tavern, the fire is successfully the ash and glass. A party member searching through
put out. If 6 rounds pass before five buckets of water the pile must succeed on a DC 10 Dexterity (Sleight of
are poured, the tavern is lost to the flames. Hand) check to avoid injuring themselves on the glass,
If your chosen villains are the spies, the party also taking 1 slashing damage on a failure. With a successful
encounters two mini fire elementals (see appendix B), DC 16 Intelligence (Investigation) check on the scroll
created by a spell scroll of summon elemental (mini fire) tube, the party finds a receipt to the mercantile inside it.
(see appendix A), as they work to put the fire out. On this receipt it reads "From the Wispy Peak Mercantile:
If your chosen villain is the minstrel, the party Deliver to South Abandoned Building". The characters
also encounters two arsonist pixies (see appendix B), also notice that this tube is strangely pristine, compared
created by a spell scroll of summon fey (arsonist pixie) to nearly everything else in the tavern. The culprit
(see appendix A), as they work to put the fire out. threw the scroll tube and its contents down after
The creatures were summoned by the culprit, via a starting the fire, unaware that the tube was fireproof
spell scroll, to start the fire. because of the volatile nature of the scroll inside.

28
Whispers of Wispy Peak
Outside of this tube, there is nothing of note that • Though the merchant was confused by the nature of
remains standing in this tavern, aside from a few the purchase, the scroll was very expensive, and a
tankards, some wooden bowls and tableware, and a delivery was set for a few days from now.
bottle of red wine from behind the counter. • Yesterday, he had four people enter his shop at
different times: a guard, a bard, a farmer, and a
If the tavern was saved, read the following text:
peasant. Sometime before the day was over, the
scroll was stolen.
“Stepping into the tavern, you smell blackened wood, and • The merchant does not know which person took
portions of the walls appear unmistakably more charred the scroll, and he wouldn’t be able to identify
than others. While some tankards, bowls, and tableware are them individually.
scattered across the floor, the tavern itself remains standing.”
If the party decides to search the assassin, they find
100 gp on his person, and a letter telling him to meet at
Here the party finds a spell scroll tube while searching
the same address listed on the spell scroll. The letter is
the building. Upon succeeding on a DC 12 Intelligence
signed, “A rich benefactor.”
(Investigation) or Wisdom (Perception) check, the party
finds a receipt to the mercantile inside the tube. On this
receipt it reads "From the Wispy Peak Mercantile: Deliv-
er to South Abandoned Building". The characters also Option 2
notice that the tube is completely untouched by the fire. Visiting the Mercantile Second
Outside of this tube, there is nothing of note that remains
standing in this tavern, aside from a few tankards, some If the party goes to the mercantile second, after going to
wooden bowls and tableware, a bottle of red wine from the south abandonded building, read the following text:
behind the counter, and a barrel of ale beside it.
“As you enter the store, you are met with an uneasy silence.
Each step can be heard on the wooden floors, the counter void
The Wispy Peak Mercantile of any shopkeep. Stepping up, you can see a smear of dark red
liquid across the countertop. As you look over the counter,
“As you enter the mercantile, you find it to be a small store you see the owner of the shop, lying in a pool of his own
with barren shelves. Though there is some meager adventuring blood, eyes staring vacantly at the ceiling. Dead.”
gear left on the walls, the absence of food can’t go unmissed.”
The merchant has been killed by an assassin, hired by
the culprit to silence him. If the party comes across this
Option 1 scene, there is no evidence of who may have killed him.
Visiting the Mercantile First With a successful DC 10 Intelligence (Investigation)
check, the party finds a spell scroll of speak with dead
If the party goes to the mercantile first, before going to
in the shop. If they cast this spell to speak with the
the south abandonded building, read the following text:
merchant, he knows the following:
“At the front of the store, a cloaked individual turns toward • He was murdered by a cloaked, masked individual.
you as you enter, brandishing a dagger. He lets out a gasp as He did not get a name nor see his face.
• A week ago, he got an order for an imported scroll.
the merchant behind the counter cries out to you, ‘Assassin!
• If your villains are the Felrond spies, the scroll in
Help, please!’”
question was for summon elemental (mini fire).
• If your villain is the minstrel, the scroll in question
The villain has hired an assassin (see appendix B)
was for summon fey (arsonist pixie).
with the intent to murder the mercantile owner, as the
• Though the merchant was confused by the nature
merchant is aware that expensive scrolls were stolen
of the purchase, the scroll was very
from his shop not too long ago. Have the characters
expensive, and a delivery was set for
roll initiative to deal with the assassin. The party enters
a few days from now.
as the assassin is about to murder the owner. If they
• Yesterday, he had four people
stop the assassin, the shop owner thanks the party
enter his shop at different times:
for everything, and gives them a potion of healing in
a guard, a bard, a farmer, and a
gratitude. If questioned about the matter of the spell
peasant. Sometime before the
scrolls, the merchant knows the following:
day was over, the scroll
• A week ago, he got an order for an imported scroll. was stolen.
• If your villains are the Felrond spies, the scroll in • He does not know which
question was a spell scroll of summon elemental (mini fire). person took the scroll,
Arsonist
• If your villain is the minstrel, the scroll in question and he wouldn’t be able to Pixie
was a spell scroll of summon fey (arsonist pixie). identify them individually.

29
Quest-0-Nomicon
Runic
Sword

The South
Abandonded Building
“The building looks to be falling apart, the windows boarded
up to replace the broken glass, and the wooden walls splintered
and cracking. When you approach the front door, it swings
open at the slightest touch. Once inside, you see an empty
house illuminated only by the sunlight peeking through gaps Conclusion
in the boarded windows and splintered walls. A small bundle of When the party returns to the guards and shares both
clothing is laid out on the floor.” the evidence from the tavern and the mercantile’s
testimony, the guards move to gather up any bardic-
This abandoned building is the halfway point the looking individuals they can find in town.
culprit has been using to swap disguises during their If you would like to end the adventure here, the
voyages into town. There are currently three sets of culprit responsible for the fire (whether it is the
clothing in the home: the garb of a guard, a peasant, minstrel or one of the Felron spies) is found and
and a farmer. The villain (whether it is the minstrel, or arrested by the guards, and the town isn’t attacked
the Felrond spy who snuck into Wispy Peak to set the again. The party is rewarded for their efforts.
fire) is currently in bardic clothing, attempting to make If you would like to continue to part 3, “Secrets
their escape through the town, but unable to due to the Revealed,” as the guards move to arrest the villain
guards keeping an eye on the border. They do not want in disguise—whether it is the minstrel or one of the
to use the well exit unless absolutely necessary. Felrond spies—they slip out of the guards’ grip and
jump down the well, grabbing the rope that falls down
to the bottom as they do. The guards run over towards
Option 1 the well and look down to the bottom of it, before
Visiting the South Abandonded Building First turning back towards the party. “They’re gone,” is all
they say, a look of surprise on their faces. The party
If the party comes here before going to the mercantile, also advances to 3rd level.
an assassin (see appendix B) enters while they are
investigating the house, and attempts to attack the
party. This assassin was hired by the culprit to kill Rewards
the mercantile owner, and is returning to the south The town tavern-keeper will grant each of the party
abandonded building after doing so. He knows the members a special stamina potion (see appendix A)
party is not part of the larger plan, and intends on that allows the party to take a long rest in the time
silencing them—and perhaps getting a little more gold they would normally spend on a short rest, while the
out of his benefactor. If the party decides to search guards grant the party an extra 20 gp each and a spell
the assassin after defeating him, they find 100 gp on scroll of dispel magic for helping to keep the village from
his person, and a letter telling him to meet at the same burning down.
address listed on the spell scroll. The letter is signed,
“A rich benefactor.”

Option 2 Ser Nominus Note


Visiting the South Abandonded Building Second
If you are running the open ending, grant the players
If the party comes here after going to the mercantile, they these items and gold at the start of the next game.
are uninterrupted as they search the house, the assassin
having been previously defeated in the mercantile.

30
Whispers of Wispy Peak
Secrets Revealed
(Adventure #3) characters ownership of a small keep just outside of
town, as it’s all they have left to give.
The Well. The well descends 30 feet into the water,
and the party can use the rope the bucket is attached
Synopsis to to get down.
With the guards preoccupied with protecting the
city, the characters must descend down the well
where they find a puzzling dungeon with locked
doors and hidden keys. Once they find a way into
The Dungeon
the villains headquarters, they face off in a duel in
hopes to finally save the village of Wispy Peak. “As you descend into the well, you feel weightless for a
moment. Then you fall into a puddle of water in a small
circular room. You’ve seemingly teleported! You notice an
Introduction ascending cobbled pathway that leads further on into a strange
In the previous adventure, the party discovered who stone dungeon.”
was responsible for the tavern fire. The culprit was
found, but retreated into the dungeon via a well. The These paths act as the go-between for each of the rooms
guards request the party’s assistance in ending the in these dungeon. There is not much here except for
assault on Wispy Peak once and for all. Offering the foot-high water and stone corridors.

The Hidden Dungeon

3
1

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Quest-0-Nomicon
Animated
Armor

2: Steel Door
“As you look down the left of the two center pathways, you
find yourself faced with a closed steel door, with two keyholes,
one on each side. These two keyholes have small runes spilling
out of them and onto the door itself.”

The center left pathway leads to a steel door, with two


keyholes. The keyholes seem to be unable to be picked,
and if anything but two of the three identical keys
located elsewhere in the dungeon is placed inside in an
attempt to force open the lock, the creature holding the
items takes 1 force damage and is blown back 5 feet
by a magical ward. If dispel magic is cast on the door, it
removes the runes, but it is still impossible to pick the
lock with thieves’ tools.
When the door opens, it reveals the base of operations
for the adventure’s main villain(s) (“The Headquarters”).

3: The Illusory Glade


“This room is overgrown with foliage and brush. Vines
and ivy cover the walls and flowers bloom in the grass
underneath. A tall human man in scrub-like garb steps from
behind some bushes, looking intently upon the party. Around
his neck, hanging from a vine necklace, is a key.”

The man is a middle-aged druid who calls himself Old


1: Enchanted Armory Long Logan. He does not remember if that is a nickname
that was given to him, or just what he calls himself. The
“As you step into the leftmost room of this dungeon, you find glade is something he has created over time, magically
yourself in an almost-barren stone room. Devoid of water forced to grow in the dungeon and hidden via illusion
outside of small puddles scattered about, the main item of note magic. He will give the party the key to the locked steel
is a suit of armor levitating slightly off the ground in the center door if they encountered the Multicolored Flower in
of the room. The eyeholes of this armor glow a pale red color. adventure 1 and did not harm it. Old Long Logan is
illusory, thus anything physical to come in contact
A hole in the chest piece seems to contain a floating key.”
with him phases right through.
Read the following text to offer the riddle to your
This room is clear, aside from small, scattered pools of
players to solve:
water. In the center of the room stands a suit of armor
with a hole in its chest. In its chest is a key, freely
floating and visible through the hole. The armor is held “Love and torment follow its days,
up by enchantment magic, which activates the suit of Ignorance and bliss shadow its plays,
armor if the key is removed. If dispel magic is cast on Fulfillment and joy mark its stays,
the armor, it falls to the ground, inanimate. The suit of Encounters and words mark its ways.
animated armor (see appendix B) fights any creatures in What am I?”
the room when the key is removed, focusing its attacks
on whichever member of the party holds the key. The riddle’s answer? Life.

32
Whispers of Wispy Peak
4: Trash Heap
Trash
Pile
“As you step into this room, you almost gag at the rancid smell
that emanates from it. The back of this large chamber is composed
of a huge pile of rubbish, towering overhead. The sound of
snoring seems to be coming from inside the trash heap.
Poking out of it, you see the slight golden sheen of a key.”

This path leads to a large room containing a pile of


trash and sewage. The party must dig through the
sewage to find one of the keys. When they investigate
the sewage, they must succeed on a DC 15 Dexter-
ity (Sleight of Hand) check, or risk waking up the
trash pile (see appendix B). The trash pile is magically
alive, and will trade the key in return for other gar-
bage, which it calls “food,” or whatever the party has
on them that they’re willing to give up. If the party
attempts to fight the trash, it will gobble up one of the
members, and not spit them out until given trash of
similar size. Characters consumed by the trash pile are
suffocating and can survive a number of minutes equal
to their Constitution modifier (minimum 1). If the party
decides to further antagonize the pile of trash, it will
attack them.

5: The Headquarters
“As you insert the golden keys into the steel door, they twist
into the locks by themselves. The door slowly splits in the
center, grinding on the stone flooring. You see before you bring about the death of many, Wispy Peak must fall
another stone room, this one nearly pristine compared to the for the glory of Felrond!”.
others, and almost empty, outside of some burlap sacks in the In the back of the room, the party finds the burlap
back left corner and a table and chairs to the right. Sitting at sacks of food, along with another sack with some
the table are four individuals who look your way immediately, items in it. The items are as follows: two potions of
eyes wide with surprise.” healing and a ring of health (see appendix A).
Homebound Mirror. This four foot tall, two foot
In this room the villain(s) were celebrating their success- wide mirror is made of a magic glass. When you
ful endeavor against the town of Wispy Peak. A magical gaze into it, you see a place you would consider to
mirror is their way of escape (described below), and one be “home”. Apon touching the mirror, you teleport
member of their troupe has already used it for the day. In to this location. Once this is done, the magic of the
this moment of surprise, they realize that the only option mirror does not return until the next dawn.
they have to truly stand a chance of getting away with
their endeavors is to get rid of the party. They grab their
weapons and attack unyieldingly. Conclusion
If your chosen villain is the minstrel, the four When the party returns to the guards after dealing with
individuals in the room are himself and three the villain(s), the guards thank the party for their work on
bandmates (see appendix B for these characters’ stat the village’s behalf, and give them the deed to the keep
blocks). The minstrel will attempt to plead for his life just outside of town. (see Appendix C: The Keep Inn).
if he should be reduced to 9 hit points or less. He will If you wish to end the adventure here: The guards
betray the party if they lower their weapons. Grant offer the party free drinks—if the tavern is still
him a surprise attack if the party relents. standing—and wish them well on their way.
If your chosen villains are the Felrond spies, If you wish to continue on to your own adventures:
the four individuals in the room are four Felrond Maybe the party finds a letter on the villain’s person
spies (see appendix B), one of them still dressed describing a larger organization they work for, setting
in bardic clothing—the firestarter from part 2. At the stage for the next, more dangerous, villain.
the beginning of the fight, the spies remark “You’ll

33
Quest-0-Nomicon
Theme Tags
Fantasy, mystery, urban intrigue. Background
Every year, the city of Midhallow throws a city-wide
Content Warning festival, the Masquerade of the Hollow, to celebrate
Corpses, murder, suffocation, body horror, carnival the city’s founding. All citizens are invited to take to
workers, religious cult, fire, explosion. the streets, wearing finery, costumes, and masks while
partaking in the night’s various activities, including
festival booths, entertainment, fireworks, and more.
It is the highlight event of the year for the citizens of
Description Midhallow. However, this year is different, as rumors
The annual festival celebrating the founding of the begin to swirl that someone was murdered soon after
city of Midhallow has been interrupted by murder. the festival began. The town guard has locked down a
The party must discover the murderer, and, in doing building in central Midhallow to begin an investigation,
so, uncover a conspiracy, track down the leaders, but with their numbers spread thin due to their duties
prevent the destruction of an opera house, and stop providing security for the festival, they are more than
the assassination of the city council. happy to accept outside aid.

34
A Night in Midhallow
Villains
The villains of “A Night in Midhallow” are two
groups of conspirators with their own unique goals
and motivations for the killings they’re planning. The
Carnival, though their deeds are reprehensible, have a
more morally grey motive for their actions, whilst the
Character Hooks Cult are far more nefarious.

and Motivations
To help better involve your players and their characters in The Carnival
the story, have each character answer the following ques- (Villain Option #1)
tion: Why are you taking a delivery job for 600gp? The Carnival is a traveling circus troupe, the Cirque
Alternatively, you can use the table below to give Eclipse, led by Master Sue Do’nym Eclipse, a female
your players ideas for their characters’ motivation in tiefling. Under her command, the Cirque Eclipse is
the adventure. attempting to right a wrong inflicted upon her—by get-
ting revenge against the council who turned their backs
on her. Sue has radicalized the members of the circus
With festivities galore, you’re happy to make a simple to her side, bonding through their need for redemption
1
delivery for the betterment of everyone!
and recognition after years of being outcasts.
You’re in a bad way, a 100gp debt is no joke in Midhallow.
2
This delivery could save your skin

3
There’s so much to do tonight! The Masquerade of the Hollow The Cult
would be even more magical with some spending money (Villain Option #2)
You’ve heard of a conspiracy surrounding the private Gala, The Cult is a group of zealot followers of the Dusk
4
you’ve taken this job to possibly investigate.
Lord, led by High Prophet Abraham d’Coil. The Cult
Amidst the chaos there’s been shady individuals operating previously attempted to convert the city into a theo-
5 near the opera house, something is off and you’ve taken logical system, but were rebuffed by the city council
this job to get to the bottom of it.
and forced out. However, the group is undeterred, now
You don’t know why you have this job, you just kept switching tactics from persuasion to force. Abraham
6 saying yes to things and now you’re delivering someone’s plans to stage a coup, eliminating the council and taking
mail? Who knows, it could be fun.
the city for himself and for the Dusk Lord.

35
Quest-0-Nomicon
Murder on
the High Street And that’s not the only problem—this night of cheer and
celebration has taken an even darker turn. As you reach your
destination, you find the building cordoned off by a group of
(Adventure #1)
town guards. Rumors of murder are whispered amongst the
gathered crowd, though no one seems to know for sure what’s
Synopsis happened. All that you know is that this delivery has just
After being hired to deliver a mysterious letter, the become more complicated.”
party arrives only to find that the intended recipient
The letter in the party’s possession is an invitation to
has just been murdered. With the town guard
the Gala of Masks, a very exclusive event held in the
stretched thin, the characters must search for clues,
Governor’s Manor.
talk to witnesses, and interrogate suspects before they
When the party first arrives at the apartment, the
ultimately face the culprit.
town guard, led by Captain Hercule Facilier, will
be guarding the premises, preventing anyone from
Introduction entering. However, Captain Facilier will quickly
recognize the party as adventurers, and will just as
When the adventure starts, the party should already
quickly ask for their help. Due to the night’s festivities,
know each other, having been brought together by
the town guard has been spread across the city, and
their employer to deliver the letter. Have the players
so doesn’t have the manpower to both thoroughly
introduce their characters first, before reading the
investigate the apartment and keep the peace at the
following text:
same time.
Information the guard captain knows is as follows:
“The city of Midhallow is in a buzz. The streets are crowded
with people, dressed in their best outfits and sporting masks • A murder was committed in apartment 1408C.
of various shapes, sizes, and designs. Various merchants, • Lena Brennan, a supposed witness and the woman
from street vendors to blacksmiths, have set up shop along the
who reported the murder, is currently in her
apartment in 1306B.
streets, offering their finest wares, while guilds, such as the
Hatmakers and Mercers’ guilds, and religious organizations, Once the guard captain gives the party this information,
such as the Confraternity of the Dusk Lord, have their he requests that they return to him with any evidence
own booths to entice new recruits. Entertainers, including or information they gather so they can figure out next
steps. He then allows them to enter the building, where
bards and circus performers, delight the crowds with their
they climb a few flights of stairs before reaching the
performances, while fireworks periodically launch into the
correct floor.
sky. Tonight is the annual masquerade, a citywide celebration
of Midhallow’s founding.
Ser Nominus Note
Amidst the festivities, you have all been given a job to do. Depending on your chosen villain, the culprit,
An individual in a black cloak and a gold-and-white coyote their motives, and their actions vary! If your
mask approached you earlier, offering you a rather large sum chosen villain is the Carnival, then the culprit is
of money—600 gold pieces—to deliver a letter to an associate a half-construct acrobat named Amity Eclipse,
of theirs in Apartment 1408C on the High Street, the main who used her skills in tightrope walking to
commerce and living area of the city, in exactly an hour, at enter the room and slay the victim using a knife
6:00 p.m. sharp. The masked individual did not give you that she crafted out of a piece of her own soul. If
their name, and said that they would compensate you upon your chosen villain is the Cult, then the culprit
successful delivery. Of course, you gladly took the letter, is a priest of the Dusk Lord named Fernando
happy to make some coin, especially with all of the festivities Barbero, who broke the lock on the front door
you could partake in afterward. However, the streets are and strangled the victim with a rope.
crowded and congested, forcing you to stop and wait as
parades and groups of revelers block your path. By the time
you reach the address, you’re nearly thirty minutes late, the
clock striking 6:28 p.m.

36
A Night in Midhallow
Congratulations!
Apartment 1408C You have been chosen by a lottery system to receive a
special invitation to the annual Gala of Masks, hosted at the
Once the party enters the room, read the following text:
Governor’s Manor, the grandest and most exclusive party in
Midhallow during the Festival of Masks!
“The interior of this apartment is small but well
A courier will deliver an invitation to
furnished, with mahogany tables and chairs, a rich rug
your place of residence at 6:00 p.m. sharp.
over hardwood floors, a fireplace with a large mantel, and
hanging above the mantle, a portrait of a well-dressed Enjoy the Gala!
man. The walls are decorated with baseboards, molding, Midhallow City Council
and intricate wallpaper. A writing desk is pushed up
If the characters make a successful DC 15 Intelligence
against one of the walls, while an open door leads to what
(Investigation) or Wisdom (Perception) check, they
appears to be a bedroom.”
find the remnants of a half-burned note in the still-hot
fireplace. What’s left of the note reads as follows
If your chosen villain is the Carnival, then any
character with a passive Perception score of 14 or
“...Apartment 1408C, High Stre….
higher notices that the window has been left open.
If they investigate the open window, they easily ...eliminate the courier, take invita….
find an arrow with an attached rope lodged into the ...entrance to the Gala….
windowsill. The rope itself has been cut at the end and ...hope this helps the cause
left to drop to the street below. If a character succeeds The Snake”
on a DC 12 Wisdom (Survival) check to examine the
arrow, they gather that it was shot from the building
across the street, from an apartment one story above
Apartment 1306B
the one-level apartment they’re currently investigating. Apartment 1306B is the residence of Lena Brennan, a
(This building is the “Abandoned Apartment” found on human woman in her late sixties who works as a weaver.
page 39.) When the party arrives, Lena is in the midst of a full-blown
panic attack. Before the party questions her about the
“The finery of the room, however, is spoiled by the sight of events, they must calm her down, either via a successful
a body, bloodied and clearly dead. The chair of the writing DC 14 Charisma (Persuasion or Intimidation) check, or by
desk has been knocked to the ground next to him. The using a spell with a charm effect, such as charm person.
The information Lena knows is as follows:
deceased appears to be a human man in his thirties, dressed
in fine clothing, including a tailcoat, white gloves, and a • The apartment’s owner was William Battier, who was
white mask in the shape of an elephant. He lies on his side, a tailor. He would have no reason to be invited to the
Gala of Masks. She was close with William, who took
with deep red blood pooled around his head and neck.”
care of her as if she were his own mother.
• If your chosen villain is the Carnival, then Lena did
If your chosen villain is the Cult, also read the
not hear anyone enter William’s home. However, she
following text:
did hear a cry of anguish before a crash and thud, all
coming from the apartment. That is when she made
“The finery of the room, however, is spoiled by the sight of a
her way over, calling through the door. When she
body, a noose strung around the neck, the chair of the writing did not get a reply, she entered the apartment using
desk knocked to the ground next to him. The deceased appears a spare key given to her by William himself. This is
to be a human man in his thirties, dressed in fine clothing, when she found the body.
including a tailcoat, white gloves, and a white mask in the • If your chosen villain is the Cult, then Lena heard
shape of an elephant.” someone enter William’s apartment just before she
heard something from inside. She attempted to
If your chosen villain is the Cult, as the party goes use a spare key that William gave her to enter the
to enter the apartment, any character with a passive apartment, but the lock was broken. If any character
Perception score of 14 or higher notices that both the makes a successful Wisdom (Insight) check of 8, they
lock and the door handle mechanism seem to be realize she is lying. She also gives in to any amount
broken and partially melted. of pressure about her accounts. In truth, she let the
If the characters search the desk, they find a culprit escape after he committed the murder. He
letter addressed to William Battier. The letter reads threatened Lena with “divine retribution” and she
as follows: backed down, allowing his escape. She feels guilty
about this which is why she keeps this information
from the party. But from this encounter she can
provide the details of the culprit’s limp and fox mask.

37
Quest-0-Nomicon
• Fallon says she was on stage from 5:45 until 6:15,
The Vendor making it impossible for her to have been in Battier’s
building when the murder occured.
When the characters exit the building and end up back
• Audience members and the Carnival’s show
on the High Street, they are approached by a gnomish
schedule corroborate her story.
street vendor by the name of Quinen Abershire. He
says he may have some information that could help the Cherry Rousselot. A tiefling acrobat for the Fire
party find the murderer—however, this information is Breathers. She does a mixture of tightrope work and
not free. He asks for 100 gp in exchange. If a character flame dancing. She can be found inside of the Fire
makes a successful DC 10 Charisma (Persuasion) check, Breathers’ backstage tent
Quinen is convinced to lower the price to 50 gp. A The details of Cherry’s alibi are as follows:
successful DC 15 Charisma or Strength (Intimidation) • Earlier in the week, Cherry had an accident and
check convinces him to give up the information for free. broke her leg, restricting her from performing her
If your chosen villain is the Carnival, he says that usual tightrope and acrobatics routines.
he saw an acrobat walking across a tightrope that • If a character makes a successful DC 15 Wisdom
stretched between the building in which the murder (Medicine) check to examine Cherry, it confirms not
occurred and the one directly across the street. He also only that her leg is indeed broken, but that it has
recalls that, although the acrobat was graceful, their been for at least a few days.
movements also seemed rather rigid.
If your chosen villain is the Cult, then he says that Cult Suspects
he saw a figure dressed in a priest’s black robes and Fernando Barbero. A human priest of the Dusk
a fox mask enter and exit the building. However, he Lord. He is very gruff, barely speaking more than a
wasn’t able to make out any religious insignia. He did few words with the party. His mask is a fox. He can
make note of a pronounced limp in the figure’s walk. be found in the back row of the outdoor audience,
partially watching a fire breathing performance. He
The Suspects remains sitting as to not give away his limp.
The details of Fernando’s alibi are as follows:
When the characters leaves the apartments, Captain
Facilier approaches them, inquiring into what evidence • Fernando claims that he was cleaning the Temple of
they had found, while also believing he can name a few the Dusk Lord at the edge of town when the murder
possible suspects that might match. He suggests to the was committed.
• If the party goes to the Temple of the Dusk Lord,
party that they should investigate all three, find out
they find that it has been condemned and boarded
their alibis, and determine whether or not they could
up, its shrine in ruins.
have committed the murder.
• If a character succeeds on a DC 14 Wisdom (Insight)
Carnival Suspects check, they know that Fernando is not being truthful
Amity Eclipse. A construct who performs as an acrobat about what he was doing at the time of the murder.
for the Cirque Eclipse. She is an expert in acrobatics, Lucien Dumont. A high elf priest of the Moon God-
especially high-wire walking and other aerial skills. dess. He is a bit standoffish and doesn’t much care to
She can be found amongst the various performers in converse with those outside of his coven. His mask is a
the Cirque Eclipse’s stage area of the High Street. wolf. He can be found organizing texts in the temple to
The details of Amity’s alibi are as follows: the moon goddess
• Amity says that at the time of the murder, she The details of Lucien’s alibi are as follows:
was preparing for her show, which takes about 10 • Lucien says he was working on counting and
minutes to do. organizing the offerings to the Moon Goddess and
• A character who makes a successful DC 14 his Confraternity when the murder occured.
Wisdom (Insight) check is able to tell that she • When the party finds Lucien, he is at the desk in
is not being truthful. the temple of the Moon Goddess. He has with him
• A character with a passive Perception score of 13 stacks of coins and other offerings, along with a
or higher sees a chalkboard outlining the day’s ledger, written entirely in his own hand, that not
performances, which has Amity scheduled for her only details the items given, but also the date and
last performance at 5:00 p.m. time of their donation. According to the ledger, some
Fallon Fleetfellow. A halfling jester for the Starr of those items were donated and recorded around
Carnival. She primarily does fool’s work, including the time that the murder occurred.
juggling and jokes, but also does some acrobatics. She Lukas Crowe. A dwarf priest of the Lady of the Lake.
can be found relaxing at the Donkey’s Hoof Taverne He is a kind and gentle soul, refusing to hurt even a fly.
having drinks after a long performance. His mask is a fox. He can be found stop his soap box,
The details of Fallon’s alibi are as follows: preaching to uninterested passerbys.

38
A Night in Midhallow
The details of Lukas’ alibi are as follows: guards to start extinguishing the blaze and tells the
• According to Lukas, he was on a soapbox at the time party to catch Fernando.
of the murder, preaching about how special all living When the party begins their chase after the culprit,
beings are to the Lady of the Lake, and how each read the following text:
must live long and fulfilling lives.
• If asked, plenty of passersby corroborate the story. “As you chase your quarry, they are able to stay just outside
of your reach, pushing past the crowds of people and jumping
over barrels and other obstacles before suddenly turning
Accusation down an alleyway. Dashing into the area, you can see your
Once the party thinks they’ve figured out who the target for only a moment before they run into a boarded up
culprit is, they can return to Captain Facilier and building, closing the door behind them.”
tell him what they have found or they can confront
the culprit themselves. If the party accuses the right
culprit, then they (Amity or Fernando) attempt to
escape, running into an abandoned apartment, which
Abandoned Apartment
is just down a side alley called Lawnmarket Close. Lawnmarket Close is a long, tight alleyway. Since most
As the culprit tries to escape, other members of their people are on the main streets of the city, partaking
organization create a distraction. in the festivities, there is very little foot traffic in
If your chosen villain is the Carnival, they use a this area. The culprit has ducked into a condemned
card from a deck of illusions to create an illusory image apartment block, its windows and entrances boarded
of a troll in the middle of the High Street. Captain up. However, the door’s boards have been removed,
Facilier insists that the party catch the fleeing Amity allowing for easy access to the building. The inside
while he and his guards take on the troll. of the apartment has been almost completely gutted,
If your chosen villain is the Cult, then a nearby leaving it bare and empty. It is here that the murderer
building is set on fire. Captain Facilier orders the waits for the party.

Abandoned Apartment

39
Quest-0-Nomicon
The Acrobat Conclusion
If your chosen villain is the Carnival, then the killer is
If you want to conclude the adventure here, then the
Amity Eclipse (see appendix B). Amity is an acrobat
party has solved the mystery surrounding William’s
who performs with the Cirque Eclipse. She’s a construct
murder and dealt with the culprit, either by killing
built like a human-sized porcelain doll, with the soul of
them or accepting their deal.
an eighteen-year-old girl. She joined the carnival after
If you want to continue the adventure into part 2,
being cursed into this form, when the soul previously
“Peril at the Opera,” the characters advance to 2nd
trapped within this body traded places with hers. She
level, and the party discovers via a note on the killer’s
was one of the first people Sue radicalized, propelled
person—or learns from the killer directly, if they took
by a hatred for all who believe that they can ruin
the deal—that the villains have set up a hidden base of
someone’s life with no consequence.
operations in the basement of the Opera House.
Roleplaying Amity Eclipse. Amity doesn’t want
to kill the party; she’s far more focused on trying
to escape, either using her acrobatic skills or via
conversation. In fact, if the party allows her to talk,
she tries to recruit them to the Carnival’s cause,
pushing them to see the corruption in Midhallow. She Amity
can’t be budged from her beliefs, but lets the party Eclipse
leave if they allow her to do the same. However, she’s
ready to defend herself if it comes down to it, using
her conjured Soul Daggers to take out anyone who
attempts to harm her. She says that William’s death,
and even the plan to kill him, was nothing personal,
just what needed to be done. However, she will
offer the party a trade. If the party hands over the
invitation to the Gala and lets her go, she will give
them the location of her co-conspirators’ hideout in
the basement of the Opera House. She won’t say it, but
she knows that the party will only find a few people in
the hideout, giving the rest of the Carnival time to get a
head start toward their ultimate goal.

The Cult Fanatic


If your chosen villain is the Cult, then the killer is
Fernando Barbero (see appendix B). Fernando is a
zealot follower of High Prophet Abraham, who took
him in at a young age. Fernando’s home village of Old
Redwick mysteriously disappeared one day while he
was out playing in the forest, taking his family along
with it. He fully believes in the Cult’s cause, and will
do anything to see it come to fruition. Fernando sees
everyone he has to kill as being guilty of corruption.
Roleplaying Fernando Barbero. It is very
unlikely that the encounter with Fernando will end
with anything but bloodshed, as Fernando sees any
slight against the Dusk Lord as heresy. He has no
qualms about killing the party. In fact, he believes it
is the righteous thing to do; if the party is going to
try to stop him and his cult from bringing the Dusk
Lord’s power to Midhallow, then they deserve to face
judgement by his noose. However, he may be willing
to offer the party a deal. If the party hands over the
invitation to the Gala and dedicates their lives and
souls to the Dusk Lord, he will welcome them into the
fold and give them the location of his co-conspirators’
hideout in the basement of the Opera House.

40
A Night in Midhallow
This room allows for access to either the bar on the
Peril at the Opera first level or the VIP lounge on the second level. Some
attendees may be milling about the space, gossiping
(Adventure #2) about the night’s activities.

Synopsis Ser Nominus Note


After finding the murderer in the apartment on High Perhaps the characters can hear whispers about
Street, the characters have reason to believe that there is what happened at Battier’s apartment. Perhaps
a larger conspiracy afoot, and know that the villains have people aren’t feeling very safe and are on edge.
a hideout located somewhere beneath the Midhallow Foreshadow future events with this gossip!
Opera House. The party must search the Opera House,
find the key, prevent a disastrous fire from consuming
the building, and finally get to the sewer hideout. 2: Bar

Introduction “This area of the Opera House acts both as the entryway for
After their encounter with the culprit in the first the main auditoriums, and as a bar where attendees may get a
adventure, the party makes their way to the Midhallow drink or light snack.”
Opera House, which is located on the High Street.
When they reach the building, read the following text: The bar is attended to by a barman, Anton Buquet, who
sells glasses of wine for 1 gp each, or a small bowl of
“Fireworks flash in the sky as the grand Opera House nuts for 5 cp. If asked if he has noticed anything out
stands before you, a beautiful landmark on the High of the ordinary happening around the theater, Anton
Street. The courtyard in front acts as the center of the reveals the following information:
night’s festivities. The building’s facade is covered by • He has heard that the stagehands who operate the
stone columns and intricately carved statues, some backdrops for the sets haven’t been seen all night.
of which are gilded and sparkling. Its large doors, an He wouldn’t be surprised if they are drunk in their
impressive combination of wood and stained glass, machinery room on the second floor.
beckon you inside.” • Mysterious figures are supposedly lurking around
the storeroom in the basement. There are whispers
Backstage areas of the Opera House are off-limits amongst the cast that the figures are actually ghosts!
to visitors, and guards routinely patrol the area. Though, Anton doesn’t believe this conspiracy.
These areas include the orchestra pit, dressing rooms,
If your chosen villain is the Cult, Anton also knows the
stage catwalks, prop and set storage, and workshop.
following information:
Each area is marked on the map on page 43. When
a character enters one of these areas, roll a d4. On • He’s heard several complaints from tonight that the
a roll of a 1, one Midhallow guard (see appendix backdrops for the sets have not been operating correctly.
B) is present in the room. If the guard notices the • The show underwent a few last minute changes. A
party, they attempt to remove them from the area. “gleaming sun and holy symbol” were added to the
These guards are private security hired by the Opera backdrop. A strange addition that wasn’t present in
House, and so do not care whether the characters are previous performances.
investigators or not—the guards are focused solely on
their mission to protect the building from trespassers. 3: Auditorium
The guard can be convinced that the party is supposed
to be in these areas with a successful DC 13 Charisma “The room before you is a massive auditorium, the floor covered
(Deception or Performance) check. in velvet seats and gently sloping towards the back of the
room, where the orchestra pit and stage are located. Along the
1: Foyer second story are rows of private box seats. A large crystalline
chandelier hangs in the center of the room, illuminating the
painted ceiling. Hundreds of people are currently transfixed on
“The grand foyer of the Opera House opens up before you, its
the stage as the performers go about telling their story
marble floors and walls covered in intricate bas-reliefs of floral
—a musical about a skeletal dragon slayer.”
patterns. The roof arches into a high ceiling, where divine
creatures fly through the sky in a vivid fresco. In the center of
Moving about this room can be difficult for the charac-
the space is a grand staircase, forming a Y-shape that leads to
ters, considering most of the floor space is taken up by
the second level.” rows of seats filled with members of the show’s audi-
ence, who do not wish to be interrupted. If a character

41
Quest-0-Nomicon
annoys one of these attendees by blocking their view, 8: VIP Boxes
making loud noises, or via other such activities, then
These exclusive rooms overlook the auditorium and
they tell the character off, warning that they will get a
stage below, offering a private place to meet and enjoy
guard. If the characters continue with their activities, the show. Each room is equipped with four velvet-lined
then the attendee leaves for a few minutes, returning chairs and a small bucket that has been enchanted to
with two Midhallow guards (see appendix B), who keep a bottle of champagne cool inside.
ask the party to either quiet down or leave.

4: Stage 9: Stage Catwalks


This large stage is where the performance takes place,
which the audience pays close attention to. A character can “Rickety wooden catwalks span the area over the stage,
sneak across the stage with a successful DC 10 Charisma offering a unique angle of the show down below, but also
or Dexterity (Stealth) check, on a failure the actors on stage of the pulleys and mechanisms that operate the lights and
continue the performance and nervously attempt to shoo some of the scene shifts.”
the characters off stage. Meanwhile the stagehands get
four Midhallow guards (see appendix B) and escort the These unstable, mobile platforms are suspended above
characters out of the opera house. If the characters fail to the stage and act as a means for stagehands to manipulate
leave the stage, the performance is halted and the four various lights or equipment during different acts. A char-
guards attempt to arrest the disruptive characters. All while acter can move safely around these platforms at half their
the audience watches in disbelief and cheers on the guards. standard walking pace; they must make a successful DC
14 Dexterity (Acrobatics) check to move any faster than
5: Orchestra Pit that. If a character fails the Acrobatics check, they must
This area of the theater is a sunken pit just before and make a DC 12 Dexterity saving throw, as they lose their
underneath the stage, where rows of musicians are set up balance and begin to fall off of the platform. On a success,
to provide the music for the onstage performance. This they catch themselves; on a failure, they fall off of the cat-
area offers access to the basement areas of the building. walk to the stage below, taking 4d6 bludgeoning damage.
Depending on your chosen villain, either one
6: Dressing Rooms Eclipse carnie or Dusk Lord cultist is asleep in a chair
in the middle of the Catwalk area (see appendix B for
“These rooms are filled with performers making mad dashes these characters’ stat blocks). The party can attempt to
sneak past via a DC 11 Dexterity (Stealth) check, doing
to quickly pull costumes from hangers at the back wall while
so easily on a success. If even one of the characters
also resetting their makeup.”
fails this check, the carnie or cultist wakes up and
attacks the party.
This area of the Opera House is set aside for the perform-
ers, with anything they might need to prepare themselves
for their various roles in the production. A few of the 10: Stage Backdrop Mechanisms
performers openly discuss their annoyance at stagehands’ The door to this area is locked, requiring a successful
“sloppy” work, that the timings for the background set DC 12 Dexterity check using thieves’ tools to pick the
curtains have been off. Should a character succeed a DC lock, or a DC 14 Strength check to break down the door
10 Charisma (Persuasion) check, the performers inform itself. Once the door is open, read the following text:
them that the background set curtains are all operated out
of the stage backdrop mechanism area on the second sto- “This room is filled with large wooden gears, pulleys,
ry, and that no one has been able to get into proper contact and other mechanisms that operate the technical aspects
with the stagehands all night—the door is locked. of the stage below.”

7: VIP Lounge If your chosen villain is the Carnival, then three Eclipse
carnies (see appendix B) are in this room, playing cards.
“This VIP lounge offers a smoking area for attendees, as well None are operating the machinery. The two actual
as a bar stocked with fine alcohol and hors d’oeuvres.” stagehands are tied up in the corner.
If your chosen villain is the Cult, then three Dusk
The lounge does not have anyone attending to it. Lord cultists (see appendix B) are in this room,
Instead, the products magically serve themselves up, preaching about the “hand and sword of the Dusk
the ingredients and dishes floating about the space in Lord” to two captive stagehands.
perfect unison. In order for a dish or drink to be made, Before a fight breaks out, one of the carnies or
someone must deposit the appropriate payment into a cultists warns the party to leave them, or else they will
slot in the bartop whilst calling out the name of the dish kill the hostages. If the party doesn’t heed their warn-
or drink they desire. ing and attacks, the carnie or cultist with the highest

42
A Night in Midhallow
10
Opera House - Floor 1

Opera House- Floor 2


6

9
4

2
7

Opera House - Under Stage


initiative uses their first action to kill one of the hostag-
es. However, if the party doesn’t attack them, then the
carnies or cultists offer them a deal: the characters can 11 12
speak with one of their leaders to learn about what they
are doing and why, and the hostages will remain safe.
If the party agrees to this meeting, then the carnies or
cultists tell them to head to VIP Box 3 and wait there. 5
When the characters leave, one of the carnies or cultists
casts message to either Strongman Mike (the Carnival)
or Prophet Ellie (the Cult), telling them that investi-
gators have discovered their plan, and that they are
waiting in VIP box 3 (Area 8).
Any character with a passive Perception score of 17 or
higher, or who makes a successful DC 15 Intelligence
11. Prop and Set Storage (Investigation) check, notices that one of the bricks
in the back wall has an indent in it that would fit
“This space acts as a storage area, filled with dozens of something small—perhaps the size of a coin. If a
half-assembled scenery set pieces, shelves lined with various character places the enchanted coin that previously
props, and other sundry items for the different productions belonged to either Strongman Mike or Prophet Ellie
put on by the Opera House.” inside the indent, the wall around the brick shifts and
pulls back, revealing a secret entrance to the sewers.

43
Quest-0-Nomicon
12. Workshop Ellie is a Dusk Lord cultist (see appendix B), with the
following changes:
“Everything in this room is covered in a layer of plaster and • Prophet Ellie cannot be put to sleep by magical
sawdust. A dozen workstations fill the space, covered in a means.
variety of different artisan and construction tools.” • She knows Elvish, Celestial, and Common.
• Prophet Ellie knows the bestow curse spell, which
This space is filled with various workstations where she can cast once a day.
a few stagehands build and repair props, sets, and Should Prophet Ellie drop to less than 8 Hit Points,
costumes. A few artisan’s tools are scattered about she will surrender, and is willing to give the following
the room, including carpenter’s tools, cobbler’s tools, information in exchange for her life:
leatherworker’s tools, painter’s supplies, weaver’s tools, • The city council has rejected the Dusk Lord’s
and woodcarver’s tools. embrace and rebuffed the “Cult’s” kind offering of
The character with the highest passive Perception leadership. The Cult is only doing His bidding and
score overhears a couple of the stagehands discussing ridding the city of these heretics.
a “ghost,” which they believe resides down here in • Their hideout was in the basement of the Opera
the basement of the Opera House. Should the party House, though a secret door locked with a special
ask them about it, the stagehands share that dark arcane lock key, which they have the key for as a coin
figures have been spotted going into the “Prop and on a necklace they wear.
Set Storage” area and then vanishing. They also • The Gala of Masks held at the Governor’s Mansion is
mention that these figures bear a glowing orb at the the target for the attack.
center of their chests, which seems to be the way they • The attack will come in the form of alchemist’s fire.
disappear. Some of the workers believe the orbs to be • The leader of the Cult has already left to begin
the creatures’ souls. preparations for the “final verse.”

The Meeting Conclusion


If your chosen villain is the Carnival, then the
characters are ambushed in the box by Strongman If you want to conclude the adventure here, and the
Mike, who is a half-orc man, and two Eclipse carnies characters had interrogated either Strongman Mike or
(see appendix B). Strongman Mike is an Eclipse carnie, Prophet Ellie, they can take this information to the city
with the following changes: guard which foils the villains plans. If they killed the
contact, then they simply find this information written in
• Strongman Mike’s Strength score is 20. a journal on their body. This information can be given to
• He knows Orcish and Common. the city guard which still foils the villains plans. They are
• Strongman Mike has no weapons. Instead, he has a rewarded as heroes of Midhallow and given the deed to
Punch attack, with a +4 to hit, with a reach of 5 feet a keep (see Appendix B: The Keep Inn)
and one target. On a hit, Strongman Mike either If you want to continue the adventure into part 3,
deals 4 bludgeoning damage, or can choose to do no “Death at the Gala,” the characters advance to 3rd level
damage and grapple the target instead. after the fight. They also find a key on the bodies (if they
Should Strongman Mike drop to less than 8 Hit Points, were killed) or the contact gives it to them in exchange
he will surrender, and is willing to give the following for their lives. This key unlocks the arcane lock to the
information in exchange for his life: sewers in area 11. Then, read the following text.
• The city council of Midhallow is corrupt and has
hurt members of the Carnival before. The Carnival is “Suddenly, screams of terror fill the opera hall as an explosion
simply getting retribution. of orange flame tears across the stage. Panic ensues as
• Their hideout was in the basement of the Opera everyone in the audience cram into the exits. The opera hall
House, though a secret door locked with a special has been set on fire, the pathway to the flame is clear from
arcane lock key, which they have the key for as a coin this VIP box. You have a chance to prevent this place from
on a necklace they wear. burning to the ground.”
• The Gala of Masks held at the Governor’s Mansion is
the target for the attack.
• The attack will come in the form of alchemist’s fire.
• The leader of the Carnival has already left to begin
preparations for the “grand finale.”
Bracelet of
If your chosen villain is the Cult, the characters are
Fire Protection
ambushed by Prophet Ellie, who is a female elf, and
two Dusk Lord cultists (see appendix B). Prophet

44
A Night in Midhallow
Death at
the Gala
3 1

Sewers
(Adventure #3)

Synopsis
The party must confront the fire spreading through 2
the Opera House, to save both the building and

Sewer Entrance
the innocent civilians inside. Once that problem has
been dealt with, they must venture into the tunnels
underneath the Opera House and investigate the
villain’s hideout. Once they have the information they
need, the party has to rush to the Gala of Masks at the
Governor’s Manor and try to prevent the deaths of the
attendees at the villain’s hands.

Introduction
This adventure opens right where the last one ended,
with the Opera House beginning to burn, the fire spread-
ing quickly. Have the players roll initiative. Any number
of characters can help put the fire out by grabbing a (Investigation) check will uncover it, utilizing the coin
bucket, each holding one gallon of water, from the bar, necklace from either Strongman Mike or Prophet Ellie.
VIP lounge, VIP boxes, or the workshop, and dumping it If the Opera House does burn down, it will be an
on the fire as an action. If ten gallons of water are poured hour before the party can safely return to the ruins
onto the stage, the fire is successfully put out. and find the entrance to the hideout.
If 13 rounds pass before ten gallons of water are
poured, the fire gets out of control and the party must 1: Cistern
make it out of the building within 5 rounds, or else be
consumed by the fire and falling debris. During the
“The sewer opens up, revealing a cylindrical, two-story
escape, characters must succeed on a DC 13 Dexterity
saving throw at the start of each of their turns, or else chamber. The sewer water falls into a pool at the bottom. The
take 1d4 fire damage. walkway becomes a slippery-stepped staircase as it rounds the
wall. An arched doorway is set into the wall at the lower part of
Saving the Civilians the room, while a large grate overlooks the room from above.”
The stagehands held hostage in the “Stage Backdrop
Mechanisms” area will have been left behind and can If the party has not gone to the Outcast’s Lair (by taking
be released if a character uses an action to cut their the left-hand path from the hidden sewer entrance in
bonds. There are also injured and trapped civilians in the the “Prop and Set Storage” area) before arriving at the
building. When a character enters a room during the fire, cistern, then any character with a passive Perception
roll a d4. On a 1-2, the room is empty. On a 3, there are score of 14 or higher notices a pair of beady yellow eyes
trapped civilians present, and any character who uses watching them from the grate overhead.
an action to save them can do so with a successful DC
12 Strength (Athletics) check. On a 4, there is an injured 2: Outcast’s Lair
civilian, who can be saved if a character uses an action to
make a DC 10 Wisdom (Medicine) check, gives the victim
“This stone room has been turned into a makeshift camp, set
a potion of healing, or casts a healing spell on them.
up using junk tossed into the sewers. A few items have been
Finding the Hideout strategically placed around the chamber in an attempt at
The characters can return to the Prop and Set Storage decoration—they look to have been pilfered from the Opera
room, where, if they haven’t already found the secret House’s storeroom. Amongst the squalor lurks a hunched
door in in the second adventure, a passive Perception figure, who seems to be singing to themself songs that have
score of 11 or higher or a successful DC 10 Intelligence echoed down from the theater above.”

45
Quest-0-Nomicon
This room is the lair of Erik Leroux, a man who has potions of healing (These potions can be used as an
been cast out of society because of his curse: he was action to heal 2d4+2 HP), and four rapiers.
afflicted with lycanthropy as a child, and turned into They also find a manifesto, written by either Sue
a wererat as a result. Erik has always had a love for Do’nym Eclipse or High Prophet Abraham d’Coil,
theater and song, and always wanted to be a performer detailing their motives, along with how they will
for the opera. In light of his curse, however, he resigned assassinate the city council—at the annual Gala of
himself to living in the squalor of the sewers under- Masks at the Governor’s Mansion, noting the manor’s
neath the Opera House, occasionally stealing props and address, during the toast.
decorations to furnish his space. If you need to represet With a successful DC 14 Intelligence (Investigation)
Erik in combat, use the following statistics. check, any character can finda receipt for a crate
Erik uses the wererat statblock, with the of alchemist fire and bracelets of fire protection. The
following changes: receipt also reveals that the group has someone
• Erik is chaotic neutral. working with them from the inside, going by the
• He has a +3 in the Performance skill. name “The Snake.” The Snake is the one who sent the
• Erik has no weapons. invitation that the party was supposed to deliver.
With a successful DC 17 Intelligence (Investigation)
Roleplaying Erik. Erik is nervous and scared of the party check, a character can find a bracelet of fire protection
at first, afraid that they may mock or even beat him, as hidden away behind a loose brick. (The characters can
others have done before. However, if the party shows also easily find the loose brick if Erik told the party
that they are not going to harm him, he relaxes, excited to where to find it.)
talk with them, especially about his love for performance, The manhole leads out onto the street behind the
song, and the opera. If the characters ask Erik about the Opera House.
villains and their hideout, he offers the information easily.
The information Erik reveals is as follows:
• The villain has a hideout at the bottom of the cistern,
which currently is unoccupied since Erik saw
Governor’s Manor
everyone leave. As the party makes their way to the Governor’s Manor,
• Erik saw someone hide an item behind a loose brick read the following text:
within the wall of the hideout, marking the spot with
a small X. “Sitting atop the highest hill, overlooking the city, is a large
manor house, the Chateau de Mil’Valle—the Governor’s
If your chosen villain is the Carnival, Erik also reveals
the following information. Manor. This breathtaking edifice dominates the skyline, its
spires and stone structure serving a mixture of defensive and
• Erik describes how the members of the group
luxury purposes. As you get closer to the building, you notice
actually treated him well, even offering him a place
that the grounds have been converted into festival grounds,
amongst them. Although he was tempted, his heart
is bound to the grandeur and opulence of the opera, with the sound of music and smells of food wafting over the
and he couldn’t bring himself to leave it behind. complex’s stone walls. At the front gate stands a group of
guards, checking each attendee for their invitations.”
If your chosen villain is the Cult, Erik also reveals the
following information.
In order for the party to enter the palace grounds,
• Erik describes how the members mistreated him, they must get past the guards, which they can do by
calling him a “blight on the Dusk Lord’s world,” either scaling the stone wall with a successful DC 15
and chased him off with weapons. Strength (Athletics) check, pretending to be members of
a larger group entering the event with a successful DC
15 Charisma (Stealth) check, sneaking past the guards
3: The Hideout through a service entrance with a successful DC 15
Dexterity (Stealth) check, or convincing another group
“This stone room has been turned into a makeshift camp, to allow the party to enter with them with a successful
with a few tents, sleeping bags, crates, and barrels of DC 14 Charisma (Persuasion) check. They can also
equipment scattered about. Bisecting the room is another present the invitation from part 1 to the guards, who
river of sewer water with a couple of stone bridges will let them in without delay.
connecting the two sides.” The Chateau de Mil’Valle, known colloquially as
the Governor’s Manor, is a palace and the primary
This area was the villain’s primary hideout, where they residence for the governor of Midhallow and their
prepared for their assassination scheme. family. It overlooks the city from atop a hill at the end
When the party investigates the area, they find of the High Street. It is also the location of the Gala
thirty-five rations, four barrels of water, ten sleeping of Masks. The structure’s garden courtyard has been
bags, two light crossbows, 15 crossbow bolts, three converted into a festival space, the ballroom set up

46
A Night in Midhallow
for dancing, and the grand dining room prepared for willing to do by any means necessary. He personally
a feast. Members of the city council, their families, works with criminal organizations to procure wealth
visiting nobility, and other members of Midhallow’s and valuable items for himself and his supporters. If
high society have made their way to the manor, your chosen villain is the Carnival, Severin is responsi-
dressed in their finest clothing and jewelry, each ble for the kidnapping of Sue Do’Nym’s family, having
wearing a mask made of gilded ivory. Each area of struck a deal with the local bandits to target and
the palace has one to two Midhallow guards (see abduct poorer travelers while leaving the higher class
appendix B) keeping watch. caravans alone. Severin’s own family consists of his
wife, Lady Pascale Procher, and son, fifteen-year-old
Bernard Procher. Bernard and Sylbiane Perrot-Tremble
are close friends, though Severin does not approve.
The City Council Severin wears a crocodile mask.
The city council is made up of five members, each act- Severin is a commoner, with the following changes:
ing as the voice for a different section of the city, with • Severin is lawful evil.
one serving as the primary administrator in the form • He has these racial traits: He has advantage on
of the governor. If these five individuals should all be saving throws against being charmed, and magic
killed, the entire city’s government will fall, and its op- can’t put him to sleep. He has darkvision out to a
erations will grind to a halt as the citizens succumb to range of 60 feet. He speaks Common and Elvish.
fear and anarchy. The members of the city council are: • Severin has a +4 to Charisma (Deception) checks.
Governor Elodie Perrot-Tremble. She is a
Councilman Sandrine Fay-Larue. She is a female
human woman in her late thirties with black hair
elf, well over three hundred years of age. Sandrine
that she keeps tied up in a twisted plait. Her family,
wears simple clothing compared to her peers, with little
the Perrots, are part of a long line of governorships
to no frills or jewelry. She is the council’s speaker for ed-
for Midhallow. Elodie takes her job very seriously,
ucation and health, working closely with teachers, pro-
seeing it as a means to honor her family’s legacy.
fessors, doctors, nurses, apothecaries, and students, as
Her immediate family consists of her husband, Lord
well as with local farmers and foresters. Her family has
Emilien Tremble, and her two children: twelve-year-
lived on the land that is now Midhallow for thousands
old Sylbiane Perrot-Tremble, and her nine-year-old
of years, since well before the city itself was founded.
brother, Olivier Perrot-Tremble. Elodie wears a mask
Sandrine sees it as her life’s goal to keep her people’s
shaped like an eagle.
heritage and land alive and well-maintained. Her
Elodie is a commoner, with the following changes:
immediate family consists of her human wife, Dione
• Elodie is lawful neutral. Fay-Larue, and their sixteen-year-old twins, Veronique
Councilman Godfrey Faure. He is a human man and Dominique. Sandrine wears a rabbit mask.
in his late fifties, his hair gray and balding. Godfrey Sandrine is a commoner, with the following changes:
acts as the council’s theological voice, speaking for • Sandrine is neutral good.
the various religious groups within the city. He has • She has these racial traits: She has advantage on
never married and has no immediate family, though saving throws against being charmed, and magic
his ancestors were very closely associated with the can’t put her to sleep. She has darkvision out to a
various churches in the region. If your chosen villain range of 60 feet. She speaks Common and Elvish.
is the Carnival, then Godfrey’s mask is a sheep. If your
Councilman Rogier Marchand. He is a human man
chosen villain is the Cult, then his mask is a snake,
in his mid-thirties. He is fairly new to the council, having
and he tipped off the Cult on who would receive
only served for a few months, and acts as the voice for
the lottery gala ticket in Adventure #1. Although
Midhallow’s tradesmen. Rogier is a widower, his family
he speaks for all of the religious groups in the city,
having supposedly died a couple of years ago. If your
Godfrey has maintained connections with the Cult
chosen villain is the Carnival, then his mask is a snake,
of the Dusk Lord, and is assisting them in their
and he tipped off the Carnival on who would receive the
attempted coup.
lottery gala ticket in Adventure #1. His family fell prey
Godfrey is a commoner, with the following changes:
to the same bandits as Sue Do’Nym’s family, and so he
• Godfrey is neutral evil. is out for revenge in a very similar manner, acting as a
• Godfrey can cast the sanctuary spell once per day. mole to serve the Carnival’s plans. If your chosen villain
Councilman Severin Procher. He is a male half-elf is the Cult, then Rogier’s mask is a mouse.
in his early sixties, though his appearance makes him Rogier is a commoner, with the following changes:
look like he could be as young as thirty. Severin was • Rogier is chaotic good.
elected decades ago to act as Midhallow’s leading • Once per day, as a bonus action, Rogier can give a
prosecutor and lawman. The election, however, was creature within 60 feet that can hear him a Bardic
rigged by the city’s nobility, who wanted Severin as Inspiration die (a d6 to be added once to an attack
a councilman to further their own goals, which he is roll, saving throw, or ability check).

47
Quest-0-Nomicon
Preventing the If your chosen villain is the Cult, High Prophet

Assassination Abraham d’Coil approaches the governor, flanked


by two henchmen—one of whom is Prophet Ellie,
If the characters managed to save the Opera House, then the other being Fernando Barbero if he survived, or
they arrive at the Governor’s Manor an hour before the a Dusk Lord cultist if he did not (see appendix B for
councilmen’s toast is scheduled to occur. Allow the charac- these characters’ stat blocks). Each of them is wearing
ters time to meander through the festivities, mingling with a bracelet of fire protection (see appendix A) and
the guests—including some of the councilmen—or time possesses an alchemist’s fire (As an action, the wielder
to prepare a plan to prevent the assassination attempt. makes a ranged attack against a creature or object, the
target takes 1d4 fire damage at the start of each of its
turns. A creature can use its action to make a DC 10
Ser Nominus Note Dexterity check to extinguish the flames)
Let the players be creative here! They should really As he approaches the governor, Abraham delivers
play into their characters’ builds and backstories. the following monologue:
Perhaps the bard can draw a crowd, creating a
distraction for other party members, or maybe
“What a night of sinful splendor and revelry. My, how the
the rogue can sneak up to the roof of the chateau.
Dusk Lord despises it. You shun His light, and instead think
You’re the GM; you can decide what they can and
that your own is most holy. Well, I say it is time—it is time
cannot do! The characters can also hunt down the
He shines His light down upon all of the sinners here, and we
Snake and try to deal with them. Perhaps they
shall see who He deems righteous.”
eliminate the Snake before everything happens, or
maybe they find a way to lock them up. Or perhaps
the characters even convince the Snake that what When the villain pulls out the alchemist fire at the end
they are doing is a bad thing, and instead figure out of their monologue, or when a character interrupts
a way to stop the assassination without bloodshed. them, roll initiative. Do not roll for the villain. Instead,
The possibilities are endless! they take their turn on initiative count 10, and use their
action to throw the alchemist’s fire at the governor.
If the characters were not able to save the Opera House,
and waited out the hour to reenter the area safely, then
the party arrives just as the toasts begin.
Master Sue
Once the time is right, Governor Elodie steps
forward, getting everyone’s attention for the toast. She
Do’Nym Eclipse
Sue Do’Nym Eclipse is the charismatic leader of the
begins by congratulating everyone on another great
Cirque Eclipse. Years ago, when Sue was very young,
year for the city, but is soon cut off by the appearance
she and her family were kidnapped by a group of ban-
of the villains, who step out of the manor house.
dits while traveling on the road to the city. Sue managed
If your chosen villain is the Carnival, Master Sue
to escape, and was able to make it to Midhallow, and
Do’Nym Eclipse approaches the governor, flanked
begged the city council for help in saving her family.
by two henchmen—one of whom is Strongman Mike,
Not only did they refuse, but she later discovered that
the other being either Amity Eclipse if she survived,
the leader of the council, Alfred Harding, was in league
or an Eclipse carnie if she did not (see appendix B for with these bandits himself, being paid to prevent the
these characters’ stat blocks). Each of them is wearing a city guard from investigating their crimes. Sue never
bracelet of fire protection (see appendix A) and possesses saw her family again. Eventually, she was brought into
an alchemist’s fire (As an action, the wielder makes a the Cirque Eclipse by its former master, who raised her
ranged attack against a creature or object, the target and taught her the ropes of circus life, including how to
takes 1d4 fire damage at the start of each of its turns. perform and to defend herself. She inherited the circus
A creature can use its action to make a DC 10 Dexterity when the former master passed.
check to extinguish the flames).
Roleplaying Sue. Sue is a charismatic and
As she approaches the governor, Sue delivers the
charming woman, though her personality has been
following monologue:
tainted by bitterness and hatred. There is very little
“A great year indeed for a corrupt and disturbed city. What a
that will stop her from getting the justice she seeks,
and she’s willing to go to extreme lengths to punish
time of wealth and prosperity for a place built on the backs of
those who she deems guilty for—or at the very least
slavers and kidnappers, bandits and highwaymen. Funny that
complacent about—what happened to her family and
some of you know what I’m talking about, and either turned a others like them.
blind eye to it, or actively approved of it. Well, it’s about time
you reaped what you sowed. Let’s all give it up for your city
council’s grand finale! Let’s end it with a bang!”

48
A Night in Midhallow
He rules his group of fanatics through fear and
High Prophet coercion, believing that he has been granted absolute
power and righteousness by his god, and that anyone
Abraham d’Coil who disagrees with him is a sinner and heretic, and
High Prophet Abraham d’Coil is the intimidating deserves to be judged swiftly and harshly.
leader of the Cult of the Dusk Lord, an extremist
offshoot of the Confraternity of the Dusk Lord. This
group of religious fanatics approached the city council
of Midhallow, proposing that they turn the city into
Conclusion
a theocratic state, dedicating it to the Dusk Lord and Whether the party apprehends the Carnival or Cult
his magnificence and building a massive cathedral members, or kills them, the adventure ends here.
and statues in his honor, whilst outlawing “sins,” such The journey doesn’t have to be the conclusion to your
as the indulgent Gala of Masks. The council rebuffed party’s story, however. Perhaps there are other nefarious
them, of course, laughing at the group as they were organizations operating in the area around Midhallow.
removed from the city council chambers. Or maybe this group of extremists was only a part of a
Roleplaying Abraham. Abraham is intimidating much larger and more formidable organization.
and stoic, with little to no warmth to his presence. You can always continue the story onwards!

Gala

49
Quest-0-Nomicon
Theme Tags
Western, Heist, Industrial.

Content Warning
Abuse, alcohol, building explosion, gambling,
incrimination, firearms.
Background
Huck, a construct and former adventurer, keeps
his eyes on the Roaring Badlands, a desolate place
Description where a few towns keep to themselves, and recently
he’s heard of a big score making its way over the old
The characters have been brought together to pull off a railroad tracks. He’d go loot the train himself, but his
heist. A train filled with valuables is crossing through adventuring days are over and he’s heard about new
a remote part of the Roaring Badlands desert, and it’s folks he could bring together to catch the score. The
up to the adventurers to bag the goods. However, what train will be passing through the deserts, which makes
the adventurers don’t know is that it’s a setup. The it easy pickings. Little does he know that the villain
characters will have to escape from jail, track down the has set up this train as a catch to lure in criminals from
loot, and settle the score. the Badlands.

50
The Heist
Eddie Van Patten
(Villain Option #1)
Mr. Van Patten is a rich loan shark. He was once a
criminal himself, until he ousted his entire gang and
Ser Nominus Note gained his freedom for it. He now lends money to
Both the score and Huck’s motivations are those less fortunate and sends collectors to ensure
completely dependent upon the villain you that he is paid back in full. Eddie is ruthless and rich,
choose! That’s why the villains are put first, and he hates being stolen from. He has a militia of
before the character hooks and motivations. I mercenaries who do his bidding. Choose Eddie as your
highly recommend taking a look at the villains villain if you want the treasure aboard the train to be
before getting the characters introduced; it’ll gold, and the party’s motivations to be more neutral.
help them decide why they want to rob a train
in the first place.
Azeraphis
(Villain Option #2)
Azeraphis is a devil who has made countless contracts
Villains with mortals. He is known in the Badlands as “The
The two villains for this adventure determine who Devil” and can make any wish come true, so long as
guards the train and what sort of score is on the train. you’re willing to offer up your soul. Azeraphis is moving
Eddie Van Patten isn’t a good person, but Azeraphis is a his base of operations across the Badlands to get more
conniving, evil devil. If you want the adventure to feel customers and has outfitted a train to carry a portion
more “noble,” Azeraphis is a good choice. However, if of his contracts. Choose Azeraphis as your villain if you
you want the ramifications of morality to be present in want the party’s motivations to be more good-aligned,
the adventure, Eddie can make that possible. and the treasure to be of no monetary value.

51
Quest-0-Nomicon
Character Hooks
and Motivations
The Train Job
(Adventure #1)
To help involve your players and their characters more
in the story, have each character in the adventuring Synopsis
party answer the following question If your chosen
Huck invites the characters to his headquarters in an
villain is Eddie Van Patten: Why are you willing to
abandoned town, where the characters must decide
steal his gold?
their plan of action. There are three possible choices,
Alternatively, you can use the table below to give
including disguises, a bridge jump, or just plain chasing
your players ideas for their characters’ motivations in
down the train. Once aboard the train, the characters
the adventure.
must find a way into the vault car to get the score and
get out. For the closed ending, the characters are picked
You were once a part of Eddie’s old gang. You want up by Huck and escape. For the open ending, the train
1
revenge on him for selling you out. pulls into a station as soon as they finish packing up,
A good score could set you up for life. You’re willing to and they’re arrested by guards.
2
take the risk to have it all.

3
You once took a loan out with Van Patten, one which you
never paid back. His mercs came to your home and took
Introduction
everything. You’re going to take back what they stole. Huck is a construct and retired adventurer. He’s sent
out letters, watched each character, and knows why
Your family is struggling. Life in the Badlands is hard as it
they want to rob this train. He’s repurposed an old
4 is, and if you had a little bit of money, they could survive.
This is your chance. sheriff’s house in an abandoned town in the Badlands
as his personal headquarters. When you’re ready to
You’re a criminal who’s been in jail for years. Huck paid
5 your bail but wants to be paid back. This heist will cover
begin the adventure, read the following text:
your debt and, if you don’t get caught, buy your freedom.
“Another blazing hot day in the Roaring Badlands. Nothing
Honestly? Robbing a train just sounds plain cool, and not
6 only would getting paid for it be worth it, but it’d be one but dust, old mines, and deserted towns this far out. The
hell of a story. letters you’ve each received gave directions to a sheriff’s
house in an abandoned town. As you arrive, you see other
adventurers standing in the dust, each clutching a letter. The
If your chosen villain is Azeraphis, have your party
doors to the sheriff’s house burst open, and a man made of
answer the following: Why do you want to destroy the
metal with glowing blue eyes, a hat, leathers, and spurs on
soul-binding contracts?
his boots yells out, ‘Good, you all made it! Come on inside.’”
Alternatively, you can use the table below to give
your players ideas for their characters’ motivations in Have the players each describe their characters, and
the adventure. when they’re ready, they can enter the sheriff’s house.

Preying on desperate people to claim their souls isn’t right. The Plan
1 You’re going to save all of those people from an eternity of Huck sits the characters down in his headquarters, with a
suffering. map of the train drawn on the wall. (This map can be
Years ago you made a deal with Azeraphis. You went from found on page 55, feel free to show it to your players.)
2 rags to riches. But now you’re going back on your bargain Huck explains that they’ve all been brought together
to save your soul. because of their experience and their individual mo-
A friend of yours named Violet went to Azeraphis, against tivations to rob this train. He explains where the score
3 your advice, to bring back her sister. She never returned. is held, where the likely enemies will be, and the three
You’re going to find out what happened. options to ambush the train:
All those from the Hells must be vanquished. You’re going to • Obtaining disguises and boarding the train when it
4
thwart this devil's plans and then destroy him.
makes a brief stop in the town of Flintfall.
You once shamed Azeraphis publicly. He found you and • Jumping onto the train from above when it passes
5 tried to silence you. You survived and woke up the next day under the Venompoint Bridge.
craving vengeance.
• Chasing after the train on horseback.
You want to win the favor of the people, the gods, whom-
6
ever! This is your chance to do it.
It will be up to the characters to decide how they want
to execute the heist—each option is detailed below,
along with how to run each scenario.
The characters could also come up with their
own plan, or even make modifications to one of the
already-existing ones. The possibilities are endless!

52
The Heist
Scenario 1 can attempt to sneak into the vault car. However, the
guards on the train will question why they don’t stay
Flintfall Disguises put—the characters will need another convincing lie
The train is going to make a quick planned stop in and a successful DC 15 Charisma (Deception) check to
Flintfall to resupply. The party could sneak aboard with not tip off the guards aboard the train as to why they
disguises in order to go undetected. Huck lays out the are heading to the vault car.
pros and cons listed below.
Pros: This approach is quiet and efficient. It allows
the characters to utilize stealth to board the train. Ser Nominus Note
Cons: The train will be guarded while it stops,
The lie doesn’t have to be perfect! So long
meaning if the disguises fail, the only way on is a huge
fight. One wrong step, and it’s all over. as it suffices as a reasonable excuse, allow
The characters must wait near the station until the any characters to attempt that Charisma
train arrives at noon. If the characters decide to run (Deception) check.
with this plan, read the following text:

“As you make your way toward the station to wait for the
train, you hear the telltale sound of a horn coming from over
the horizon. A large locomotive, four cars long, rolls into Scenario 2
the station and grinds to a halt. As it does, the doors on the
second car slide open. Two guards, weapons in hand, make Venompoint Bridge Jump
their way out and position themselves on either side of the This scenario sees the characters jumping onto the
car, surveying the area.” moving train from above on a bridge. Huck lays out
the pros and cons listed below.
Pros: This approach is quick, simple, and more
Each character must succeed on a DC 12 Dexterity
guaranteed than the disguises.
(Stealth), Charisma (Deception), or Charisma (Perfor-
Cons: The guards will hear the characters coming,
mance) check to make it past the guards and board the
meaning they’ll have a fight on their hands as soon as
train. If any characters come up with a convincing lie
they jump on board.
to allow them on board, allow the checks to be made
If the characters decide to run with this plan, read
at advantage.
the following text:
If your villain is Eddie Van Patten, there are two
Van Patten mercenaries (see appendix B) guarding
“A wooden trestle bridge spans over the dusty track,
the train entrance, adorned in their typical black and
red outfits. its timbers beginning to rumble as the train quickly
If your villain is Azeraphis, there are two approaches. You and your posse are stationed on the bridge
Badlands devils (see appendix B) guarding the train above, prepared to make the jump as soon as the train
entrance, both under illusory disguises to make passes underneath you.”
them appear as tieflings.
If the characters succeed in their attempt to board The characters must wait on the bridge, which
the train, the guards allow them on and they are the train will pass under around 12:30 p.m. Once the
placed in the second car, the only car with exterior train arrives, each character attempting to jump onto
doors, where more guards are waiting inside. The the train must make a DC 10 Strength (Athletics) or
train takes off after a few minutes. Dexterity (Acrobatics) check. On a success, they land
If the characters fail, the guards become suspicious without issue. On a failure, a character lands but takes
and tell them to leave. The party will have to fight 2 bludgeoning damage, as they don’t stick the landing.
their way on board or leave, turning this mission into If a character fails by 5 or more, they slip and nearly
a bust. If they choose to fight, more guards come out fall off the train. They must then succeed a DC 10
of the train car to assist the others. The train also takes Strength or Dexterity saving throw in order to save
off, leaving the station at the end of the third round. themselves from falling off the train completely. Any
If your villain is Eddie Van Patten, there are two character who has already landed can try to help a
Van Patten mercenaries (see appendix B) inside the character who failed the initial check by succeeding on
second car. a DC 10 Strength or Dexterity saving throw.
If your villain is Azeraphis, there are two Azeraphis If a character fails all of these checks, the character
imps (see appendix B) inside the second car. falls off the train, taking 1d6 bludgeoning damage and
Once all the guards are dealt with, the party can losing their chance to join the heist.
make their way to the treasure room. Characters with the ability to teleport magically can
Or, if the characters avoided combat altogether, they do so without rolling a check to stay on the train.

53
Quest-0-Nomicon
Ser Nominus Note Hellfire
Conductor
While this spectacular failure is realistic and
provides a threat to this scenario, it would be
pretty disappointing for someone to no longer be
able to play this part of the game because they
failed. If this happens, maybe they grab onto
the back of the train as they fall? Or perhaps
Huck, on the back of a horse, picks up the fallen
character and brings them back on board. In any
case, let that character succeed anyway!

Once all of the characters have landed, the guards


are alerted and make their way up to stop them from
getting any further.
If your villain is Eddie Van Patten, there are two
Van Patten mercenaries (see appendix B) that climb
on top of the train to thwart the characters.
If your villain is Azeraphis, there are two Azeraphis
imps (see appendix B) that fly out and attempt to stop
the characters. the train or into the back of the storage car with their
Inside the second car are more guards. The party movement, so long as nothing is stopping them.
can either fight them, or avoid them entirely by going If your villain is Eddie Van Patten, there are three
into the storage car. However, the characters will be Van Patten mercenaries (see appendix B) on top of the
unable to unlock the vault car until they get the key train. They use their crossbows to try and shoot down
from the conductor. the characters before they get on board.
If your villain is Eddie Van Patten, there are two If your villain is Azeraphis, there is one Badlands
Van Patten mercenaries (see appendix B) in the devil (see appendix B) on top of the train, trying to
guard car awaiting the characters. prevent the characters from boarding, and there are
If your villain is Azeraphis, there are two two Azeraphis imps (see appendix B) flying above
Badlands devils (see appendix B) in the guard who will try to do the same. The devil will try to use
car awaiting the characters. flame sparks to hit the characters from a distance,
while the imps fly down and engage them with melee
Scenario 3: attacks. The imps have disadvantage on attacking
targets while they fly.
Chase Down the Tracks
This scenario sees the characters chasing down the
train on horseback. Huck lays out the pros and cons
Ser Nominus Note
listed below. The guards purposefully have low bonuses and
Pros: This approach is straightforward, less compli- disadvantage to attack the players. This should be
cated, and leaves more time to deal with the guards. relatively easy for the players to pull off! Describe
Cons: This is the least stealthy approach and will how they narrowly manage to board the train, or
result in an immediate fight. how close the attacks hit! Make them feel epic for
If the characters decide to run with this plan, read boarding the train. It would be really disappointing
the following text: for a character to get hit with a lucky attack and
be out of the game in the first scenario. Also, I
“The line of cars snakes its way through the rocky desert know it’s not the most realistic, but don’t attack the
landscape as the train rushes to get to its destination. You are players’ horses! Unless you really, really want them
in hot pursuit, slowly gaining on it as the horse upon which to fail. Maybe the baddies are evil creatures, but
you ride gallops as fast as your spurs can encourage it to go.” draw the line at animal cruelty.

Have the characters roll initiative, and assume they are


60 feet away from the train. Their horses move them If your villain is Eddie Van Patten, there is one Van
20 feet closer at the start of each of their turns. When Patten mercenary (see appendix B) in the guard car.
a character is within 5 feet of the train, they can easily If your villain is Azeraphis, there is one Badlands
grab onto the side and pull themselves up on top of devil (see appendix B) in the guard car.

54
The Heist
1 3 2

The Train
has a magical illusory disguise to perfectly look like
The Train another member of the train’s crew). If the characters
are disguised with illusions, the suspicious conductor
Listed below is each area of the train; adjust these
will ask the characters what his name is. If they
accordingly to the approach the characters have taken.
answer incorrectly, he attacks. (His name is Billy).
If your villain is Eddie Van Patten, the conductor
1: The Storage Car is a Van Patten conductor (see appendix B).
If your villain is Azeraphis, the conductor is a
“This car is a simple storage car, filled with stacked boxes Hellfire conductor (see appendix B).
containing various types of equipment and supplies.”
3: The Vault Car
This car is filled with boxes of weapons, equipment, Made from a metal alloy that is indestructible, the door
and uniforms. The characters can find shortswords, to the vault car is locked and requires the key to open.
crossbows, bolts, leather armor, and daggers in this car. Alternatively, it can be opened using thieves’ tools with
If the characters stealthily made it on board, the guards a successful DC 25 Dexterity check.
would not be alerted to their presence, as the only If your villain is Eddie Van Patten, inside the vault
entrance is blocked by the locked vault car. In order to car is over 50,000 gp. The characters can fill their bags
board the other cars, the characters must walk on top with the gold, taking as much as possible.
of the train. This doesn’t require any successful checks, If your villain is Azeraphis, inside the vault car are
but the top of the train is considered difficult terrain. over two hundred soul contracts. The contracts are
If your villain is Eddie Van Patten, the characters also inside black scroll tubes and sealed with a glowing
find papers inscribed with runes and arcane drawings bronze stamp. The characters can fill their bags with the
in this car. Any character can make a DC 10 Intelligence scrolls, or simply set about destroying them. The tubes
(Arcana) check to understand what’s written on the and contracts can be easily smashed.
papers, realizing on a success that these are schematics
for explosive runes. (These schematics foreshadow
Eddie’s saloon being rigged to explode in part 3,
“Saloon Showdown.”)
Conclusion
If you would like to conclude the story and end the
adventure here, read the following text:
2: The Locomotive
“The clattering of wooden wheels can just barely be heard
“The locomotive sits at the head of the train, an engine of steam over the groans of the train’s own wheels. Huck pulls up in a
and magical instruments groaning and whining as the complex wooden cargo wagon, pulled by two speckled brown horses. He
machine pulls the rest of the cars at a breakneck speed.” motions for you to quickly jump, which, with maybe a moment’s
hesitation, you do, landing with a thud in the back of the wagon.
In the frontmost car is the conductor. The conductor has Once everyone is off the train, Huck pulls away from the tracks,
the key to the vault car on their person. The characters carrying you to safety, your heist now complete.”
can try to stealthily take it by rolling Dexterity (Stealth)
and Dexterity (Sleight of Hand) against the conductor’s If you would like to continue the story into part 2, “A
passive Perception score. (No matter which villain you Dry Trail and Jail,” the characters advance to level 2
chose for this adventure, the corresponding conductor then read the following text:
has a passive Perception score of 10.)
If the characters fail, the conductor turns around “As the train comes to a stop, it falls under the shadow of a
and attacks, even if the characters are disguised. The
nearby building. You peer out the window to see the interior
conductor is familiar with everyone on the train and
of a train station, and a dozen guards waiting to arrest you.”
will not recognize the characters (unless any of them

55
Quest-0-Nomicon
A Dry Trail and Jail The person speaking to the characters is Sheriff Loch,
(Adventure #2)
who has with him twelve infernal jail guards that are
there to ensure the capture and imprisonment of the
Synopsis characters (see appendix B for the sheriff and guards’
stat blocks). They are all secretly devils from the
As the party finishes up their heist job, they are caught
Hells, loyal to Azeraphis, and plan on teleporting the
by a dozen guards who lead them to the Dry Trails
characters into their lair of torment the following day—
Jail. There the party must discover a way to escape (of
they need time to get the portal up and working.
which there are many) before sunrise, or else they’ll be
The characters can attempt an escape here, though
sentenced to certain death.
it would be wiser for them to follow along with the
sheriff for now. IIf the characters comply, read the
Introduction following text:
When you are ready to begin the adventure, read the
“The guards walk forward, one appearing to cast a spell
text associated with your chosen villain.
on himself and the rest. They cuff each of you and gag any
If your chosen villain is Eddie Van Patten, read the
following text: mages. They also pat down and disarm you of your gear,
except for your armor.”
“‘So, you thought you’re all smart, eh?’ a voice calls out
as the train slows down, pulling into a station. ‘Why don’t
Each character is fitted with a set of manacles behind
their back, and if there are any spellcasters in the party
you make this easy for us and come out with yer hands up.
they have been gagged to prevent them from casting
Maybe, might not shoot ya if ya do.’”
any spells with verbal components. These manacles can
be picked with a successful DC 15 Dexterity or Wisdom
The person speaking to the characters is Sheriff Reardon. check using thieves’ tools. They can be broken with a
He has with him twelve mercenary jail guards that are successful DC 20 Strength (Athletics) check—however,
there to ensure the capture and imprisonment of the for a bit of added challenge, the manacles only break if
characters (see appendix B for these NPCs’ stat blocks). they take more than 10 damage from a single attack or
They all have been paid off by Eddie, and plan on spell! Any attack or spell that would normally deal less
executing the characters the following day. than 10 damage does no damage at all.
If your chosen villain is Azeraphis, read the The manacles can also be slipped off via
following text: dislocation of joints—any character who either is
proficient in Medicine or has a Dexterity score of at
“‘Alright, dogs, come out. We know you’re in there; we can least 15 can pull this trick and escape their manacles.
smell you,’ a gravelly voice calls from outside of the train. Any character who is gagged cannot remove the gag
‘Me and the boys have been wanting a good hunt. Just a unless they have their hands free, or unless another
shame we are supposed to take you in alive this time.’” creature removes them as an action.

56
The Heist
Ser Nominus Note The Dry Trails Jail
All spells require one or more somatic The characters are brought to the jail around 9:00 p.m.
(hand gestures), verbal (words), or material
(a spellcasting focus or other ingredients) “Slivers of moonlight break into the dark room you are
components. With the restraints above, your
forced into, the only other source of light coming from a
spellcasters should be mostly nullified… Mostly.
single candle placed upon a desk by the front door. Two cells
made from metal bars have been built into the stone walls.
The guards who apprehended you gruffly shove you inside,
Withholding Items slamming and locking the doors behind you.”
Any character can try to hide a weapon or similar
item in their clothing or armor before getting The jail is one major room with two cells in it. The foun-
arrested. That character must succeed on a Dexterity dations and walls are made of stone, and the room is
(Sleight of Hand), Dexterity (Stealth), or Charisma occupied at all times by two infernal guards or
(Deception) check with a DC corresponding to the mercenary guards, depending on your chosen villain
size of item they are trying to hide. See below. (see appendix B for more details on the respective
guard types). These guards swap shifts every six hours,
• Tiny Item (coin, dice, ring): DC 10
never leaving the jail unattended. If any characters
• Small Item (dagger, bottle, wand) DC 15
escape, the guards blow their whistles and the other ten
• Large Item (sword, crossbow, book): DC 20
guards appear at the end of the first round to put the
If a character succeeds, they keep the item from the characters back in their cells. Escape from this place will
guards’ attention. If they fail, the guards confiscate the be tricky, but the characters will need to figure out how
item and taunt the character with a, “Gonna have to try to do so before the sun rises, or else they’ll be executed.
harder than that,” or, “Nice try, thief.”
Once the characters’ items have been removed, the
thirteen guards lead them to their cells, which are next Where’s All Our Stuff?
to the train station. The characters’ things have been stored in a crate
outside the jail, guarded by the exterior guard, as
described below in “The Guards.” The crate is locked,
Ser Nominus Note but the keys on each guard’s person can unlock it, or
it can be opened with a successful DC 15 Strength
If the players at any time want to attempt an
(Athletics) check or Dexterity check using thieves’ tools.
escape, they can take some advice from my
If the characters are using Strength, just like with the
mercenary friend and “certainly try!”
manacles, the lock can only be broken when a single
The sheer number of guards may overwhelm the attack deals 10 or more damage.
players, and rightly so. If you want to allow them
to escape during this segment, be open to any
creativity! You could have fewer guards accompany The Cells
the characters to their cells, or allow them to distract Each cell is 10 feet long and 10 feet wide. The guards
and/or sneak away from the guards with ease. Or, would have split the party between these two cells.
you know, just throw them in the cell and continue One cell is empty, aside from a chamber pot and a
with the pre-written adventure. window. The other is about the same, but also includes
the remains of the previous inhabitant, now a skeleton,
in the corner. The guards refer to him as “Dreadwood
Red.” He still wears his leather cowboy hat, which has
a rusty spoon tied inside the brim.
The Cell Doors. The locks on the cells are tight and
have three different locking mechanisms. They can be
picked using thieves’ tools with three successful Dex-
terity or Intelligence checks. The DC for these checks
is 18 and increases by 2 for each successful check. If a
The Jail

character fails a check, the locking mechanism resets


and they must start all over again from the first check.
If they didn’t smuggle any thieves’ tools in with
them, any character in the party who succeeds on
a DC 16 Intelligence (Investigation) check can craft
makeshift picks from the finger bones of the skeleton.

57
Quest-0-Nomicon
agony into the night. Milan’s brief absence removes
The bars can also be bent open with a combined one more obstacle to the characters’ escape, though
Strength score of 60. Alternatively, any character who they’ll still have to get past Tomás.
makes a successful DC 18 Strength (Athletics) check can At midnight, the first two guards are replaced by
bend a weak bar to allow a small creature to escape. a human named Susana and a dwarf named Bukhon.
The Pipes Under the Jail. Any character with a Susana stays inside, and Bukhon guards the entrance.
passive Perception score of 13 or higher notices a noise Susana is very talkative and loves to hear about the
underneath the cell. Further investigation reveals it characters to pass the time, but stubbornly doesn’t
to be the sound of water running through an unseen allow them to escape, no matter what they tell her.
pipe, as well as revealing a small hole in the middle of However, she can be bribed—she willingly takes any
the side where the two cells intersect. It was seemingly offering of gold or valuables and, in return, “leaves to
dug a long time ago. . When a character first discovers use the restroom” for a minute. Bukhon responds to
this hole, they’ll hear a disembodied voice whisper in anything said to him with a “hmph.”
their ear, “The hole! The cold goal! Dig the hole, cold the If your villain is Eddie Van Patten, Susana also talks
goal, blow the hole!” Each time a character touches the about how tired she is from moving a bunch of chalk
skeleton in the corner of the room, his eyes glow green and “dangerously explosive” spells to Eddie’s saloon.
and they hear the voice again. Taunting the Guards. Any of the guards can be
If any character spends an hour digging into this taunted with a successful DC 13 Charisma (Perfor-
hole (using the spoon from Dreadwood Red’s hat), mance, Intimidation, or Persuasion) check, or by
they find it opens up to a pipe with running water. anything that would really upset them—the characters
They can speed up this process with a successful DC could also stage a fight, for example, with a Charisma
12 Strength or Constitution check. If this pipe takes (Performance) or Constitution check. In any case, the
any cold damage, it bursts, creating a small gap in the guards will come closer to the bars to chew out and
bars, but big enough for anyone to crawl through and threaten anyone taunting them. When a guard is within
escape. Any character with an Intelligence score of 13 5 feet of the bars, a successful DC 15 Dexterity (Sleight
or higher will be able to figure this out and could use of Hand) check will allow any character to pickpocket
it to their advantage by casting any spell on the pipe the keys. Alternatively, a successful DC 15 Strength
that deals cold damage. (Athletics) check allows any character to bash the
guard’s head into the bars to knock them out.
The Guards
Since the characters have a maximum of 12 hours to Catching a Ride
escape, only two shifts of guards will ever guard their
cell. In the first 6 hours, the two guards are a human Out of Town
named Tomás and a half-elf named Milan. Tomás stays A caravan of goods is scheduled to head out of a nearby
inside the jail while Milan guards the entrance. Milan’s store, toward the town of Tombflats, where a saloon
nose was burned off in an attack, and he uses his owned and operated by the villain resides. This saloon
scarred face as a pure intimidation tactic. is where the villain has relocated the train’s score.
Three hours in, the other guards bring them a meal If your chosen villain is Eddie Van Patten, it’s called
of corn, mashed potatoes, and greens. This is the only the Royal Pig saloon.
time Tomás is truly distracted——if the characters If your chosen villain is Azeraphis, it’s called the
want to attempt to pick a lock, stay out of sight, or craft Heat Spike saloon.
an item, they will have advantage on any check made Any character with a passive Perception score of 13
while Tomás is eating. Have the characters make a DC or higher will have noticed the caravan and the logo
10 Intelligence (Investigation) or Wisdom (Insight) imprinted on the side when they were being brought
check; on a success, they figure out this advantage. to the jail. Any character who makes a successful DC
Any character with a passive Perception score of 12 Intelligence (Survival) or Wisdom check learns
13 or higher will notice that Milan is distracted by that that caravan will likely leave around 10:00 p.m.
a wandering dragonborn, who plays his pan flute in order to arrive before midnight, and that it will be
at random hours of the night. Milan barks angrily headed right to the villain’s base of operations.
at the dragonborn to leave the premises whenever If the characters have escaped before the caravan
it happens. With a successful DC 8 Charisma has left, they can sneak aboard as stowaways, destined
(Persuasion) check, the characters can speak to the for the villain’s lair and a chance to reclaim their score.
dragonborn from their side of the window and ask The driver is tired and takes off without checking to
him to play the pan flute loudly—perhaps they ensure that everything is in order, meaning none of
compliment him, as they “enjoy” the music. If the characters have to make a Dexterity (Stealth) check
they succeed, Milan will leave his post and chase to go unnoticed.
the dragonborn for about a minute, in which the The characters could also take the next outgoing
dragonborn gets away, playing his pitchy toots of train. Any character who makes a successful DC 10

58
The Heist
Intelligence (History) check learns that the next train
will be arriving at midnight, followed by another at Conclusion
3:00 a.m.
There are a variety of ways the characters can escape,
The party will need to either bolt through the train
but if your villain is Eddie Van Patten and they fail to
station with a successful DC 10 Dexterity check, or
escape, they are brought out to town square at first light
sneak in with a DC 10 Dexterity (Stealth) or Charisma
and hanged. The execution could be another chance
check, passing through unnoticed or unremarked on a
for them to escape, but the odds are low with thirteen
success. This train is more passenger-friendly than the
mercenary jail guards (see appendix B) keeping watch.
last, and contains a few people who are traveling from
If your villain is Azeraphis, the party is brought out
place to place.
to the deserts and pushed into a fiery, glowing obsidian
Once they board the train, it’s next stop is in one
portal, where they will be tormented for the rest of their
hour: the town of Tombflats.
lives and eventually serviced into fiendish wars—or it
The characters could also just hoof it on foot!
could be the start to a whole new adventure!
However, the guards will hunt them for the better part
If the characters get away, they advance to 3rd level.
of two hours.
Read the whichever of the following texts corresponds
to their escape:
Ser Nominus Note “Dust rustles up in the caravan’s wake as you leave the town
and jail behind. The sun is just beginning to rise above the rocky
Let your players be creative with how they
escape, but never let it be too easy, unless mesas as you head into the desert, turning your attention away
they’ve truly thought of everything and planned from your imprisonment and toward what comes next.”
it all out. If they decide to run, but end up
scattered in the desert, then maybe it works! Roll “You once again feel the ground rumble beneath you as the
with the punches! train whistles one more time before it departs from the station,
leaving the town—and your immediate worries—behind.”
Also, if they escaped that jail super fast and
you’re currently flipping to the end here,
“You look back towards the town you just left, the sun just
panicking on what to do next… run a chase
beginning to rise above the rocky mesas in the distance as you
encounter with four of the prison guards as they
rush the players! Or maybe the caravan driver run as fast as you can, crossbow bolts whizzing past and into
checks the backseat, and they’ve got to convince the dirt nearby as you disappear into the desert.”
him to let them ride along. Or maybe the train is
If you’d like to end the adventure here, the characters
arriving behind schedule. Anything is possible!
can go off into the unknown, free from execution
or teleportation, but the law (and perhaps bounty
hunters!) will always be on their tail.
If you’d like to continue the adventure into part 3,
“Saloon Showdown, the characters advance to 3rd level
before heading to Tombflats to reclaim their lost prize—
and get their revenge on the villain who set them up.

59
Quest-0-Nomicon
skill checks. Most citizens of Tombflats know where it
Saloon Showdown is, which is on the northside, near the road out of town
that heads due west.
(Adventure #3)

Synopsis The Bee In Your Bonnet


While the party travels through Tombflats, they notice a
After escaping the Dry Trails Jail, the party heads to the store at which they can resupply if necessary. This store
villain’s saloon, where they can confront the villain and is an old pawn shop that’s also got a stock of goods and
settle the score. The saloon, however, is guarded and supplies. The owner, Bee, is a halfling who takes kindly
won’t be an easy place to break into. But with the right to the characters. She helps them as best she can, but
amount of planning, and a good amount of luck, they’ll asks if they are associates of the villain. If they tell her
be in and out in no time! that they aren’t, and of their plan to take him down, she
offers up anything at her store at a 50% discount and
Introduction wishes them well on their mission. Her father, Sanlos,
got into some bad business with the villain and owes
This adventure begins with the characters arriving in him an enormous debt.
Tombflats. When you are ready to begin the adventure,
read the following text:
Ser Nominus Note
“A polluted, overcast sky provides the backdrop for the city So what should Bee have in her store? Well,
before you. Buildings made of brick, stone, and iron are without listing every single possible item that
shadowed by a tall cliff that wraps around the east half of the she could ever sell, have the players prompt you
city, where an enormous waterfall covers everyone in a layer on what they need, and you can either make up
of mist. Carriages full of rich folk clatter by on paved roads. some prices or look them up. If any players ask
It stinks of grime and mud. Welcome to Tombflats.” what they see around, you can always make up
whatever she’s got in her shop!

Tombflats
The city of Tombflats is one of industry and money.
Rich mine owners, politicians, and gang members live
Arriving at the Saloon
in Tombflats’s high society. Meanwhile, everyone else Whether the characters have arrived via caravan or on
sifts through the wet mud covering the ground, in foot, read the following text:
search of a single silver piece. Work is hard to find in
Tombflats, and the only people who make money are “Nestled amongst the commerce buildings of downtown
those who scheme and cheat to get it. Still, typical folk Tombflats, sitting at the corner where two streets intersect, is
make lives in this town whether they’ve got something a tired, two-story wooden building. A balcony and porch wrap
to sell or a service to provide. Just don’t expect to meet around two of its sides, with a main entrance in the corner
friends in this city—everyone’s already got three, and facing the intersection, a pair of small, chest height doors
they’re all in wealthy business contracts. swaying in the doorway. A sign that reads ‘Saloon’ is nailed
Guards do their best to keep order in Tombflats, above the entrance, into the wooden frame of the balcony.”
but with the large amount of crime already at large
in the city, it’s difficult to keep up with petty theft or If the characters have arrived via caravan, the driver (a
break-ins. The mayor of Tombflats is a human named commoner named Wesley Colter) pulls up to the front of
Gordyn Alwhick. He puts on a pleasant face and the saloon, where a guard from inside unloads the cargo
speaks of the city’s marvels, but rarely ever addresses into the tavern. The characters can jump out at any time,
its problems. The city guards won’t be looking for the but if the guard finds them in the back of the caravan, he
characters, and if they start trouble in a local saloon, is surprised at first but only cares about the shipment of
it’s likely they’ll get out of it. drinks to be carried inside. He tells the driver, “Looks
like you’ve got some stowaways,” at which point, Wesley
Searching for the Saloon yells at the characters to get out and scram.
From noon to midnight, patrons visit the saloon.
If the party entered the city by any means other than They drink, play card games, dance, and share
the caravan, they’ll have to look for the saloon (named rumors. From midnight to noon, the saloon is closed
The Royal Pig if it belongs to Eddie Van Patten, or the and doubles up on its usual guards.
Heat Spike if it belongs to Azeraphis). The characters can decide whether they infiltrate
Any character can ask around or simply look for the while it’s open or closed, which can yield different
saloon, finding it easily enough without making any encounters altogether.

60
The Heist
Saloon: Ground Floor

61
Saloon: Loft
3
2

1
4

Quest-0-Nomicon
The Royal Pig Saloon During operating hours, the saloon features six com-
If your villain is Eddie Van Patten, the saloon is named moners who drink, play card games, and socialize in
The Royal Pig. It is run by Eddie’s secondhand man, the common room. One of these commoners is the bar-
Klot. Klot is a goblin and a cunning negotiator; he’s loyal tender. Two Van Patten mercenaries (see appendix B)
to Eddie and owes him for his freedom. Eddie paid off are always present and swap shifts every four hours. If
Klot’s bounty and had him released from jail so that Klot Klot (see appendix B) is present in the common room,
would work for him. Eddie needed Klot to negotiate the mercenaries are sharp and attentive. If Klot is in
terms with another mercenary group of goblins to work his office, the mercenaries are drunk and have disad-
with one of his associates—one Alonzo Alwood—to rob vantage on all their skill checks (including a -5 to their
a town of its resources and gold. Klot succeeded and was passive Perception). Anyone who attempts to go back
rewarded with the Royal Pig Saloon. behind the bar or up the staircase is stopped by either
Roleplaying Klot. Klot is charismatic, suave, and a the mercenaries or Klot himself. Any character can
swindler. He does his best to ensure the patrons of the make a DC 15 Charisma (Deception) check to lie about
saloon are enjoying themselves, feel comfortable, and being new hires, or customers of Eddie’s loan shark
most of all: cause no trouble. He feels very fortunate business, who were told to meet with Eddie directly.
to be in the position he’s in and doesn’t want to lose On a success, this would easily fool the mercenaries,
it. He runs a tight ship with Eddie’s mercenaries, who but Klot would have more suspicion and follow the
guard the saloon day in and out. Klot (see appendix characters wherever they go.
B) is very matter-of-fact and will waste no time on If a fight breaks out in the common room during
entertaining the characters if they seem suspicious. operating hours, the Van Patten mercenaries try
The only way to compel Klot’s attention is either to their hardest to apprehend the characters, but if the
offer gold, or to threaten him with baseless blackmail. party is out for blood, then the mercenaries will not
hesitate to kill them. The patrons of the saloon will try
their best to escape, but it’s not below these scummy
Ser Nominus Note: mercenaries to use them as hostages to stop the party.
The characters would have no idea whether or not If the party enters during closed hours, read the
Klot has a criminal past, nor would he know if following text:
they have dirt on him. Perhaps an Insight check
could warrant a character having this knowledge. “All is quiet. The saloon’s common room smells of mildew and
alcohol. Two armed mercenaries flank the entrance, and two
more sit at the tables. A staircase ascends to a second level, and
If the characters enter the saloon during operating an entrance to a back room can be seen behind the bar.”
hours, roll a d4. On a 1-3, Klot is in the common room,
either serving drinks, keeping watch, or chatting up the During closed hours, four Van Patten mercenaries (see
patrons. On a 4, he is in his office, filing paperwork. appendix B) are always present, and Klot (see appendix
The Royal Pig saloon also has a failsafe: it is rigged B) is always in his office, dozing off. Eddie Van Patten
to explode at Eddie’s command, with magical runes has forced everyone to stay awake during the off
drawn in chalk on the exterior of the building. If the hours, and not everyone is happy with the decision.
characters search around the sides of the saloon, they The mercenaries have no time for funny stuff and tell
can easily spot these chalk drawings. Any character can anyone who comes into the saloon that it’s closed and
make a DC 10 Intelligence (Arcana) check to examine that they should “shove off.” If an audible fight breaks
the drawings, realizing on a success these are explosive out, the two other mercs from upstairs will join the fray,
runes, and if washed away, they will be rendered inert. along with Klot.

1: Common Room 2: Back Room


If the party enters during operating hours, read the
following text: “This back room contains crates filled with bottles of drinks,
casks of ale, and a washing area with a pump for water.”
“The double doors to this establishment swing open as you
enter. The lively saloon smells of mildew and alcohol. Patrons This room is mostly empty, aside from a couple of
gamble at card games on wooden tables. Some sip on drinks at bottles of various alcohol. If a fight breaks out in the
the bar. And an uppity tune is plinked away on a piano. Two common room during operating hours, the bartender
armed mercenaries flank the entrance and aren’t too worried (who uses the commoner stat block) hides in this room,
by your arrival. A staircase ascends to a second level directly where he has hidden a light crossbow with 20 bolts
to the left of you, and an entrance to a back room can be seen under a shelf. It can be found with a successful DC 10
behind the bar.” Intelligence (Investigation) check.

62
The Heist
loan with him. Fortunately for the characters, and unfor-
tunately for Mr. Van Patten, his schedule is written out
3: Klot’s Office on a chalkboard directly behind his desk. In clear view
of any character with a passive Perception score of 8 or
“This small room features a desk, a candle-lit lamp, scattered higher, it reads, “Today: Meeting with the Aces Family.”
papers, and sealed boxes of various bottles.”

During operating hours, if Klot (see appendix B) isn’t


in this room, the door is locked. It can be opened with Ser Nominus Note
a DC 14 Dexterity check using thieves’ tools, or can If the characters manage to get so far as to kill no
be broken down with a successful DC 16 Strength one, and sit down with Eddie as the “Aces” family,
(Athletics) check. let them take out the cheatin’ scumbag however
If Klot is in his office, he will be staring down at they like. Don’t initiate some sort of combat that
papers and writing with an ink pen. Too busy to look brings the action to a halt. Roleplay a confused
up, he’ll confuse the characters for the mercenaries Eddie who slowly realizes who he’s dealing with
and tell them, “For the last time, no. I’m not letting you and fears for his life. Let the players have their
guys ‘taste test’ any of that Von Holland beer cheese! It
moment of triumph and sweet revenge!
was expensive!” Once he notices that the characters are
not his employees, he politely apologizes and redirects
them back to the common room. If the characters do
anything besides follow Klot’s instructions, he grows If a fight breaks out in the common room, or anywhere
increasingly angry and demands they leave. in the saloon, Eddie Van Patten (see appendix B) aims
During closed hours, Klot is dozing off in his chair. He his crossbow at the door and fires at the first person
has a -5 penalty to his passive Perception while asleep. that opens the door, unless it’s one of his mercenaries.
Treasure. Nothing but letters to clients and family If he fails in his first attack, or is outnumbered, he will
are on Klot’s desk, and the crates are filled with bottles surrender, drop his weapon, and make a deal with the
of beer. The drawer in Klot’s desk has a false bottom, characters, offering them double the score they tried
which can be discovered with a successful DC 13 to steal from his train. Any character can make a DC
Intelligence (Investigation) or Wisdom (Perception) 15 Wisdom (Insight) check, realizing on a success that
check. Inside is a pouch filled with 348 gp, 210 sp, and Eddie is bluffing and it’s impossible for him to have all
a small square of cheese, along with a deed to a small that money here and now. What Eddie truly wants is to
house in the town of Flintfall that bears the name “My get into his safe, where he keeps the magical locket that
Lil’ Goblin Home.” will ignite the runes on the outside of the saloon (see
“There She Blows!” below).
Treasure. Behind Eddie’s desk is a very large safe,
4: Outfitted Loft which either requires the key that Eddie keeps on his
Up the stairs is a long hallway that has a single door person at all times, or a successful DC 20 Dexterity check
to the right. using thieves’ tools, to open. Inside is 51,345 gp and a
During the operating hours one Van Patten locket with a gold switch. This locket’s switch ignites the
mercenary ( see appendix B) guards the entrance. explosive runes (see “There She Blows!” below).
She lets no one beyond the door unless they’re being
followed by Klot and have already deceived him into
thinking they’re there to meet Van Patten. Otherwise, There she blows!
convincing her to let them in will require another lie. The explosive runes on the outside of the saloon
The characters could also try to silently knock out or are ignited by the locket in Eddie’s safe. Eddie only
assassinate this guard if they’ve made it up the stairs needs to use his bonus action in order to make the
stealthily. There would be no other witnesses if they call if he has the locket, in which case everyone in the
choose to do so. saloon is blown to smithereens, leaving nothing but
During closed hours, two Van Patten mercenaries ash behind—and thus this outcome would conclude
(see appendix B) guard the entrance. They let no one the adventure.
beyond the door unless they’re dressed in mercenary
garb and have a good reason to see Eddie. They can
be deceived or persuaded with a successful DC 15
Charisma (Persuasion or Deception) check.
The main room in the loft is a temporary office with
Eddie Van Patten himself sitting inside, regardless of if
the saloon is open or closed. He writes up new contracts
Hellfire
and loans in this office and isn’t expecting any visitors Pistol
except for the “Aces Family,” who will be signing a new

63
Quest-0-Nomicon
1: Common Room
If the party enters during operating hours, read the
Violet following text:

“The double doors to this saloon swing open as you enter. The
saloon smells of alcohol and sweat. It feels like a furnace on
the inside. Patrons gamble at card games on wooden tables,
some sip on drinks at the bar, and a bard strums uppity tunes
in a corner of the room. Two armed tieflings flank the entrance,
and a staircase directly to your left ascends to a second level.
An entrance to a back room can be seen behind the bar.”

During operating hours, the saloon features six


commoners who drink, play card games, and socialize
in the common room. One of these commoners is
the bartender, a human man by the name of Dom.
Another is the bard, an androgynous halfling by the
name of Kurt Savory. The latter is dressed in bright
clothing, sports an enormous mustache, and wears
a teal wig. Kurt requests to be referred to as “they,”
“them,” or by name in conversation. They play lots of
upbeat tunes, including one where Kurt tells a story
about a “little boy who turned to stone.”
Two Badlands devils (see appendix B), disguised
as tieflings, are always present and ensure no one
tresspases upstairs unless invited by Azeraphis,
something of which they are always informed. If
Violet is present in the common room, the devils keep
a close eye on her, thus giving them a temporary
-2 to their passive Perception score. Anyone who
The Heat Spike attempts to go back behind the bar or up the staircase
IIf your villain is Azeraphis, the saloon is named is stopped by the devils. Even if the characters attempt
The Heat Spike. It is run by Azeraphis’ second-hand to lie about meeting with Azeraphis, the devils simply
woman, Violet. Violet is a half-elf loyal by circumstance smile and say, “Azeraphis isn’t seeing anyone right
to Azeraphis. Violet’s sister, Rosie, made a deal with now,” and direct them back into the common room.
Azeraphis to kill her own husband in exchange for her If a fight breaks out in the common room during
soul. Azeraphis accepted, but Rosie’s husband was the operating hours, the devils try their hardest to throw
leader of a gang, and he nearly killed Azeraphis and the characters out of the saloon. If the characters are
his army of devils. After such a loss, he threatened to attempting to kill the devils, they will retaliate with a
send Rosie to the Hells as punishment, but Violet struck more deadly approach.
a deal of her own with Azeraphis to protect her sister. If the party enters during closed hours, read the
Now she runs and operates his saloon, and will until following text:
she dies.
Roleplaying Violet. Violet schemes every day on “All is quiet. The common room of the saloon smells of mildew
a way to kill Azeraphis once and for all, to get herself and alcohol. Two armed tieflings flank the entrance, and two
and Rosie out of his grasp for good. However, any more sit at the tables. A staircase ascends to a second level, and
hint of treachery would see her in a dungeon rather an entrance to a back room can be seen behind the bar.”
than operating a saloon. So she deals with what she
has. Violet is stoic and tired, but sees opportunity in During closed hours, four Badlands devils (see
the characters. She’ll willingly offer up any helpful appendix B) are always present and Violet is always in
information to kill Azeraphis, so long as she gets her the loft, asleep. The devils keep a sharp eye and turn
sister free. away anyone who tries to enter the saloon. If an audible
If the characters enter the saloon during operating fight breaks out, Azeraphis (see appendix B) and the
hours, roll a d4. On a 1-3, Violet is in the common two other devils will come downstairs to join the fight.
room, cleaning. On a 4, she is in her office. Violet remains upstairs.

64
The Heist
2: Back Room When the characters first enter this room, Azeraphis
immediately recognizes them. He commends their
resolve in making it so far to take him down, but alas,
“This backroom contains crates filled with bottles of drinks,
he cannot allow them to get away with such treachery.
casks of ale, and a washing area with a pump for water.” Azeraphis cannot be dissuaded from fighting—that
is, unless a character offers up their soul for a new
The room is mostly empty, aside from a couple of contract. Azeraphis happily agrees and considers their
bottles of various alcohol. If a fight breaks out in the rivalry forgotten, though the character who made the
common room during operating hours, Dom, the deal will descend to the Hells in the afterlife and be
bartender (who uses the commoner stat block), hides in made an eternal soldier in Azeraphis’s army.
this room, where he has hidden a light crossbow with If Violet (see appendix B) is in the room, she joins
20 bolts under a shelf. It can be found with a successful in on the fight if the characters appear to be winning.
DC 10 Intelligence (Investigation) check. If Azeraphis is defeated, he crumbles to ash and
exclaims ,“No… no! She’ll kill me!”
3: Violet’s Office Treasure. Behind Azeraphis’s desk is a very large
safe, the opening of which either requires the key
“This small room features a desk, a candle-lit lamp, and sealed that Azeraphis keeps on his person at all times, or a
successful DC 20 Dexterity check using thieves’ tools.
boxes of various bottles.”
Inside are 346 soul contracts and 4,999 gp.
During operating hours, if Violet isn’t in this room the
door is locked. It can be opened with a successful DC
12 Dexterity check using thieves’ tools, or can be broken
down with a successful DC 16 Strength (Athletics) check.
Conclusion
If Violet (see appendix B) is in her office, she will Whether the characters kill Eddie or Azeraphis and
be mindlessly drawing on a scrap of paper, bored loot their treasure hoard, or they fall during the
out of her mind. When she spots the characters, she course of their mission, the adventure comes to a close
tells them to close the door and asks if they’re here here— though the journey doesn’t have to end here.
to rescue her. She explains her predicament and begs This saloon wasn’t the villain’s only seedy enterprise;
the party to take Azeraphis down. She tells them she perhaps they have another base of operations with a
can provide a distraction for the devils guarding the second-in-command who steps up as its new leader.
staircase to allow them up. If they agree to this, Violet Maybe the law hunts the characters down for trying to
calls the two Badlands devils (see appendix B) who steal from the villain? The story can always continue
are always keeping an eye on her over into her office on! But for the purposes of this adventure, thus
with the words, “I’ve altered the deal!” This will bring concludes “The Heist.”
them both running, allowing the characters up the
stairs unchecked.
During closed hours, the office is locked and contains
nothing of value besides a few of Violet’s drawings. The
drawings are of ships, cities, and the ocean.

4: Outfitted Loft Badlands


Up the stairs is a long hallway that has a single door to Devil
the right.
During the operating hours, the door is not guarded
and opens with ease.
During closed hours, one Badlands devil (see
appendix B) guards the entrance. They let no
one beyond the door unless they are charmed or
frightened.
The main room in the loft is a temporary office with
Badlands devils sitting inside. If the saloon is open,
Azeraphis lounges around and occasionally speaks
to other devils with sending. If the saloon is closed,
Azeraphis writes contracts, drinks wine, smokes, and
keeps a close eye on Violet, who sleeps on his couch.

65
Quest-0-Nomicon
Background
Your chosen villain changes why the town is
being attacked.
Theme Tags If your chosen villain is Alonzo Alwood: The town of
Western, showdown, old-timey. Bullthorne recently came across an exciting revelation:
the mountain it is placed near is chock full of gold!
Content Warning Unfortunately, that type of information spreads quickly,
Alcohol, description of blood, corpses, and infamous outlaw Alonzo Alwood has caught word
city destruction, explosions, firearms. of it. Using his goblin henchmen, Alonzo intends to
forcibly take control of Bullthorne and take the mine for
himself, bringing in enough riches for him to make his
gang the largest the land has ever seen.
Description If your chosen villain is Old Man Johnny: The town
of Bullthorne has recently been set upon by demonic,
The town of Bullthorne has been relentlessly attacked bull-like creatures. These creatures have been loosed by
by a group of individuals who want to see it burned to Old Man Johnny, an elderly wizard who went insane
the ground, or else with them as the leader. While the studying demonology. In the grip of this madness, he’s
town has been resisting the attacks, morale is running found himself desiring to know more about the demons
low and most of the citizens are ready to give up. he can summon, no matter the consequences for the
The party must defend the town of Bullthorne, save town and people of Bullthorne. The only evidence he
hostages from turncoat citizens, and put an end to the left behind of the summonings is the runic engravings
villains’ tyranny once and for all. on many of the buildings of Bullthorne.

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Bulwarks of Bullthorne
Character Hooks
and Motivations Villains
To help involve your players and their characters more Alonzo Alwood
in the story, have each character answer the following (Villain Option #1)
question: Why are you willing to step up and help save the
town of Bullthorne? All know Alonzo Alwood by his curly black mustache
Alternatively, you can use the table below to give and large, stark white hat. After his many years as
your players ideas for their characters’ motivations in an outlaw, his face has started to show its age, if only
the adventure. slightly, and his hair has receded on him, making the
curly mustache the only hair on his head. Known for his
goblin henchmen and quick draw, Alonzo wants control
You were born in Bullthorne, and you will defend it to of Bullthorne for its newly-opened gold mine, as a way
1
your last breath. to get rich and to recruit even more to work under him.
You just rolled into town after being hired as muscle for
2
the bar, and it’s your duty to protect it.
3 You are a protege of the sheriff, one of his newest deputies. Old Man Johnny
If the villain is Alonzo Alwood: One of your parents was (Villain Option #2)
4 a bounty hunter who turned up dead by his hand. You’re Bullthorne lies on demon-cursed land, and demons
going to get your revenge, whether it kills you or not. periodically appear out of thin air to attack the citizens.
If the villain is Old Man Johnny: You’ve heard rumors of The demons go back to their home plane upon dying, so
5 demonic activity in the town of Bullthorne, and you’ve their only goal is to cause destruction. Old Man Johnny,
come to rid it of such evils.
an old wizard who went crazy studying demonology,
You’re a prisoner in the Bullthorne jail, and this task will is the only person in town with a connection to the
6
pay off your bail. demons, upon whose death the curse might be broken.

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• Nobody really knows why, but demonic bulls seem
The Calm to appear almost as if out of nowhere lately. Some
citizens recently reported seeing carvings in some of

Before the Storm the stones by the hotel that look demonic, and they
have figured out that the markings gradually light
(Adventure #1) up when an attack is imminent. (These carvings are
currently lit.)
The party can go to the few workers that stayed at their
Synopsis places of business to convince them to help defend
Bullthorne, though the mayor warns them that they
The party comes into town and discovers an attack don’t have much time.
on Bullthorne is imminent. They must convince the Once the party has visited two of the four potential
townspeople to provide whatever assistance they can allies described below, begin the “Face Off” encounter,
to hold off the villain and his henchmen. regardless of whether or not the characters convinced
anyone to help.
Introduction
When you are ready to begin the adventure, read the Ser Nominus Note
following flavor text:
With the battle looming, the party basically
has enough time to try to convince two of the
“You step into one of the largest buildings in Bullthorne, a
four people to help them—so make
dusty old town that is seemingly empty. Swinging open the those choices count!
doors of this bar, you find yourself faced with the citizens
of Bullthorne, fear in their eyes. In the back of the room is
a large counter, reaching almost the entire length of the
building, and behind it a tiefling woman inquisitively
The Bartender
watches you while cleaning a mug. All but one table in this
room is taken, and you hear loud footsteps on the wood floor “The bartender nods to you as you approach her. ‘Howdy,
as a dwarven man makes his way towards you.” what can I do for y’all?’ she asks as she cleans yet another
mug, her golden eyes inspecting you as you approach.”
The male dwarf approaching the party is Bullthorne’s
mayor. The mayor is in his mid-200s and dressed in a The bartender, who goes only by Zelia (see appendix
fairly nice suit and hat. His name is Bogar. He’s search- B), is a young tiefling woman with soft purple skin.
ing for individuals who can help the town against the She has golden eyes and small, ram-like horns that
upcoming attack and requests the characters’ assistance protrude from her forehead. She stands around 5’8”
Bogar provides the characters with the following tall and is dressed in common western dress: a light
information: blue long-sleeved button-down shirt, sleeves rolled up
to the elbow; well-fitting blue jeans; and brown boots.
• Bullthorne has been getting attacked every week
She regards the party as just another group of upstarts
for the last month, and is just barely holding back
getting in over their heads, but she is open to hearing
the aggressors. The people that still seem intent on
what they have to say. A successful DC 14 Charisma
holding their ground are the bartender, Zelia; the
(Persuasion or Intimidation) check will convince her to
gunsmith, Adelaide Clark; the doctor, Hogan; and
aid the party. If the characters do convince Zelia to help
the sheriff, Lawrence Waters.
them fight the bandits, she will provide each of them
• Most in the town have given up hope that it can
with one enchanted whiskey (see appendix A).
be saved, and some have even begun to pack up to
leave after this upcoming attack.
• Bogar offers the party 50 gp each for helping push The Sheriff’s Office
back the attack on the town.
If your chosen villain is Alonzo, Bogar shares the “This office is a small, square room, built from dark wood
following information: planks. There is a small window beside the swinging door,
• The attack is commenced by goblin outlaws, a telltale allowing the sheriff to see whoever might be entering before
sign that the notorious Alonzo Alwood, famed for they do, and a large wooden desk towards the back of the room.
his quick shot and goblin underlings, is behind it. Behind the desk, a set of keys hangs from a nail driven into the
If your chosen villain is Old Man Johnny, the mayor wood. An opening to the right reveals a larger room, holding
shares the following information: three jail cells, all empty at the moment. Behind the desk,
sitting on a chair, is the town sheriff.”

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Bulwarks of Bullthorne
Mines

Hotel
Bar

Doctor

Gunsmith

Citizens Homes

Mayor’s Home

Sheriff and Jail

Bank

1 square = 10ft

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Quest-0-Nomicon
(If one of the party members used the “sheriff’s protege” The Doctor’s Office
hook, the sheriff regards them as they would a respect-
ed student.) The town sheriff is Lawrence Waters (see
“Stepping into this building, you find yourself faced with
appendix B), an aged human man with short, well-kept
an oddly pristine front counter. Behind the counter is a
grey hair and a large grey beard. He approaches the
party with a bit of apprehension, as he’s been fighting single chair, with various doctors’ tools hanging on the
against this threat for a while and has been getting closer wall beside it. ‘One moment,’ you hear a gruff voice say
to losing each time. He’s close to giving up on saving from behind the counter, before a male half-orc rises up
the town. If the party convinces Lawrence to help them from behind it, holding a hammer in his hands. ‘Okay,
fight the bandits, he will fight alongside them as an what can I do for you?’”
NPC, using his stat block. The sheriff requires the party
to prove that they are willing to fight to the last breath, The half-orc behind the counter is the town doctor,
as he believes they will fail. They can convince him of Hogan. He is a middle aged half-orc with short black
this by succeeding a DC 12 Charisma skill check of each hair, sprinkled with grey. He approaches the party with
member’s choice. If at least half of the party succeeds, the a firm kindness. If the party convinces the doctor to
sheriff will assist in the fight. help them fight the bandits, he will provide them with
a medical kit. This medical kit can be used, as an action,
to bring an unconscious creature back up to 1 hit point.
Ser Nominus Note To convince the doctor to assist, the party must show
Give the party a chance to explain what they that they can properly use the medical kit. This requires
will say to the sheriff with their Charisma check a successful DC 12 Wisdom (Medicine) check from one
to convince him, but don’t require it. Not every of the party members, to show that they have a skill in
the medical arts.
player is going to be able to come up with
something quick and witty off the top of their
heads, but if the Charisma skill makes sense,
then allow them to make the roll. The Gunsmith’s Shop
“As you enter the gunsmith’s shop, you find yourself in a
small wooden workshop. Set up less like a store and more like a
building space, there are scraps of metal and bare wood lying
about, alongside a table covered with various metalworking
tools. Currently sitting at the table, carving into a block of
Adelaide wood, is an elven woman, the tip of her left ear missing, face
Clark
scarred. She looks up at you and nods. ‘Haven’t seen your faces
here before,’ she says. ‘Friend or foe?’”

Adelaide Clark (see appendix B) is the town gunsmith,


a rifle-wielding half-elven woman. She stands at
5’6” and has medium-length black hair. She wears
a light-brown leather duster over a grey shirt and
light-blue pants. On the left side of her face, she has a
scar reaching up from her left cheek to her left ear, the
tip of which seems to have been cut off by whatever
caused the scar. She regards the party with curiosity,
as she’s looking for that extra thing Bullthorne needs
to be able to finally rid the town of its issues. If the
party convinces the gunsmith to help them defend
Bullthorne, she will offer to provide cover fire for the
party while they fight. Adelaide will ask the party to
show that they are skilled in combat. Each member of
the party must make a DC 13 skill check of their choice
to show their prowess. If half or more of the characters
succeed, the gunsmith will help.

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Bulwarks of Bullthorne
The portals’ initiative count is 20. Whenever there are
Ser Nominus Note fewer than three Bullthorne demons in combat and it
Have the party describe what they do with their is the portals’ turn, one additional Bullthorne demon
check to show off their combat ability! This is appears in a location within 5 feet of either portal.
a perfect opportunity to allow your players to The portal can be destroyed by using an action to
express their characters in their own way, by wipe away the runic chalk underneath it.
asking what skill they want to use and having After defeating the invading force, the party is
them give you a basic description of what their unable to find Bogar. If they search the town for him,
character is doing with that skill. they find him held hostage in his own home
If your villain is Alonzo Alwood: two goblin
outlaws (see appendix B) hold their position inside
of the house. The goblins will attack the party from
The Face Off inside the building, through the windows.

If your chosen villain is Alonzo Alwood, read the Ser Nominus Note
following text:
If you’re confused on how surprise works, just
“As you exit, you see a crossbow bolt fly past your face and remember: a character cannot move or take
embed itself in the wood of the building behind you. In the actions during the first round of combat
streets, facing you and reloading its weapon, is a goblin.
As you ready your weapons, three more catch up to their
If your villain is Old Man Johnny: two Bullthorne
companion and line up, ready to end you.” demons (see appendix B) ram their horns into the
mayor’s home, attempting to break in and kill him.
If your chosen villain is Old Man Johnny, read the The demons are unaware of the characters and are
following text: considered surprised unless the characters actively
make themselves known.
“As you exit, you step toward your next location—and chaos After the minions (be they goblin or demon) are
suddenly ensues. The sound of demons rampaging through the defeated, the mayor hesitantly leaves his home.
town echoes down the streets, and you are beset by four bull- If you would like to end the adventure here, use
like creatures, their red bodies offset by a flowing orange mane, the following: Bogar thanks the party for saving him,
almost as if they themselves are on fire.” and for their work defending the town. He gives the
party their reward of 50 gp each and offers them a
The fight in the middle of the town involves the round of drinks.
party and any of their allies who have agreed to fight If you would like to continue on to part 2, “Internal
alongside them. Begin combat with the players near the Strife,” use the following: Bogar thanks the party for
building that they most recently stepped out of, and the saving him, and for their work defending the town.
opponents scattered along the road they’re on. He offers to buy the party a round of drinks, and
If your villain is Alonzo Alwood: four goblin sends a deputy to retrieve the rest of the reward.
outlaws (see appendix B) stand in their way. The party While the party is enjoying drinks with the mayor,
notices that the goblins have set up TNT crates next the deputy returns—with the promised 50 gp for each
to some of the buildings along the road, and must party member, but also with dire news: Some of the
make sure they don’t get set off while fighting. Pick townspeople have turned against the good of the city
four locations alongside the road the party is on—this and are holding other citizens hostage.
is where the TNT is located. The goblins have not yet
prepared the fuses for the explosion, but if they lose
more than half of their hit points, they will use their
turn to move towards a TNT crate and attempt to blow
it up themselves, sacrificing themselves for the cause. Bullthorne
If a goblin starts its turn next to a TNT crate, they Demon
make it explode. Any creature within 20 feet of the
explosion takes 1d4 fire damage and 1 bludgeoning
damage, and any building immediately adjacent to
the explosion is destroyed.
If your villain is Old Man Johnny: four Bullthorne
demons (see appendix B) run at the group. Behind the
demons, there appear to be two large red portals, with
runic chalk sketched underneath them.

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Quest-0-Nomicon
The party must climb up to the attic of the hotel and
Internal Strife save the hostages.
The mines are more straightforward, but much
(Adventure #2) more dangerous. The turncoats are holed up in the
large man-made cave in the back of the mine, and
have stolen TNT, intent on blowing the mine up
Synopsis should the situation get too dicey.
While the party was defending the town from the Lightning rifle. This rifle appears as any other weap-
attack, turncoats (townies loyal to the villain) from on, at first. However, the rubberized stock and modi-
inside Bullthorne kidnapped other citizens and are fied barrel allow it to fire bursts of electricity instead of
holding them in two different locations. The party regular ammunition. Once per day, a player may fire a
must decide which group to help and send remaining 5-foot-wide line of lightning at a creature it can see with-
lawmen (a couple deputies and the sheriff, if they in 60 feet of itself. The target must make a DC 14 Dexteri-
helped the party originally) to the other location. ty saving throw, taking 2d8 lightning damage on a failed
The two locations are the hotel and the mine. The save, or half as much on a success. Any creature in the
hotel is safer, as the mine has plenty of dynamite that line between the rifle and the target must also succeed
the villains may use to create traps, but if the deputies on the saving throw, or take 1d8 lightning damage.
go to the mine, they are in much more danger.

Introduction The Hotel


After defending the town from the demons/outlaws, 1: The Hotel Lobby
the mayor of Bullthorne offers to buy them a drink as
thanks. As they return to the bar to get their drinks, “You enter into the hotel’s dlimly-lit lobby, a respite from the
a sheriff’s deputy alerts the party that minions have dust and unyielding heat of the outdoors. Rays of sunlight
kidnapped citizens during the attack, and requests creep in through the slits of the blinds, casting patches of light
their assistance. The lawmen can go into one of the two
on the well-worn wooden floor. The lanterns dimly flicker to
locations where the hostages are kept, but not into both
illuminate the darker corners of the room, tables empty of any
of them at the same time. They offer the party a custom-
built lightning rifle (see below) to help bring these patrons. An eerie silence is only disrupted by the creaking of
villains to justice. The deputies will go to whichever old floorboards. On the counter, slumped over with a crossbow
location the party doesn’t choose. still loosely grasped in his limp hand, is a human, the back of
The hotel is slightly safer. The turncoats are holed his head red with drying blood. Even in the dim light of the
up in the attic, after having knocked out the hotelier. room, you can make out the slow rise and fall of his chest.”

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Bulwarks of Bullthorne
This room appears to be cleaned out, outside of a few party attempts to pass those rooms without checking
tables, the front counter, and the unconscious form of the what’s inside, they are attacked by a hidden turncoat
hotelier, Kimley Jim. He was caught by surprise when (see appendix B for the outlaw turncoat and demon
the turncoats burst in, and was smashed over the head turncoat stat blocks). If the turncoat is not noticed
with a bottle before he could draw his crossbow. The par- before they attack, the characters are surprised.
ty can stop his bleeding with a successful DC 12 Wisdom If the lawmen went to the mines before the party,
(Medicine) check, and can wake him up with any form of they managed to knock out this turncoat before the
healing. If they wake him up, he expresses gratitude to party arrived, but were bested by the turncoats in
the party in a deep, gruff voice. He tells them that before the attic. If this is the case, the lawmen’s unconscious
he lost consciousness, he saw people being dragged forms are shoved in the barrels in the attic.
up to the second floor, but not much else. If the party
attempts to stealth upstairs, they have disadvantage due
to the shattered remains of the bottle smashed over the Ser Nominus Note
hotelier’s head. Any character with a passive Perception If you’re confused on how surprise works, just
of 12 or higher will notice the broken glass—and, if no-
remember: a character won’t do anything on their
ticed, the glass can be cleared away before stealthing.
first turn because they’re surprised.

2: The Hotel Second Floor


“As you climb up the squeaking stairs, a long hall opens up 3: The Stairs to Attic
before you. Three closed doors line the sides of the hall, the
floorboards worn by the coming and going of patron after “As your group goes to climb the next set of stairs, you come
patron. Down the middle lies a decently kept carpet, lining the across a trap door, the lock carelessly broken off.”
path towards the next set of wooden stairs to the next floor.”
The turncoats have attached an alarm bell to the
This hallway appears to be untouched, though if the trapdoor that can be noticed with a successful DC 15
party succeeds a DC 13 Intelligence (Investigation) Intelligence (Investigation) or Wisdom (Perception)
check, they note that the carpet has run up on itself check. If noticed, it can be disabled with a successful DC
and is folded over carelessly in places, as if someone 13 Dexterity check using thieves’ tools. If the trap is not
was dragged across it. They also notice that the two disabled before the characters open the trap door, the
central doors appear to be ever so slightly open. If the sound of a ringing bell is heard, alerting the turncoats.

2 4 The Bullthorne Hotel


1

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Quest-0-Nomicon
The Mines
4: The Attic
“The attic of the hotel is full of scattered sheets and knocked
over barrels. Several figures stand near the middle of the
room, the lower halves of their faces obscured by worn
bandanas. In the corner of the room is a bound individual, a
burlap bag pulled over their head.”

If the party successfully finds and disarms the trap,


use the following:
4
“The captors seem to be in quiet conversation, unaware of
your presence. Several barrels provide you with some cover
as you enter.”

If the party does not find and disarm the trap, use
the following:
3
“The captors turn to look towards the trap door, their conversation
coming to an abrupt stop as they draw their weapons.”

If your chosen villain is Alonzo Alwood, the party finds


themselves faced with three outlaw turncoats (see
appendix B).
If your chosen villain is Old Man Johnny, the 2
party finds themselves faced up against three demon
turncoats (see appendix B).
If the party has not triggered the bell trap, and half
or more succeed on a Dexterity (Stealth) check with
the DC being equal to the enemies’ passive Perception,
they are able to sneak in and potentially attack the 1
now-surprised turncoats. After clearing out any
enemies in the room, they find that the hostage in
the hotel was one of the NPCs that did not help
the party with the earlier attack on the town.
They are thankful for the party’s help, and
want nothing more than to get to their The Mines
home for some nice stew and rest.
1: The Entrance to the Mine
Goblin “As the lawmen race to the hotel, you find yourselves looking
Outlaw
at the opening of a mine shaft. The cavern quickly descends
into darkness, a lantern flickering from deeper within. A
box labeled ‘TNT’ lies open and empty near the entrance,
foreboding. A few piles of rubble are gathered to the side of
the opening, the grey quartz dust lining the ground. There’s
a ramshackle shed off to your right, door ajar, as the hinges
seem to be broken.”

The entrance to this mine is a man-made carving into


the side of this rock formation. While not much can
be found at the entrance, a successful DC 12 Intelli-
gence (Investigation) check on the area reveals that a
small lock on the crate of TNT appears to have been
forcibly opened.

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Bulwarks of Bullthorne
2: Equipment Room action to push down the TNT trigger, lighting four
separate fuses spread across the mine. The criminals
attempt to escape while the fuses are burning. The fuses
“The lightest of tugs finally breaks the damaged hinges,
can be put out with an action. If the fuses are not put
leaving the door to fall to the side, revealing the interior of the out by the end of the third round, each creature in
equipment shed. Several boxes of tools line the haphazardly- the room takes 1d6 bludgeoning damage and 1d6 fire
installed shelves, some empty, some with a few broken items damage per lit fuse.
inside. A singular ray of light catches the specks of dust that If the lawmen went to the mines before the party,
float through the air.” the turncoats appear already slightly injured from the
previous fight and start the combat with 3 fewer hit
The inside of this shed appears to hold equipment useful points than normal. If this is the case, the lawmen’s
for surviving in a mine. Inspection of the wall notes a unconscious forms are shoved into the back of the
shoddily drawn map of the inside of the cave, marking cave, behind the hostage.
a room deeper in as the primary mining location for the
moment. If the party chooses to rifle through the rest of
the materials inside the shed, they find the following: Returning to
two lanterns with no oil, an empty oil tin, five miners’
hats, two pickaxes, and three waterskins.
the Town Center
When the party completes one of the two areas and
returns to the town center, they find that the lawmen
3: The Mine Shaft Path have not yet returned from the location they were sent to.
If the party hasn’t decided to do so themselves, Bogar
“As you enter the passageway, you are engulfed by the cool approaches and asks them to go to the location the
and dusty air of the mine, the stone untouched by the sun. The lawmen went to investigate, as he is concerned that
quiet echo of shifting gravel underneath you can be heard as you they themselves have failed and been captured.
follow the barely-lit path down. A few of the lanterns seem to be
drenched in water, dripping down in small puddles below them.”

While the turncoats were preparing to set up the TNT


Conclusion
trap in room 4, they accidentally spilled the oil out of As the party returns to Bullthorne, they are met by
their flasks leading to it. If the party notices the oil with the mayor.
a successful DC 16 Intelligence (Investigation) check, If you want the adventure to end here, the party
they can light it on fire to light a path to the turncoats’ is either thanked for their service to the town and
room, and set off the TNT. Setting off the TNT in granted the lightning rifle (see appendix A), or are
this way will kill both the turncoats and the hostage, kicked out by the lawmen for rescuing no one and
causing a partial collapse of the mine. causing further destruction.
If you want to continue to part 3, “Battle in the
Gorge,” the characters advance to level 3, then read
4: Hostage Cave Room the following text:

“A large, man-made cave opens before you, several alcoves dug “You turn quickly as the doors of the bank burst open, dust
out as the beginning of branches for further expansion. Several and sand tossed up into the air by the group that rapidly
notches seem to be drilled out as slots for mining explosives. vacates the building. Each figure carries with them a large
Open boxes labelled ‘TNT’ are scattered about, their contents sack, filled to the brim. Even from where you stand, you can
visibly piled in the four walls of the cave. Near one, you notice hear the jingling of coins. Without time for you to react, the
a bound figure with a burlap sack pulled over their head. A rope thieves make their getaway, the leader jumping on the back
seems to tie them to the dangerous materials. On the other side of a horse, his goons close behind. He digs in his heels; the
of the cave, a comfortable distance away from the dynamite, mount rears with a squeal and flees toward the edge of town,
the low light of a single lantern illuminates a group of masked flanked by the villain’s allies.”
humanoids, talking quietly.”

If your chosen villain is Alonzo Alwood, the party


encounters three outlaw turncoats (see appendix B). Auto-firing
If your chosen villain is Old Man Johnny, the party Crossbow
encounters three demon turncoats (see appendix B).
In this expansive, man-made cave, the party
notices the turncoats and the one hostage. When the
characters enter the room, a turncoat will use their

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Quest-0-Nomicon
Battle in the Gorge “The distinct sound of a bull’s snort can be heard from
your left, as a pack of demons charge from behind a rock,
(Adventure #3)
attempting to gore the party.”

Synopsis If the party decides to stealth before coming up to the


gorge, read the following text:
The villain takes off after robbing the bank. The party, if
they so choose, gives chase on horseback and attempts “As you quietly investigate the clues before you, you swear
to stop the villain and his minions. This results in a you can hear the sound of shuffling behind some rocks in
standoff in the gorge, where the characters face the
front of you.”
villain once and for all.
The gorge cuts between two large rock walls, rising 40
Introduction feet above the characters’ current location.
If your chosen villain is Alonzo Alwood: Stationed
As the villain bursts out of the bank, the sheriff and
on top of the gorge are three goblin outlaws
gunsmith (or a deputy if both are dead) ride up on
(see appendix B) firing down on the characters.
horses, with a few free for the party. If the characters
Approaching from behind the party are five more
choose to chase down the villain, the villain’s underlings
goblin outlaws, who flank the assault.
try to slow the party. Have each party member roll
If your chosen villain is Old Man Johnny: three
initiative. On the backs of horses, they move at the
same speed every turn. Bullthorne demons (see appendix B) run down the
gorge. Charging from behind the party are five more
Bullthorne demons, flanking the assault.
Ser Nominus Note The sheriff, lawmen, or any friendly NPCs the party
has with them call out, “Run ahead! We’ll hold them off!”
No need to keep track of how much each creature
The characters can run ahead without being
moves, just detail the distance between—unless a attacked by any of the minions, though they could still
creature decides to stop moving or jumps off their stay behind and help their friends. If they stay behind,
horse. In that case, have them fall behind at a rate however, the villain will have enough time to prepare
equal to the speed everyone is moving, which would and have the upper hand against the party.
be 60 feet per round.

If the villain is Alonzo Alwood, he sends two goblin Inside the Gorge
outlaws (see appendix B) on horseback to slow down
the party. “You feel a draft of cool air as you step into the gorge. Rocks
If the villain is Old man Johnny, he sends two Bull- around you reveal nothing as you peek around them, and as
thorne demons (see appendix B) to slow down the party. you step forward, you hear a voice call out to you.”

The Gorge Entrance If your chosen villain is Alonzo Alwood, read the
following text:

“As you break through the tall-grassed plains, you come up “‘You’ve come all this way to stop me, the great Alonzo
to a large gorge, a wide gap of rock and dust sitting between Alwood! I’m impressed, if not annoyed. Bullthorne will
two massive, jagged stone faces that loom above you. As you be mine, and this gold will be the key.’ As he says this,
take in the size of the formations around you, you note tracks Alonzo motions to a large bag of gold. ‘Now turn around
leading into the gorge.” and be on your way. If you fight, I won’t hesitate to blow
open the lock instead.’”
If your chosen villain is Alonzo Alwood, read the
following text: If your chosen villain is Old Man Johnny, read the
following text:
“Suddenly, a bolt lands at your feet, and as you look up, you
see goblins peeking out from behind the rocks on the gorge, “‘Ah, you’ve come. I must say thank you for your work
firing down upon you.” here. Seeing my demons in action has helped me make much
progress in my—ahem—research. If you’ll excuse me, I’m
If your chosen villain is Old Man Johnny, read the taking this gold to finish what I started.’”
following text:

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Bulwarks of Bullthorne
Alonzo Alwood or Old Man Johnny attempts to stay If your chosen villain is Old Man Johnny, the
where they are and fight off the party (see appendix B characters find a staff of demonic summoning (see
for more details on either villain). Their plan is to ex- appendix A) on his person, along with a spell scroll of
plode the TNT to collapse the walls of the gorge and get burning hands, if he did not use it during the combat.
away. This blocks the party from following them.
Have the characters roll initiative. If the villain is not
defeated by the end of the third round, the TNT explodes Conclusion
and the villain escapes. If the characters stayed behind When the party returns to town, the sheriff (or deputy,
to fight the minions in the gorge, they will instead only if the sheriff is dead) thanks the party for their work in
have until the end of the first round to stop the villain. protecting Bullthorne, and tells them they are always
The TNT has an AC of 10, and if it takes any welcome to stay as heroes of Bullthorne.
damage, it is set off early, surprising the villain and If your chosen villain is Alonzo Alwood: The party
blowing them to bits. This also causes the rocks to fall, defeats the villain and saves the town, but learns of a
burying both the gold and the villain’s corpse in the greater threat through a calling card left behind in the
gorge. While not the best way to handle the situation, bank by Alonzo Alwood. The card belongs to a Mr.
the town will accept it as the only way to end the Eddie Van Patten.
villain’s tyranny. If your chosen villain is Old Man Johnny: The
If your chosen villain is Alonzo Alwood, the party party defeats the villain and saves the town, but
finds two auto-firing hand crossbows (see appendix A) learns of others studying demonology with the intent
on his person. of destroying the world.

The Gorge

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Theme Tags
Western, journey, wilderness.
Content Warning
Starvation, disease, injuries, animal attacks, animal Background
hunting, skeleton, petrification, cannibals. The party begins their adventure in the Sovereign City,
a place ripe with opportunity. They may have different
reasons to travel west, though they have all heard the
Description rumors of the riches that can be found there. It is here in
the city that the party can stock up on the supplies and
A land far to the west is said to contain a great treasure. equipment to take with them on the rest of the journey.
Adventurers are needed to set out and recover these A retired Trail-Master, Kit Boone, gathers the characters
riches...if they can survive the journey. The party will together to form a traveling caravan. Kit himself,
have to travel across plains, canyons, and mountain however, is too old to continue making the trek, so he
passes, all while facing encounters, creatures, and the is only able to provide guidance, advice, and warnings
hardships of surviving in the wild wilderness. about the journey ahead.

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Wild Wild Wilderness
Character Hooks
and Motivations Villains
To help better involve your players and their characters
Rather than creatures or humanoids, the wilderness’s
in the story, have each character answer the following
villains are the environments themselves, where the
question: Why does your character want to leave civilized
party has to battle the elements in order to reach their
life for the new, wild frontier?
destinations. The different “villains” will shift how the
Alternatively, you can use the table below to give
various encounters and events play out. Choose the
your players ideas for their characters’ motivations in
climate you want your party to face throughout the
the adventure.
journey, or mix and match between adventures!

1 You hail from a poor background. Starting a new life out west Drylands
may give you the chance you need to improve your station.
(Villain Option #1)
2 You are a merchant, interested in forging trade routes The landscape is dry and hot as the party journeys west,
between the settled regions and the Golden Territories. crossing over deserts and prairies. Food and water
3 You are an experienced outdoorsman. The challenge of the are harder to gather naturally, though when a source is
trail is what drives you. found, its bounty is a beautiful sight to behold.
A family member set out west, but never returned. You mean
4
to find what happened to them. Frostlands
You are a treasure hunter. The rumored riches of the (Villain Option #2)
5
Golden Territories are something you can’t pass up.
The party must face icefields and snowy forests as they
6 You are an outlaw, running from the law. Getting some
journey west via a frozen wilderness. Water is easy to
distance from civilization may give you your freedom.
gather—food, however, is much harder to find.

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Quest-0-Nomicon
off for their trek. The jobs, their descriptions, and their
Wilderness associated skills and abilities are as follows:
Trail-Master. Trail-Masters use Wisdom to lead the
Trekking Rules party through the wilderness. They are in charge of
Traveling across rural and wild terrain is often one of everything concerning the route and physical travel of
the most important—and just as often overlooked— the group.
challenges an adventuring party will have to face. Hunter. Hunters use Dexterity to hunt animals
Whether they are simply making their way through for food and rations. They can also act as scouts for
farmlands from one city to another, crossing rugged the party. Once a day, a Hunter can make a DC 13
wilderness, or scaling mountain peaks, the journey Dexterity (Stealth) check, obtaining two rations’ worth
itself can be a mighty adventure worthy of a bard’s tales. of food on a success.
The traveling rules that follow not only apply to Forager. Foragers use Intelligence to find edible
this adventure, but have been designed to apply to plants and mushrooms, and to locate sources of water
any setting a Game Master may want to use them in. for the group. Once a day, a Forager can make a DC 13
These rules are a guide, to be used and modified to Intelligence (Investigation) or (Nature) check, gathering
your setting and gameplay needs. one ration’s worth of food and discovering a source of
Any journey can be broken down into three freshwater on a success.
stages: “Settin’ Off,” “Encounters,” and “Reaching Quartermaster. Quartermasters use Constitution to
the Destination.” manage the party’s supplies and equipment, ensuring
that everyone has what they need for the journey.
Envoy. Envoys use Charisma to be the face of
Ser Nominus Note the group, managing social interactions while also
keeping the party in good spirits.
Quick Reference! Here’s a quick summary
Guard. Guards use Strength to defend the party,
of the Wilderness Trekking rules:
ensuring that they aren’t robbed by bandits or
● The players decide what jobs each person ambushed by predators.
will take as a part of the trek. Multiple party members can fill each job. Any checks
necessary to each particular job get +2 for every
● The players decide their route.
additional character who assists in making them. If no
● The GM decides how dangerous the route one takes a specific job, then the corresponding check
will be, using the Danger Tier table. automatically fails.

● The GM determines the climate, or randomly


rolls for it. Ser Nominus Note
● The GM determines the number of encounters The lie doesn’t have to be perfect! So long as it
and resolves them one by one. suffices as a reasonable excuse, allow any characters
● The GM then rolls on the “End of the Road” to attempt that Charisma (Deception) check.
table to determine how the trek ends.
Each of these rules will be described in detail
in their sections below. Route Length
Before setting out on their trek, the party must choose
their route. Once the route has been chosen, the GM
Settin’ Off determines how long it will take, along with the
number of possible encounters. If the length of a trek
The first step to any adventure is deciding on a desti- increases during its duration, two encounters are added
nation and route. Once the players have discussed and to the total. If the length of the trek decreases during
decided on this, it is up to the Game Master to de- the journey, two encounters are removed from the total.
termine the length and difficulty of the trek. The party Short. Less than a week of travel, with 1d4 encounters.
then must decide, before they depart, on what jobs they Medium. A week to two weeks of travel, with
want to fulfill during the trek. 2d4 encounters.
Long. Three or more weeks of travel, with
3d4 encounters.
Jobs During the “Encounters and Events” stage, the
Every journey requires certain tasks to be completed length of the trek may be modified by adding days
in order for smooth and problem-free travel. The party to the travel time. If 5 additional days accumulate,
must decide who will take on which tasks before setting the trek’s duration may be raised to the next level,

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Wild Wild Wilderness
to a maximum of a “long” journey, with additional
encounters added. (Example: If a “short” trek has 5
Ser Nominus Note
days added to its duration, it increases to a “medium” Often, a journey will be about traveling between
trek, and the GM may roll an additional four encounters.) Bastions, such as moving between cities. Who
wants to be out on the open road for weeks?
Ser Nominus Note Sounds exhausting! Especially for these creaky
old bones.
These trek rules do not follow the party from day
to day. Instead, the encounters occur throughout
the period of time that the party travels. While Climate and Weather
you can still track every day, you don’t have to.
Once the party sets out on their trek, choose the
climate, or roll a d20 and consult the table below.

Difficulty 1 Heavy storms


After the length of the journey has been determined, the 2-4 Extreme temperature
GM should determine its difficulty. You can decide for
yourself, or you may consult your map (The difficulty 5-9 Less than savory
and length are pre-determined for this adventure later 10-14 Average skies
in this chapter).Whichever area the characters will be 15-19 Fine weather
trekking through the longest determines the difficulty.
20 Perfect climate
The difficulty also determines the DC for all checks
made during encounters. Refer to these DCs when
running encounters. Heavy Storms. All members of the party gain one level
Peaceful. The terrain is easy to navigate, familiar to the of exhaustion.
Trail-Master, or well mapped out—or it contains frequent Extreme Temperature. The difficulty level for all terrain
settlements and outposts. All encounter DCs are 10. escalates by one level. (If “average,” then it’s now
Average. The terrain isn’t too difficult to navigate, “strenuous” instead, etc.)
broken up by geographical features such as rocks, small Less than Savory. All ability checks made during the
valleys, or forests. The Trail-Master may have some journey are made with disadvantage.
knowledge of the terrain, having traveled through it Average Skies. No change!
before, or know of a few landmarks. There are fewer Fine Weather. The terrain difficulty is considered one
outposts in these areas, settlements becoming few and level easier. (If “strenuous,” then it’s now “average”
far between. All encounter DCs are 12. instead, etc.)
Strenuous. These areas are unfamiliar to the Trail- Perfect Climate. All ability checks made during the
Master, with no maps or knowledge. The terrain itself journey are made with advantage.
is difficult to traverse, being filled with deep forests,
deserts, and other areas of wilderness. The only settlements
in this area are small outposts. All encounter DCs are 15.
Intense. These areas are extremely difficult to
traverse, made up of high mountains, deep canyons, Supplies
dark swamps, etc. There are almost no settlements in
these areas. All encounter DCs are 18.

Bastions
The world is dangerous, and camping out on
the open road doesn’t always provide the best
sleep. Trekking in the wilderness should feel
long and tiring. Spells and abilities will have
to be strategically used. Because of this, the
characters cannot gain the benefits of a long
rest while trekking. They can only take a
long rest once they’ve reached a location
deemed a “Bastion.” Bastions are places that
have access to water, food, safety, and comfort.
The characters can, however, still benefit from
a short rest each night.

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Encounters Forgotten Backpack. It’s only just now been
Throughout the journey, the party will be faced with discovered that during the commotion of packing up
challenges they will need to overcome. Sometimes, camp, a few pieces of equipment were left behind.
these challenges will need to be faced together, working The GM chooses 5 items at random to be missing
as a team, or they may be solo, where a character with from the party’s inventory. The Quartermaster can
a specific job may have to deal with the event alone. decide to try to go back for these items, or to leave
The number of challenges depends on the length and them behind. If they are left behind, they are lost.
difficulty of the journey. If the Quartermaster decides to go back for the
missing equipment, have them make a Constitution
(Athletics) check. On a success, they return with
Ser Nominus Note the items with no complications. On failure, finding
the items takes longer than expected, and the trek
The Game Master should keep the result of this roll
length goes up by 1 day.
secret from the players, allowing them to experience
Angry Nature Spirits. While traveling through the
the encounters naturally as they venture forth!
wilderness, the party is suddenly beset by fey spirits.
These spirits are upset that the party has intruded
upon their territory. The Envoy can attempt to talk
Roll a d20 for each encounter, or choose one yourself.
the spirits out of a fight with a Charisma (Persuasion
The following table gives some possible encounters that
or Intimidation) check. On a success, the spirits
can occur along the journey.
begrudgingly let the party pass through. On a failure,
two moss dryads and one sprite attack the party (see
1 Lost the path 11 Downtrodden spirits appendix B, under “Shipwrecked!”).
Thieves in the Night. In the middle of the night, the
2 Empty lands 12 Infighting
Guard notices a group of three bandits attempting to
3 Poisonous plants 13 Shortcut pilfer some of the party’s equipment. The Guard can
4 Forgotten backpack 14 A hidden cache attempt to wrestle the items out of the thieves’ hands
5 Angry nature spirits 15 Delicious seasoning with a Strength (Athletics) check, or scare them off
with a Strength (Intimidation) check. On a failure,
6 Thieves in the night 16 Leading by example
the thieves will attempt to run off with 5 of the most
7 This wasn’t on the map... 17 A song for the road valuable items the party owns, chosen at random by
8 Venison? ...Again? 18 A peaceful night the GM. The party can chase them down, in which
9 Everyone’s thirsty 19 Friendly meeting case, they must fight three Outlaw turncoats. (see
appendix B, under “Bulwarks of Bullthorne”).
10 Can we take a break? 20 Ambush!
This Wasn’t on the Map… The path ahead has
become obstructed by a boulder, fallen tree, or
Lost the Path. Despite following the map, the trail the other such hazard. The Trail-Master has to make a
party is following disappears. The Trail-Master must choice: attempt to get through the obstruction, or go
make a Wisdom (Survival) check to find the trail again. around. Moving the obstruction requires the party
On a failure, the trek’s length increases by 1 day. If the to make a combined Strength (Athletics) check. If all
check is failed by 5 or more, the number of encounters of the party members succeed on this check, or all
increases by one. but one, the obstruction is moved and the characters
Empty Lands. The lands the party travels through may pass as normal. If two or more characters fail
appear to be devoid of wild game. When the Hunter the check, then the obstruction is not moved, and the
makes their check to hunt for food, instead of finding party must go around. If all of the characters fail the
any, they find the tracks of a predator. The party can check, then each takes 1d6 bludgeoning damage as
decide to either fight these creatures for their meat, or the obstruction falls back onto them. To go around,
go without finding rations. If they decide to fight, the the Trail-Master must make a Wisdom (Perception)
party must fight three wolves (see appendix B, under check to find a new path around the obstacle. How-
“Whispers of Wispy Peak”). ever, this will add 1 day to their journey. If the check
Poisonous Plants. One of the characters, chosen is failed by 5 or more, the number of encounters
at random, has mistakenly eaten a poisonous increases by one.
mushroom instead of a regular one. The Forager Venison? ...Again? The characters grow tired of eating
must make an Intelligence check in order to craft an the same cured meat every single day. The Hunter must
antitoxin. If they have access to an herbalism kit, they make a Dexterity (Stealth) check to find food, but their
make this check with advantage. On a failure, the DC 13 hunting check is increased by +1 for every level
character suffers the effects of the poisoned condition of difficulty of the journey. If the Hunter fails the check,
until they complete a long rest. then all of the characters gain a level of exhaustion.

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Wild Wild Wilderness
Everyone’s Thirsty. Water in this area has been hard above and beyond what is asked of them, setting an
to find. The Forager must make an Intelligence example of efficiency and diligence. The Quarter-
(Investigation) or (Nature) to find food, but their DC master must make a Constitution (Athletics) check.
13 foraging check is increased by +1 for every level of On a success, all of the characters are inspired by this
difficulty of the journey. If the Forager fails the check, display of hard work, and gain advantage on their
then all of the characters suffer a level of exhaustion. next ability check.
Can we Take a Break? After what feels like an A Song for the Road. At the end of the day, the
extremely long day of travel, everyone is exhausted party gathers around the campfire for some nightly
as they set up camp. The Quartermaster must make entertainment from the Envoy. The Envoy must make
a Constitution check to assess everyone’s needs and a Charisma (Performance or Acrobatics) check. On
wants. On a failure, all of the characters suffer a level a success, all of the characters remove one level of
of exhaustion. exhaustion. If a character does not have a level of
Downtrodden Spirits. After a day of arduous travel, the exhaustion, then they gain 2d6 temporary hit points
party sets up camp in a gloomy and grumpy mood. for the next 24 hours.
The Envoy must make a Charisma (Performance) A Peaceful Night. During the night, the Guard
check to lift everyone’s spirits with a song, dance, ensures no threats disrupt the party’s much-needed
or story, or with simple, friendly conversation. On a rest. The Guard must make a Strength (Perception)
failure, all of the characters gain a level of exhaustion. check. On a success, all of the characters remove one
Infighting. After a long day of travel, tempers are level of exhaustion. If each character does not have
running high, and a couple characters are close to a level of exhaustion, then the End of the Road roll
coming to blows over a petty argument. The Guard gains a +1 bonus.
must make a Strength (Intimidation) check to force Friendly Meeting. While traveling down the road, the
the characters to stand down—otherwise, two party runs into another band of travelers. The GM rolls
characters, chosen either by the GM or by the party, a d4. On a 1 or a 2, the other group is in good spirits
must roll a d4, the result being one injury each from and wishes the party luck on their journey, offering
the Injury table in the “Additional Travel Rules” them supplies, and the characters gain advantage on
section of this adventure. their next ability check. On a 3 or a 4, the other group is
Shortcut. The Trail-Master may have found a possible injured and in need of assistance. The party can choose
shortcut to help the party along their path. The Trail- to give them some supplies, gaining disadvantage on
Master must make a Wisdom (Survival) check. On a their next ability check—but the End of the Road roll
success, the number of encounters the party faces on gains a +1 bonus.
their trek is reduced by one. Ambush! The party is attacked by a monster, or a group
A Hidden Cache. While out chasing game, the Hunter of bandits or beasts. The GM rolls a d20, consulting the
stumbles upon a hidden cache of supplies locked away. table below for the result.
The Hunter must make a Dexterity check using sleight
of hand or thieves’ tools. On a success, have them roll a Ambush Table
d20, and consult the table below for the result.

Hidden Loot Table 4 (or


less)
Three wolves (see appendix B, under
“Whispers of Wispy Peak”)
5-9 Three Outlaw turncoats. (see appendix B, under
1-4 1d4 rations “Bulwarks of Bullthorne”).
5-9 5d10 gp 10-14 Three swarming nettle (see appendix B, under
10-14 3d4 gold bars, worth 50 gp each “The Sunderdome”)

15-19 A common wondrous magic item, GM’s choice Two ember elementals or two icicle elementals, depending
15-19 on the terrain (see appendix B, under “the Sunderdome” for
20 A +1 weapon of any kind, GM’s choice these creatures’ stat blocks)
20 One sandstone worm or one white dragon hatchling,
depending on the terrain (see appendix B, under “The
Delicious Seasoning. During their search for herbs, the Sunderdome” for these creatures’ stat blocks)
Forager stumbles upon a small bunch of spices. The
Forager must make an Intelligence (Survival) check,
or an Intelligence check using cook’s utensils. On a
success, all of the characters are relieved of one level Ser Nominus Note
of exhaustion. If a character does not have a level of
exhaustion, then then they gain 2d6 temporary hit You can also make up your own encounters!
points that last until the end of the trek. These are just examples for you to use as a guide!
Leading by Example. The Quartermaster is working

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End of the Road Additional Travel Rules
In addition to the rules pertaining to events that occur in
As the party arrives at their destination and reaches
the base “Trekking Rules,” this adventure has additional
their journey’s end, the GM must roll a d6 to
rules that alter the way the party travels across the wild
determine what their overall mood and condition is.
wilderness. When the party sets off for their treks across
Each level of the trek’s difficulty and length add a
the wilderness, the following rules apply:
-1 to the roll, while each level of the climate adds a
+1. If any character has any levels of exhaustion, a -1 • If your chosen villain is the Drylands, then the DC
modifier is added. If any character has temporary hit for checks used by the Hunter and Forager to find
points, a +1 modifier is added. food is 18, but the yields are doubled. The trek’s
length is “medium,” taking about two weeks to
Party Condition Table complete, and the difficulty is “moderate.”
• If your chosen villain is the Frostlands, then the
Forager doesn’t have to roll to find water. However,
1 (or less) In despair
the food yields for both the Hunter and Forager are
2 Exhausted halved. The trek’s length is “long,” taking about four
3 Sore and grumpy weeks to complete, and the difficulty is “hard.”
4 Content • Add a +2 to the number of encounters the party faces
along the journey west. In addition, the trek also adds
5 At peace
special encounters, the number of which is set in the
6 (or more) Determined adventure information. Roll a d6 for each event, and
consult the table below for the result:
In Despair. Party members have disadvantage on all
rolls (of any kind) until they spend a day to recuperate.
1-2 Injury
Recuperation, in this case, includes eating a filling
meal, taking a bath, washing clothes, and getting a full 3 Wildfire or snowfire
night’s sleep. 4 Extreme heat or snowstorm
Exhausted. All party members gain a level of exhaustion. 5 Quicksand or snow drifts
Sore and Grumpy. All party members have disadvan-
6 Sickness
tage on all Charisma ability checks until they succeed
on one.
Injury. Sometimes, through no fault on anyone’s part,
Content. If a character has a level of exhaustion, they
accidents happen and people get injured. Have
can remove it upon reaching their destination.
the entire party make Dexterity saving throws.
At Peace. All party members have advantage on all
The character with the lowest result must roll a d4,
Charisma ability checks until they fail one.
sustaining an injury from the table below. This injury
Determined. All party members gain a point of Inspi-
persists until the character takes a long rest, or until
ration given by the GM (granting them advantage on
magically healed.
one future attack roll, ability check, or saving throw
of their choice).
1 You broke your leg. Your speed is halved, and you have
disadvantage on Dexterity checks.
2 You broke your arm. You can no longer hold an item with
two hands, and can only hold a single object at a time.
3 You broke a rib. You cannot take reactions. In addition, when-
ever you take an action in combat, you must make a DC 13
Constitution saving throw. On a failure, you lose the action.
4 You have a concussion. You have disadvantage on all Intel-
ligence and Wisdom ability checks, and cannot cast any spells
that require concentration.

Wildfire. If your chosen villain is the Drylands, then


the party finds themselves having to outrun a quick-
spreading wildfire, perhaps caused by a lightning strike
or summoned by a fire elemental or pheonix. Have the
characters roll initiative. The wildfire begins 70 feet from
characters and moves 50 feet per round on initiative
count 10. Characters caught by the flames must succeed

84
Wild Wild Wilderness
on a DC 16 Constitution saving throw or take 1d6 fire
damage. The wildfire continues for 1d6 rounds, moving You have “grimace disease.” Symptoms include loss of
at a consistent pace towards the characters appetite, muscle aches, and tiredness. You have disadvantage
Snowfire. If your chosen villain is the Frostlands, then 1
on all Strength ability checks. The treatment for this illness
the party finds themselves having to outrun a quick- is to take a few sips a day of a mixture of white vinegar and
laudanum for 3 days. Alternatively, the illness goes away after
spreading snowfire, perhaps caused by a magical a long rest.
effect on the land or summoned by an ice elemental.
Have the party roll initiative. The snowfire begins 30 You have crimson fever. Symptoms include a high fever,
along with a red skin rash that feels sandpapery to the touch.
feet from the party and moves 40 feet per round on
You cannot travel by foot, as the effort is too much. The
initiative count 10. Characters caught by the icy flames 2
treatment for this illness is to gargle a mixture of turpentine
must succeed on a DC 16 Constitution saving throw or and pulverized charcoal. Alternatively, the illness goes away
take 1d6 cold damage. The snowfire continues for 1d6 after a long rest.
rounds, moving toward the party at a consistent pace. You have Catarrh disease. Symptoms include chills, a cough
Dust Storm. If your chosen villain is the Drylands, a and sore throat, and shortness of breath. You can only travel
dust storm is kicked up by the winds. All vision is on foot for half the normal amount of time before you gain
obscured past 15 feet. The Trail-Master must make a 3 a level of exhaustion. The treatment for this illness is to boil
DC 11 Wisdom (Survival) keep the party on the right a handful of the plant Hound's Hair, which the Forager can
find with a successful DC 12 Wisdom (Survival) check, into a
course. On a failure, the party gets off track, and the
tea to drink.
length of the journey increases by 3 days. In addition,
all characters must make a DC 12 Constitution saving You have “Angry Lord’s Revenge” disease. Symptoms
throw. On a failure, they suffer 1d4 bludgeoning include bellyaches, nausea, and vomiting. While you have
this disease, you can only travel on foot for half the normal
damage from the dust and debris in the air. amount of time before you gain a level of exhaustion. In ad-
Snowstorm. If your chosen villain is the Frostlands, a 4
dition, your hit point maximum is reduced by 1 every day that
snowstorm kicks up. All vision is obscured beyond you are ill. The treatment for this disease is to take a handful
15 feet. The Trail-Master must make a DC 11 Wisdom of salt, put it into a bottle of red vinegar, and let it ferment
(Survival) check to keep the party on the right course. for a day before drinking it.
On a failure, the party gets off track, and the length
of the journey increases by 3 days. In addition, all
characters must make a DC 12 Constitution saving
throw, or suffer 1d4 cold damage from the icy winds.
Quicksand and Sinking Snow. The ground in this
area is loose—sandy, if your chosen villain is the
Drylands, or covered in loose snow, if your villain is
the Frostlands. Creatures and equipment easily sink
into the sand or snow. Each character must succeed
on a DC 12 Strength saving throw, or else get stuck
in the sinking ground, where they become restrained
and begin to suffocate. A character who succeeds
on the saving throw can attempt to rescue the stuck Basigoat
creature via a successful DC 14 Strength (Athletics)
check, or a combined Strength score of 24. If the party
has a land vehicle, the driver of that vehicle must
instead make a DC 15 Wisdom check (adding their
proficiency bonus if applicable), or else the vehicle
gets stuck, and can only be recovered with a DC 20
Strength (Athletics) check or a combined strength
score of 50.
Sickness. It is not uncommon for someone to become
sick while on the trail. Have the party make a Con-
stitution saving throw. The character with the lowest
result must roll a d4, contracting one of the illnesses
from the table below, unless the character is immune
to disease. It takes a successful DC 13 Wisdom (Med-
icine) check to identify the disease by its symptoms.
This illness persists until the disease is cured via the
treatment described, or via a paladin’s Lay on Hands.
Most of the ingredients for these treatments can be
purchased or found at occupied Bastions.

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Fort Bridge, a decently-sized outpost in the Open Plains
Across the Plains region. He makes the party aware that the distance to the
fort is about a two-week journey on foot.
Adventure #1 Kit also tells the party that they will need to stock
up on their supplies, which can be purchased at the
various shops in town. Instead of starting equipment,
Synopsis the party has a total of 100 gp per character to spend,
The party sets off from Sovereign City, the last city which they will have to balance between survival and
before the land turns to unclaimed wilderness, other needs.
journeying across the Open Plains to the outpost of Fort
Bridge. The party will have to choose their route, either
traveling along the longer Dragon’s Path or through Ser Nominus Note
the more dangerous Cerro Region. Along the way, they
Perhaps the party focuses more on weapons
will have to work together, using their skills and careful
and armor, deciding to purchase less food in the
preparations to survive as they run into encounters and
hope that they can hunt and forage instead. Or
obstacles along the way.
perhaps the party all purchases horses, hoping to
speed up their travel time. Don’t give them any
Introduction hints. They should be the ones having to make
those tough choices!
The party meets in Sovereign City, whether they traveled
here by riverboat or over land, or simply lived here to
begin with. The city is the starting point for expeditions
westward into the unclaimed wilderness, which many
adventurers and prospectors travel through to reach
Sovereign City
the Golden Territories, seeking riches said to be found
within the region’s very soil. A seasoned Trail-Master, an “Dust fills the air as you walk down the cobblestone streets
elderly male dragonborn named Kit Boone, has gathered of Sovereign City. Storefronts are plastered with signs
the party in a traveling caravan. Kit has made the jour- advertising deals and sales for new settlers and caravans.
ney westward a few times now, and is able to give the
A handful of such prospective customers mill about, some
party advice and basic information about the routes that
heading into stores to stock up on supplies, others looking
they can take. Kit himself isn’t going to make the jour-
over wagons and animals in preparation to leave. The
ney; he is getting too old and wants to retire in Sovereign
City, where he can help other settlers make the same atmosphere is electric, with many excited for what new
trip. He says that the party’s first destination will be opportunities will arise in the unclaimed wilderness.”
The Wilderness

Lee’s Crossing
Dragon’s Rock

Fort Bridge
Forlorn Pass

Golden Arcanita
Canyon Ford
Territories Outpost

Cerro Region
Sovereign City
Brooks Creek

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Wild Wild Wilderness
Sovereign City is an agricultural and residential A dragon (use the Haldraxis stat block in Appendix
settlement, acting as the last taste of civilization for B: Hunt for Haldraxis, adding the following trait.
settlers heading westward, who often arrive via Shapeshifter. The dragon uses its bonus action to
riverboats at the city’s docks along the bank of the magically polymorph into a humanoid.) Dererth takes
Bailey River. The city has all of the amenities one on the appearance of an androgynous gnome, using
could ask for: general stores stocked with supplies, they/them pronouns for themself, and claims to be a
apothecaries selling their potions, tailors hawking their simple outdoorsman. At first, Dererth is dismissive of
wares, and stables to outfit the numerous caravans that the party, not particularly eager to interact with them.
leave the city every week. Almost anything the party However, they do tell the party that if they can provide
may want, with the exception of magic items, can be Dererth with some sort of work of art, then Dererth
found in and bought from the numerous shops in the may be able to provide them with a gift. If a character
city, so long as they have the money. succeeds on a DC 15 Charisma check using artisan’s tools
or an instrument, then Dererth casts the spell heroes’
feast for the party. If they fail, then Dererth simply
Ser Nominus Note ignores them, declaring the party not worth their time.

Prices for equipment and items can be found in


the core books, or you can make them up! If you Cerro Region
make them up, make sure they aren’t too low or
If the characters took the Cerro Region path, at about
too high; you want the party to be outfitted just the midway point of the trek, read the following text:
enough to make the trip, but not overprepared to
the point that the journey’s challenges are trivial.
“The flatlands you have been traveling across begin to shift
into rolling hills, with a few scattered trees and scrub brush.
Although this area appears quiet, you almost get the feeling

Traveling to Fort Bridge that you’re being watched…”

There are two routes the party can take to get to Fort The hills in this area are the hunting grounds for a
Bridge. One is the Dragon’s Path, which will bring Cerro hawk (see appendix B), which will slowly circle
the party past the Dragon’s Rock. It’s a safer journey, the party for a few minutes from a very high altitude
but will add an extra week to the journey, moving the before diving at them, attempting to pick out the
journey length up one level (“short” to “medium,” or weakest, sickest, or most injured character
“medium” to “long”). The second path would take the
party through the Cerro Region, where the route is
quicker, but more treacherous. Many of the townsfolk
of Sovereign City claim that dangerous creatures lurk
amongst the hills.

Hills Battle
Ser Nominus Note
The party can also set up their own path!
Consult the Western Wilderness map to get a
sense of the length of the route they will take,
and of the dangers along it.

Dragon’s Path Conclusion


If the characters take the Dragon’s Path, at about the
midway point of the trek, read the following text: If you want to conclude the adventure here, then the
party reaches Fort Bridge, ready to start whatever life
they want on this new frontier.
“A towering stone mesa rises from the flat landscape, easily If you want to continue the adventure into part 2,
spotted from miles away. The ancient stone landmark almost “Down the Canyons,” the characters advance to 2nd
looks like a massive dragon’s head erupting from the earth level. They arrive at Fort Bridge, where they can rest
itself. At the base of this formation, you can see the glow of up, gather some supplies, and prepare for the next leg
a campfire.” of their journey.

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River Crossing

Down the Canyons Fort Bridge is a fairly small military fortification


consisting of a walled compound with a central training
(Adventure #2) yard, barracks, stables, and an exchange where basic
provisions can be purchased. The fort is commanded by
Commandant William Lewis, a male half-elf in his early
Synopsis fifties. Commandant Lewis will allow the party to rest in
The party has reached Fort Bridge, the next Bastion the fort’s barracks for a night or two for free, as well as
they can rest in before reaching the settlements in the give them access to the exchange and stable services so
Golden Territories. The characters can recuperate and long as they can pay or trade.
gather supplies in the fort before they start the next leg The stables are able to provide basic provisions for
of their journey. A massive canyon blocks their path, any horses the party may have, as well as repair any
and the party will have to either risk venturing down damage a wagon may have taken. The exchange is
into the gorge and fording the river, or go the long way able to sell traveling basics such as rations, ammo for
around and face down a deadly beast. ranged weapons, and basic craftsmen’s tools.
Commandant Lewis is willing to give the party
basic information on what they can expect along their
Introduction travels between Fort Bridge and the next Bastion
As the adventure opens, read the following text: along the trails, Arcanita Outpost. The paths between
Fort Bridge and Arcanita Outpost are separated by a
“Nestled amongst a small thicket of trees sits a military massive gorge known as Clarke Canyon. The gorge
compound, its plaster buildings fortified by a rectangular is infamously difficult to cross, with settlers having
wooden wall on all sides. A large gate stands open, with a
to scale the canyon walls before fording the Clarke
River and then scaling the walls on the other side,
painted sign reading ‘Fort Bridge: Settlers Welcome.’”
which is practically impossible for horses or wagons.

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Wild Wild Wilderness
There is another path, known as Lee’s Crossing, of the canyon, each of the characters must make a DC 8
which will take the party to a much easier crossing Constitution saving throw, with a -1 modifier for every
on the north end of the canyon; however, the route failed check they made in the course of fording the
is significantly longer, and settlers are known to be river. If they fail the saving throw, they gain a level of
attacked by monsters there as well. exhaustion as the strain overwhelms their body.

Ser Nominus Note


Traveling to
Arcanita Outpost The process of crossing the canyon should be
tough—however, the party may get creative and
There are two routes the party can take to get to Arcanita try to find ways of circumnavigating the checks.
Outpost. The first is the Canyon Ford, which forces the Let them! The players getting creative in solving
party to scale the cliffs of Clarke Canyon, make it across problems is always a good thing. Ultimately,
the Clarke River, and scale back up the far side. It is the it’s up to you as the GM to decide whether their
quicker of the two journeys, but its terrain is dangerous plan succeeds or fails!
and difficult. The second route is Lee’s Crossing, where
the terrain is easy to navigate, but the route is longer,
increasing the trek length by one level, and a monster is
known to hunt travelers in the area.
When the party is ready to set out for their trek, use Lee’s Crossing
the information provided in the “Trekking Rules” and If the characters took the Lee’s Crossing path, at about
“Additional Travel Rules” sections to determine how the midway point of the trek, read the following text:
the journey goes, with two additional special events
from the “Additional Travel Rules” list. The base trek “The steep cliffsides further downstream have leveled out in
is “short” length and “strenuous” difficulty. this area, and the river itself is shallow and easy to navigate,
making it a simple task to get to the other side. However,
Canyon Ford as you get about halfway across the river, the clip-clop of
hooves and the hiss of a snake can be heard echoing from
If the characters took the Canyon Ford path, at about
the midway point of the trek, read the following text: across the way. A strange creature appears at the top of the
embankment, looking at you hungrily.”
“The ground opens up before you to reveal a massive
canyon. Its stone walls plummet hundreds of feet down to The river crossing in this area is the lair for a basigoat,
a swollen river below. You spot a place along the cliffside an unnatural monster combining the body of a goat
and the head of a basilisk. This monstrosity was the
where an incredibly narrow path begins to zig-zag its way
creation of a long-dead wizard who traveled out to
down the canyon wall.”
this region decades ago in his pursuit of creating the
ultimate hybrid species. However, he fell prey to his
The Canyon Ford is a treacherous pathway to take. It
own creation, and his stone body is still frozen in place
is impossible for any creature or vehicle larger than
on the cliffside, overlooking the river crossing. When
medium size to fit on the path. In order to safely make
it to the canyon floor, the party must scale down the the party enters this area, one basigoat (see appendix
cliffside via a successful DC 13 Dexterity (Acrobatics) B) emerges from its lair and attacks them. Anywhere in
check, taking 2d6 bludgeoning damage on a failure the river is considered difficult terrain.
as they slip and fall to a lower level of the pathway.
Once on the canyon floor, the party must make a DC 12
Strength (Athletics) check to ford the river. On a failure,
have the character roll a d4. On a result of a 1 or a 2, the
Conclusion
character takes 1d6 bludgeoning damage as they are If you want to conclude the adventure here, then the
swept off of their feet. On a result of a 3 or a 4, have the party reaches Arcanita Outpost, where they can start
character roll a d6. The result determines how many a new life deep in the wilderness on the edge of a
items, chosen at random by the Game Master, that picturesque mountain range.
they lose in the river as it sweeps them away. Once on If you want to continue the adventure into part 3,
the other side, the party must make a DC 14 Dexterity “Over the Mountains,” the characters advance to 3rd
(Acrobatics) check to scale the far cliffside, taking 1d6 level. The party reaches Arcanita Outpost, where they
bludgeoning damage on a failure, at which point they can rest and prepare themselves for the final push to the
will have to make the check again. Once on the far side riches that may await them in the Golden Territories.

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Traveling to
Over the Mountains Brooks Creek
(Adventure #3)
There is only a single path to get to the boomtown
of Brooks Creek: the deadly Forlorn Pass. The party
Synopsis must first ascend the dangerous and mostly uncharted
Madre Muerte Mountains. Once they reach the highest
The party has reached the Bastion of Arcanita Outpost, peaks, they must venture through the Forlorn Pass,
a small homestead run by frontierswoman Mary Oakly. before emerging on the other side and making their
Once the party has rested, they must make the ascent to way back down.
the peaks of the Madre Muerte Mountains, and traverse When the party is ready to set out for their trek, use
the infamous Forlorn Pass, where they must brave the the “Trekking Rules” and “Additional Travel Rules”
elements and face deranged cannibals before they can sections to determine how the journey goes, with three
make their way to the other side and descend to the additional special events from the “Additional Travel
Golden Territories. Rules” list. The base trek is “medium” length, and the
difficulty level is “intense.”
One of the events from the “Trekking Rules” and
Introduction “Additional Travel Rules” lists occurs on the ascent;
As the adventure opens, read the following text: the rest of the encounters occur while the party travels
through the Forlorn Pass.
“A small, rustic cabin sits at the base of a massive mountain
range. Racks of deer antlers and skinned animals are scattered
about the site. A woman with a bow slung over her shoulder
Forlorn Pass
kneels before one of the racks, using a large knife to work the During the last third of the party’s journey, read the
hide. She looks up as you approach, sheathing her blade as she following text:
stands, waving you down in greeting.”
“As you near the summit of the mountain peaks, a small valley
Arcanita Outpost is a modest homestead owned forms between two lines of ridges. The air here is clouded, the
by Mary Oakly, a hunter, trapper, and experienced wind kicking up the sand and snow on the ground. A few broken
outdoorswoman. The outpost is made up of a single and abandoned wagons can be spotted just inside of the valley,
building, which acts as Mary’s home and workshop. an ominous warning sign. You have made it to Forlorn Pass.”
Mary welcomes traveling settlers to rest on her
property, where they can set up camp in the open Travel through Forlorn Pass is incredibly difficult, as
land adjacent to her home, and offers them a warm a perpetual storm hangs over the valley. All vision is
meal. However, Mary does not have a proper store of limited to within 15 feet while inside the valley, and
provisions; her food consists only of what she is able to movement is slowed to one-fourth speed. The pass is
hunt and bring back for her own meals. The party will 40 miles long, meaning it will take nearly four days to
not be able to restock on any of their supplies here, but travel through. Each morning, the Trail-Master must
they do gain the benefits of being in a Bastion. make a DC 11 Wisdom (Survival) check to ensure
Mary warns that the path to the Golden Territories that the party is on the right course. On a failure, the
and the town of Brooks Creek is tough. In order to Trail-Master is unable to find the right path, and must
make it, the characters will have to pass through the spend the day trying to find it. Should the result of the
infamous Forlorn Pass in order to reach the far side of Trail-Master’s roll be 5 or less, then the Trail-Master
the Madre Muerte Mountains. Not only is the climb does not know that they are lost, and may lead the
treacherous, where many caravans have succumbed to party away from the trail and become even more lost.
the elements, but there is a rumor that They will only find out that they led the party astray
some of the surviving settlers never should they succeed the check on a subsequent day,
left the pass, and have devolved and must backtrack.
into a posse of cannibals who If your chosen villain is the Drylands, then the
prey on other settler caravans. storm is a fierce dust storm. In addition to struggling
She warns the party not to stop with limited sight and movement, each party member
for anything while in the pass. must make one DC 14 Constitution saving throw for
Otherwise, they may become each day that they are in the pass. On a failure, the
just another group of souls character is blinded for the day.
lost to the mountains. If your chosen villain is the Frostlands, then the storm
is a smothering snowstorm. In addition to struggling
Cerro
Hawk

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Wild Wild Wilderness
Cannibal Cave

with limited sight and movement, each party member party takes these items and equips them, then they
must make one DC 12 Constitution saving throw for automatically succeed on the daily Constitution
each day that they are in the pass. On a failure, the saving throws they must make to avoid ill effects from
character gains one level of exhaustion. the pass’s storm.
Soon after the party enters the pass, the characters
can all hear what sounds like a woman crying out for
help, just off of the trail. Should the party investigate
the sound, they find a small, makeshift shack,
Conclusion
obviously worn down by the environment. Should Once the party has reached the end of Forlorn Pass,
they enter the shack, they find it to be a mess, with read the following text:
refuse scattered about, while the furniture has been
smashed. At the center of the room, the floorboards “As you step out of the pass, the sky opens up for you,
have been torn up, leading into a small man-made showcasing a beautiful view: a wide, fertile land of forests,
cave. This cave is the lair for the cannibals of Forlorn rivers, and grasslands, where you can make out the distinctive
Pass, where they sleep away from the elements glow of far-off towns and settlements. Your ordeal is over; you
and prepare their disturbing meals. Three cannibal have made it across the wilderness and through Forlorn Pass.
settlers (see appendix B) attack the party—two You have made it to the Golden Territories.”
from inside the cave itself, one having followed
the characters into the shack from the outside. The
The story can end here, with the party going out
cannibals, who have lived in the pass for a good
and making a new life for themselves in this land of
while, have crafted makeshift equipment for their
abundance and opportunity. But it does not have to!
use in traveling around the area. If your chosen
Perhaps the party heads into the town of Bullthorne
villain is the Drylands, then the cannibals all wear
and learns that it is under siege. Or perhaps the
makeshift goggles and face masks. If your chosen
treasures that were said to await them were not what
villain is the Frostlands, then they wear makeshift
they expected them to be. The choice is up to you!
heated under-armor gear. In both cases, if the

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Theme Tags
Horror, survival, dark.
Content Warning Background
Body horror, building destruction, mass death, Old Redwick is a village in the middle of nowhere.
corpses, hanging, spiders, scary monsters, The nearest settlement is a day’s walk away, through
torture reference, being hunted, fire, sacrifice, forests and fields. Old Redwick has never been the
violent descriptions. home to mighty adventurers or legendary heroes; it’s
no more than a simple farming village full of people
just trying to get by. Not much is known about the
Description creatures or what they want from this village.

The village of Old Redwick has been cursed with


magical darkness. Overnight, for seemingly no reason, Ser Nominus Note
the curse spread so quickly, very few had time to react
before terrifying creatures began hunting the people The background of the creatures isn’t explained
of Redwick. It’s up to the adventurers to discover here because it’s not important! The less your
the way to escape. The villagers are desperate to players know about these monsters, the scarier
survive and some may even hinder the party to save they’ll be. Even you don’t know what they are or
themselves. Will the adventurers try to save everyone? where they came from. But if you’d like to fill in
Will they save themselves? Or will they succumb to your own details to the mystery surrounding the
the darkness... creatures, by all means, do so!

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Escape from Old Redwick
Villains
The two villains for this adventure are the mysterious
planar invaders who have created the curse of darkness
around the city. Neither of them are intended to be
“challenged” directly. Your characters will likely die
if they try to face these monsters. However, the party
is still capable of weakening their forces. The undead
plants can die easily, though they never stop getting
back up. The creatures known simply as “Them” are
nearly indestructible, but can be slowed.

Character Hooks “Them”


and Motivations (Villain Option #1)
These creatures are enormous beings made of solidified
To help involve your players and their characters more shadow. Their long, spider-like appendages walk along
in the story, have each character answer the following the ground, attached to a greater body that is always
question: Why are you in the village of Old Redwick? out of sight and covered in dark fog. They seem to be
Alternatively, you can use the table below to give able to float and leap great distances, often appearing
your players ideas for their characters’ motivation in suddenly out of the black to snatch villagers and draw
the adventure. them up into the darkness, never to be seen again.

1 You were hired to guard a shipment of goods heading


The Hangman’s Tree
(Villain Option #2)
to Old Redwick.
In the center of Old Redwick is a hangman’s tree.
2 You were born in Old Redwick and have lived here
your whole life. Prior to the curse, only two bodies were hung from it:
a man who kidnapped a child from the village but was
3 You are a student of planar anomalies, and your
studies have predicted one in this old village.
thwarted, and an arsonist who tried to burn down a
field of crops. Recently, this tree has come alive with
4 You are a cartographer, and you are in Old Redwick to
malice, its branches moved by an enormous well of
place it on some newer maps.
shadow that pours from the sky. The shrubs, foliage,
5 You’re looking for your long-lost lover, whose trail has and other surrounding plant life have also been
ended in Old Redwick.
viciously animated—pulling people into the ground,
6 You woke up in the fields outside Old Redwick. You twisting their bodies, and transforming them into
have no idea who or where you are. plant-hybrids that never seem to die.

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A Night of Terror Bastian’s Windmill
This windmill is on the outskirts of town and was once
(Adventure #1)
used to make grain, though the rotating mechanism
has been out of use for years. The windmill’s true
Synopsis purpose is as a secret meet-up spot for some of the
villagers. The interior is furnished and contains crates
Darkness has shrouded the village of Old Redwick, of food and ale.
and the characters find themselves seeking shelter in a After the characters spend time exploring the wind-
windmill. Crazed villagers attack them, which draws mill, a group of three Redwick villagers (see appendix
the monstrous villains to the windmill. The characters B) by the names of Corvin, Anne, and Edmund burst in
must escape and find their way back to the town square, through the door. The frightened townspeople demand
where they find an old adventurer who has been the space to themselves. They know the windmill is a
mortally wounded. He gives them a map of the town, safe hiding place, possibly their best chance to survive,
noting a few places of interest. The party can explore the and don’t want to gamble with outsiders. They fight
rest of Old Redwick, or make their way to one of the two to the death, hoping to take both the windmill and the
exits to try and escape its curse. characters’ gear.
If your chosen villain is “Them,” read the following
Introduction text after the fight:
When you are ready to begin the adventure, read the
“As the crazed villagers are defeated, all goes silent.
following text:
Suddenly, the door to the windmill is slammed open by a
gust of wind. You peer into the endless darkness outside.
“The villagers of Old Redwick knew a simple and peaceful
Then something moves—you think it to be a tree branch,
life—farming, working, and keeping to themselves. Rumors of
but it clasps together like the fingers of an enormous hand
stars disappearing the past few nights were dismissed. Then,
and disappears upwards. Unintelligible whispers echo from
without warning, the villagers woke up to screams and panic.
outside and then are silenced by something slamming against
Complete darkness had shrouded their entire village. No light
the walls. This place is no longer safe.”
could illuminate more than twenty feet in any direction. And
then came the monsters. No one knows how many people are
If your chosen villain is the hangman’s tree, read the
still alive, it’s impossible to count the sheer amount of screams
following text after the fight:
that eventually go quiet. In the wake of this panic, you have
all found yourselves in Bastian’s Windmill. It seems to be the “As the crazed villagers are defeated, all goes silent.
safest place to catch your breath and figure out what is going Suddenly, the door to the windmill is slammed open by a gust
on and what to do… for now..” of wind. You peer into the endless darkness outside. Then
something moves—the ground opens up, and a twisted arm
Have the players introduce and describe their
covered in vines climbs out. Then two more plant-like bodies
characters. Ask each of them what they are currently
emerge. Wailing sounds echo from the creatures as they crawl
doing as they hide from the terrors outside, or perhaps
what they plan to do to escape. closer to the windmill, almost as if they are crying out for help.
The Darkness. The magical darkness brought However, the vines and roots around the body seem to be in
upon the village is inherently magical and otherworld- control. This place is no longer safe. ”
ly in nature. No light can pierce more than 20 feet
into its veil. Even creatures with darkvision (or even At this point, the party must try to escape the windmill,
the ability to see into magical darkness) cannot see or else be killed by the monsters. This escape can be run
beyond 20 feet. as a skill challenge or in initiative order.
This tunnel can only be accessed if the floorboards
take a total of 50 damage. If the characters, somehow,
Circlet of Light find a way to reveal these tunnels; three spawn or three
corpse bushels (see appendix B for these creatures
stat blocks) attack the invading players. If they defeat
these creatures and enter the tunnels, see the “Escape
Tunnel” section later in the chapter.

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Escape from Old Redwick
The Windmill
Total Success. The party escapes the monsters
Ser Nominus Note without a moment to lose.
The skill challenge is more of a narrative take on Success. Success. The party escapes, but
escaping the windmill. If the party completely the monsters nearly kill one of the members.
fails, narrate an epic sacrifice as one character stays The characters who fail take 2 damage.
behind to save everyone… Then perhaps take a Failure. The party escapes but are battered and
break and let that player make a new character to nearly killed by the monsters. Each party member
continue playing. And if any of the characters go takes 2 damage.
unconscious during this skill challenge, let other Total Failure. A scenario occurs where one party
characters pick up their bodies as they escape. If member must stay behind in order for everyone to escape.
somehow everyone goes unconscious from being Allow the players to decide who makes the sacrifice.
so battered in the villager fight, maybe they wake
up in the next area, saved by the old adventurer. Initiative Escape
Keep the story going! In this scenario, the characters escape in initiative
order, much like during combat. With this approach,
the windmill will be overwhelmed after 3 rounds. The
characters must spend these 3 rounds escaping, or they
Skill Challenge Escape will die. Make judgement calls based on what you think
In this scenario, the party describes what they’d like to best.The windows could break with a successful attack
do and their collective rolls determine their degree of roll or spell. The door could be barricaded to give the
success. No matter what, the party will escape, though characters an extra round. This scenario allows the
there may be some side effects if they fail. Have each escape to be more freeform.
player describe what they’d like to do in order to escape.
Perhaps they want to break open a window and leap
out, or climb to the roof and jump. Maybe they want Ser Nominus Note
to sneak out, or throw one of the villagers’ corpses as
a distraction. Each character must make a DC 18 skill The initiative escape is choosing “manual mode.”
check for the skill best associated with what they are Still allow the party to escape easily, but not
trying to do. Consult the following text to determine the without some tense description of their near-
outcome, based on the party’s average level of success: death encounter.

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3

Bastian’s
Windwill
1

Graveyard

Hangmans Tree

4
2

To Church

Town Square The man is Connor Graham. He was recently attacked


After the party escapes, read the following text: by one of the monsters and is dying. The wound on
his chest has turned his blood black and is corrupting
“Nearly out of breath, you bolt into the dark. The only his body. No amount of healing can save him, but it
can ease his passing. He doesn’t know how he got his
thing lit is the grass beneath you, which eventually turns
wound, or what’s wrong with him. If the characters ask
to cobblestones as you find yourselves in the town square. It
about it, he tells them it’s not important, and his time is
is completely void of sound and light. A weak voice calls to running out.’ as a piece of information Connor gives the
you from across the square: ‘You there, if you want to live, party if asked
I know the way.’ A scraggly older man with white hair and In his hand is a crudely drawn map of Old Redwick
an unkempt beard lies against a well. His leather armor is in which buildings with supplies are marked, and two
ruined, and he’s clutching at a wound on his chest.” possible escapes are noted

96
Escape from Old Redwick
Connor answers two questions before he succumbs to The safe can be opened in a number of ways, the
his wounds. He knows a bit about the monsters, but not simplest being with the key on the baron’s person. It can
enough to truly know what they are. The information he also be accessed with a successful DC 15 Dexterity
gives the party is as follows: check using thieves’ tools, or by breaking it open with
• If your chosen villain is “Them,” he shares the a successful DC 20 Strength (Athletics) check. Inside is
knowledge that they create webs and snatch people 300 gp and a pearl necklace worth 400 gp.
up into the sky.
• If your chosen villain is the hangman’s tree, he Ser Nominus Note
knows that the tree is the source of the town’s
troubles, but there’s seemingly no way to bring it Unfortunately, this circlet’s light is still limited to
down. Fire wouldn’t even leave a mark. a reach of 20 feet by the magical darkness!
• The two possible escapes include the escape tunnel
in the windmill, or the fields. Connor explains the
tunnel isn’t a guaranteed escape, but it’s safer.
The fields are more dangerous, but it’s possible that 2: Mercantile Supply
the party may find survivors—or their bodies, which
will have supplies on them.
“The Mercantile Supply is an old wooden shop built a
After answering the party’s questions, Connor lets out a hundred or so years ago. It’s barely standing after the amount
final breath, saying, “Go now. I’m going to find my own of wear it’s withstood. The door is cracked open—a single
way out…” He has a lantern with oil on his person. boot lying on the floor stops it from closing.”
At this point, the characters must decide which
route they’d like to take. Attached to the boot is a leg that is cut off at the thigh.
Blood is splattered across the floor of the mercantile.
1: Baron’s House The entire store is completely looted, and there appear
to be no supplies here. However, with a successful DC
“The baron’s house is the most lavish building in Old Redwick, 14 Intelligence (Investigation) or Wisdom (Perception)
with two stories, and a garden that surrounds the perimeter.” check, any character can find a loose wooden floor
board, revealing a secret stash. The stash contains a
The doors to the baron’s house are locked, requiring potion of ghost step (see appendix A, under “The Lost
a successful DC 10 Dexterity check, using thieves’ Spirits”), a vial of invisibility (see appendix A, under
tools, to open. “Hunt for Haldraxis”), and two daggers.
The doors can also be broken down with a successful
DC 12 Strength (Athletics) check. However the sound of the
doors being broken down attracts one Spawn or Corpse Corpse
Bushel
bushel (see appendix B for these creatures stat blocks)
Once the party is inside, read whichever text below
applies to your chosen villain.
If your chosen villain is “Them,” read the following text:

“The interior of the home is silent. Above you is an


amassment of webs, emanating a strange light from within.
Tangled in the center of the webs is a corpse.”

If your chosen villain is the hangman’s tree, read the


following text:

“The interior of the home is silent, save for a creaking from the
ceiling. Above you is the corpse of the baron, hung by a leafy vine
around his neck. His body is aglow with light, emanating from a
device on his forehead. A gleaming key is clutched in his hands.”

The characters can retrieve the body from the ceiling by


cutting down the vine or the webs. A circlet of light (see
Appendix A) glows around the late baron’s forehead. In
his hands is a key to his safe.
The rest of the house has been completely looted
by other villagers, except for a heavily locked safe.

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3: Escape Tunnel chooses to go forward or left instead, read whichever
segment below corresponds to your chosen villain.
If the characters return to the windmill to find the
escape tunnel, read the following text: If your chosen villain is “Them,” read the following text:

“Aside from its foundations, the windmill has been “As you push forward through the dark tunnels, you notice
completely destroyed. Nothing remains of the building webs strung across the walls. You come to another intersection,
save for a hole in the center of all the rubble.” with one path going forward, and another to right.”

This hole is five feet deep, leading to a shaft that is Whichever way the party decides to go, the spawn runs
held up by wooden beams and hardened mud. This at them from the other hallway. Roll initiative at this
underground tunnel leads outside the city. As the point, and have the characters either fight the creature
characters make their way through the tunnel, they or run through the tunnels.
are stalked by one of the monsters. If your chosen villain is the hangman’s tree, read
If your chosen villain is “Them”, one spawn the following text:
(see appendix B) follows the characters.
If your chosen villain is the hangman’s tree, one “As you push forward through the dark tunnels, you notice
corpse bushel (see appendix B) follows the characters. roots have wormed their way through the dirt walls. You
The party will also need to navigate the tunnel safely. come to another intersection, forward and right.”
After a few minutes of walking, read the following:
Whichever way the party decides to go, the corpse
“You come to an intersection, with paths extending to the left, bushel charges them from the other hallway. Roll
straight forward, and to the right. Which way do you go?” initiative at this point, and let the characters either
fight the creature or run through the tunnels.
A successful DC 12 Wisdom (Survival) or Intelligence The characters escape the tunnels if they defeat
(History) check will allow a character to figure out that the creature, or if they run down the tunnels for at
going right would lead them back to town. If the party least 3 rounds.

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Escape from Old Redwick
4: The Fields grappled character is pulled into the earth, their screams
muffled by the dirt filling their lungs.
The fields outside of Old Redwick are completely dark,
Once this encounter is over, the characters can run
except for the grass lit underneath them. Read the fol-
to the edge of the city, finding the survivors—or what
lowing text after the characters start walking through
is left of them. The party finds four corpses, either
the fields:
covered in webs if your chosen villain is “Them”, or
battered and covered in roots if your chosen villain is
“Pitch black in every direction, nothing pierces this veil
the hangman’s tree.. In this mess they can find two long
of shadows. At any moment, something could jump out of swords, two shortswords, a longbow, twenty arrows,
the darkness, but nothing comes...until you hear a scream three potions of healing (These potions can be used as an
from up ahead.” action to heal 2d4+2 HP), three sets of studded leather
armor, a tinderbox, a lantern, and 50 gp.
If the characters follow the sound of the scream, they
find nothing but a pair of shoes. As they continue on,
they are stalked by the monsters.
If your chosen villains are “Them”, the party must
Conclusion
avoid being plucked out of the sky by the monsters. If the characters have reached the edge of Redwick,
Choose a random character in the party to be the and you’d like to end the adventure here, read the
target of the attack. following text:
Any other character that has a passive Perception
score of 16 or higher feels a small gust of wind just “Before you is a wall of pure darkness. It roils with smoke and
before the monster strikes. If they warn the party shadow, but as you step closer, it spreads open. You see rays
about this, everyone has advantage on Dexterity or of sunlight beyond the barrier, spilling over grass, forests, and
Strength saving throws. mountains. The way is clear, and you are free. The nightmare
The targeted character must make a DC 18 is over—you have escaped Old Redwick.”
Dexterity or Strength saving throw. If the save is
successful, the character is nearly snatched up by If you’d like to continue the adventure into part 2,
the monster’s limbs, but they manage to dodge. On “Those Without Sin,” read the following text:
failure, the character is grabbed by the monster and
pulled up into the air. Roll initiative at this point. The “Before you is a wall of pure darkness, with strange sigils at
character being snatched is considered grappled and its base. The sigils glow a deep violet and grow brighter as
restrained. The characters must act quickly, or else
you approach.”
their friend will be gone forever. The monster and the
snatched character is 10 feet in the air, the monster
The wall of shadow is impermeable without a holy
has an AC of 12, and if it takes at least 15 damage,
symbol of the Dusk Lord. Any character who succeeds
it will let go of the character. If the monster doesn’t
on a DC 8 Intelligence (Religion) check will recognize the
take this damage by the end of the first round, the
symbols and know what they require. If any characters
character will be pulled into the sky, their screams
touch the wall, they hear a voice echo, “You will only
echoing into the night, never to be seen again.
find a way in, with his blessing and ward, those without
If your chosen villain is the hangman’s tree, the
sin, in the eyes of the Dusk Lord. Show thine
characters must avoid being pulled into the ground
holy symbol!” There is a church to
by sentient roots. Read the following text:
the Dusk Lord just outside the
town, not too far from where
“The ground ahead becomes a rough bramble of tangling the players currently are. This
vines and brush. However, you notice it beginning to move, church is the only hope for the
creeping closer—and then lashing out at you.” characters to escape.
Thus concludes part 1.
Each character must succeed a DC 12 Dexterity or The characters advance to
Strength saving throw or else be pulled into the roots. 2nd level and continue
A character that gets pulled in is considered grappled the story in part 2.
and restrained. IIf a character is pulled in, have the
party roll initiative. The grappled characters must spend
their action attempting to free themselves. They can
be freed either by making the saving throw again and
succeeding, or by dealing at least 5 damage to the roots.
Once all of the characters have been freed, they can run
from the roots, toward the edge of the fields. If they do
not free themselves by the end of the second round, each Snatcher

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Four spawn (see appendix B) are attacking the church to
Those Without Sin get to the survivors inside. The party can try to fight their
way through, but at the end of every round, two more
(Adventure #2) spawn descend from the sky and continue the assault.
The characters must retreat into the church or risk death.
If your chosen villain is the hangman’s tree, read
Synopsis the following text:
After nearly escaping Old Redwick, the party finds a
church near the edge of the shadow border. The church “The church is surrounded by plants. They wrap around the
is being attacked by minions of the villain; inside, how- building as corpse bushels slam into the walls and glass.”
ever, they find that the church is hallowed and safe from
Four corpse bushels (see appendix B) are attacking
the monsters. A priest informs the characters that holy
the church to get to the survivors inside. The party
symbols may be below the church in the catacombs.
can try to fight their way through, but at the end of
As the party begins their search, they are hunted by a
every round, two more corpse bushels sprout from the
nearly indestructible monster. The characters must find
ground and continue the assault. The characters must
the symbols and hopefully escape with their lives.
retreat into the church or risk death.
The church has enormous wooden doors that are
Introduction barricaded from the other side. If the characters bang
on the door, it will be opened by a priest, Father
In the previous adventure, the characters nearly Samael, and they can step inside.
escaped Old Redwick but discovered that they need
holy symbols of the Dusk Lord in order to breach
the barrier surrounding the town. The characters can The Church of the Dusk Lord
easily find the eerie, colorful glow of the church from a Read the following text when the party first enters
distance. It is seemingly unaffected by the darkness. the church:
Read the following text to begin the adventure:
“As you rush into the church, the enormous building is
“At the edge of night and all darkness, you see a distant glow, a sight for sore eyes. Dim rays of purple, red, and yellow
a range of colors emanating from a building not too far from light stream in through the windows, one of which has been
where you are. The old church outside Redwick still stands, smashed. The darkness does not seem to have a hold over
and appears to be in danger.” this place—the whole of the church is visible from where
you stand. Pews, podiums, and shelves have been pushed up
If your chosen villain is “Them,” read the following text: against all exits besides the main door. A worried, baggy-eyed
priest stares at you sheepishly. Blood and grime have stained
“The church is surrounded by spawn. The hand-shaped his white-and-yellow robes. ‘You came from out there?’ he
creatures descend upon the church on strings of web, asks. ‘May the Dusk Lord bless your souls.’ He touches the
slamming into its walls and shattering glass.” pendant on his chest—one bearing the image of a rising sun.”

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Escape from Old Redwick
Father Samael (see appendix B) is a human man and escape it. As an action, they can dig through old
the only surviving priest in the church. The other corpses in the corridors. Each corridor has a burial
priests died defending the church while he finished mound that has a 25% chance of containing a holy
casting a holy ritual to protect it from monsters. He symbol. Once a number of holy symbols have been
believes the only safety they have is inside the church, found—equal to one less than the total number of
and that it’s hopeless to try to go anywhere else. If the party members—they can find no more. (For example,
characters explain to him that it’s possible to escape if the party is made up of four characters, they can
with holy symbols of the Dusk Lord, he will question only find three holy symbols).
the party at first, but ultimately believe that they must
be right. Unfortunately, the other holy symbols that
once belonged to the church were on the bodies of the Ser Nominus Note
priests, which have all been taken. When the monster kills that villager, this is the
Father Samael informs the party that the only other moment for a peak scary introduction. Describe
holy symbols are buried with previously dead priests to the players how much damage it deals to the
in the catacombs underneath the church. He warns
villager. That way, they know how much mortal
them that the catacombs are not hallowed, and will
danger they are in if the creature gets to them.
likely have monsters lurking below.

Secret Hatch Conclusion


Once the party has gathered all the holy symbols they
can, they can escape back up to the church.
Unfortunately, there are only enough holy symbols
for the party minus one, while Father Samael holds
Catacombs

the final one. He selfishly refuses to give up his own


holy symbol. The party will either have to convince
the priest to give up his symbol, steal it from him, or
kill him for it. Regardless, someone must stay behind.
If you’d like to conclude the adventure here, this
is how it ends. Someone must sacrifice themselves in
order for the rest of the party to leave. No other holy
symbol or artifact will allow them to do so.
If you’d like to continue the adventure into part 3,
“Slaughter in the Sepulchre,” read the following text:

Entrance “You suddenly hear knocking against the door you just
escaped through, followed by a desperate plea for help. Father
Samael opens the door and a terrified boy runs in, wearing a
The Catacombs holy symbol of the Dusk Lord. ‘You all, please! You must help
The stairway down the catacombs is inside the church, us. My family is trapped below the catacombs. There’s some
and locked. Only Father Samael can open the door with sort of dungeon down there. Please!’”
his key. He locks the door behind them, and tells the
characters to knock twice in patterns of four to let him With that, the characters advance to 3rd level and can
know it is them. decide to go down and help the rest of the villagers escape.
As the party explores the catacombs, they are hunted
by either the Snatcher (see appendix B) if your villain
is “Them,” or the Barkwood Stalker (see appendix B) if
your chosen villain is the hangman’s tree.
Each time a character goes down a corridor, roll a Dusk Lord
d4. On a 1 or 2, the monster appears at the opposite Symbol
end and gives chase. The first time a character
encounters the monster, they also encounter a villager
who fled down here to hide. The monster then attacks
this villager first and deals full damage to them. Then
it gives chase to everyone else. The monster is a bit
slower than the characters, and the characters must
hide, break line of sight, or distract the monster to

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Quest-0-Nomicon
When the party heads down to the hatch, they find the
x catacombs empty of their previous rival (the Snatcher or
Barkwood Stalker), and that the hatch has been left open.
Dungeons of the Sepulchre

Dungeons of the Sepulchre


These dungeon hallways are stalked by the monster
from the catacombs: either the Snatcher, if your chosen
villain is “Them,” or the Barkwood Stalker, if your
1 chosen villain is the hangman’s tree (see appendix B
x
for more details on either creature). Each X marked on
the map is a possible area in which the monster can be
encountered. Each time a character can see an X, roll
a d4. On a 1, the monster is there, ready to chase the
characters down. From that point on, the monster hunts
5 x
the characters and does not appear on any other X’s.
The monsters can only be killed if they are brought
Entrance
to the furnace and trapped inside.
x 1: Prison
3 “This dark stone room smells of must, mildew, and rot. Six cages
line the walls, and skeletons hang by their arms in chains.”

There is a lever on the wall of this room that is in the


“down” position. It has a fire symbol above it. If the lever
4 is raised, a steel door closes in the furnace as it is filled
x with flame. If any creatures are in area 5 when the level
is pulled they take 200 fire damage. if any creatures try to
pull the lever while the family still resides in area 5 they
hear them yell out “Stop!!”. There is a skeleton in each
Slaughter cage. One skeleton, which you can choose at random,
has a red key in its ribcage. Any character that makes a

in the Sepulchre successful DC 12 Wisdom (Perception) check will be able


to see it hanging there. The cages, however, will only
open with the blue key located in the Torture Chamber.
(Adventure #3)

Synopsis 2: Torture Chamber


After the characters return to the church, a young boy “The foul stench of death reeks in this room. Several wooden
informs the party that his family is trapped beneath the
racks, decorated with leather straps and sharp tools, sit in its
catacombs. The party can venture down into the dun-
corners. Old dried blood is spattered on the floors. Though
geons while avoiding the lurking monster, finding keys,
and saving the boy’s family—but not before convincing impossible, you swear you can still hear the echoing screams
an angel of the Dusk Lord not to destroy the entirety of of all the victims who were tortured here.”
the town and its people.
The blue key hangs from a string at the center of this
room. Any character that removes it is attacked by some
Introduction of the torture devices, which act as two icicle elementals,
(see appendix B: “The Sunderdome” however they aren’t
In the previous adventure, the characters gathered holy
immune to cold damage and appear as swords.) The
symbols of the Dusk Lord from the catacombs to grant
sharp tools spring to life and attempt to shred the one
them the ability to escape. They have now learned from
that holds the key.
a young boy (whose name is Tommy) that his family is
stuck beneath the catacombs.
Tommy tells the party that there is a secret hatch 3: Initiation Room
in a corner of the catacombs that leads further into
the dungeons. Even Father Samael is surprised at “In this room, several old wooden chairs are neatly set into
this; he had no idea that there was a dungeon be- four rows. In front of the chairs stands a pedestal, with a
neath the catacombs. chalkboard behind it.”

102
Escape from Old Redwick
On the pedestal is a green key. When it is grabbed, all of upon anything—leaving the people and town to their fate.
the chairs fall over backwards, clattering to the ground. If she is convinced, she disappears, saying, “This is your
The sound of this alerts the Snatcher, if your chosen choice, heroes. Let’s hope it was for the best.”
villain is “Them,” or the Barkwood Stalker, if your However, as a parting gift, the angel destroys all of
chosen villain is the hangman’s tree. (See appendix B the monsters outside the church. They burn away in
for more information on either monster.) radiant, holy fire.

4: Holy Room 5: Furnace

“This small room contains rusty sets of armor that bear the insig- “A wrought iron gate blocks the way into what looks like a
nia of the Dusk Lord—one of which holds a key in its hands. On scorched and blackened room. Six people sit in the corners,
a pedestal at the opposite side of the room is an old tome. It is open cowering in fear.”
to a page somewhere in the middle that reads, in large text, ‘Read
me, and the Dusk Lord shall come to your aid.’” These six people are Tommy’s family. They include
Techomir (Tommy’s father), Darina (Tommy’s mother),
In the hands of one of the suits of armor is a yellow Radik and Oleg (Tommy’s brothers), and Boyka and
key. But as soon as any characters enter this room, the Vladmira (Tommy’s sisters). They are cowering from
armor springs to life, as two sets of animated armor (see the monster that chased them into this room. Luckily,
appendix B: Whisper’s of Wispy Peak) attack the char- Tommy’s father was smart enough to close the gate.
acters. The holy symbols of the dusk lord emblazoned But now they can’t open it. The family also found the
on the sets of armor could work as a way to escape the rest of the holy symbols—they each have one.
darkness without requiring a holy symbol. Just before the gate are four keyholes in the walls,
each with a different color: red, blue, yellow, and
The Angel of Death green. If all of the keys are found and placed into these
If the party reads the holy texts on the pedestal, read holes, the gate opens, freeing the people—though the
the following text: monster will still give chase, killing anyone in its path.
The characters can kill the monster by luring it into
“A bright, brilliant light shines in front of you. It’s nearly the furnace and pulling the lever, burning it to ash.
blinding, but through it you see a figure appear: a celestial
being in golden armor, bearing white wings and a sword. She
points at you and declares, ‘’Those who wear the symbols of
Conclusion
the Dusk Lord, you have been forsaken. This place known as Once the characters have brought all the survivors
Redwick has committed crimes against the Dusk Lord and back to the church, one person will still have to remain
must be extinguished. I have been granted the capability to behind. That is, unless any of the family members were
killed or convinced to give up their symbols. There are
destroy everything in this place in a holy, cleansing fire—
only enough holy symbols for everyone minus one to
including you all. Say your prayers, and prepare for death.’”
escape. Should anyone decide to make that sacrifice,
ensure that they have a victorious finale as they bring the
This angel has appeared to perform the Dusk Lord’s party to safety at the wall of shadow outside the church.
will and destroy all of the people and corruption in When the characters reach the wall of shadow, read
Redwick. The characters will either need to convince the following text:
the angel to disobey the Dusk Lord and keep everyone
alive, or allow her to follow through with her mission. “The dark wall of roiling shadow stands before you, twisting
There are no rolls, magic, or special abilities that
and shifting. The glowing sigils disappear as you grow closer,
can convince the angel. She will need to be given
and your hand pushes through the barrier. On the other side,
good reason as to why the town of Redwick should
you see rays of light from the morning sun piercing through
continue to thrive, and why the lives of a few innocents
should be spared when compared to the horrors that rain clouds. Glades of grass and distant mountains bring you
have appeared in the night. The angel believes that the relief. You’ve survived Redwick. The nightmare is over.”
sacrifice of the townspeople, and the party, is worth the
destruction of the horrible creatures in the darkness. Thus, this adventure is concluded. However, this does
The angel can be convinced if the characters talk not have to be the end! Old Redwick is still cursed
about everything they’ve done and sacrificed to save into darkness. Perhaps the characters could look
these people, or how the city was innocent in the to uncover more answers as to why this happened.
coming of these dark monsters, or how destruction Maybe another city was also cursed—or, in the
isn’t the answer to why these creatures appeared. event of a very dark turn… maybe they escape Old
The angel will not have it both ways, however; she will Redwick only to discover that this curse has affected
either refuse to destroy the city, or leave without acting the entire world.

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Theme Tags
Horror, mystery, occult.

Content Warning Background


Skeletons, ghosts, blood, scary monsters, abuse, mind It has been a couple of months since the small swamp
control, decayed humanoids and alligators, hurricane town of Mirewood went silent. No signs of life have
reference, being hunted, madness. been seen coming out of it, and those who dare
to venture in either disappear or fall to madness,
claiming the place is cursed into undeath. Military
Description expedition teams have already fallen prey to this
malevolent force—the Council has run out of options.
The small town of Mirewood has suddenly gone quiet. In a desperate attempt to save their own troops and
Those who venture there tend to never return, and the keep whatever is in the town at bay, the Council has
few who do are seemingly struck with madness, ranting set up watch posts around the Mirewood swamps and
about curses and undead. The Council of the Kingdom put out a bounty for any adventurers willing to enter
has put up a bounty for adventurers to venture to the Mirewood and put a stop to whatever is going on there.
Mirewood swamps and discover what has occurred
there. The first adventure ends with the characters break-
ing the curse on the town, freeing the captured spirits Character Hooks
within. The second adventure ends with the characters
facing a deadly creature, a former resident of the town and Motivations
who has been corrupted by dark magics. The last adven- To help involve your players and their characters more
ture ends with facing down the villain of the story and in the story, have each character answer the following
preventing them from expanding their machinations to question: Why does your character want to free the spirits
the rest of the kingdom. of Mirewood?

104
The Lost Spirits
Thatticus Shorn
(Villain Option #1)
Alternatively, you can use the table below to give Thatticus is a necromancer who has dreams of becoming
your players ideas for their characters’ motivation in an all-powerful lich. Though he is not powerful enough
the adventure. to become one yet, his cursing of Mirewood is his first
step toward achieving that goal. Due to childhood
traumas, he sees himself as a hero and desperately
You research the occult, possessing an extensive
1 wants to achieve that. However, in the process, he
knowledge of esoteric information.
has succumbed to the madness that is the cost of his
2
You have dedicated your life to wiping out undead necromantic knowledge, and has become a cruel man
scourges throughout the lands. with no care for the living anymore. He cannot be
You are a professor, skeptical of the nature of curses reasoned with, his mind solely devoted to bringing
3
and undeath, looking for more rational answers. every living being under his control and into perpetual
You are an investigative journalist, looking for a undeath. Choose Thatticus if you want a more
4 mystery to uncover, and to share the answer with technological, unreasoning madman as your villain.
the world.
Someone you know, a family member or friend, re-
5 sided in Mirewood, and is now among the vanished. Beria the Vile
You wish to find them. (Villain Option #2)
You are a mercenary, and the Council is offering
Beria is an ancient hag of the Mirewood swamps, with
6 more coin than your typical mission. Seems like a
good profit.
deep ties to the history of the land. The townsfolk have
angered her by disturbing her territory and hunting
grounds, and her curse is a retaliation for that. She is
Villains a petty and vain creature, more than happy to cause
misery to others just for the fun of it. Unlike Thatticus,
The villains for “The Lost Spirits” are inhabitants of the Beria can be reasoned with, and may be convinced to
Mirewood swamps, each having ties to the land and put a stop to her plans if the characters are persuasive
their own motivations as to why they would want to enough. Choose Beria if you want the adventure to lean
curse and kill the townspeople of Mirewood. Both lean into dark magic and the occult, with a villain who is
into necromancy, but from two very different ways. thoroughly evil, but not unreasonable.

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Navigating the Swamp
Mystery of Mirewood Traveling in the swamp is always dangerous, although if
(Adventure #1) the party is able to remain on the river’s path, it is general-
ly easy to navigate. However, if they stray from the river’s
waters and into the thicker swampland, it’s incredibly
Synopsis easy to become lost in the maze of waterways and
The party will be sent to investigate the remains seemingly endless cyprus trees. Finding the path again
of the cursed town of Mirewood, where every requires a successful DC 15 Wisdom (Survival) check.
living soul has suddenly dropped dead, and now
their restless spirits roam in anger. The party must
discover the source of the curse, confront the last
Ser Nominus Note
living resident of the town, and free the spirits from And make sure to tempt the party to stray from the
the purgatory they are currently trapped in. safe path! Who knows what sort of strange things
can be seen through the trees, like will-o’-wisps,
Introduction or ghostly figures that aren’t actually there...

The party meets up at a military checkpoint on the


outskirts of the swamp, along the bank of a large On a failed check, a cursed wisp, controlled by the main
river, coming together to assist in the investigation of the villain for the adventure, will attempt to give the Curse
disappearances in Mirewood. Soldiers at the checkpoint, of Drained Vitality to one of the characters, chosen at
which are led by a half-elf named Corporal Alcot, are able random. When targeted by the Curse of Drained Vitality,
to tell the party what has been reported about the town the character must make DC 12 Constitution saving
so far—namely, the disappearances, as well as the stories throw. On a failure, whenever the character makes a
of the few escapees, and their descent into madness and Strength or Constitution ability check or saving throw,
ravings about curses and the undead. After the brief is they must subtract a d4 from the roll. This curse ends
given, the guards will give the party a small, 30-foot-long after 12 hours, or ends early if remove curse is cast on the
steamboat to travel down the river that bisects the swamp, cursed creature. The wisp is impervious to all damage,
and upon which the town is built. and, after attempting its curse, it will disappear, leaving
the party completely alone in the swamp. Whichever
way the party goes after the encounter, they will find
themselves in the town of Mirewood.

The Town of Mirewood


When the characters reach the town, read the following text:

“The town of Mirewood is a small hamlet made up of a couple


dozen ramshackle buildings, built on both soft earth and on
Wandering stilts above the murky water, with elevated wooden bridges
Spirit
connecting the different buildings. Amongst the varied
structures are a fisher’s wharf and a market area, as well as
dozens of residential buildings. All of these buildings are
made from weathered wood and scavenged pieces of flotsam.”

The only other structures, aside from the shacks, are


a three-story-tall inn and tavern (Area 3, Lothbrook’s
Tavern and Inn); an ancient, ruined stone tower (Area
4, Magdalene’s Tower); and a small stone church with
an adjacent above-ground graveyard (Area 5, Old
Mirewood Church).

The Spirits. Scattered around the area are the bones


of Mirewood’s residents, who seemingly dropped
dead all at once. Some are still propped up, frozen mid-
action in whatever they were doing when their souls
left their bodies; others have simply crumpled to the
ground, the bones scattered into small piles. Whenever

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The Lost Spirits
4

Mirewood
5

1. Riverboat Dock
2. Marketplace
3. Lothbrook Tavern
4. Magdalene’s Tower
1
100ft 5. Church and Graveyard

the characters enter an area marked on the map (1 - 5) “The interior of the first floor is made up of a dining area and
roll a d4. On a 1 or 2 a wandering spirit (see appendix bar in one large, open space, followed by an enclosed kitchen
B) of a former resident will emerge from their skeleton and store room. The smell of old, rotten food and vinegared
and attack the characters. wine hangs in the air.”

Nothing of interest remains, the food and drinks have


Ser Nominus Note long spoiled. A staircase in the dining area leads to
You can use these restless spirits as a way to build the second story. When the characters ascend, read the
tension for the players, keeping them on their toes following text:
while they explore the various areas of the town!
“The second story consists of a balcony which wraps
around the building, along with doors leading to small
accommodations. The tilt of the sagging floorboards only adds
3: Lothbrook’s Tavern and Inn
to the sad state of the building..”
When the characters approach this building, read the
following text:
Access to the third floor is found on a tucked away
staircase. When the characters reach the third floor,
“This modest three-story building is situated on one
read the following text:
of the few bits of dry land in the Mirewood swamps.
A wooden sign hanging above the door frame is lazily
“This small living space hosts a private kitchen and three
swinging and barely holding onto its wrought iron
post. It reads “Lothbrook’s Tavern and Inn”. It certainly bedrooms. The dry scent of decay fills the air as you notice,
doesn’t look open for business.” scattered on the floor, a group of skeletons. Suddenly, humanoid
forms lurch out of the skeletons. They cast a deep, sparkling,
Lothbrook’s is a family-owned Tavern and Inn and was indigo light across the room. An elven couple and what appears
operated by the once living family, before the curse. The to be their son. Instead of anger, these three individuals eye you
door is unlocked and if the characters enter inside, read with confusion. “Welcome…” one of them whispers.”
the following text:

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The ghosts of the third floor of Lothbrook Tavern are 4: Magdalene’s Tower
the spirits of (most) of the Lothbrooks, a family of wood
Madalene’s Tower is an ancient and partially ruined
elves, consisting of parents Vulmer and Vianola, and
edifice located on the outskirts of Mirewood. It was
their young son, Sylvar, who is about nine years old. All
originally built centuries ago by the Holy Witches (see
three are non-hostile wandering spirits (see appendix B). below). The interior of the tower is made up of two
The Lothbrooks are scared and confused as to what levels: the Ground Level and the Upper Floor.
has happened, and do not truly understand that they
are dead. Time seems to move strangely for them; they When the characters enter the tower, read the
believe it is still the same day they died, despite the following text:
fact that in reality it has been months.
“The ground level is a large, empty chamber. Faded frescoes
Information the Ghosts Know. The Lothbrook spirits
decorate the curved walls, depicting mages defending a tower.
share the following information with the party.
A hole in the stone ceiling, where a staircase would have led,
• There was a sudden, freezing chill and a bright green leads upwards thirty feet. The staircase has crumbled, leaving
light outside, likely coming from the old church.
no obvious way to ascend.”
The Lothbrooks were in the living room when this
happened, this is when they suddenly became spirits.
Any character with a passive Perception score of 11 or
• They cannot leave these rooms—the threshold of the
higher notices a length of rope coiled up at the top of
door to the lower levels of the tavern is blocked by
the hole in the ceiling, kept in place by a piece of wood.
a strange mist that only they can see, which forces
The board, which has an AC of 15 and only 1 hit point,
them back into the room should they try to exit.
can be removed either via a ranged attack, or using
• When they were alive, they heard about some
another method, such as mage hand.
creature having moved into Magdalene’s Tower a
When the party first enters this area, read the
few weeks before the curse fell over the town.
following text:
• They have another daughter, Aemily, aged fifteen,
who “this morning” left aboard a riverboat, headed
“This upper floor consists of a singular room the size of
to the city for boarding school. Though they believe
the tower itself. Most of the walls have crumbled with age,
their daughter to be safe and are more focused on
the curse affecting Mirewood. opening the space up to the outside elements. Leaves, mildew,
and detritus cover the floors. A makeshift camp has been
set up inside, including a bedroll, the remains of a small
campfire, and a pile of notes. Slumped against the wall is a
Magdalene’s skeleton wearing ancient armor, similar to that of the figures
Armor in the paintings on the lower level.”

This camp was set up by Marie Anchester, and the pile


of soiled notes are diary entries from Marie, one of
which is a barely legible letter. Any character can roll
a DC 12 Intelligence (Investigation) check, on a success
they find an old bronze key hidden amongst the refuse.
On the skeleton is the magical item Magdalene’s Armor
(see appendix A).

The Letter. Depending on your chosen villain; this


letter is written by either Thatticus Shorn or Beria the
Vile. The letter has been left exposed to the elements for
so long, very little remains legible. However, a character
who succeeds on a DC 11 Intelligence (Investigation)
check can make out the words “acceptance,” “toil,”
“skull,” “bell tower,” and “catacombs.”

The Holy Witches. The Holy Witches were an ancient


sect of warrior witches and spiritualists living in the
region of the Mirewood swamps a thousand years ago.
They were led by the twin sisters Lady Magdalene and
Lady Beria, before Beria began using darker rituals
and falling to necromantic corruption, becoming the
hag she is today. Soon after the fall of Beria, the Holy

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The Lost Spirits
Ser Nominus Note
Church Map

In this adventure, both villains can technically exist


at the same time, with both having connections to
the history and lore of the area. This isn’t really
important unless you want to make it so. It’s highly
suggested that only one villain should be the focus
of the adventures. However, if you wanted to
continue playing after part 3, maybe the party could
face the other villain!

5: Old Mirewood Church


The Old Mirewood Church is a stone abbey built a
century and a half ago, and is the oldest building in the
town aside from Magdalene’s Tower. When the party
enters this area for the first time, read the following text:

“The central room of the church is the main sanctuary, with


a shrine to the gods located at the back, while wooden pews
flank the sides of a central aisle. A few skeletons of priests and
townsfolk are strewn about the room. A wooden door sits just
behind the shrine, likely leading into the bell tower.”

A wandering spirit (see appendix B), the ghost of


Bishop Wirich, wanders the main sanctuary room. He
will not converse with anyone, and will immediately
become hostile and attack any living being he can sense
nearby, crying out, “Blasphemers!”
The door to the bell tower is locked. It can be
opened by either using the key found in Madalene’s
Tower, or with a successful DC 14 Dexterity check
using thieves’ tools. In the back of the church is a
spiral staircase leading to the top of the tower.
When the party reaches the top of the tower, read
the following text:
Catacombs

“From this vantage point, the town of Mirewood spreads out


before you, its maze of bridges and shacks nestled amongst
the dense trees and flowing river. The menacing red glow of
angry spirits appears and disappears among the structures,
reminding you that you are not completely alone in this place.
Hanging above you is an old bronze bell, its toll silent.”

If your chosen villain is Thatticus Shorn, then a scroll


with glowing green runes has been attached to the
bell, stabbed through with a dagger of the occult (see
appendix A) that holds it in place.
If your chosen villain is Beria the Vile, then a doll
made of wicker, cloth, and bone, made to look like
Witches fell apart, as Beria cursed and killed them Marie Anchester, has been attached to the bell, stabbed
all, leaving her twin sister in the order’s tower to die through with a dagger of the occult (see appendix A)
alone. Thatticus Shorn is a descendant of one of the that holds it in place.
few Holy Witches who escaped the destruction of the Once the dagger is removed from the bell, the item
order, although he himself has begun to fall to the same it has pinned there will turn to dust, breaking the hold
corruption as Beria. the villain has over Marie Anchester.

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Mirewood Graveyard
Located next to the church is a graveyard made up of “A young woman paces back and forth by the shrine,
a couple dozen above-ground tombs. Attached to the muttering to herself. As you draw near to her, she quickly
church itself, within the graveyard grounds, is a crypt spins toward you, surprised. You notice that her face and
leading down into the catacombs of the church. body are emaciated, withered. In fact, she looks like a corpse,
In order to end the curse on the town, the party her face skull-like and rotted. Her eyes are noticeably two
must destroy the skull and crystal. What happens different colors—blue on the left, amber on the right. Her
next in this area is heavily dependent on your chosen surprise shifts to relief, and she runs over to you. ‘Mortals!
villain. If your chosen villain is Thatticus Shorn, run Thank the gods! He’s not in my head anymore. Did you do
the “Marie Anchester: Undead’’ section. If your villain that? Doesn’t matter, you’ve got to break the idol! I still can’t
is Beria the Vile, run the “Marie Anchester: Cursed”
get myself to do it, but it must be done!’”
section. For more information on Marie, see “The Last
Mortal” section below.
Marie will no longer be under the villain’s control, and
Marie Anchester: Undead will allow the party to destroy the idol. In fact, she insists
When the characters enter the catacombs for the first on it, as she did not know what it did and feels horrible
time, read the following text. for what she and the rest of the town have suffered.
The party can find a potion of ghost step (see
“You descend into the cramped stone room, its ceiling and walls appendix A) nestled within the shrine, an old offering
to the forgotten god of the Holy Witches.
held up by arched pillars. Nestled in the recesses of the walls
are ancient sarcophagi, their sides intricately carved with reliefs
depicting warrior spellcasters in battle against dark forces. Their Marie Anchester: Cursed
lids feature sculptural reliefs of the person whose body resides When the characters enter the catacombs for the first
inside. At the back of the room is an old shrine, the centerpiece time, read the following text.
of which is a sculpture of a star flanked by two crescent moons.
However, the shrine has been desecrated. Instead of offerings, “You descend into the cramped stone room, its ceiling and
a dark idol has been placed upon it. The idol looks to be some walls held up by arched pillars. Nestled in the recesses of the
strange contraption, a skull with a black gem embedded in its walls are ancient sarcophagi, their sides intricately carved
forehead, with wires and machinations twisting in and out of with reliefs depicting warrior spellcasters in battle against
bone, emanating a deep hum as it creates its dark magic.” dark forces. Their lids feature sculptural reliefs of the person
whose body resides inside. At the back of the room is an
If the party has not removed the dagger of the occult from old shrine, the centerpiece of which is a sculpture of a star
the bell tower at the top of the Old Mirewood Church, read flanked by two crescent moons. However, the shrine has
the following text:
been desecrated. Instead of offerings, a dark idol has been
placed upon it. The idol looks to be a dark totem, consisting
“A young woman sits on the ground before the shrine, rocking
of a skull with a dark black gem embedded into its forehead,
back and forth, muttering to herself in a hushed whisper. As
placed between the antlers of deer’s skull, held aloft by twine
you draw near to her, she spins around and jumps to her feet.
and sinew.”
You notice that her face and body look emaciated and withered.
In fact, she looks like a corpse, her face skull-like and rotted. If the party has not removed the dagger of the occult
Her eyes are noticeably two different colors—blue on the left, from the bell tower at the top of the Old Mirewood
amber on the right. Her surprised expression quickly shifts to Church, read the following text:
one of relief as she calls out, ‘Help! The bell tower! I can’t…’
She stops, suddenly, and her entire demeanor changes. Her “A young woman sits on the ground before the shrine,
body stiffens, and her face goes expressionless. With a cold, rocking back and forth, muttering to herself in a hushed
empty stare, she speaks again, all emotion drained from her whisper. As you draw near to her, she spins around and
voice. ‘Come any closer, and you will die.’” jumps to her feet. She holds a staff made of gnarled wood
with various talismans hanging off of it, including bones and
Marie Anchester (see appendix B, her creature type feathers. Her eyes are noticeably two different colors—blue on
is changed to undead) defends the idol with her life, the left, amber on the right. Her surprised expression quickly
attacking the party while they are in the catacombs, but shifts to one of relief as she calls out, ‘Help! The bell tower!
letting them go if they leave. For more information on
I can’t…’ She stops, suddenly, and her entire demeanor
Marie, see “The Last Mortal” section below.
changes. Her body stiffens, and her face goes expressionless.
With a cold, empty stare, she speaks again, all emotion
However, if the party has removed the dagger of the occult
from the bell tower of the church, read the following text: drained from her voice. ‘Come any closer, and you will die.’”

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The Lost Spirits
Marie Anchester (see appendix B, her creature type is following her orders. If your chosen villain is Thatticus
changed to humanoid) defends the idol with her life, Shorn, Marie is an undead puppet, though only loosely
attacking the party while they are in the catacombs, but under his control. In either case, while under either
letting them go if they leave. For more information on villain’s control, Marie is forced to do exactly as the
Marie, see “The Last Mortal” section below. villain compels her to, losing all sense of self and emo-
tion, willing to defend with her life the shrine she was
However, if the party has removed the dagger of the made to construct. Upon meeting the characters, she is
occult from the bell tower of the church, read the only able to get out a few words of her own before the
following text: control takes over, leaving her helpless and only able to
act at the whim of her master.
“A young woman paces back and forth by the shrine,
muttering to herself, while a staff lays on the ground next to
her. As you draw near to her, she spins towards you, surprised. Conclusion
Her eyes are noticeably two different colors—blue on the left, If you want to conclude the adventure here, read the
amber on the right. Her surprise shifts to relief, and she runs following text:
over to you. ‘Mortals! Thank the gods! She’s not in my head
anymore. Did you do that? Doesn’t matter, you’ve got to break “As the curse lifts from the town, the spirits of Mirewood
the idol! I still can’t get myself to do it, but it must be done!’” break away from their purgatory and are free to leave the
mortal plane, now able to rest peacefully.”
Marie will no longer be under the villain’s control, and
will allow the party to destroy the idol. In fact, she insists If you want to continue the adventure into part 2,
on it, as she did not know what it did and feels horrible “Hunt for the Lost Daughter,” let the characters
for what she and the rest of the town have suffered. advance to 2nd level, and read the following text:
The party can also find a potion of ghost step (see
appendix A) nestled within the shrine, an old offering
“As the curse lifts from the town, most of the spirits of
to the forgotten god of the Holy Witches.
Mirewood break away from their purgatory and are free to
leave the mortal plane. However, a group of spirits exit the
The Last Mortal town’s tavern, looking around, confused, before hurrying
Marie Anchester is the last surviving mortal in Mire- toward you, calling out for assistance once more...”
wood. Marie was a resident of the town of Mirewood a
few years ago, although a social outcast—many of the
other townspeople saw her as “tainted by dark spirits”
because of her heterochromatic eyes. Of course this was
not the case at the time; her unusual eyes were simply
the product of a genetic mutation and caused no actual
issues. However, due to this mistrust and ostracism,
Marie was forced out of the community as a teenager,
living alone in the harsh swamps for a few years before
Marie
being approached by either Thatticus Shorn or Beria the
Anchester
Vile, depending on your chosen villain. They convinced
her to work for them with promises that if she did so,
she would earn the respect that she so craved from the
village. However, this was a lie, merely a way to gain her
trust before the villain slowly corrupted her mind, forc-
ing her to fall to their own magic, turning her into their
puppet. She moved back into Mirewood for a few weeks
while preparing the effigy that would curse the town,
hiding away in Magdalene’s Tower.
Roleplaying Marie. Marie herself is shy and
awkward, having had little to no socialization due to
being an outcast from society. She herself also feels
incredibly bad for what she was convinced and forced
to do to the town, and puts all of the guilt on herself.
By the time the party finds her, if she is still under
the effects of the villain’s magic, she is a puppeted serv-
ant for them, though an unwilling one. If your chosen
villain is Beria the Vile, Marie has been charmed into

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Quest-0-Nomicon
so aboard a riverboat named the Belle of Orlea’s, headed
Hunt for downstream, where she was going to get a private
education at a boarding school in the city.

the Lost Daughter If Marie Anchester is still alive, she will sheepishly
admit to placing an idol on the ship, another of her
(Adventure #2) orders from the main villain. She doesn’t know what
the idol does, but says that she put it in the storage
room of the riverboat, and that whatever happened
Synopsis there would only be stopped by destroying the idol,
After releasing most of the spirits of the town of just like in the catacombs.
Mirewood from their cursed purgatory, the party The Lothbrook family also suggests that they could
is approached by a group of spirits, the Lothbrook assist the party in helping find Aemily. If the party
family, asking for help in finding their lost daughter, allows it, the three ghosts will each possess one of the
Aemily. However, Aemily has been Mire-Cursed (see characters, supplying them with the following traits:
her stat block in appendix B), and now stalks the
crashed riverboat she left town on, hunting down
anyone who steps aboard. Ghost of Vulmer Lothbrook
Father’s Guidance. Once per turn, you can use your
Introduction reaction to give another creature within 30 feet of
you an additional d4 to be used on an ability check or
When you are ready to begin the adventure, read the saving throw.
following text: Flaw. Your temper flares easily when your authority
is questioned.
“As the party exits the catacombs of the Old Mirewood
Church, they are greeted with the sight of dozens of
ghostly figures moving about the town, embracing each
Ghost of Vianola Lothbrook
other in joyous celebration of being released from their Mother’s Hand. You can use the Help action as a
bonds. Over time, each ghost disappears, moving on and bonus action.
leaving the mortal plane. However, one family continues Flaw. You want to protect your party from all that could
to wander, faces etched with concern.” harm them, getting in the way of their ability to do
anything themselves.
The Lothbrook family, owners of the Lothbrook Tavern
and Inn, are searching for their eldest child, Aemily
Lothbrook. As soon as they spot the party, they quickly
Ghost of Sylvar Lothbrook
approach them, asking for assistance in discovering Brother’s Play. When you take damage from a non-
her whereabouts. The group of three spirits innately magical source, you can reduce the damage by 1d6.
feel that there is something wrong with Aemily, and You can use this ability up to three times before you
they are stuck in the mortal plane until they can find must complete a long rest to use it again.
her. They tell the party that the day the town fell to the Flaw. You are afraid of the monsters, real and imaginary,
curse, Aemily left a few hours before it struck. She did that hide in the dark.

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The Lost Spirits
The Belle of Orlea’s Ser Nominus Note
This riverboat can be found half-sunken into the murky Make sure the players really feel like they are
water of the Mirewood swamps, just an hour and a half being hunted! Describe to them the feeling of being
travel downriver from the town. When the characters watched, of distant sounds like footsteps or a door
arrive, read the following text. creaking open, and occasionally the sight of a dark,
eerie figure with white pinpricks for eyes, moving
“As you round a bend in the river, you come upon your across a hallway in their peripheral vision.
quarry. Nestled amongst the trunks of the cyprus trees in
the shallow, murky water at the river’s edge are the remains
of a riverboat, half-sunken where it crashed. The white paint
of the layered patio decks is stained brown where the water
1: Landing Deck
has lapped up against it. Its metal smokestacks have bent and
“This deck is mostly empty, aside from a handful of
become twisted amongst the branches of the nearby trees,
overturned wicker chairs and tables. A staircase takes up
while the large side paddlewheel has snapped in half.”
the central part of the ship, leading to the upper decks. The
The characters can board the ship from the Landing forward part of the ship is uncovered, giving open air access
Deck, and must make their way to the Storage Deck. to the bow. Toward the back of the ship is an enclosed room
Each X marked on the map is a possible area in which with a door to its left. Thick streaks of blood cross the floor
Aemily can be encountered. Each time a character can from the central staircase to this door.”
see an X, roll a d4. On a 1 or 3, Aemily is there, lying in
wait to ambush one of the characters if they stray too The door to the back of the boat, leading to the stairway
far from the rest of the group. to the Storage Deck, is located here. It can only be
If the characters have allowed the spirits of the opened with the key found in the Wheelhouse, or via a
Lothbrook family to possess them, they will immedi- successful DC 20 Dexterity check using thieves’ tools.
ately feel anxious as they board the ship, and feel the
presence of the creature their daughter has become as
it gets near to them.
2: Lounge Deck

What happened? The Belle of Orlea’s did not get “Most of this deck is a wraparound patio, with overturned
far from Mirewood before it crashed. When the tables and chairs scattered about. At the back of the ship is a
curse transformed the residents of Mirewood, it also bar area, including a counter with dozens of bottles of alcohol
transformed Aemily Lothbrook. Effects of the idol behind it. Drinking glasses and ingredients for mixers are
aboard the ship left Aemily ``Mire-Cursed” into also kept here, though many of the bottles are shattered and
a twisted and deadly creature. As soon as Aemily have spilled their contents. Tables with various board games,
transformed into this horrific beast, she began to hunt including a chess and checkers set, fill the space, along with a
down and kill everyone on board the vessel, eventually few lounge chairs. Blood is smeared throughout the bar, trails
causing it to crash. The creature has now turned the of it leading down the stairs, toward the level below.”
Belle of Orlea’s into its lair and hunting grounds.
This deck was the lounge deck for the ship, where
The Mire-Cursed. This creature, a transformed Aemily guests would relax by the bar, drink, play games, and
Lothbrook, will hunt the party as they make their way smoke cigars. If Aemily (see appendix B) appears at
through the ship, keeping to the shadows and trying to the ambush location at the bar, she will hide beneath
pick off the characters one by one. the counter, waiting for almost all of the characters to
However, she cannot be truly killed until the cursed leave before attacking the last one. If any fire touches
idol is destroyed, taking 2 rounds, or 12 seconds, to the floor around the bar, the area alights with flames as
reform from the dark magic every time she is reduced the spilled alcohol ignites. Any creature which moves
to 0 hit points. within 5 feet of the bar takes 3 (1d6) fire damage.

3: Top Patio Deck


“This deck is mostly empty, aside from a few wicker chairs
that have been knocked over. A small hallway with two
doors on either side is located towards the front of the deck.
Dagger of Streaks of blood run from both doors, leading to the stairway
the Occult and back down.”

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3 x 4

x
x 2

x 1
x

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The Lost Spirits
This deck was primarily an observation deck for the the cursed creature Aemily that has become knows
guests aboard the ship. The room closest to the front that the idol is sustaining it, and so will protect the
of the ship is a janitor’s closet that contains various idol at all costs. Once the idol is broken, the creature
cleaning supplies, such as a mop, bucket, and broom. shrieks in pain as its life force is ripped away. It falls
If Aemily Lothbrook (see appendix B) appears in to the ground and shrivels up. Once the creature is
this location, she will be waiting above the character dead, the true spirit of Aemily Lothbrook rises from
nearest to her, holding onto the ceiling before dropping its body, confused and disoriented, with her memories
down behind them and closing the door, attempting to of what happened feeling more like nightmares than
isolate the character. The second room on this level is reality. The rest of the Lothbrook family will appear
completely empty, aside from a ladder that leads up to with her as well, leaving the characters if they were
the Wheelhouse. possessing them, and happily reunite with Aemily,
thanking the party profusely. In return for saving her,
the Lothbrooks grant each of the characters a choice of
4: Wheelhouse a piece of their essence, allowing them to take on one
of the ghosts’ special traits—without the flaw—as a
“This deck is only made up of a small room overlooking the permanent feat.
rest of the ship. The ship’s steering wheel and an engine speed
control are the only objects in the room. Dried blood splatters
the floor and wheel, while a bloody handprint marks one of the
Rewards
windows. Hanging off of one of the wheel’s handles is a key.” The party has a choice of receiving a part of the essence
of one Lothbrook, gaining one of these traits:
The top deck is the smallest deck, made up only of the • Father’s Guidance: Once per turn, you can use your
Wheelhouse, where a skeleton key for the ship is located. reaction to give another creature within 30 feet of
you an additional d4 to be used on an ability check or
5: Storage Deck saving throw.
• Mother’s Hand: You can use the Help action as a
bonus action.
“Behind the door is a staircase that leads down to an area below
• Brother’s Play: When you take damage from a non-
the waterline of the ship. The blood streaks continue down the magical source, you can reduce the damage by 1d6.
steps, leading deeper into the hull. Carefully, you follow them • Sister’s Thanks: Once per long rest, when you are
to the deepest part of the ship. Much of the room is partially reduced to 0 hit points, roll a d20. On a 15 or higher,
flooded, going up to three feet deep in some spaces. Large crates you come back up to 1 hit point.
and barrels are stacked upon one another, scattered about the
room. This cargo, along with the machinery and engines that
power the giant wheels on the sides of the ship, forms a zig- Conclusion
zagging maze. At the far end of the storage hold, towards the If you want to conclude the adventure here, read:
bow of the ship, a faint glow, the only light down here, can be
seen emanating from behind the boxes.” “The ghostly apparitions of the family give you all one
last smile and a thankful wave. They hold each others’
The lowest deck is the storage deck, which is hands before turning away from you and walking forward,
completely open and filled with crates and boxes. This disappearing into thin air for parts unknown.”
is where the cursed idol is located.
If your chosen villain is Thatticus Shorn, the idol If you want to continue the adventure into part 3,
appears as a black crystal wrapped in wires and bits of “Vortex of Souls,” allow the characters to advance to
feathers and human flesh. 3rd level, and read the following text:
If your chosen villain is Beria the Vile, the idol
appears as a claw doll which has been wrapped in “The ghostly apparitions of the family give you all one last
feathers and human flesh. The idol is nestled amongst
smile and a thankful wave. They hold each others’ hands
the storage crates toward the back of the space, and
before turning away from you, about to leave for parts
hidden within Aemily’s nest: a collection of gnawed
bones and piles of refuse. unknown. However, suddenly, an icy wind picks up, and they
When the party reaches this deck, the creature that lose their footing. Looking around in terror, the Lothbrooks
was once Aemily Lothbrook (see appendix B) starts are whisked away. Rushing outside after them, you can see
to become desperate, throwing itself at the characters dark clouds forming in the sky, spinning and twirling in the
as a group instead of taking the time to hunt them air. Other apparitions can be seen rising from the ground and
down separately. into this vortex, which is quickly gaining power and strength.
Destroying the Idol. The idol itself is easy to The spirits aren’t free just yet...”
destroy; any damage done to it will break it. However,

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Quest-0-Nomicon
by a falling cyprus tree during the conjunction of
Vortex of Souls planes, leaving them unable to traverse the swamps
easily. However, the Ferryman (see below) is willing
(Adventure #3) to take them further in if they so wish. If the party
would rather trudge through the swamps on foot,
it takes them little over 3 hours to do. At the end
Synopsis of which, each character must succeed a DC 18
Constitution saving throw or else take one level of
The villain enacts their final plan and creates a Vortex
exhaustion (disadvantage on all ability checks) until
of Souls, where the Mortal Plane and the Realms of the
they complete a long rest. In this scenario, they travel
Dead merge and become one, the party must find their
through both the Deep Swamp and the Caves of
way through the swamps of Mirewood to reach the
Sorrow in order to reach the lair of the villain.
villain’s lair and stop them. In order to do so, a ghostly
figure known only as the Ferryman appears, offering to
take them to one of two paths, either the Deep Swamps The Ferryman
or the Cave of Sorrow. The Ferryman warns the party
Read the following text to introduce the Ferryman to
that each path has its own challenges—one challenges
the players:
them physically, the other mentally. Once the party
makes it through their chosen path, they reach their
“Paddling up to the shoreline in a large wooden gondola,
destination: either the castle laboratory of Thatticus
you see a semi-spectral figure draped in tattered black robes
Shorn, or the swamp shack of Beria the Vile. Here they
face their foe to cease the Vortex of Souls. that are adorned with golden edging and filigree. They wear
a large black hat with a wide brim which messy hair dangles

Introduction from underneath. You can only see the shadowy silhouette of
their face, though their left eye pierces through that shadow,
After their two curses have been lifted, the villain glowing a deep green.”
enacts their final step: they conjure a vortex between
the Mortal Plane and the Realms of the Dead, fusing This individual is the Ferryman. They are an enigmatic
the two, causing the planes to collide and warp one character who uses all pronouns. They have no identity
another. Because of this, not only does the world other than simply being the Ferryman, or at least
around the characters shift between the material none that they can remember. A few rings adorn the
and ethereal, but they must also contend with the Ferryman’s hands, including a signet ring, the emblem
denizens of these realms. This vortex originates from an of which is unfamiliar to the party. The Ferryman stands
epicenter within the swamps. upon a boat that they push along with a very long staff.
If your chosen villain is Thatticus Shorn, the vortex They offer the characters a ride aboard their boat to get
epicenter is the ruins of an ancient castle, which he has closer to the vortex, though they can only go so far for
turned into his laboratory and lair. the sake of their own safety—the Ferryman does not
If your chosen villain is Beria the Vile, the vortex want to risk being pulled into the vortex themself.
epicenter is her own lair, a witch’s hut located within The Ferryman provides the party with the
the deepest parts of the swamps. following information:
• There are two paths to the epicenter of the vortex (the
When you are ready to begin the adventure, read the villain’s lair), and each has its own unique dangers.
following text: • The first path is the Deep Swamps, where vile creatures
of the Realms of the Dead lurk. They note: “All who fail
“As the ghosts of the Lothbrooke family fade away; suddenly to navigate her twisting roots and splintering vines fall
a strike of lightning explodes above you and the world around victim to pain.”
you spins and shifts. For a moment you see an ethereal • The second path is the Cave of Sorrow, where one
duplication of the world, layered on top of the real one until it might just lose themselves if they are not careful. They
all combines together, forming a new plane around you. The note: “Your minds will be tested in the pitch black of the
trees become ghosty, gnarls in the wood become twisted faces, ethereal void.”
and branches become grasping hands for a moment before Roleplaying the Ferryman. The Ferryman’s
shifting back into their regular states. A storm of raging souls general demeanor is serious, yet soft-spoken and
cascades overhead originating deeper into the swamps.” chillingly calm. Their voice has an ethereal echo, as if
multiple people are speaking in unison. They will refer
The direction of the epicenter is easy enough for to themself using “they,” but will not comment if they are
the party to follow, since the swirling vortex of magic addressed as “he” or “she.” Once the party decides on a
and souls reaches all the way up into the clouds. destination, they will take them there, offering only light
Unfortunately the party’s steamboat was crushed and cryptic conversation if prompted.

116
The Lost Spirits
Deep Swamps Cave of Sorrow
When the party reaches the swamps, read the If the party arrives at the cave via the Ferryman, they
following text: bring the party down the river a ways before reaching a
grassy hillock, where large boulders form the entrance
“The shadows grow deeper and darker the further into the to a cave system. They usher the characters off, wishing
murky swamp you go. The trees grow in height, towering them good luck one last time before pushing their boat
above you, their gnarled branches reaching out like clawed off of the riverbank and disappearing.
hands, as if trying to grab you. The wind howls through the When the characters enters the cave, read the
following text:
canopy, making the swamp itself moan in anguish.”

If the party arrives via the Ferryman, they bring the “Dug into the grassy hillock is a small opening, where large
party deeper into the swamp, until they reach a denser stones hold up the earth above it. Etched into these stones
portion where the Ferryman’s boat cannot travel any are ancient symbols, looking almost like swirling mazes. As
further. They usher the characters off, wishing them you travel deeper, the world gets darker and darker, until
good luck one last time before pushing their boat everything becomes pitch black. In fact, you cannot see your
off of the riverbank and disappearing. As the Vortex party members beside you. All you can make out is your own
of Souls grows stronger, the swamp itself comes body, and the darkness surrounding you...”
increasingly alive, possessed by anguished spirits.
As the party moves through this area of land, The cave and hillock are actually a burial mound for a
have them each roll a DC 15 skill check and have long-lost ancient people. The deepest portions of the
them describe what they do in order to traverse the cave become an opening to an “ethereal void,” where
dangerous swamps. Their level of success depends on visions of nightmarish creatures and scenarios play out
how many characters succeed. before the characters, attempting to render them mad.
Total Success. The party makes it through the Deep While they are in this void, the characters will not be
Swamps unscathed and unhindered. Each character able to find an exit, nor each other, until they encounter
gains 3 temporary hit points. the nightmare within. While the party traverses the
Success. While they manage to make their way void, have them make a Wisdom saving throw.
out of the swamps, each character takes 1d6 slashing Consult the madness table below to determine each
damage from branches that clawed at them during the character’s outcome. This madness lasts for 1d10 hours.
travel. If this damage would bring a character to 0 hit
points, they are instead brought to 1.
Failure. The party still manages to traverse through Roll Outcome
the swamps, but each character takes 2d6 slashing 20 or above The character is completely fine, and carries on
damage from the clawed branches. If this damage as normal.
would bring a character to 0 hit points, they are 15-19 The character feels compelled to repeat a specific
instead brought to 1. activity over and over, such as washing hands,
Total Failure. Each character takes 1d6 slashing touching things, praying, or counting coins.
damage from clawing branches and 2d6 psychic 10-14 The character becomes paranoid about everything,
damage, as the endless swamps addled their minds and attaches to a “lucky charm,” such as a person
and they witness horrors beyond comprehension. If or an object. They have disadvantage on attack
rolls, ability checks, and saving throws whenever
this damage would bring a character to 0 hit points,
the “charm” is more than 30 feet away from them.
they are instead brought to 1.
5-9 The character suffers from partial amnesia. They
know who they are and retain racial traits and
Ser Nominus Note class features, but don’t recognize other people
or remember anything that happened before the
Make sure to really play up how warped the world madness took effect.
around the characters is. Describe how the trees have Less than 5 The character loses the ability to speak.
faces, and their branches are hands trying to grab
at them; how figures emerge from the murky water
to try to drag them down into the mud; or how the Once each character has encountered their nightmare,
wind itself sounds like whispering in their ears.
they all emerge from the void together and on the far
side of the cave. The cave’s exit leads the party right to
the villain’s lair and the vortex’s epicenter.
After they finish traversing this area, the party makes it to
the villain’s lair and the epicenter of the vortex.

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Quest-0-Nomicon
When the characters enter inside Thatticus’s base,
read the following text:

“You are greeted with what appears to be a sort of laboratory.


Along the sides of the room are desks covered with alchemical
equipment, as well as the bones of various creatures—
Thatticus’s Base

predominantly humanoid ones. An operating table with a


humanoid corpse is pushed to the back of the room, though each
of its limbs looks like they came from a different creature and
were stitched together. In the middle of the room, and seemingly
at the epicenter of the vortex, is a machine of sorts, with a
metallic structure holding a black crystal skull at its center. Bolts
of black and green electricity arc from the skull and into the
metal casing, which redirects it upwards and into the sky above.
Surrounding this machine is a bubble of shifting and swirling
figures—more anguished spirits, forced and layered atop each
other, a few hands and faces sticking out of this awful shield.
And, before all of this, is a figure. He turns around to face you as
you enter the room, a crooked, menacing smile on his pale face.
His clothing must have, at one point, been well made, something
a nobleman would have worn, but it has now become soiled and
tattered and, in some places, blood-stained. Over the top of his
clothing, this man has constructed a sort of armor with what
appear to be bones. His hair is long and messy, brown streaked
with white. However, his most outstanding feature is his face.
Beria’s Lair

Most of it appears normal, if a little gaunt; however, a large


portion of his left side is rotted and decayed, as if he is himself
partly a corpse. He looks upon you with menacing amusement
before opening up his arms and proclaiming, ‘Welcome, foolish
mortals! Prepare to die!’”

Thatticus (see Appendix B) attacks any intruders into


his base. He is beyond reasoning, deeply entrenched in
madness, and sees himself as the only rightful ruler of
the dead. As he wants everyone under his rule, everyone
must die. In order to close off the vortex, the party must
defeat Thatticus, which allows the spirits to escape and
the effigy vulnerable to destruction.
The Effigy. In the center of this room is the effigy.
Thatticus’s Vortex’s Epicenter It is protected by a shield of tormented souls that
The Vortex of Souls whirls from the center of Thatticus’s surrounds it. If a character attempts to pass through
base, where he has built a technological effigy from this shield, or attack it with a melee weapon, they are
which the vortex emerges and draws its power. unable to, and take 15 necrotic damage. All ranged
attacks that target the effigy are knocked out of the air.
When the characters reach this area, read the following text: If Thatticus is defeated, the souls are released and the
shield no longer functions. With the shield gone, any
“The dense treeline opens up before you into a marshy amount of damage destroys the effigy.
wetland. In the distance, the ancient ruins of a castle stand
upon a small hill, with crumbling walls wrapping around a
large central tower. From the tower emanates the swirling Beria’s Vortex’s Epicenter
Vortex of Souls. Rising into it are the twisted spectral figures
The Vortex of Souls whirls from the center of Beria’s base,
of spirits in anguish, clearly visible even from this distance. where she has built a cursed effigy from which the vortex
Traversing the marsh isn’t difficult, but it is slow going. emerges and draws its power.
Inside the compound, an old wooden door stands open at the
base of the tower, leading further in.” When the characters reach this area, read the following text:

118
The Lost Spirits
“Through the trees, you spot a small shack, raised above the Although she is vain and believes she can easily kill
murky water of the swamps. Alligators circle around this shack, the party, there is a chance that they can convince her
though most look strange, with disparate, decomposing parts.” that this plan will only draw more attention to herself,
meaning she will never find peace. If the party does
Three undead alligators (see appendix B) swim around attempt to reason with her, give them time to explain
the shack. These alligators are undead servants to Beria, their reasoning and truly convince her. At the end of it,
and will try to defend her from the party if they get have one of the characters, the one who did the most
too close to the shack. They can either be fought, or the talking, make a Charisma (Persuasion) check.
characters can attempt to avoid the alligators by dashing Depending on how well you as the GM think they
past them to jump up onto the ladder, climbing up to the stated their case, choose a DC between 15 and 25. The
balcony themselves. If they attempt to sprint to the ladder, better their argument, the lower the DC. If the character
each character must make a successful DC 13 Dexterity beats your chosen DC, then Beria will agree with them
(Acrobatics) check to avoid the alligators and get to the and dispel the vortex herself, allowing the party to leave
ladder safely. Any characters who fail take 7 damage if they promise to never come back, and to spread the
and are grappled by one of the undead alligators. word that the Mirewood Swamps are hers and hers
When the characters enter the shack, read the alone. If the party fails the Charisma (Persuasion) check,
following text: or if they do not try to convince her to abandon her
plans, then Beria will give them two options: die here, or
“The interior of the shack is fairly small and cramped, espe- leave and never come back. If they choose the latter, they
cially considering its inhabitant is so large. Piles of refuse and can leave the swamps the way they came, and the vortex
various bits of materials are strewn about, including alligator
will remain, slowly spreading, until it envelops all of the
Mirewood Swamps and much of the kingdom beyond.
teeth, bird bones and feathers, and bits of flesh from various
If they choose the former, however, the party will have to
creatures—including some that look worryingly human. At the
defeat her in combat before they can dispel the vortex.
back of the room is a firepit with a large cauldron atop it. Next The Effigy. In the center of this room is the effigy.
to that is a small brick oven. Occupying the center of the room It is protected by a shield of tormented souls that
is a disturbing effigy made out of the bones of various creatures, surrounds it. If a character attempts to pass through
including alligators, deer, and humanoids. The effigy seems to this shield, or attack it with a melee weapon, they are
pulse with malicious energy, feeding the vortex above with each unable to, and take 15 necrotic damage. All ranged
burst. Surrounding this creation is a bubble of shifting and attacks that target the effigy are knocked out of the
swirling figures—more anguished spirits, forced and layered air. If Beria is defeated, the souls are released and the
atop each other, a few hands and faces sticking out of the shield. shield no longer functions. With the shield gone, any
The creature which resides in this decrepit dwelling is a large, amount of damage destroys the effigy.
warped, and ancient woman. She stands well above you, easily
10 feet tall, though her back is continuously hunched over. Her
light gray hair is long and thin, reaching to her knees. Her skin
Conclusion
is also gray in color, and covered in wrinkles, despite the way it
If you want to conclude the adventure here, read the
following text:
is stretched tightly over her bones. Her face is almost skull-like,
and her nose is practically gone. Large horns protrude from her
“As the effigy is destroyed, there is a whirling howl before…
forehead just above her eyes, which are pure white and clouded,
silence. The ethereal winds above you come to a halt as the
though she still seems to be able to see you just fine. She wears
vortex is dispelled. The once warped and shifting landscape
a tattered canvas dress adorned with furs, bones, talons, and
settles down and returns to its natural state. It is over, and
feathers. She glares down at you with malice but also curiosity
the spirits that were trapped and lost are now free.”
for a moment before she speaks. ‘So… you are the ones who
have been messing with my plans… I should really punish If you want to continue the adventure past this point, read
you for that. But I must be a gracious host. I am Beria the Vile; the following text:
welcome to my home…’”
“As the effigy is destroyed, there is a whirling howl before…
Though Beria (see appendix B) is malicious and evil to silence. The ethereal winds above you come to a halt as the
the core, having been fully corrupted by the dark magic vortex is dispelled. The once warped and shifting landscape
she wields, she does still have a sense of self and of
settles down and returns to its natural state. However, it
self-preservation. Her entire motivation for planning to
is not fully over. Once you are able to travel back out of the
merge the Mortal Plane and the Realms of the Dead is
quite petty—residents of the town of Mirewood disturbed swamps and reach civilization, rumors of ghosts roaming
her and encroached on her territory, so she killed them the lands are on everyone’s lips. It seems that, although the
all, and wants to be left alone from now on. Creating the Vortex of Souls is gone, many spirits are still lost in the
vortex was to be the ultimate deterrent. Mortal Plane. But at least they have hope: you.”

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Background
In the land of Dosna, Baroness Rosewood has been
Theme Tags keeping tabs on adventurers. She is looking to raise an
Gothic horror, exploration, survival. army large enough to take over the kingdom, elevating
her rank from simple Baroness of Ostrova to Duchess of
Content Warning Dosna. She’s been turning adventurers into either vam-
Being hunted, corpse revival, disembodied hands, pire spawn or werewolves under her control. She sees
dismemberment, grotesque transformations, skeletons, the characters as her next victims. Little does the party
suspense, vampires, werewolves. know, they are part of a prophecy made by Rosewood’s
grandmother. The prophecy foretells that, when Bar-
oness Rosewood takes control of the kingdom, a group
Description of adventurers will end her life. Baroness Rosewood
intends on turning them all into her soldiers, wholly
Baroness Rosewood of Ostrova, based in the small land subservient to her, in order to avert this prophecy.
of Dosna, invites the characters to a dinner, and to hear
a job offer. When they arrive, they learn not everything
is as it seems, and must escape from Rosewood’s Ser Nominus Note
manor. After escaping, the characters must make their
way through the town, avoiding or fighting Rosewood’s Rosewood’s letter to each player mentions wanting
minions, while in search of an item that will give them the party’s help because of their unique abilities.
the upper hand: the means to resurrect Rosewood’s As you are preparing this game, make sure to ask
sister. The third part of the adventure is a climactic each player for at least one thing that their character
battle between the party and Baroness Rosewood for might specialize in, whether it be charm, close-
the fate of Ostrova and Dosna. quarters combat, spellcasting, or something else.

120
Rosewood’s Invitation
Villains
The villain of this adventure is one of the Rosewood
sisters. Both of whom exist within this adventure, how-
ever your choice determines which sister betrayed the
other. For example, if you choose Catalina Rosewood
Character Hooks as your villain, then her sister, Althea, was killed (and
vice-versa). However, both Rosewoods are cursed in
and Motivations different ways. As such they have built a different army
To help better involve your players and their char- to act as their subordinates.
acters in the story, have each character answer the
following question: Why would you have accepted Althea Rosewood
Rosewood’s invitation?
(Villain Option #1)
Alternatively, you can use the table below to give
your players ideas for their characters’ motivations in Althea Rosewood is a vampire empress, jaded by an old
the adventure. betrayal. She aims to turn any adventurers coming near
Ostrova into vampire spawn both to avert a prophecy
that tells of her demise, and to raise them as an army
1 You’ve heard of people going to Rosewood’s and not to take what she considers hers: the land of Dosna.
returning from the jobs she gives them. You’re curious as to Choose Althea as your villain if you want a vampiric,
what happened to them, and what her job entails.
more traditionally power-hungry villain.
2 You’re a mercenary for hire, and completing a Rosewood
job would be incredible for your reputation.
3 You’re using this job offer as an opportunity to end her Catalina Rosewood
yourself. (Villain Option #2)
4 You have an enormous debt, and though people have been Catalina Rosewood is a werewolf who wants to gain
disappearing from Rosewood's manor, the job pays better power to destroy the land of Dosna. She blames the
than any other. What else could you lose?
duke for the death of her lover, Wesley, and of her sister,
5 You’re a minor noble in the land of Dosna, and you believe Althea. Catalina intends on destroying his kingdom in
that doing a favor for Baroness Rosewood might reflect recompense. She cares not for the prophecy, but intends
well on your family.
to use the adventurers to fuel her army of lycans. Choose
6 You lived in poverty your entire life, and this might be your Catalina as your villain if you want a more emotional
one opportunity to get back on your feet. motivation behind your villain’s destructive desires.

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Quest-0-Nomicon
1: The Foyer
One Bloody Night “As Zenrick leads you into the foyer, you marvel at the height of
(Adventure #1)
the ceiling. All around the room, stone pillars rise all the way up
to meet it. On the pillars are large tapestries which depict bloody

Synopsis battlefields, with paintings of mangled corpses. Wall sconces


cast a dim, sickly light around the room. A bored woman, clad in
The party has been called to dinner by one Baroness what appears to be guard’s armor, approaches you as you enter.
Rosewood. Though the party believes this to be simply ‘Please leave your weapons with me. They will be returned to
a dinner, the Baroness has different plans: to turn them you upon your exit,’ she states. This is clearly her only task in
into her subordinates. During the meal, a man who this mansion.”
traveled with the party is attacked by the baroness, and
the party must escape the mansion, using the baroness’s If your chosen villain is Althea Rosewood, the bored
weaknesses to keep her at bay while they gather their woman is a spawn of Althea (see appendix B). She con-
equipment and find their escape. fiscates any weapons on the characters, including spell-
books and arcane focuses. She takes them upstairs to the
storage room (Room 5) and locks them in a chest. She only
Introduction retrieves them if explicitly asked by Althea Rosewood.
If your chosen villain is Catalina Rosewood, the
bored woman is a lycan of Catalina (see appendix B).
“Rain falls on this quiet night. You have each been called She confiscates any weapons on the characters, includ-
to Rosewood’s Manor for the opportunity of a simple ing spellbooks and arcane focuses, and keeps them on
job. The carriage comes to a stop in front of a huge home. her person. She stores everything in her bag of holding
This two-story stone building towers over the rest of the (a magical bag with an extra-dimensional storage space
small town of Ostrova. The black wooden double doors are that can hold up to 500 pounds of equipment without
intimidating, and the barred windows are stained red. getting heavier) and only returns them to the characters
The driver of the carriage steps off and says, ‘Well, c’mon if explicitly asked by Althea Rosewood.
then. Baroness Rosewood is waiting for ya.’ He walks ahead, Any character can try to hide a weapon or similar
ushering you to the doors. “ item in their clothing or armor. In order to keep it,
that character must succeed on a Dexterity (Sleight of
The carriage driver is Zenrick Bramblevale (see Hand), Dexterity (Stealth), or Charisma (Deception)
appendix B), a shaggy-haired, middle-aged halfling check, with the DC that corresponds to the size of the
under the employ of Baroness Rosewood. Zenrick is a item they are trying to hide:
family friend of Rosewood, and once saved her from • Tiny item (coin, dice, ring): DC 10
being kidnapped long ago. He has remained loyal to • Small item (dagger, bottle, wand) DC 15
the woman since, and she has let him remain unturned • Large item (sword, crossbow, book): DC 20
in exchange for his service. He is aware of Rosewood’s
plans, and—blinded by their shared past—he would
like to see them through for her. He leads the party Meeting Baroness
through the foyer and into the dining room, where the
party will meet the baroness. If the party inquires as Althea Rosewood
to why specifically the baroness has called for them, If your chosen villain is Althea Rosewood, read the
he responds, “She has a need for a talented bunch like following text:
you; I don’t know specifics, but yer exactly who she’s
looking fer.” A successful DC 18 Wisdom (Insight) “Sitting at the head of the large wooden table in the center of
check reveals that, while he isn’t lying, his loyalty to the room is a beautiful elven figure, her long red hair styled
Rosewood seems incredibly strong, and he’s sure that into intricate loops and coils along the end of her jaw. A green
your arrival will benefit her. gem pendant that matches her eyes hangs on a shimmering
Alongside Zenrick, the party is accompanied by Leo
golden chain around her neck. Her lips are painted a deep
(who uses the commoner stat block), a young male
maroon, making her pale skin appear even more like smooth
half-orc who wields a greatsword and crossbow. Leo
porcelain. A black corseted lace dress envelops her from collar
is unsure of Rosewood’s intentions, but wants to hear
her out, hoping her offer will be a way to provide for to floor, where the train gently brushes the ground. She
his family after his father’s death. smiles warmly to greet you, lifting a gloved hand toward the
remaining seats at the table.”

122
Rosewood’s Invitation
5 6
3

Althea Rosewood (see appendix B) sits at the


table. The grin on her face appears genuine, and she “As the meal comes to a close, Leo speaks up: ‘Alright, dinner
welcomes the party to her manor, motioning for them has been nice and all, but I have a family back home. Why
to sit for dinner. Leo takes up one of the seats closest the hell are we here?’ As he puts his hands on the table and
to Baroness Rosewood. Offering the party a large stands, he flinches—he’s accidentally sliced his finger on a
banquet of meats and drinks, she lauds their skills and
knife. Althea looks toward Leo, and her smiling expression
avoids speaking of the job she has in store for them,
turns wild-eyed as she sniffs, grabs his hand, and bites down.
telling her guests that she’ll gladly discuss it after
Leo screams out in pain and attempts to stab Althea with his
dinner, and not to worry about it for the moment.
One of the plates brought out with the food is dinner knife in a panic. The knife simply recoils off her skin,
made up of a glassy, reflective material. As soon as and he falls to the ground, unconscious.”
Rosewood sees it, she shoves it back into the hostess’
hands, bellowing, “Get that foul thing away from me; At this point, Althea turns on the party. Have the
I can’t bear reflections!” The hostess hurries back to characters roll initiative.
the kitchen. Althea sees shame in the fact that she can
no longer see her own reflection, and mirrors are a
terrible reminder of that.
Ser Nominus Note
There are a few ways a character can pinpoint Make sure to emphasize the fact that the knife
something off about the whole situation: stabbing into Baroness Rosewood did nothing to
• With a successful DC 17 Wisdom (Insight) check, her. This is not a fight the party can win yet! They
they note a cold and calculating confidence behind need to exit the dining room, find their stuff,
Althea’s words. and attempt an escape. Try to make the party
• With a successful DC 13 Wisdom (Perception) check, aware of just how dangerous Rosewood is. If the
they realize that there are no guards in the room. characters decide to fight her anyway, have her
• With a DC 15 Investigation (Intelligence) check, they take down the first aggressor and allow the party
notice the room’s blackout curtains, which match a chance to drag them out, perhaps as she takes a
those in the foyer. moment to investigate Leo’s body.
• With a DC 15 Wisdom (Survival) check, they notice
small bloodstains on the floorboards.

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As the food is brought out, Catalina seems to recoil
Meeting Baroness as one of the plates is placed. She motions to the
hostess, calling out, “Who brought a silver plate in
Catalina Rosewood here? You know I can’t stand those! Get it out!”
If your chosen villain is Catalina Rosewood, read the A different hostess rushes in from the kitchen
following text: and grabs the plate, hurrying away.
The baroness turns to the party. “Apologies, but
“At the head of the large wooden table in the center of the the hostess knows not to bring that here, and rules
room sits a beautiful elven figure, her fingers playing with are rules after all.”
hair that falls past her shoulders in smooth red waves. Her She avoids speaking of the job she has in store for
the party, telling them she’ll give them more details
green eyes take you all in as you approach. A silvery drape of
after dinner, and not to worry about it for the moment.
fox fur covers her shoulders. Tufts of that same luxurious fur
There are a few ways a character can pinpoint
decorate the well-crafted, deep brown leather garments that something off about the whole situation:
hug her form. An ornate golden dagger sits sheathed on her
• With a successful DC 15 Wisdom (Insight) check, they
hip, catching the light like the many polished buckles and studs
detect a sad but calculating tone to Catalina’s words.
adorning her armor. She smiles warmly to greet you, lifting a
• With a successful DC 17 Wisdom (Survival) check,
gloved hand toward the remaining seats at the table.”
they notice claw marks scattered about the room.
• With a successful DC 10 Wisdom (Perception) check,
Catalina Rosewood sits at the table, bearing a smile they catch the smell of wet dog.
that appears a bit sad, and she welcomes the party to • With a successful DC 13 Intelligence (Investigation)
her manor, motioning for them to sit for dinner. Leo check, they realize that nothing in the dining room
takes up one of the seats closest to Baroness Rosewood. is silver.
Catalina greets the party warmly, offering up a large
banquet of meats and drinks, seemingly excited to
make their acquaintance. Any character who makes “As the meal comes to a close, Leo speaks up: ‘Alright, dinner
a successful DC 13 Wisdom (Insight) check, however, has been nice and all, but I have a family back home. Why
discerns that she is feigning this excitement, and couldn’t the hell are we here?’ As he puts his hands on the table and
really care less about their presence in the manor. stands, he flinches—he’s accidentally sliced his finger on a
knife. Catalina’s smiling expression turns wild-eyed as she
sniffs the air and wolf-like hair grows across her entire body.
Leo screams out in pain as Catalina grabs his hand and bites
Monstrous down. In a panic, Leo attempts to stab her with his dinner
Hands knife, but it simply recoils off her skin. Catalina rips Leo’s
hand from his body, and he falls to the ground, unconscious.”

At this point, Catalina turns on the party. Have the


characters roll initiative.

Ser Nominus Note


Make sure to emphasize the fact that the knife
stabbing into Baroness Rosewood did nothing to
her. This is not a fight the party can win yet! They
need to exit the dining room, find their stuff,
and attempt an escape. Try to make the party
aware of just how dangerous Rosewood is. If the
characters decide to fight her anyway, have her
take down the first aggressor and allow the party
a chance to drag them out, perhaps as she takes a
moment to investigate Leo’s body.

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Rosewood’s Invitation
3: The Kitchen
Escaping Rosewood
If your chosen villain is Althea Rosewood, she will “The kitchen is brightly lit by sconces along the walls. A
pursue the party. She is not concerned with moving freezing chest can be found on the right side of the room.
quickly, as she knows that Zenrick has chained the front A large counter space holds various produce and stacks of
door with a magical lock (see appendix A), but she is plates. A water basin sits in the corner. It appears to have
certain to keep them in her sight, intending to corner
been recently filled. You see butcher knives hanging on the
them. Have her move half her speed towards the party
wall, some of which appear to have been recently used.”
on each of her turns. Scattered throughout the building
are sheet-covered mirrors that have not yet been
If a character drinks from this basin, they find that the
removed from the manor by Althea’s handmaidens.
water tastes bitter, but raises their senses, granting them
Any character can reveal a mirror as a bonus action on
advantage on Wisdom (Perception) checks for the next
their turn. Whenever Althea is able to see a mirror, she
hour. The butcher knives hanging on the wall can be
reels back and tries to find another way around to chase
used as daggers if a character decides to take one.
the characters.
If your chosen villain is Althea Rosewood, a
If your chosen villain is Catalina Rosewood, she
successful DC 15 Wisdom (Perception) or Intelligence
will quickly pursue the party. She uses her entire
(Investigation) check enables any character who goes
movement each round to catch up to the party, as
looking to find the reflective plate used to serve meats
she intends to corner them wherever they may go.
earlier in the day.
Scattered in drawers throughout the manor are silver
If your chosen villain is Catalina Rosewood, a
trinkets that, like the mirrors, have not yet been
successful DC 15 Wisdom (Perception) or Intelligence
cleared out by Catalina’s handmaidens. When Catalina
(Investigation) check enables any character who goes
is within 20 feet of silver that she can see, she recoils
looking to find the silver platter used to serve meats
at the idea of it touching her and tries to find another
earlier in the day.
way around to chase the characters.
Once the party has repelled either Rosewood three
times, she retreats to whichever floor of the manor the
4: The Lounge
party is not on. If Rosewood and the party once again
wind up on the same floor, she finds them after a short “Coming up the stairs to the second floor, you find yourself in a
time, and resumes the chase. lounge area. The oakwood floor is covered by a long, velvety red
Whichever Rosewood sister you have chosen as carpet that runs the length of the room. A couch sits against
your villain, she perks up at the smell of blood. If any the wall between two of the doors, a record player beside it. Two
creature within the manor takes damage, Baroness windows, one on either side of the room, let in a small amount
Rosewood will enter a frenzy, immediately rushing of light, but appear to be barred shut.”
toward the bleeding individual.
The lounge acts as a large living room and leads to the
three rooms on the second floor. If the record player
Finding Zenrick is played, the music alerts Rosewood to the party’s
location, and she immediately heads that way. The
Zenrick has the key to the locked door. The door is
party can use this as an opportunity to sneak past her
magically locked and cannot be opened except with
and move to the first floor.
this specific key. Zenrick hides in Baroness Rosewood’s
room, hoping the party will not find him there.
5: The Storage
2: The Dining Room “This unlit storage room contains a scattering of dusty
burlap sacks. You can tell nobody has been through the
“The dining room contains a large dining table, surrounded contents of this room in ages, and in the back you spot a large
by eleven chairs, and is dimly lit by sconces on the walls. object covered by a sheet.”
Tapestries of previous barons and baronesses of Ostrova hang
on the walls, draping all the way to the ground. Unfinished This unlit storage room contains various bags of clothing
plates of food sit on the table, growing cold.” and basic survival gear. A large window in the back of the
room has been barred shut. In this room is also a mirrored
If the party is being chased by Rosewood when they vanity desk covered by a sheet. Inside this vanity desk are
enter this room, they can attempt a Dexterity (Stealth) a silver necklace and 48 cp. If your chosen villain is Althea
check against her passive Perception score to hide from Rosewood, the characters’ gear sits alongside these bags
her behind the tapestries. They can also find tableware in a pile, carelessly thrown in. Any gear that the party
and glassware. handed over to the guard at the door is in this pile.

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Quest-0-Nomicon
6: The Guest Room If the party succeeds on a DC 10 Intelligence
(Investigation) check, they find that the wardrobe
“As you enter the guest bedroom, one of the first things you appears to have been moved recently. If they move the
wardrobe, they find Zenrick behind it. He attempts
notice is a comfortable-looking bed just before you. The silken
to escape, but gives up if he is injured, and panics,
sheets are currently being cleaned by a very unenthusiastic
begging the party to protect him from Rosewood’s
guard. To one side, there is an end table topped with a small incoming frenzy, even going so far as to offer the key
assortment of objects, including a glittering item and, beside to the foyer if they promise to protect him.
it, a crumpled piece of parchment. A small sliver of falling If the party searches the vanity table, they find a
light struggles to pierce through the heavy curtains, while the necklace with a pearl pendant, worth 110 gp.
rest of the room is kept lit by flickering candlelight.” If your chosen villain is Althea Rosewood, they
also find a compass that seems to point in a random
The guest room, lit by sconces, appears to be a simple direction, with a small clock on the inside. In reality,
bedroom. A large bed sits beside an end table. The bed this compass points towards Althea’s coffin, located in
is soft, and the drawers on the end table are empty, her grandmother’s crypt.
though on the top sits 10 gp, a hand mirror with a silver If your chosen villain is Catalina Rosewood, they
handle, a crumpled note, and a quill and ink. also find a coin that appears silver but isn’t on one
The same bored guard the party encountered earlier side. The heads side of the coin depicts a wolf, and
is currently cleaning this chamber. Though they do not the tails side depicts a moon. This coin, when flipped,
care much for the party being here, they know there reveals to the party which form Catalina Rosewood
will be trouble if the characters are allowed to move is currently in, landing on the heads side if she is in
freely, so they move to restrain them. her werewolf form and tails if in her human form.
If your chosen villain is Althea Rosewood, the A character can discover what the artifact does by
bored guard is a spawn of Althea (see appendix B), succeeding on either a DC 15 Intelligence (Arcana) or
and the note on the table reads the following: Intelligence (Investigation) check.

“She is dangerous. We didn’t know that she was a monster.


A vampire. The moment she caught a whiff of blood, she was Conclusion
on him. It seems to draw her near. They are dead, bled dry, After getting the key from Zenrick, the party must
gods save us. The only thing that seems to hold her at bay are return to the foyer and unlock the chains, earning
mirrors, so if anyone finds this, I hope your luck is better than their freedom.
my own. I fear I am already a dead man. — H” If you would like to end the adventure here, read
the following text:
If your chosen villain is Catalina Rosewood, the bored
guard is a spawn of Catalina (see appendix B), who “As you exit the manor, you find the carriage still parked out
carries a bag of holding with the party’s equipment front, horses still hitched. You get in and ride away from the
inside. The note in the drawers reads the following: manor and the city of Ostrova, hopefully to never confront
Baroness Rosewood again.”
“She is dangerous. We didn’t know that she was a monster.
A werewolf. The moment she caught a whiff of blood, she was If you would like to continue the adventure into part 2,
on him. It seems to draw her near. They are dead, torn apart, “Home Free?” the characters advance to level 2, then
gods save us. The only thing thatseems to hold her at bay is read the following text:
silver, so if anyone finds this, I hope your luck is better than
my own. I fear I am already a dead man. — H” “After you exit the manor, you cross the bridge to enter the
town of Ostrova proper, rain falling above you. Ducking into
an alleyway, you have a moment to briefly collect yourselves
7: The Baroness’s Room as you survey the city. You may have escaped the manor, but
“As you step into this chamber, you find what you imagine you are not yet home free.”
to be the baroness’s room. In the center is a large bed,
surrounded by curtains hanging from the posts. A vanity
table sits in the back corner, the mirror removed. A black
wardrobe stands in the corner to the right of the bed.”

The baroness’s room contains a large bed, surrounded


by curtains. A vanity table can be seen in the back
corner, a large mirror over it. A black wardrobe to the
right of the bed holds her clothing.

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Rosewood’s Invitation
Rosewood Estate
4

1
x

Home Free? The adventure begins with the party located at point ‘X’
(Adventure #2) on the map of Ostrova. Every time the characters move
from building to building, roll a d20. With a result of 10
or higher, 1d4 monstrous hands (see appendix B) rise
Synopsis up from the ground and attack the party. If the party is
Free of the baroness’s manor, the party has made their in combat with the hands, 1d6 more scurry out at the
way into the small village of Ostrova. The village start of every round. Should the party enter a building,
has been overrun by monstrous hands created by a the hands will not follow, as they cannot open the door.
deceased mad wizard, and a skeleton named Merret The hands are the creation of one “Zeia Blackthorne,”
holds the key to the party’s salvation, a way to defeat a wizard who attempted to clone herself. The cloning
Baroness Rosewood for good. The party must survive went horribly wrong and, upon her death, recreated only
the onslaught of hands, explore the town of Ostrova, her hand, now sentient in nature. This hand magically
and complete the ritual to summon Rosewood’s sister, duplicates into two once it is killed, making the hands
the one thing that can kill her. truly limitless in number.

Introduction Ser Nominus Note


Have the hands scurry out within 30 feet of the
“Ducked in the alleyway, scanning the terrain, you find party each round to make it feel like they exist
yourself wondering where to move next. As you peek out throughout the city, an overwhelming force. The
and look on the roads, you notice that they seem suspiciously party needs to run from this fight, and making
empty, as if the entire village has been abandoned. As you come the hands seem limitless is a good way to lead
to this realization, you notice a small hand, cut off at the wrist, them to that conclusion!
scurry across the intersection.”

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Quest-0-Nomicon
1: Weapon Shack her heart to a powerful vampire who manipulated her
into drinking his blood to join him in immortality. He
intended instead to use her status to rise in power.
“As you open the door to this dilapidated wooden building,
This required the death of her sister, Catalina. Once
you’re greeted by nothing but darkness. A small amount Althea was turned, he forced her to kill her sister.
of light from the cloudy sky enters into the single room, In her anguish, Althea broke free of his control and
revealing a weapon storage. Lines of old weaponry hang on killed the one who turned her. Refusing to accept
the walls, appearing worse for wear but wieldable.” what she had done, she began to gather strength and
power as a way to avoid her history. Hearing of the
This building contains most of the weaponry Baroness prophecy that foretold her destruction was the last
Rosewood has collected from those she has transformed straw, turning her into a selfish creature just like the
into her subordinates. Inside, the party can find two man that had cursed her into this state of undeath.
longswords, two shortswords, five spears, three clubs, If your chosen villain is Catalina Rosewood, Merret
four shortbows, one longbow, two sets of 20 arrows, knows that Catalina was close with the duke’s son,
one crossbow, and one set of 20 crossbow bolts. Wesley, though she was turned away once his father
learned of their connection. One day, Wesley left
his home to visit Catalina in secret. The two were
2: The Mausoleum
attacked by a werewolf hired by the duke. The duke’s
intention was to rid of his family of any dishonor by
“As you climb the steps into the old stone mausoleum, you find killing Catalina Rosewood—and his own son. While
partially-ruined pews and a shattered stained glass window. Wesley died, Catalina was turned into a lycanthrope.
The building is dirty, covered in dust, the many tomb doors In a blind rage, and unable to control her new form,
closed. Sitting in the middle of the room, a shovel beside him, is she killed her twin sister, Althea. Catalina blames the
the skeleton of a man. The skeleton perks up as you enter, and duke for Wesley’s death and Althea’s. She intends to
says, ‘Hello there! Nobody has come to visit me in ages. Merret destroy his kingdom in recompense.
Osamin at your service. What can I do for you?’”
4: Ostrova Shop
The skeleton in the mausoleum belongs to an old
adventurer, Merret Osamin (who uses the glowgill
“As you step into this small mercantile, you find a quaint,
skeleton stat block; see “Shipwrecked” in appendix
well-maintained shop. A female gnome stands behind the
B). He is a kind undead who welcomes the party with
open arms, giving them a place to rest. He asks the counter, a smile on her face. ‘W-welcome to the Ostrova
characters how and why they’ve come to the small M-mercantile. What... wh-what can I do for you?’”
village of Ostrova. If the party tells him what they’re
doing there, he will perk up and grab the shovel, dig- The shopkeeper is Lilly Yilly, a forest gnome who has
ging into a portion of the mausoleum. As he digs, he taken up residence in Ostrova. She supplies Baroness
tells the characters the following: Rosewood with anything she needs for her soldiers,
though Lilly has no love for the baroness herself. She
“There is an old prophecy, one told to me by a friend long ago. rarely leaves her shop, for fear of the monstrous hands,
A group of adventurers would come to Ostrova and defeat
and the baroness makes sure that Lilly has food as
long as she cooperates. As she’s been distanced from
the evil baroness. This would require the resurrection of her
other people for some time, with her only interaction
sister, to fight alongside the heroes. I happen to have the key to
occurring during order pickups, Lilly’s a bit concerned
doing so, granted to me by the prophet themself. Please, take by the party’s appearance, unsure of their purpose. Her
it, so I may rest.” anxiety can be detected with a successful DC 12 Wisdom
(Insight) check. Lilly will sell items
The prophecy Merret describes is one told by Baroness to the characters, however, in
Rosewood’s grandmother. Merret knows that Baroness fear of what may happen
Rosewood’s old childhood home holds a chest that should she not. Her
contains a book dedicated to a single spell: the stock includes healing
resurrection of her sister. He does not know more potions and common
than that, though if asked, he believes the reason the adventuring gear.
baroness has neither retrieved the book herself nor yet
taken the key is because of the countless monstrous
hands that roam Ostrova.
If the party asks about Baroness Rosewood’s past, Book of
Merret has the following information: Summoning
If your chosen villain is Althea Rosewood, Merret
knows that when she was young and naive, she gave

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Rosewood’s Invitation
Monstrous
Sister

5: Rosewoods’ Childhood Home


“As you approach this building, you find yourselves looking
upon a decrepit, abandoned wooden structure. The door is
hanging on by its lower hinge, and seems to be slightly open.
What was once a collection of paned windows is now space
for open air to flow in. You open the door to reveal a
one-room building covered in dust, with counters in
the back and a ruined mattress to your right.”

This building was once the home of Baroness Rose-


wood, her sister, and their grandmother. If a character
succeeds on a DC 10 Intelligence (Investigation)
check while investigating the room, they find a
rope to a trap door peeking out from underneath the
bed. Any character with a passive Perception score of
15 or higher, or who makes a successful DC 15 Intel-
ligence (Investigation) check to examine the door, no-
tices that it is trapped with a poison dart. The trap can
Conclusion
be disabled with a successful DC 10 Dexterity check If you would like to end the game with the party
using thieves’ tools. If the trap is not disabled and escaping Ostrova, read the following text:
the door is opened, the character who opened it must
succeed on a DC 12 Constitution saving throw or take “As you cast the spell, you feel immense power overcome
4 poison damage and become poisoned for 1 hour. you. Out of nothingness, a large figure forms, appearing as a
The Chest. Beneath the trapdoor is a medium- horrifically mauled version of Baroness Rosewood. One eye is
sized wooden chest, with an inset lock. This chest is missing, one arm is swollen to three times the size of the other,
locked by a magical lock (see appendix A), and cannot and the creature stands hunched over, nearly on all fours.
be opened except by using the key held by Merret The scarred face bellows a deep, distorted scream, and the
Osamin for the party. If the lock is opened, it reveals creature heads toward the village gates. The hands scurrying
a book that rests on a small, pillowy casing. This book countlessly around it don’t seem to leave a scratch. The figure
is a book of summoning (see appendix A) and can bursts through the gates, before turning around and heading
summon one being: the grotesque, undead form of
toward Rosewood’s manor, granting you an escape. You have
Rosewood’s sister.
found your way out, and live to tell the tale.”

If you would like to continue to part 3, “Mind Your


Summoning Her Sister Manors,” the characters advance to level 3, then read
Summoning Baroness Rosewood’s sister takes time, and the following text:
is a very loud and noticeable process. The summoning
takes a total of 5 rounds once begun, and explodes with “As you cast the spell from the book, you feel immense power
bright light and magical, ominous chants that can be overcome you. Forming, as if out of nothingness, is a large
heard by any creatures within 120 feet. When the sum- figure, appearing as a horrifically mauled version of Baroness
moning begins, three monstrous hands (see appendix Rosewood. One eye is missing, one arm is grown to three times
B) climb through the windows and attack the party. One the size of the other, and it stands hunched over, almost as if on
more hand climbs in at the end of each round. At the all fours. The scarred face bellows a deep, distorted scream, and
end of 5 rounds, the hands scurry away in fear and the
begins to move towards the manor.”
Baroness’s sister is recreated before the party’s eyes.

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Quest-0-Nomicon
Lycan
Catalina

Inside the Manor


When the characters enter the manor, they find it
mostly unchanged from their last visit. The baroness,
aware of her sister’s summoning, has her guards
posted in each room. The baroness herself is located
in her own room, ready to defend herself should her
guards be unable to stop the party.

Finding Baroness Rosewood


As the party makes their way through the manor,
they will come in contact with groups of spawn of
Althea or lycans of Catalina (see appendix B for these
creatures’ stat blocks). Every time the party enters a
new room, they encounter 1d4 spawn of Althea or
1d4 lycans of Catalina. Each group of guards will flee
once half of their numbers have been defeated.

Facing Baroness Althea Rosewood


Mind Your Manors If your chosen villain is Althea Rosewood, read the
following text:
(Adventure #3)

Synopsis “As you step into Baroness Rosewood’s room, a flash of


lightning passes across the window. She stands beside her bed,
After summoning the Baroness’s sister, the party must baring her fangs. ‘How dare you bring my sister back!’ she
infiltrate Rosewood’s manor, overcome her soldiers, snarls. ‘No matter. She cannot stop me, and neither can you.’”
and face the Baroness herself. Rosewood will attempt to
escape when near death, and the party must chase her Althea Rosewood will first attempt to attack her sister,
down, ending the threat for good. angry that she has returned, though her attention
will turn to the party members once the situation
becomes dire. Once Baroness Rosewood is reduced
Introduction to 0 hit points, she turns to mist, floating towards the
mausoleum. Her coffin rests in her grandmother’s
crypt, and her body will recover there. The party can
“As you cross the bridge to the manor, following the
see out the bedroom window, and can tell where she
monstrous form of Rosewood’s sister, you find yourselves set
is headed. They can also locate the mausoleum with
upon by her guards. A number of individuals surround you, the magical compass in her room. With Althea gone,
jumping onto the creature, and are promptly thrown off with the magic of the ritual fades and the monstrous form
a bellowing roar. You watch as the creature that was once of Catalina returns to death. If the party follows after
Rosewood’s sister leaps for a guard.” Althea, they find the Crypt of Martha Rosewood.
Crypt of Martha Rosewood. The door of the crypt
The party is set upon by four spawn of Althea or opens easily. Inside, they find a small, dusty chamber, a
four lycans of Catalina as they make their way to coffin in its center. The coffin can be opened with a suc-
the manor (see appendix B for these creatures’ stat cessful DC 12 Strength (Athletics) check. Alternatively,
blocks). Once two of the four have been defeated, multiple characters can work together to open the coffin
the remaining guards attempt to flee, recognizing with a combined strength score of 25 or higher. Inside
that they have no chance to win this fight. Use the the coffin is the form of Althea Rosewood. Stabbing
monstrous sister stat block (see appendix B) for the her chest with any sharp wooden object will result in
Baroness’s sister. her death (see conclusion).

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Rosewood’s Invitation
“As you follow behind Catalina Rosewood and her sister, they
speed ahead of you between the trees. Following their steps, you
hear two distinct yelps and quicken your pace. Stepping around
a couple of trees, you see the form of Rosewood’s sister motionless
on the ground, with Baroness Rosewood in her human form,
clutching at a wound at her side. She looks up at you all, face
impassive. ‘Go ahead, then… Do what you came to do.’”

When the party finds Catalina Rosewood, she seems


to have given up on surviving. Her wounds are fatal.
The characters can easily strike down Catalina, or
leave her to die of her wounds. However if any
character heals Catalina, she is confused by the
sudden act of mercy (see conclusion).

Conclusion
If your chosen villain is Althea Rosewood, read the
following text:

“As Baroness Rosewood takes in one last gasp, her form


Lycan of
Catalina
begins to melt away, as if into nothing. Taking a deep breath
yourselves, you look out of the crypt and notice the rain quickly
petering off. You see the sun shining through the cloudline. You
have survived, and saved Dosna from a horrific end.”

If your chosen villain is Catalina Rosewood, and she


was killed, read the following text:

“After Baroness Rosewood breathes her last breath, you let


Facing Baroness Catalina Rosewood out a sigh of relief when she doesn’t rise again.”
If your chosen villain is Catalina Rosewood, read the
following text: If Catalina Rosewood was spared, instead read the
following text:
“As you step into Baroness Rosewood’s room, a flash of
“Baroness Rosewood quickly stands, regaining much of
lightning passes across the window. She stands beside her
her strength. She eyes you with confusion, yet a hint of
bed, hair spreading over her body as her face shifts to that of a
compassion lingers behind her emerald eyes. In a flash she
wolf. ‘How dare you bring my sister back?’ she snarls. ‘I can’t
darts into the trees behind her. Never to be seen again.”
stop now, so I’ll do what I must.’”
Regardless of the fate of Catalina, read the following
Catalina Rosewood is mostly concerned about her
text after reading the above texts:
sister’s presence, and as such will focus most of her
attacks on her, only attacking the party when her sister
isn’t a priority. When Catalina Rosewood loses more “You see light begin to pierce through the treeline. You all
than half of her hit points, she will attempt to escape hear a soft, ‘Thank you,’ in your minds, as the still form
to the foyer, in order to regroup with her soldiers. If of Althea Rosewood begins to fade away to nothingness,
she makes it to the foyer, the party faces her alongside alongside that of her sister. Soon, nothing remains in the
two lycans of Catalina (see appendix B). forest besides yourselves. You have survived, and saved
When Catalina Rosewood starts her turn with 20 hit Dosna from a horrific end.”
points or fewer, she spends her turn transforming into
a wolf and attempting to escape into the forest, her Though this might be the end of Baroness Rosewood, the
sister giving chase. The party can follow behind them adventure doesn’t have to end here! Perhaps the Baroness
freely, should they choose to. had accomplices that wouldn’t take kindly to her defeat.
The Forest. If the characters follow after the Or some of her soldiers are still loyal to her cause, and
escaping Catalina, end the combat and read the the party will have to hunt them down to ensure they
following text: don’t follow in her footsteps. The choice is up to you!

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Theme Tags caused creatures of the border planes to invade and
Seafaring, survival, isolation. spread their influence to the surrounding ocean, sinking
any vessels that happen to be nearby. The merchant
Content Warning company known as “Grudd ‘n’ Budd’s” is looking to
Mass death, hurricane, skeletons, corpses, expand their tea business by finding an easier way
scary monsters, heights. across the ocean and through these dangerous waters.
They hire the party to take one of their ships along the
new route to ensure its safety. However, unbeknownst
Description to any of them, a storm that seems to have originated
from the strange island now awaits the ship, meant to
A merchant company is looking to hire adventurers to
keep it away from this new route.
map uncharted waters for trade routes. However, a sud-
den storm destroys their ship and the adventurers awak-
en on a strange magical island filled with otherworldly
creatures, secrets, and hopefully; a way out.
Character Hooks
and Motivations
Background To help involve your players and their characters more
in the story, have each character in the party answer one
An ancient island in the middle of the ocean was once or both of the following questions:
the prison of a gnome artificer by the name of Solomon. Why do you want to sail the ocean? What do you have to
What his crimes were and who sentenced him to the gain from making a bit of coin from a simple scouting job?
island are lost to history. With his arcane prowess, Alternatively, you can use the table below to give
Solomon opened portals to other planes to try and your players ideas for their characters’ motivation in
escape. However, the portals remain open. They have the adventure.

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Shipwrecked!
Lysander, The Fey Prince
(Villain Option #1)
If Lysander is your chosen villain, the island is inhabited
1 You’ve taken up sailing, working for hire to make money for
your family. by creatures of the feywild. Sprites, satyrs, and dryads
are his royal subjects. Lysander is chaotic, mischievous,
2 It was always your dream to follow in the footsteps of
legendary sailors. This will be your first time leaving your
and believes himself invincible. He sees the island as his
hometown of Windwillow. birthright and the party as his playthings. He is more
inclined to trick, annoy, and prank the party, rather
3 You’ve recently escaped prison, and there’s no better way to
evade pesky guards than hopping on a boat.
than kill them—though if they do happen to die
along their adventure, he finds it endlessly amusing.
4 Making sure the seas are safe for merchant vessels is
Choose Lysander as your villain if you want a more
something to be lauded for, at least in your eyes.
lighthearted story.
5 You’re here as a favor to Grudd, an old family friend.
6 You’re an employee of Grudd ‘n’ Budd’s, and you’re meant
to sell tea once you get to your destination.
Ilvain, The Shadow Queen
(Villain Option #2)
Ilvain inhabits the island with dark beings of the
Villains shadowfell. Ilvain is ruthless and violent, and she hates
trespassers. She sees the island as her fortress, and
The villains for “Shipwrecked!” are the inhabitants of anyone from the outside stains and ruins it. She hopes
the mysterious island the party will be marooned on. to reap the souls of the characters to make them her
These villains are near opposites in terms of motiva- eternal servants. Choose Ilvain as your villain if you
tions, minions, and leaders. However, they have one want to challenge your players and add a touch of
distinct thing in common: they are both otherworldly. horror to this adventure.

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Shores of the Border Ser Nominus Note
(Adventure #1) The introduction to this adventure is not the
most important part, as the true adventure
lies in escaping the island—which is why the
Synopsis introduction is made up of flavor text explaining
the backstory. Hopefully, this should provide the
After shipwrecking on a strange island, the party players with enough context to put them on the
follows the footprints of a mysterious figure who
right path. There’s an island to explore!
saved them from the wreck. They are led to an old
And… crash on.
hut, a stone door, and the aftermath of the battle.
Using these three locations, they must uncover the
password to the riddle on the stone door. Once inside,
they’ll defend against a barrage of outsiders under The Beach
the villain’s control, as they attempt to get a portal
On the beach, the characters awaken to find that most
functioning to escape.
of their equipment is gone. Allow each character to
keep five items from their inventory that would have
been kept on their person. Along the beach, they find
Introduction heavy set tracks, made by a creature who dragged them
from the ocean back to the shore. The prints lead into
When you’re ready to begin the adventure, read the the island’s jungle.
following text: Nothing else of note is on the beach, other than a
large wooden crate, fifty feet away and half-buried in
“It’s been two days at sea. You are all aboard the Rose Petal, a the sand. The crate is partially opened and contains an
sailing ship that works out of the tea trading company known assortment of brass gears, screws, and metal pipes, all
as Grudd ‘n’ Budds. Budd Brighteyes, a dwarf tea merchant, of which are covered in a black dust.
met you all in his offices in the dock town of Windwillow and
explained you’d be accompanying the crew to the port city of
Larson’s Landing. Upon your return, he would reward you
Ser Nominus Note
each with 800 gold pieces. The route is new, and no one has Your players may be asking, “Where’s all my
any idea if it is safe or not. Which is why you’re here, with six stuff?!” This adventure is all about survival and
more days ’til land, according to the navigator. But over the being practical—and resourceful! The characters
course of the day, dark storm clouds roll in from the horizon, did get shipwrecked, after all. Allowing them
and not long after, a raging storm has thrown the ship off five items from their inventory lets certain classes
course. The crew, in a panic, tries their best to keep the ship keep their essentials. If you’d rather not run the
together. But waves as big as mountains batter the hull, and adventure this way, no problem. Keep in mind that
if the characters are in possession of all of their
lightning strikes the mast, setting the Rose Petal ablaze.
belongings, the adventure moving forward may be
Through the chaos, you see an island in the distance, with
a bit easier than normal—but if that’s fine with you,
what appear to be glowing lights. This moment is interrupted
then go for it!
by a sudden slam as the ship topples sideways into rocks. You
each are launched from the deck and into the cold ocean.”
Finding food. Characters can catch crabs or fish along
Have each player roll a DC 14 Constitution saving
the beach with a successful DC 10 Wisdom (Survival)
throw. Keep note of who succeeds and who fails.
check. There aren’t many options for shelter or clean
Then read the following text:
drinking water on the beach, however. The party will
have to move into the jungle to find such things.
“You each awake on the beach of an island, your skin baking
in the hot sun. Someone seems to have saved you from the
wreck. A swirling mass of cloud covers the sky— everywhere
except for directly above you. The island appears to be in the The Jungle
eye of a storm.” The footprints in the jungle are not difficult to track
and do not require any checks to follow. They push so
The characters who failed the previous Constitution deep into the ground that they’ve trampled everything
saving throw are all reduced to 1 hit point. Those who they walk across. They eventually lead past, but do not
succeeded are unaffected. enter, an old, dilapidated wooden hut.

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Shipwrecked!
Solomon’s Old Hut Following the Tracks
The mysterious tracks continue past the hut and further
“This old building is built with reeds, chopped wood, and into the jungle. The characters can continue following
bramble. The stilts that keep it off the ground are still intact. them and, over the course of 15 minutes, come to the
The same cannot be said of the roof. The entirety of this hut base of a cliff.
has been nearly destroyed by the elements. With a little bit of
fixing however, it could provide shelter for the night.” The Cliff and Door
Solomon, the artificer who was banished to this island, “The jungle breaks to reveal the base of a stone cliffside.
built this hut years ago. Solomon is seemingly no longer The cliff face rises upwards to a height of over three hundred
on the island, and his method of escape may be the char- feet. Embedded into the cliff face is a stone door, etched with
acters’ only hope. The hut is on support stilts that protect
arcane runes.”
it from the wet ground when it rains. There is a ladder
that leads up to the deck. The first character to climb that
The door does not budge if the characters try to open it,
ladder must succeed on a DC 12 Dexterity saving throw
but when first touched, magical writing appears upon
to make it all the way up, as the ladder collapses beneath
it. It reads, “Good afternoon! If you find this door unable to
them in the process. Unless the characters can jump or
open, then return to the hut. The pyramid will have the key.
maneuver 15 feet upwards to reach the deck, they will
You know the first digits, and the last are in this message.”
have to come back later with proper equipment.
The clue gathered from this message is that there’s only
When the characters first enter the hut, read the
one way for the message to know what time it is. If the
following text:
message is instead read under the cover of darkness it
reads, “Good evening! If you find this door unable to open, then
“Inside this half-wrecked hut are soggy papers, covered with return to the hut. You know the first two digits, and the last are
writing and drawings that are half legible; rusted metal building in this message. The four-sided device will have the key.”
tools; and an old, small bed. On the bed is a strange metal The door will only open if someone speaks the
pyramid. It is small enough to fit in the palms of most humanoid words “friend and enter.”
hands and is crossed over with indentations, markings, and lines.” Once the doors are open, they lead to the cave interior.

A character can pour over the papers and, with a Following the Tracks, Continued
successful DC 15 Intelligence (Arcana) check, can learn
that the papers are schematics to a portal. Whoever The tracks seem to get deeper near the door, and move
drew these up did so to escape the island. west. After five minutes of following, the party comes
The pyramid on the bed is a magically locked upon the aftermath of a battle.
container that can only be opened via the number panel
on one side. The combination, the clues to which can “In a small clearing, you see the remains of many strange,
be found in other locations, is 1024. Inside the pyramid otherworldly creatures, along with a large person made of
is a golden key with three teeth and a white cube in its metal. The figure lies on the ground, torn apart and nearly
handle, along with a piece of paper that reads, “Say friend destroyed. Sparks and small fires burn across its body.”
and enter.”
When the characters exit the hut (after investigating One of Solomon’s constructs, SP1RIT (see appendix B),
its interior), they are stalked by some of the creatures was left behind on the island and has been dormant for
in the jungle. years. After the characters’ ship crashed nearby, SP1RIT
If your chosen villain is Lysander the fey prince, awoke and saved them from the wreck. To continue to
there is a satyr (see appendix B) who plays a tune on protect them, it walked into the jungle to fight off threats.
his pan flute to entrance and divert the party. Each SP1RIT fought many creatures but was ultimately bested.
character that isn’t immune to being charmed must suc- SP1RIT is shorting and will cease to function soon,
ceed on a DC 14 Wisdom saving throw, or else dance but repeats the following message: “One… zero…
and fall off the deck, face-planting into the ground and one… zero… one… zero...” These are the first two digits
taking 1d6 bludgeoning damage. The satyr laughs hys- to the code on the pyramid. If any of the characters
terically and runs into the jungle after playing his flute. thank it for saving them, SP1RIT will add, “Finish
If your chosen villain is Ilvain the shadow queen, the what Solomon started.”
jungle becomes dark and gloomy, and thousands of eyes Slung around SP1RIT’s body is also 50 feet of rope,
stare the party down as they head out. The characters hear which the characters could use to climb into the shack.
many tiny voices whisper their deepest fears. Each charac- If your villain is Lysander, the creatures on the ground
ter that isn’t immune to being frightened must succeed on are dead moss dryads.
a DC 14 Wisdom saving throw, or become so weary and If your villain is Ilvain, the creatures on the ground
paranoid that they gain one level of exhaustion. are dead soul shades.

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Portal Fight

The Solution
The solution to opening the cave entrance is to first find
the numbers “2” and “4,” which make up the second
half of the code, by reading the message on the wall
under cover of darkness. The first two numbers are
“1” and “0,” which are repeated by the dying SP1RIT.
This combination opens the pyramid in Solomon’s
hut, which contains the paper reading, “Say friend and
enter.” Saying “friend and enter” opens the stone door.

Cave Interior
“Beyond the door is a large, open cave with a waterfall
illuminated by (either moonlight or sunlight). An enormous
and clearly aged stone bridge connects the stone from the
entrance to a flattened stone pillar. On this pillar is a circular
structure made of obsidian.”

This is the portal Solomon created to escape the island.


The party must find a way to power it in order to use it.
When the party reaches the other side of the bridge,
enemies from the jungle attack them.
If your chosen villain is Lysander, one moss dryad
(see appendix B) attacks the party. They see the party as
trespassers on the forsaken island and must be killed.
If your chosen villain is Ilvain, one soul shade
Conclusion
(see appendix B) attacks the party. These shades are When the portal comes to life, the characters can step
tormented beings who take pleasure in killing. through and escape!
At the end of each round, one additional monster If you’d like to conclude the adventure here, then
of either type enters the room, crossing the bridge to the characters successfully escape the island. They
attack the characters. teleport back to Windwillow, free from maroonment.
The portal can only be activated via the golden key If you’d like to continue the adventure into part 2,
found in Solomon’s Hut. Using the key requires an “Marooned Mysteries,” the characters advance to level 2.
action, however, due to the complicated nature of the
portal and the triple-edged key; the character must also If the party chose “1” on the lever, read the following text:
succeed a DC 10 Wisdom or Intelligence check each time
they use the key. Once this is successfully done three “You step through the glowing portal, a bright light washing
times, the portal activates. over you. As your vision slowly adjusts, you find yourselves
When the portal activates, a lever springs up on in a large sea cave. A wooden dock lies before you, housing
the panel behind the portal. It has a number 1 above ruined ships. Light from outside pours in, spilling over
it, and a number 2 set below. The party must choose equally-ruined buildings, covered in foliage. A wooden sign
whether they set it to 1 or 2. Keep track of which reads, ‘Welcome to Black Sail Skipper.’ You’re no closer to
number they choose. getting off the gods-forsaken island.”

If the party chose “1” on the lever, read the following text:

“You step through the glowing portal, a bright light washing


over you. As your vision slowly adjusts, you find yourselves
in a small cave. Soft orange lanterns light the slick, stony
walls, the floor filled with half an inch of sea water. You’re no
closer to getting off the gods-forsaken island.”

Thus concludes the adventure—the story continues in


part 2!

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Shipwrecked!
Marooned Mysteries The Village of the
(Adventure #2) Black Sail Skipper
The characters are teleported here if they chose “1”
Synopsis on the portal in the cave from adventure 1. They also
teleport here if they teleported from the Laboratory
After nearly escaping the island, the party finds Cave without the catalyst. This village inside the mouth
themselves either in a small laboratory cave, or in a of a huge sea cave was built by the crew of the Black Sail
large sea cave with the remnants of an old village. Skipper, a pirate vessel. Their ship nearly sank when they
The characters must find the remaining magical pieces were attacked by a privateer ship by the name of the
to the portal in order to get it functioning again. The Brass Phoenix. They lived in this cave for months, fishing
first is a conductor located in the small cave, and the for food and boiling seawater to drink it. The crew started
second is a catalyst at the bottom of the ocean, hidden to get sick and hungry, and some of them started having
in a sunken ship with a mysterious backstory. delusions when eating a certain type of fish called a
“Glowgill.” The Glowgills are fish who ate the phospher-
cent mushrooms Solomon used to power his portals,
Introduction which grew underwater in this cave after he left.
In the previous adventure, the party crashed on an When the crew discovered the remnants of Solo-
island and followed clues left behind by an old artificer mon’s portal, they tried to get it working. However,
who had seemingly escaped the island. They made the delusional captain was angry at his crew for aban-
their way through a portal to escape themselves, doning their sunken ship, and the crew was subse-
but only wound up deeper inland, in either a small quently divided by a bloody civil war. In the end, no
laboratory, or a giant cave with a village on the inside. one ever got the portal working and the crew of the
Whether the party begins their adventure in the Black Sail Skipper died here in this cave.
village or in the laboratory, The party will need to find the magical “catalyst”
they will eventually build component to power the portal in the center of the town.
a portal to the other A crew member by the name of Thurlow tried powering
of the two locations. the portal, but the delusional crew killed him. Captain
They will need Ulrich “Albatross” Smithe took the catalyst to the bottom
artifacts from both of the cave, into his ship, where he drowned.
to escape the is-
land entirely.
1: Sleeping Quarters
“Old cots line the walls of this building, and eight skeletons
are littered across the floor. The skeletons are pierced through
with swords, arrows, and spears, but some of their raggedy
clothing remains. Bugs and vermin scatter across the floor
when you enter. Etched into the wall of this shack are the
words, ‘CAPTAIN’S ORDERS.’”

In the hands of one of the skeletons is a note. It reads,

“Day 32, knee finally healed. Found an old portal and some
notes left by its constructor. A ‘catalyst’ powers it which may
be this crystal I found. The notes mention a ‘conductor’. Yet
to find that. Don’t have much time, crew’s gone crazy. Even
Elmond, Greely, and Tillis. It’s those glowing fish they all ate.
Shadowborn
Skeleton If anyone finds this, stay away from the glowing fish. And if
you found this on my corpse, I hope I helped you escape.
If not, see you in the great ocean beyond. - Woodstock.”

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Village of the Black Sail Skipper

2
1

2: Eating House
The eating house contains the remains of the pirates “The clear water is illuminated by dozens of glowing blue
who ate the Glowgill fish. There are five skeletons in fish that erratically swim past you and deeper into the ocean.
this room, all of which glow a bright blue from the At the bottom, you see a massive wooden vessel—warped,
phosphorescent fungus growing off of them. A note is damaged, and in two pieces. A faint blue glow emanates from
stuck to the wall, pinned there by a dagger: what would have been the captain’s quarters.”
“THE BLACK SAILS WILL RISE! SOON SEE THE
SKIPPER! THE BLACK SAILS WILL RISE, AND WE’LL The characters can swim down and find Captain
ALL BE WITH ’ER.” Scrawled on the bottom in small Albatross in the captain’s quarters, where his name is
text are the words, “Captain’s gone to the ship, he says written in gold above the door. In his chest cavity is the
he’s gonna bring back the ship! I wish my stomach would crystal catalyst that they need to power the portal. If a
stop hurting…” character catches and eats any of the glowing fish, they
When the characters leave the eating house, the become poisoned for 24 hours.
skeletons rise and attack them.
If your chosen villain is Lysander, the characters
encounters two Glowgill skeletons (see appendix B). 4: The Portal
If your chosen villain is Ilvain, the characters Once the characters have the catalyst, they can insert it
encounters two Shadowborn skeletons (see appendix into a slot on the side of the mechanical portal, which
B). These skeletons rise from the ground, puppeted by brings it whirring to life. If they enter the portal
shadows which immediately dull the blue glow of the only using the catalyst, they are teleported to the
mushrooms. Laboratory Cave.

3: The Black Sail Skipper Ship


Deep in the sea cave lies the resting place of both the
Black Sail Skipper and its captain. If the characters dive Spell Cannon
down to the ship in hopes of finding the catalyst, read
the following text:

138
Shipwrecked!
Cave
The other reads:

“I’ve finally been able to grow the novae-zelandiae! They


aren’t for eating, though; that would cause some serious
violent delusions. Their magical glowing properties are
3 exactly what I need for the catalyst. Home, here I come!”

Any character who makes a DC 12 Intelligence


(Nature) check to identify the novae-zelandiae will, on a
success, recognize them as a type of glowing mushroom.
Any character can also open up the spell
2 cannon and, with a successful DC 8 Intelligence
(Investigation) or Intelligence (Arcana) check, find
1 where the missing gold should go.

2: The Portal
The portal in this room has the conductor attached to
the side of it.

3: Exterior Caves
The Laboratory Cave A small ray of light shines through a crack in a pile of
boulders, through which any character can peer to see
The characters are teleported here if they chose “2”
a sea cave, an overgrown village, and another portal.
on the portal in the cave from adventure 1. They also
If a fireball spell is cast on the pile of boulders, it blows
teleport here if they teleported from the Village of the
open, allowing the characters to access the village of the
Black Sail Skipper without the conductor. This cave
Black Sail Skipper.
was Solomon’s second makeshift laboratory that he
These caves are soaked with water, and a skeleton
used to build a conductor to evenly spread out the
is slumped against one of the walls. His arm is missing
heat from the catalyst, to properly teleport himself
but long grey hair and a matching beard remain. He
away from the island.
wears a pointy blue hat, decorated with gold stars,
However, Solomon already had the catalyst when
and a brown robe. In the pockets of this wizard’s robes
he teleported out, meaning the characters will have
are a soggy spellbook, a spell scroll of fireball, and 3 gp.
to manually destroy one of the walls in this room in
Characters can either attempt to cast the fireball spell,
order to escape.
or load the scroll into a repaired spell cannon to blast
Solomon’s actions here also created a ripple in the
at the wall.
magical weave, causing certain wizards to become
interested in the anomaly. One such wizard teleported
here directly, but his arm was spliced and landed in
water, which ruined his spellbook and all his spell Conclusion
scrolls—save for one. He was trapped and died here. If you’d like to conclude the adventure here, the
The characters will have to fix Solomon’s “spell characters use the conductor and catalyst to activate the
cannon” and use the dead wizard’s scroll in the portal and teleport off the island, back to Windwillow.
cannon to blast open the wall. If you’d like to continue the adventure into part 3,
“Mutually Assured Disposition,” the characters level
1: Laboratory up to 3, then read the following text:
This laboratory has lots of broken old equipment,
including tinker’s tools, beakers, glasses, broken “The portal whirls to life, the ebb and flow of a magical soup
goggles, and a prototype spell cannon (see appendix glowing in front of you. As you step in, light washes over
A). Solomon’s notes are also scattered on the table. you, and you see the rest of the island from atop a tall peak.
Two of them are legible. One reads: You’re still here; there’s more to this story. Did Solomon
ever truly escape?”
“The prototype spell cannon is nearly complete, though I’m
still trying to find some gold. If I had that, I could finish the In the likely event that the party ignores the villain’s
conduit-plating! threats, this concludes the adventure. The final chapter
of this story involves the party escaping the island once
Update: I have not found gold. Oh, well. To whoever finds and for all. Before continuing, the characters advance to
this: I hope you brought some gold.” 3rd level.

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Mutually Assured “As you ascend the steep, grassy spire, twisting around the

Disposition
mountainous peak, a rickety wooden bridge hangs above you.
It extends to another spire, a hundred feet away. This spire
(Adventure #3) is identical to the one you are currently climbing, though the
tip of it is covered by the wooden hull of an airship. The ship,
now overgrown with foliage, looks as if it was pierced from
Synopsis underneath, mid-flight, by the island itself. Below the bridge,
you see a chasm filled with ocean water that splashes up the
The party has found themselves upon one of the spires
that tower over the island. Travelling up, they’ll find sides, creating a mist in the air.”
either the lair of the villain, or Solomon himself.
The villain wants Solomon dealt with, while Solomon At this point, allow the party to choose whether they go
wants the villain dealt with. The party will need to across the bridge or continue up the spire. Going across
pick a side, or make the two groups get along for the bridge will lead them directly to the lair of the villain,
everyone’s sake. where they make an offer to the party involving escape.
Continuing up the spire will lead them to Solomon, who
will also have an offer to escape the island.
Introduction
As the party steps through the portal, they find
themselves atop one of the island’s highest peaks.
The Bridge
Read the following text when you are ready to begin The wooden bridge is aged, made from thick rope
the adventure: and old jungle planks. Though it appears nearly
broken, it is not too difficult to cross. The bridge is
considered difficult terrain for any creature without
“The light and cold air wash over you as you enter the portal.
a climbing speed. Each character crossing the bridge
Your vision goes white as your eyes adjust. You’re standing on
must make a successful DC 2 Dexterity (Acrobatics) or
a tall, grassy cliff, with a wall of natural stone behind you. You Wisdom (Perception) check to cross safely. If a character
can see the entire island from this viewpoint: the green foliage fails the check, a plank breaks underneath them as they
of the jungle, the sun-soaked sand, and the deep blue ocean. The nearly fall. The falling character must succeed a DC 18
spire-like mountain you stand on continues upwards to even Dexterity saving throw or fall 150 feet into the chasm
higher peaks, and appears to be the only way forward.” below, taking 8d6 damage upon hitting the water.
Any character within 5 feet of the falling character
Unlike with the other portals, there is no way back from can make a DC 10 Dexterity or Strength saving throw,
where the characters have now found themselves. They catching the falling character on a success and pulling
must move forward if they have any hope of escaping. them to safety.
As per the description, the only way forward is up the Once the characters have crossed to the other side,
spire. As the party climbs the spire, read the following text: they can continue up the spire to the villain’s lair.

140
Shipwrecked!
He tells them that a large crystal is dampening
Lair of Lysander his magical connection to the Fey and he wants it
destroyed, allowing him to transform the island into
If your chosen villain is Lysander, run the following
his new kingdom. The crystal is guarded by Solomon,
section. When the party first arrives here, read the
who Lysander refers to as “the old prisoner.”
following text:
Lysander and his subjects have tried to take the
crystal for themselves, but Solomon’s defenses have
“The steep mountain walkway finally flattens at the peak.
been formidable, to say the least. He tells the party
Above you is an archway made from carved stone, adorned with that he wants to be out of their hair as much as they
colorful flowers in shades of red, pink, and white. The wreckage want to be out of his—if they can find a way to destroy
of an enormous wooden airship is held up by the tip of the spire the crystal, he will have the capability to teleport them
and acts as a roof to this archway. The mountain walls have back to their homes. Lysander does not care whether
combined with that of the airship’s, where natural holes in or not they kill Solomon. Just as long as he gets what
the rocks are filled by the wooden beams and floors of the ship. he wants and Solomon is out of the way, he is happy.
Every gust of wind causes the ship to creak and moan, as if If the party agrees, Lysander will not attack and
it could shatter and fall away at the slightest push. Inside the allows them to complete their agreement. If they
archway is a grove of floating yellow lights—small creatures refuse or fail to destroy the crystal, he chastises
with translucent wings zip by and giggle as they point at you.
the party and has them thrown from the spire as
punishment. The characters will be taken by his
The whole of the airship is visible from the interior of this place.
subjects and, one by one, pushed from the ledge.
The smell of mildew, grass, and sea air permeates the lair. Above
Each character that falls takes 20d6 bludgeoning
you, sitting on top of a wooden platform jutting from the insides damage as they plummet into the jungle.
of the airship, is an elegantly dressed elven woman.”

Inside Lysander’s lair are four sprites, two satyrs, and Ser Nominus Note
two moss dryads (see appendix B for the stat blocks
Hopefully, the party doesn’t let it get that far and
of all three creatures). These creatures are loyal to
they either escape or fight Lysander. If you most
Lysander and defend him at all costs. The airship that
definitely do not want your characters to die here,
his lair is made out of was there before he arrived, and
maybe they land in the water instead and only
is a complete mystery.
take 3d6 damage.
Lysander (see appendix B) holds an audience with
the party, and hopes to make a deal with them.

Lair of Lysander

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Quest-0-Nomicon
Lair of Ilvain Solomon’s Last Stop
If your chosen villain is Ilvain, run the following If the party continues up the spire, read the
section.When the characters first arrive here, read the following text:
following text:
“The steep mountain walkway finally flattens at the peak.
“The steep mountain walkway finally flattens at the peak. A partially crumbled ruin houses a large glowing crystal
Above you is an archway made from carved stone. Blackened that floats and spins above a stone pedestal. Surrounding
roots that drip a deep crimson liquid cling to the archway. The it are three beings of pure metal, identical to the broken
wreckage of an enormous wooden airship is held up by the construct you found in the jungle. They each turn their
tip of the spire and acts as a roof. The mountain walls have heads and lock onto you, holding up their arms and aiming
combined with that of the airship’s, where natural holes in some sort of glowing device toward you. You hear a voice
the rocks are filled by the wooden beams and floors of the ship. from behind them yell, ‘Stop!’ An old gnome sits up from a
Every gust of wind causes the ship to creak and moan, as if it swaying hammock. His enormous white beard nearly covers
could shatter and fall away at the slightest push. Beyond the the sunburnt wrinkles across his face. He wears old, raggedy
archway is a dark, lifeless lair containing grey stones, moving clothing, with a leather bandolier across his chest filled with
shadows, and dead trees. The whole of the airship is visible tools, vials, and devices. A gleaming golden crown rests on
from the interior of this place. The smell of mildew, rot, and sea his forehead, atop his long white hair. ‘You aren’t one of those
air permeates the lair. Above you, sitting on top of a wooden creatures! Who the hells are you?’”
platform jutting from the insides of the airship, is Ilvain.”
Solomon, still on the island, is guarded by three SP1RITs
Inside Ilvain’s lair is her pet, a blight drake by the (see appendix B). He is surprised to see anyone here.
name of Osvithis (see appendix B), along with two He’s been on the island for eighty-six years, building,
soul shades (see appendix B). These creatures are planning, and trying his hardest to escape. He built all
loyal to Ilvain and defend her at all costs. The airship the portals, but failed in ever making one that would go
that her lair is made out of was there before she to the mainland. He believes that if the crystal, which he
arrived, and is a complete mystery. calls the catalyst, were to remain in sunlight for anoth-
Ilvain (see appendix B) holds an audience with the er thirty years, it would have the capability to create a
party and demands that they obey her, unless they portal to wherever he wanted. The crystal has an AC of
want to become Osvithis’s lunch. She tells them that a 20 and 10 hit points. If the crystal is destroyed, Solomon
large crystal is dampening her magical connection to angrily attacks the party for destroying his work-in-pro-
the Shadows. She wants it destroyed, which would al- gress of eighty-six years—his only hope of escape.
low her to transform the island into her new kingdom. Roleplaying Solomon. Unfortunately, the once arti-
The crystal is guarded by Solomon, whom Ilvain refers ficing genius has lost a good portion of his sanity due to
to as “the mad gnome.” She tells the party that help- his isolation. He speaks in riddles, exclaims equations
ing her is their only option, and she is allowing them and formulae that make no sense, and behaves very
a shred of mercy because she can benefit from their strangely toward the characters, who are the first peo-
services. She and her creatures have tried to destroy the ple he’s seen in decades. He hates the inhabitants of the
crystal, but Solomon’s defenses have been formidable, island, who have only gotten in his way or made his life
to say the least. If the party can destroy the crystal, worse, and who once broke a valuable piece of equip-
she will have the capability to teleport them back to ment that would have had him off the island already.
their homes. Ilvain will also want the characters to kill Solomon is aware that he is the reason for the
Solomon if he is still alive—he’s killed many of her inhabitants of the island being here in the first place,
creatures, and she wants him to pay. as it’s his own fault for opening so many portals, but
If the party agrees, Ilvain will not he “did what he did to survive.” Solomon won’t let
attack the party and allows anyone near the crystal and says, “I’m happy to have
them to complete their some company for the next thirty years!”
agreement. If they refuse If the party explains their situation to Solomon,
or fail to destroy the including that they don’t want to remain on the island
crystal, she attacks for such a long time, he’ll mention that the only other
the characters for way to get the crystal to speed up its process is to
their insolence. defeat the being that rules the island. Their magical
presence dampens the crystal’s power. If either Ilvain
or Lysander—depending on which is your chosen
Shade villain—is defeated, Solomon can use the crystal to
create a portal to anywhere.

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Shipwrecked!
last time. A portal to a border “fey plane” has opened.
Resolving the Creatures from inside are attacking her forces. If the
party can deal with them, she’ll trust them enough and
Island’s Issues allow Solomon to escape.
Solomon wants either Ilvain or Lysander destroyed, de- Two soul shades (see appendix B) lead the characters
pending on whom you chose for the villain, and the vil- down the spire, into the jungle and to the portal. This
lain in turn wants the crystal destroyed. Solomon won’t portal is another one of Solomon’s creations. When
lead an assault on the villain’s lair. He’d rather wait out the characters arrive there are two moss dryads (see
the thirty years and play it safe than risk his only hope of appendix B) outside of it already. At the end of each
survival. The villain doesn’t want to assault Solomon, round, two more moss dryads escape and attack
as his construct guards have the defensive advantage. anyone nearby. The portal has an AC of 18, resistance
The party can side with either group and fulfill their to all non-magical damage, and 50 hit points. If the
wishes, which would allow them to escape the island. party destroys the portal, no more moss dryads come
There is a third option, which allows the party to kill no from it. Once the creatures and the portal have been
one and to resolve the two groups’ issues. If the party dealt with, Ilvain reluctantly agrees to help Solomon.
can convince Solomon that destroying the crystal would
allow either Lysander or Ilvain to open the portals up,
thus allowing them to escape, he’ll consider the option—
but only if the villain agrees to allow him to leave as well.
Conclusion
However, Solomon will warn the party that the Whether the party attacks the villain’s lair in full
hurricane surrounding the island will only grow force and helps Solomon, helps the villain by
bigger. Ships could never travel this way, and their destroying the crystal, or helps both and makes
wreck is proof of this. them put aside their differences, they are eventually
The villain will agree to allow Solomon to escape, teleported back to Windwillow. Read the following
but only if the party has first earned their trust by text when this happens:
helping them.
“You feel weightless for a moment, the ground disappearing

Aiding Lysander as a bright white light surrounds you all. Then you slowly
drift back down again. You look around to see the familiar
If the party returns to Lysander and asks him to allow dock of Windwillow. A feeling of relief washes over you as
Solomon to escape, he’ll laugh and refuse, saying, you return to civilization. You’re overcome by the sea breeze
“The old prisoner has done enough damage to us. I’d
blowing in from the ocean and the sounds of bells, dock
rather watch him thrown into the jungle and hunted
workers, and patrons. It’s almost as if you never left, the
by my blink dogs.” However, seeing that the party is
desperate to escape, Lysander could use them one last island no more than a bad dream. Maybe it’s time to stay
time. A portal to a border shadow plane has opened. away from the sea for a while.”
Creatures from inside are attacking his subjects. If the
party can deal with them, he’ll trust them enough and Thus concludes the adventure. But
allow Solomon to escape. the story does not need to end there.
Two sprites (see appendix B) lead the characters Perhaps Grudd n’ Budds wants
down the spire, into the jungle and to the portal. the party to explore other routes
This portal is another one of Solomon’s creations. across the ocean, or the villain’s
When the characters arrive, there are two soul shades expansion begins spreading to
(see appendix B) outside of it already. At the end of the mainland, or Solomon
each round, two more soul shades escape and attack wants the party to
anyone nearby. The portal has an AC of 18, resistance help him rebuild
to all non-magical damage, and 50 hit points. If the his creations. It’s
party destroys the portal, no more soul shades come up to you!
from it. Once the creatures and the portal have been
dealt with, Lysander agrees to help Solomon.

Aiding Ilvain
If the party returns to Ilvain and asks her to allow
Dryad
Solomon to escape, she’ll angrily refuse, saying, “The
mad gnome has slain many of my pets. I’d rather slit
his throat than help him.” However, seeing that the
party is desperate to escape, Ilvain could use them one

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Theme Tags
Seafaring, mystery, treasure hunt.
Background
Content Warning Rumors have always swirled amongst the tavern-goers
Corpses, body horror, skeletons, ghosts, drowning, in the port town of Larson’s Landing, rumors of a grand
entrapment, thalassophobia, heights, treasure hoard secreted away by Crazy Kelley Roland—
explosion, firearms. an infamous pirate, now long-dead. However, those
rumors have gone from a murmur to outright calls for
action. A ship named Scarlet’s End, badly beaten by the
Description elements and devoid of all obvious signs of life, has
recently been spotted nearby, run aground on an unin-
A derelict ship has run aground a few leagues from the habited island. Many believe the ship may have been
port town of Larson’s Landing, sparking confusion and a pirate vessel and that the crew, in search of Kelley’s
rumors of pirates or sea monsters. A mercenary guild treasure, were killed by some monstrous beast before
requests the services of a group of adventurers to inves- they could find their spoils. Others think the crew just
tigate the dilapidated ship. The first adventure ends with abandoned ship during a storm. All that is known is
the party discovering the cause of the destruction aboard that the mercenary’s guild named “The Skeleton Crew”
the ship, the second adventure ends with the party has put out a call for skilled adventurers to board the
killing a great sea creature, and the final adventure ends ship, discover what happened, and, if anything danger-
with the party uncovering the treasure hoard. ous is aboard, kill it

144
The Treasure of Obsidian Cove
Character Hooks Villains
and Motivations The villains for “The Treasure of Obsidian Cove” are
both pirate captains and both related. Captain Sirce
To help involve your players and their characters more Avalon being the great granddaughter of the long dead
in the story, have each character answer the following “Crazy” Kelley Roland. Whichever villain you chose is
question: Why are you interested in the prospect of treasure the villain who chases after their long lost treasure!
and pirate riches?
Alternatively, you can use the table below to give
your players ideas for their characters’ motivation in Captain Sirce Avalon
the adventure.
(Villain Option #1)
Captain Sirce Avalon is a half-siren captain of the Dread
1 A close friend or family member of yours has been taken hostage Muse pirate ship, and the descendant of Captain Kelley
by bandits. You need the treasure to deliver as ransom money.
Roland. She wants to claim the treasure for herself,
2 You hail from a noble family that has lost its wealth and seeing it as her birthright and legacy. She and her crew
prestige. You hope the treasure can redeem your family and provide a more contemporary and corporeal threat to
restore them to their rightful place.
the characters.
3 You grew up in the slums, always dreaming of the day you
could make it big and pull yourself out.
4 You are a mercenary, hired by a shady individual to go out The Ghost of Kelley Roland
and hunt for the treasure, having been promised a portion (Villain Option #2)
of the profits.
The undead and tormented spirit of Kelley Roland
5 You are a researcher and scholar interested in the mysteries
obsessively guards his treasure even in the afterlife.
of the world and the histories surrounding them.
His undead crew presents a more challenging
6 You are an adventurer at heart; the money holds little value threat to the characters, and gives the adventures a
to you. It’s the thrill of the hunt that drives you. horroresque flavor.

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uses the schooner stat block, the crew members are
The Ghost Ship each non-combatant humanoids with 4 hit points.
It takes no more than two hours to reach the

of Larson’s Landing Scarlet’s End aboard this schooner.

(Adventure #1) The Dockworker. Before the party can set off on their
adventure, a tiefling dockworker tries, subtly, to get
the party’s attention. He introduces himself as Discord
Synopsis Menage. Discord warns the party that the treasure
aboard the Scarlet’s End is, in his eyes, cursed, and that
The party is led to a derelict ship just a few hours’ sail
those that go after it become obsessed with it, only to
from the docks of Larson’s Landing. The ship contains
be led to their doom. Rather than uncovering what
the remains of its former pirate crew, along with a few
happened or going after the gold for themselves, he
enemies who are hunting for survivors. The villain
urges the party to “For the good of everyone, sink the
you have chosen for the adventure will determine who
ship and let its mysteries go down with it.”
these enemies are. There is also a “puzzle cube” hidden
Discord used to be a rigger for the Scarlet’s End, but
somewhere onboard by the former captain. The party
jumped ship due to the obsession of the captain, Jack
must navigate the ship, fight off the enemies, and find
Roscow, with finding Crazy Kelley’s treasure. Discord
both the captain’s map, which details the path to the
is hesitant to tell the party all of this in their first
beast Scylla, and the puzzle cube.
meeting, considering he is a wanted criminal, but a
successful DC 13 Charisma (Persuasion) check can get
Introduction him to spill this information.
If your chosen villain is Captain Sirce, Captain
The The adventure begins with the characters arriving
Roscow was in love with her and wanted to impress her.
in Larson’s Landing and being recruited for their work
If your chosen villain is the Ghost of Kelley Roland,
by a mercenary guild named “The Skeleton Crew”.
then Captain Roscow had an unruly obsession with
Read the following text when you are ready to begin
the treasure.
the adventure.
Discord has the statistics of a Dread Muse crewman
(see appendix B) with the following changes:
“It’s a dark and overcast day in Larson’s Landing, though
a stretch of golden sunlight pierces through the black storm • Discord is chaotic neutral.
clouds some leagues off, giving the shabby port town a • He has these racial traits: He has resistance to fire
damage. He knows the thaumaturgy cantrip. He
bright glow. Ships bob in the harbor and the acrid scent of
has darkvision out to a range of 60 feet. He speaks
fish wafts from the southern wharf. Across the dock you
Common and Infernal.
spy the building you’re looking for, “The Skeleton Crew”.
Inside, it’s a simple wooden building with a halfling sitting
behind a desk. His sunken eyes reading over paperwork. He
slowly looks up at each of you and a smile forcibly cracks. The Scarlet’s End
“Ahoy there, you’re in luck. I’ve got a job for ya. Ship
named ‘Scarlett’s End’ ran aground, supposedly it had “As you reach the location marked on your map, the
treasure aboard. No one’s claimed it and the whole crew silhouette of a sailing ship appears before you, crashed upon
vanished. Sounds like dangerous machinations that I’d the jagged coastal rocks. It lists heavily to one side, the
rather not pursue. You can keep anything on board just keep masts toppled over and partially-submerged. It seems almost
the vessel from becoming smithereens! I’d like to repurpose miraculous that this corpse of a vessel did not sink to the
it once it’s dealt with. There’s one hundred shiny ones if you bottom of the ocean before it washed up on the rocks.”
do the job right!” The halfling then hands you a chart with
directions to the derelict ship.” The party can enter the Scarlet’s End in two different
ways: by climbing the side ladders to the topside
This halfling’s name is Sheffield Woodwer, and he’s decks, or by diving underwater and navigating the
only interested in a ship with no dangerous monsters submerged hold.
on board. Though he won’t use any kind of language If your chosen villain is Captain Sirce, then a
to scare off the party, he desperately needs them. If the schooner, much like the one the party arrives on,
characters agree he lends them a small merchant vessel will be pulled up alongside the abandoned vessel,
to get to their destination: a one-deck, two-masted indicating that they aren’t the first ones to have come
schooner named the Billy O’Tea. The schooner has a looking for the wreck. The schooner waves a black
crew of five and is captained by Johnathan Weller, a flag with a white emblem of a skull with wings—the
half-elf merchant who works for Sheffield. The ship official flag for Captain Sirce.

146
The Treasure of Obsidian Cove
2
1

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1: Topside Decks surrounding this table is the corpse of the captain,
a sword at his side (see the “Captain’s Sword” in
When the party first steps aboard the Scarlet’s End, read
appendix A) and an envelope in his hand. Within the
the following text:
envelope is a bronze key, along with a note that was
obviously written in hurry:
“The top deck of the ship is completely deserted. The only
movement is the swaying of the rigging in the sea breeze.
“This is the end for the End. We will not survive this battle;
Numerous barrels and crates are littered about, many of which
this creature is too dangerous for us to beat. Whoever finds
have been cracked open, spilling their contents across the
this, know that our greed was our folly. The Cube is sealed
weathered deck. A number of cannons are positioned along the
away within the powder store. This key opens the door. If you
outside edges of the ship, many of which have had their mountings
wish to open it, you’ve got to face the beast, and unlike us,
shattered and tossed about with great force. Toward the back of
you must best it. Its gut holds the final gems.”
the central deck is a grate that leads to the lower levels of the ship.
Toward the aft is a door labeled ‘Captain’s Quarters’.”
3: Gun Deck
The ship’s uppermost deck is covered with scattered
debris and little else. This area serves as an access point “Rows and rows of cannons run along the walls of this deck,
to other important locations, which are described below. pointed out of small hatches. A few of the cannons have been
broken and seemingly tossed aside with great strength, their
2: Captain’s Quarters hatches blown open. Barrels of cannonballs sit half-empty, some
The door to the captain’s quarters is locked, but can tipped over, spilling their contents across the deck. A number of
either be opened with the key located on the gun deck, bodies are strewn about, some on the floor, some slumped over
or lockpicked with a successful DC 20 Dexterity check barrels, some even crushed by the displaced cannons.”
using thieves’ tools. The door also has an AC of 17 and
100 hit points, and breaks open when reduced to 0 hit If your chosen villain is Captain Sirce Avalon, there are
points. When a character enters the room for the first three Dread Muse crewmen (see appendix B) searching
time, read the following text: amongst the bodies, looking for the key to either the
gunpowder vault or the captain’s quarters.
“The room itself is spacious, taking up the entire back If your chosen villain is the Ghost of Kelley Roland,
quarter of the ship. It is decorated with rich silk drapes there are three pirate wraiths (see appendix B)
and a large woven rug. A wardrobe stands to one side of searching the bodies, slicing the neck of each one to
the room, with a set of mirrors above it. On the other is an ensure that they are dead.
If a character investigates any of the bodies of the
impressive bed, flanked by sets of bookshelves. The line of
crew, read the following text:
floor-to-ceiling windows that make up the back wall offers a
stunning view of the sea from the stern of the ship, although
“A quick glance over the body reveals many broken bones
some of the glass has cracked, even shattered in places. At
and extensive bruising. However, the most extreme injury
the center of the room is a large table, atop of which is an
is to their face, which is completely gone. All that remains is
extensive map of the coastline, with a small replica of the
welted, scab-like skin.”
Scarlet’s End placed upon it.”
The crew are victims of the Scylla that weren’t tossed
The Wardrobe. The top part of this wardrobe contains off the ship during the fight, their faces torn off by
an assortment of knicknacks, including a small chest the creature’s tentacles while their bodies were tossed
filled with 6d10 gp, while its drawers house a variety of around like rag dolls. If a character succeeds on a
fine clothing appropriate for a captain. DC 13 Intelligence (Investigation) check, they find
Bookshelves. Across the room from the wardrobe is the key to the captain’s quarters in the pocket of the
a large bed flanked by sets of bookshelves, the contents quartermaster, whose upper body has been crushed
of which range from purely informational tomes—cov- by a broken cannon barrel.
ering topics such as nautical and navigational studies—
to novels and other forms of entertainment
The Table. Along with the map on the table is 4: Berth Deck
a Scylla’s eye (see appendix A). A successful DC 11
Wisdom (Survival) check allows any character to see
“Dozens of canvas hammocks are hung from the ceiling of
that the map shows the course taken by the Scarlet’s
this deck, each row accompanied by a chest of personal effects,
End, and that its last marked location was in the
middle of the open ocean, about 50 miles northeast the contents of many of which—clothing, books, and other
of its current one. Sitting in the largest of the chairs personal items—have been scattered about the floor.”

148
The Treasure of Obsidian Cove
This deck is where the crew of the Scarlet’s End slept and
kept their personal belongings. Here the party finds a
Ser Nominus Note
random assortment of personal effects, such as clothing, Remember, unless a creature is a skeleton like me,
books, and the like, along with 10d10 cp and 3d8 gp. they can hold their breath for a number of minutes
equal to 1 + their Constitution modifier (minimum
5: Orlop Deck of 30 seconds). When a creature runs out of breath,
it can survive for a number of rounds equal to
“Much of this deck is dedicated to storing various lengths of its Constitution modifier (minimum of 1 round).
rope and other rigging materials. Toward the aft of the hold is At the start of its next turn, it is reduced to 0 hit
a large, vault-like structure made of copper sheeting, and an points and is dying, and it can’t regain hit points
iron door with a reinforced locking mechanism.” or be stabilized until it can breathe again.

The vault-like structure is the gunpowder store, the


door to which can only be unlocked with the key found If a character succeeds on a DC 15 Intelligence
in the captain’s cabin. Its locking mechanism is too (Investigation) check to search the crates, they will find
complicated to pick and too sturdy to break down. that one contains the corpse of a stowaway who hid
If your chosen villain is Captain Sirce Avalon, there inside one of the crates before the ship was attacked.
are two Dread Muse crewmen (see appendix B) trying
to find a way inside the gunpowder store. They are
unable to, as they do not possess the key.
Rewards
If your chosen villain is the Ghost of Kelley If the characters return to Larson’s Landing and tell
Roland, there are two pirate wraiths (see appendix B) Sheffield the ship is clear of danger, they are each
guarding the vault door, silently standing watch. awarded 150 gp. If the ship was destroyed, he gives
Within the gunpowder store are six empty gunpow- them nothing. However; Discord will thank the party
der barrels and five full ones. If ignited, the full barrels for sinking the vessel and give them each a Stamina
each deal 10d6 fire damage, more than enough to sink Potion (see Appendix B, Whispers of Wispy Peak) and a
the ship. Placed atop one of the barrels is a cube with Potion of Lookouts Sight (see Appendix B: Ser Nominus’
a reflective metallic surface and a symbol on each side, Magical Item Collection)
alongside a small slot. The respective symbols are a
flame, a tree, a wave, a rock, a gust of wind, and an is-
land. There are also four small gems, three of which have
each been placed in a slot on the cube. The fire symbol
Conclusion
is paired with a red gem, the wave with a blue gem, and If you want to conclude the adventure here, and the
the wind with a white gem. The fourth gem is green, and party kept the ship intact, read the following text:
sits next to the cube. This is the Puzzle Cube, which can
be unlocked by acquiring the remaining slot-appropriate “You sail away from the cursed vessel, heading back to
gems from the beast in part 2, “Beast of the Seas.” Larson’s Landing, ready to report on the ship’ condition and
your success in clearing it of enemies.”
6: The Submerged Hold
If you want to conclude the adventure here, but the
party destroyed the ship, read the following text:
“The entire lower bilge and hold of the ship has been
completely flooded with seawater coming in from a large hole
“You sail away from the cursed vessel, the flames reaching
in the hull, big enough for a medium-sized creature to swim
into the darkening sky as you head towards Larson’s Landing,
through. Destroyed crates float about in the water, making it
thankful to have gotten out alive.”
even harder to navigate the space as they shift around with
the movement of the tide.” If you want to continue the adventure into part 2,
“The Beast of the Seas,” allow the characters to advance
While in the waters of the hold, the party will have to to 2nd level, and read the following text:
hold their breath to avoid drowning. A character who
can breathe underwater is not at risk of suffocating.
“You sail away from the cursed vessel,
Start an initiative counter for the party.
making a heading for the open ocean,
The hole in the side of the ship is 90 feet from the
ladder to the orlop deck. On each of the characters’ the puzzle cube in hand, ready to find
turns, have them make a DC 10 Dexterity (Acrobatics) what the sea has in store...”
check —on a success, they manage to avoid the float-
ing debris in the hold. On a failure, they move at only
half of their swimming speed. Puzzle
Cube

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Quest-0-Nomicon
(see appendix B) attacked the ship, and only survived
Beast of the Seas through the sheer luck of the mast falling into the
water away from the beast, putting distance between
(Adventure #2) himself and the ship. He is very grateful to the party
for saving him, and will describe what the beast
looks like and how it attacked the ship in great detail,
Synopsis though he urges them to leave the area immediately,
Following the discoveries aboard the Scarlet’s End and and panics if they refuse.
of its mysterious puzzle cube, the party must venture
to the last known location of the ill-fated ship to face
the creature that brought it low: a monstrous sea beast
The Scylla
known as the Scylla (see appendix B). After the party has been in the area for a while—about
10 minutes of in-game time—read the following text:
Introduction “Suddenly, the groaning of the wreckage grows louder as
The party has discovered that the Scarlet’s End met its large waves ripple out from a point between you and the ship.
fate at the hands of a great beast, one which still holds
With a sudden explosion of water, a massive creature emerges
the final keys to unlock the mysterious puzzle box
from the depths, towering over your vessel, glaring down at
they recovered from the depths of the derelict ship. In
you with one glowing eye.”
order to recover the gemstone keys, they must venture
to the ship’s last known location before its demise and
face the beast. The battle will be epically tough, one The party now must defeat the Scylla (see appendix B)
no other company has been able to accomplish. The in battle. This should be a tough match, considering the
location of the Scylla can be found by looking at the party is fighting a creature of mythic proportions.
map in the Captain’s Quarters of the Scarlet’s End and If your chosen villain of this adventure is Captain
venturing to the last marked location of the ship from Sirce Avalon, the Scylla is a monstrosity.
before it was attacked. If your chosen villain is the Ghost of Kelley Roland,
the Scylla is undead.
Remnants of the
Oceantrotter
As the party nears the last known location of the Scar-
let’s End prior to its wreck, detailed on the map, a deep
fog rolls in, limiting their view to only a couple dozen
feet from their ship on all sides. As they venture deeper
into the fog, bits of flotsam appear out of the mist, gen-
tly drifting past in the waves. Eventually, the half-sunk-
en wreck of another sailing ship, a merchant slaving
vessel by the name of the Oceantrotter, appears from the
fog as well, cracked in half and partially on fire.

Ser Nominus Note


Make sure to play up the creepy factor here!
Describe the groans of the wreck as it continues
to break apart in the waves!

Bodies can be found amongst the wreckage, most of


which have the same faceless scars as the bodies aboard
the Scarlet’s End. However, one body, clinging to a piece
of flotsam, is still alive, if only just. If the party and crew
bring them aboard and attempt to heal them up, it’s
easily accomplished via any form of magical healing, or
with a successful DC 10 Wisdom (Medicine) check.
The Survivor. The sole survivor of the wreck is
a young halfling crewman by the name of Flynnian
Forewillow. He was in the crow’s nest when the Scylla
Scylla Ambush
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The Treasure of Obsidian Cove
Ser Nominus Note
Really play into the epicness of the fight! Have
has an attack bonus of +6, a range of 80/1600 feet, a
the Scylla take out at least a couple members
minimum range of 20 feet, and does 6d12 fire damage.
of the crew each turn, along with attacking the
It has an AC of 12 and 45 hit points. When the mortar
party. Allow the party to get creative, and again,
hits the Scylla for the first time, the creature turns its
play into it! For example: if the party took the
attention to it, attempting to break the mortar before it
gunpowder barrels from Scarlet’s End, make sure
can be used against it again.
they have the opportunity to use them, perhaps by
having the Scylla grab onto one. Make the fight
tough, but rewarding!
Conclusion
If you want to conclude the adventure here, read the
following text:
Scylla Tactics and Strategy
The Scylla has six tentacles, and focuses three of its ten- “Having defeated the beast, you have forged your names
tacles on destroying the ship, and three on fighting the into legend, one which tavern-goers will be telling for many
party and crew. It focuses its attacks on the crew until it years to come.”
starts to feel threatened by one of the party members, at
which point, it focuses one tentacle on them. If you want to continue the adventure into part 3,
If the party took the gunpowder barrels from “Obsidian Cove,” allow the characters to advance to
the Scarlet’s End, they can try to use them against 3rd level, and read the following text:
the Scylla. The characters can bait the Scylla into
grabbing one of the barrels by standing next to one
“Having defeated the beast, you have forged your names into
when the Scylla attacks them, or by tossing one at
legend, one which tavern-goers will tell for many years to
its head somehow. When the Scylla takes damage
from one of these barrels, the creature will shift its come. However, the story is not yet over, for a great treasure
tactics, changing its focus from attacking the crew and still awaits to make you the true stuff of legends...”
characters to knocking the barrels off of the ship and
into the water, rendering them unusable.
On the wreck of the Oceantrotter is an operational Rewards
mortar. In order to get to the wreck, a character must Once the beast is defeated, its body remains floating on
either swim, which is done at half their walking speed the surface of the water, allowing the party easy access
through what is considered difficult terrain, or try to to retrieve items from it. Within its gut are a couple of
use the floating debris to run over the water. In order harpoons, a rusted helmet, and two gems, one brown
to use the debris, the character must make a successful and one black—both of which are used in the puzzle
DC 16 Dexterity (Acrobatics) check, or else fall into the cube. Embedded into the shell of one of its legs is a
water. The mortar requires two characters to operate, javelin of lightning.

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The Cursed
If your chosen villain of the adventure is Captain
Sirce, then her ship, the Dread Muse, is anchored
just off shore, left alone in the waves. Its layout is
Treasure very similar to that of the Scarlet’s End, but bears no
damage. Aboard the Dread Muse are seventeen Dread
(Adventure #3) Muse crewmen (see appendix B), left behind while
The Figure Captain Sirce went ashore. They are currently being
Head led by the ship’s quartermaster, a hobgoblin by the
Synopsis name of Sharkod Hook. While the captain is on land,
After having survived the encounter with the Scylla, the crew is far too focused on throwing themselves
the party goes to the island of Obsidian Cove. They a party full of grog and rum to pay attention to the
must brave the ancient temple and find the protected characters, unless they make themselves known.
vault that is locked behind many puzzles and traps, Captain Sirce’s Plan. Sirce knows the island’s
eventually claiming their reward—all before they location from tales of her great grandfather, Crazy
become trapped on the island forever. Kelley Roland. She sent a few members of her crew to
find the puzzle cube aboard the Scarlet’s End while she
went to the island itself ahead of them.
Introduction If your chosen villain of the adventure is Crazy
Once the party solves the puzzle box (see below) they Kelley Roland, then the shore and beaches are empty.
find a circular stone object, etched with a symbol in the
same style as the markings on the cube, this time in the
shape of a skull. This is the temple vault key. Etched
Temple of Obsidian Cove
into the inside of the puzzle cube is a map, leading to With a successful DC 15 Wisdom (Survival) check,
an uncharted island not far from the Scylla’s location. the party easily finds the Temple of Obsidian Cove,
Sailing the short distance away, the party arrives at the hidden within the jungle at the base of the mountain.
island of Obsidian Cove. On a failure, the party still finds the temple, but one
Solving the Puzzle Cube. The party can unlock character immediately activates one of the pit traps
the puzzle box by matching the gemstones they have outside its entrance. When they find the temple, read
found with the correct emblems on the box’s surface the following text:
and then inserting the stones.
“The palm jungle opens up, revealing a clearing with a large,
• The green gem connects to the tree.
ancient structure made up of chiseled black stone. The stones have
• The white gem connects to the wind.
been worn down with age, some pieces crumbling into rubble.
• The red gem connects to the flame.
• The blue gem connects to the wave. Scattered amongst the clearing are other, smaller stone structures,
• The brown gem connects to the rock. forming what would have been a village, though it, too, has mostly
• The black gem connects to the island. crumbled, reduced to shelter for plants and animals. However,
there are signs of more recent occupation: various parts of the
Once the gems have been inserted into the correct slots,
the symbols along the sides of the cube begin to glow as structure have been reinforced with wood and metal supports, and
it unlocks and unfurls itself, revealing its contents. you can see the remnants of some sort of temporary camp, with
canvas tents, crates, and barrels scattered about.”

The Island of Obsidian Cove There is no door to the temple, but rather a large
entryway that leads directly into the temple entrance.
When the characters arrive at the island, read the However, around the entrance are six spike trap pits
following text: hidden under layered foliage. The traps are each 10
feet wide, 10 feet long, and 5 feet deep. A character
“As your ship crests its final wave, you see on the horizon who succeeds on a DC 10 Wisdom (Perception) check
a small island. The island’s beaches are glimmering in the discovers the traps. If a character steps onto a trap, they
sunlight, a deep black sand surrounds the lush palm jungles must make a successful DC 13 Dexterity saving throw
further in. Decorated around the island are pillars and or fall into the trap, taking 10 piercing damage on a fail.
arches formed from volcanic rock breaking the stretches of The Temple. The temple itself was once a holy
onyx sand into smaller sections. This is unlike any island place for the ancient inhabitants of the island, who
you’ve ever seen, this is Obsidian Cove.” praised the volcano as a god who gave them their
island home and its fertile soil—but the island’s
The island itself is fairly small—about five miles denizens also lived in fear of the very real possibility
across and ten miles long. The beaches are made of that the same volcano could destroy their homes at a
pure black sand from crushed obsidian, which gives moment’s notice, should it erupt. Parts of the modern
the island its name. construction were set up by Crazy Kelley when he

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The Treasure of Obsidian Cove
Temple of Obsidian Cove

2
3

1 6 7
4

took over the island fifty years ago. He deconstructed This leaves the characters with three choices. If the
his own ship and rebuilt portions of it into the temple party chooses to break the sword just as she asks, the
itself as reinforcements to the structure, along with figurehead will crack and splinter, transforming Mar-
traps and puzzles. ion back into a flesh-and-blood human, her body fully
restored. Afterwards, she joins them (see the Marion
1: Temple Entrance Anker stat block in appendix B). However, if the party
chooses to simply take the sword for themselves,
“The room before you appears to be some timeworn shrine Marion’s soul remains bound, though not to the same
anchor. The figurehead goes static as her trapped soul
to a forgotten god, now in ruins and weathered with age.
transfers to the sword, and the characters now possess
At the center of the back wall, where the shrine would
the Sword of the Figurehead (see appendix A). The par-
have been when whole, is a large wooden sculpture—the ty can also decide to not do anything with the sword,
figurehead of a ship, in the shape of a young woman with which will leave Marion bound to the figurehead.
long, flowing hair, pointed ears, and feathery wings. Paint
and gold leaf have flaked off of the figure with age, leaving The Figurehead
most of the wood bare. A golden sword hilt protrudes from The living figurehead was once a human sailor by the
the woman’s chest, as if piercing right where her heart name of Marion Anker. The ship she served on was a
would be. Flanking the figurehead are two big copper doors,
victim in Crazy Kelley’s rampage. Although she was
only a deckhand, Marion was the only member of her
their faces covered with hammered sculptural reliefs of ships
crew to survive, and managed to defend herself for an
in battle, their coloration now a greenish hue.” extended period of time, even managing to take the
eye of Kelley’s pet, the Scylla, in the process. In a rage,
One the party enters the room, the figurehead at Kelley captured Marion and, instead of simply killing
the center of the space comes to life, engaging them her, bound her soul to the figurehead of his ship, to be
in conversation (see the section titled “Roleplaying forever trapped in servitude to him.
Marion Anker”). Roleplaying Marion Anker. Despite her decades
There are two directions the party can go from this of imprisonment, Marion (see appendix B) is as
room: heading left leads to the lower path, which the feisty as ever and very willing to take on the world.
figurehead calls the “deckman’s path,” and which She is quick-witted and sarcastic, and has a sailor’s
requires “someone who is quick of thought;” heading vocabulary to match. However, her long time stuck
right leads to the upper path, which the figurehead within the figurehead has left her grasp on reality
calls the “rigger’s path,” and which requires “someone tenuous and inconsistent. Her sanity is questionable,
who is quick of foot.” The figurehead makes a request and her knowledge of the modern outside world
of the group: to break the sword, and in doing so, practically non-existent. Marion speaks in roundabout
release her soul from being bound here. ways, almost in riddles, even if she’s not intending to.

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Deckmans Path
and opening the stone doors. However, if the result of
the check comes out to 5 or lower, the character tampers
with the mechanism too much and breaks it, rendering
the doors unusable, and the party is forced to backtrack
and take the rigger’s path instead. Any result between
6 and 19 has no consequences, save the character not
understanding the mechanism enough to bypass it.

4: Rigger’s Path - Chamber 1


“This stone chamber is fairly small at first glance, only about
2: Deckman’s Path - Chamber 1 ten feet long and twenty feet wide. However, it is incredibly
tall, reaching up easily a hundred feet. The ground is damp
“This stone chamber is filled with a dozen wheeled cannons, and slopes toward a metal grate in the center, the sounds of
contained within a region of the floor surrounded by a stone waves emanating from beneath it. Along the back wall are rope
lip, each facing different directions. At the far side of the ladders, much like those that make up the rigging of a ship. At
region is a stone sculpture that appears to be a recreation of the top of the ropes is an open archway.”
the island itself, while on the side closest to you is a large
statue of a sailing ship. A closed door, also made of stone, In order to progress through this room, the party must
faces you on the far wall.” climb up the rope ladder to the archway above them.
However, as soon as any weight is placed onto the
The party’s goal is to push the ship sculpture to the ladder, a mechanism is activated, releasing water to
spot adjacent to the island sculpture. However, the flow out of the arch and down upon the party, making
cannons block their path, and must be moved out of the climb treacherous. Each character must make a
the way. The cannons and ship sculpture can only DC 15 Strength (Athletics) check to climb the ladder.
move forwards and backwards, and take a combined On a success, they make it to the top without issue; on
Strength score of 23 to move. Use the map as a ref- a failure, a character falls back to the bottom, taking
erence for the starting positions of the cannons and 1d6 bludgeoning damage, and is forced to attempt
sculptures. Once the ship statue is in place, the stone the climb again. The water exits the room through the
doors open to chamber 2 of the deckman’s path. grate in the floor, flowing back out to the ocean. The
water continues to pour so long as at least one person
is on the rope ladder. The archway at the top leads to
3: Deckman’s Path - Chamber 2 chamber 2 of the rigger’s path.

“This stone room contains what appears to be a large


balance scale, cobbled together from pieces of a ship’s deck.
5: Rigger’s Path - Chamber 2
Scattered about are other items, including crates, more
barrels, and a miniature cannon. A complex system of ropes “The room before you consists of two balconies: one you
and pulleys is attached to the balance scale, and then up to are on, and another on the other side of the room, 100 feet
the ceiling, disappearing through holes in the far wall, just away, protruding out into a cavernous space. Between you
above another stone door.” and the other balcony is a sheer drop of 150 feet, down to
jagged rocks and crashing waves, which seem to be flowing
The party’s goal in this room is to balance out the scales. from some tidal cave. Rising from the water are a pair of
There are three barrels, one empty, one filled with iron ship masts, their sails torn and tattered, but the rigging
swords, and one filled with water; two crates, one filled intact. With each crash of the waves below, the masts shift
with obsidian stones, and one filled with leather shoes; and groan, rocking back and forth. They also turn in place,
and a single swivel gun. In order to balance out the causing their yard arms to spin.”
scales, one side must have the empty barrel, water, and
the swivel gun, while the other has the obsidian stones, In order to progress through the temple, the party must
swords, and leather shoes. The set of scales requires make it to the other side of the cavern. A character
at least 300 pounds of items to be placed upon them can attempt the jump between and balance upon the
before it activates. Once the scales balance, the stone unstable masts, making two individual DC 12 Dexterity
door opens to the vault entrance. The characters can try (Acrobatics) or Wisdom (Perception) checks, one for
to tamper with the pulley system, but this is difficult each mast. Upon a success on both checks, the character
due to the complexity of the mechanism. A successful makes it to the other balcony easily. However, if the
DC 20 Intelligence check using tinker’s tools allows a character fails either check, they must make a DC 15
character to jury rig the mechanism, bypassing the lock Dexterity saving throw to catch themselves on the

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The Treasure of Obsidian Cove
mast as they slip off of it. On a success, they can pull The treasure hoard consists of platinum, gold, silver,
themselves back up and try to make the failed check and copper pieces, miscellaneous gems worth 50 gp
again. If they fail, however, they fall the 150 feet to each, and miscellaneous pieces of art worth 25 gp each,
the water below, taking 7d6 bludgeoning damage as as well as one randomly determined magic item of
they do. If they survive the fall, they can swim out of uncommon quality per character. However, as soon as
an underwater cave at the base of the cavern and find a character touches a single item in the treasure hoard,
themselves back on the beach of the island. have the party roll initiative, as the temple is magically
set to spring one last trap. Give the party 3 full rounds
to attempt to grab as much of the treasure as they can
6: Vault Entrance hold, using an action either to take one of the magic
items, or to shovel treasure worth gp equal to 5d100 x
“The pathway opens up into a large space, its ceiling held up by the character’s Dexterity modifier (minimum of 1). At
two rows of intricately carved columns. Two large sculptures of the start of the fourth round, the door closes and water
fiery birds sit to either side of the space. At the center of the back fills the chamber, trapping anyone left inside.
wall is a large door, made of solid copper, turned a greenish hue
by moisture in the air. In its center is a circular slot. Before the
door are dozens of skeletons, piled up together.” Ser Nominus Note
The door is the way to the temple’s vault, which can Make sure to describe the door slowly closing
be opened when the vault key, found in the puzzle on the group! Give the players a good sense of
cube, has been placed within the slot at its center. The urgency, as well as how much time they have left
skeletons in front of the door are those of Crazy Kelley’s before certain death!
former crew, whom he had killed before sealing himself
into the vault.
If your chosen villain is Captain Sirce, three Dread If any character is left inside of the vault when the
Muse seamen, along with Captain Sirce Avalon door closes, the room completely fills with water after
herself are present, trying to force their way into the 3 rounds. Once the room fills up, any character with a
vault, with no luck so far (see appendix B for these passive Perception score of 14 or higher notices that a
creatures’ stat blocks). section of the cave wall is weak and cracked, the water
If your chosen villain is the Ghost of Kelley Roland, beginning to be pulled to it in a strong current. The
three pirate wraiths, along with the Ghost of Kelley wall has an AC of 13 and 30 hit points. If the wall is
Roland himself, will be present in the room, standing reduced to 0 hit points, it crumbles into pieces, reveal-
guard at the vault entrance, ready to defend his ing a secondary tunnel. The water’s current becomes
treasure from the party (see appendix B for these impossible to fight, and all characters that were still
creatures’ stat blocks). inside the vault are pulled through this tunnel, taking
Both villains are so obsessed with the treasure that 2d6 bludgeoning damage before exiting the cave over
neither can be talked out of just giving it up. However, a waterfall and into a shallow pool on the far side of
Captain Sirce can be convinced to let the party help her the mountain from the entrance of the temple.
reach the treasure (with the assumption that she will
share), while quietly planning on betraying them—
she’ll attempt to get them trapped within the vault
when it closes. Kelley Roland will refuse to even talk to Conclusion
them, attacking the characters if they approach him. If you want to conclude the adventure here, read the
following text:
7: The Vault
“You sail away from Obsidian Cove with your hard-earned
“The door shifts and opens with a great scrape of metal riches, dreaming of all of the ways in which you are going to
against stone, revealing a chamber beyond. Before you is spend them.”
a strange sight: what would have been the inner sanctum
If you want to continue the adventure past this point,
and shrine of the temple has been modified into a recreation
allow the characters to advance to 4th level. Perhaps
of a captain’s quarters, as if the room from a ship has been
the Port Authority has a need for expert adventurers
transplanted to this spot. At the center of the room is a or sailors to help in strengthening their trade routes
treasure hoard—a huge mound of gold, silver, and platinum to and from the town of Windwillow. Or perhaps the
coins; gems of many colors; and pieces of art, along with party becomes a group of privateers, sailing the seas for
many other gleaming items. Atop this mound of treasure is a adventure. The choice is yours!
skeleton, still draped in the garb of a pirate captain.”

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Background
The Sunderdome is a magical battle arena with
varying terrains, monsters, and locations. Adventurers,
criminals, glory seekers, and athletes either are forcibly
drafted into or choose to enter the arena, where they
Theme Tags must do their best to survive, and fight to the death.
High fantasy, survival, battle arena. The last party standing is the winner, and claims their
prize: their lives. Depending on your chosen villain, the
Content Warning arena is either a “survival of the fittest” testing ground
Heights, murder, scary monsters, giant insect, fire. for a devil’s army, or the divine punishment of some
misguided celestials.

Description Character Hooks


Are you looking to pit your players against other
adventurers to claim the title of Champions? The and Motivations
Sunderdome is an arena where the strongest and To help involve your players and their characters more
bravest battle! Who will die? Who will survive? Will in the story, have each character in the party answer
your players die a brutal death? Or will they venture the following question: Why have you been drafted into
through the dome and slaughter their way to victory! the Sunderdome?

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The Sunderdome
Alternatively, you can use the table below to give
Villains
your players ideas for their characters’ motivation in The villains of the Sunderdome are the ones who
the adventure. own and operate it. Your choice of villain will
change what kinds of monsters inhabit the dome,
what kind of challenges the characters must
1 You are a wanted criminal. Instead of a lifetime of prison, overcome, and the details of the final battle.
you gambled and chose to be drafted into the Sunderdome.
This is your one chance at freedom. Rapture
2 You’ve angered the members of some powerful guilds, (Villain Option #1)
and this is how they take care of business. Luckily for you,
Rapture is an archdevil who drafts the winners into her
entertainment is your forte.
army in the Hells. She takes great pleasure in watching
3 You’ve entered the Sunderdome to take it down. It’s hurt the competitors kill one another and always tries to
countless people, and you want to see an end to it.
make the battles challenging. Choose Rapture if you
4 You’ve tracked down an old enemy of yours who is looking want a cut-and-dry “evil” villain and want to make the
to gain his freedom in the Sunderdome. You’re more than Sunderdome more brutal and unforgiving.
willing to risk your life to ensure that his ends.
5 You have no idea why you’re here; you just suddenly woke Apsinthos
up one morning, and now you’re fighting in the pits. (Villain Option #2)
6 One of your childhood friends is here, and you intend on Apsinthos is an archangel who sees the Sunderdome
helping them get out, however you can.
as proper punishment for all those inside. He has a
very black-and-white view of the world and believes
the winners of the Sunderdome have been blessed by
the gods and deserve a second chance. He takes no
Ser Nominus Note pleasure in what he does, but understands the divine
Option 6 could be a good hook to use to connect judgement in its barbarity. Choose Apsinthos if you
one player character to another. want a more nuanced villain that won’t be too brutal
towards the players.

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The monsters in the Sunderdome are all magical
Areas of the Dome creations of the villain; they can be remade within a
week. Throughout the day, as the party battles in the
The Sunderdome is split into four quadrants: the
arena, keep track of their time spent. Then, when they
Frozen Spires, the Ashen Wastes, the Empty Badlands,
pass each hour mark, the dome shrinks. The dome
and the Butchering Woods as shown on the map. Each
closes in 3,000 feet on every hour mark and then stops.
quadrant behaves differently and harbors different
The dome covers this distance in 5 minutes each
monsters, depending on your chosen villain.
time. (It moves about 7 miles per hour, or 60 feet each
Towers. Each quadrant also has a tower at the
round.) Refer to the maps on the timeline of where the
intersections that rise to the top of the dome. The towers
dome will shrink on each hour mark.
act as landmarks but also have supplies at their bases.
Distance. Each square is 880 feet. If the party
moves at a typical speed of 3 miles per hour, they Ser Nominus Note
can move one square in about 3 minutes and 20
seconds. The easiest method to keep track of the Basically:
party’s movement is to have them move in 3 square • Keep track of where the party goes throughout the
increments, which is 10 minutes of travel. However, day on a timeline of one-hour increments.
if the party moves diagonally with all 3 spaces, then • Roll possible encounters (see below)
their travel time is 15 minutes instead of 10. • Roll to determine the fate of the other three
parties, and whether or not they run into your
party (see further into the adventure sections).
Ser Nominus Note
Once the characters defeat the other parties,
Basically, how this whole thing will go down is
they’ve won the Sunderdome! Or maybe they die
this: You’ll be keeping track of where the party
a horrible death... That’s also an ending!
goes throughout the day on a timeline of one-hour
increments. You’ll either roll for or decide what
they encounter and how they survive. You’ll roll
on other tables to determine the fate of the other
three parties, and whether or not they run into
Encounters
your party. Once the characters defeat the other Encounters are the bread and butter of the Sunderdome.
parties, they’ve won the Sunderdome! Or maybe Each quadrant has a different table of encounters that fit
they die a horrible death... That’s also an ending! the area. Check for a random encounter every 3 squares
that the party moves, or after every 20 minutes they
spend in one area, depending on where they are.
Encounters can occur based on a d8 roll and the
current hour:
The Dome’s Doom Wall • If it is hour 1, with the dome at its largest, encounters
This enormous dome is a giant arena built by powerful only occur if you roll a 1 on a d8.
wizards who smashed different pieces of the planes • If it is hour 2, encounters only occur if you roll a 1 or a
together. When this was done, the elemental chaos 2 on a d8.
caused a permanent storm to close in on the island • If it is hour 3, encounters only occur if you roll a 1 - 4
throughout its days. on a d8.
If your chosen villain is Rapture, the storm, known • And if it is hour 4, the final hour, encounters always
as the dome’s “Doom Wall,” is a fiery orange wall that occur at the appropriate 10- and 20-minute intervals.
incinerates all that pass through it.
If your chosen villain is Apsinthos, the dome’s
“Doom Wall” is a radiant barrier of divine energy that Ser Nominus Note
dematerializes all in its path.
It’s best and easiest to keep track of everything
in equal measurements of time! Every 10 minutes
Ser Nominus Note of walking is an encounter, every 20 minutes
The dome’s Doom Wall ONLY disintegrates of standing still is an encounter, and every 60
creatures—not items, terrain, or anything of the like! minutes, the dome shrinks to its next level.
It could also disintegrate Apsinthos or Rapture! Whenever the characters do something, try to
keep it in measurements of 5 or 10 minutes.
Otherwise, you run the risk of overcomplicating
Any creature that enters the Doom Wall immediately
your time tracking.
disintegrates, leaving all their items behind.

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Quest-0-Nomicon
If your chosen villain is Apsinthos, read the following text:
Let the Games Begin “‘Good morning.’ You wake in a small room, at the sound of a
(Adventure #1)
gentle voice. This room has weapons lining the walls, targets
set up for sparring, and hanging cots to sleep in... which is
Synopsis where you find yourself this morning. The source of the voice
The characters are drafted into the Sunderdome and is a tall, hooded humanoid with golden wings and white
must fight to the death to claim their freedom... so robes. Something seems off, however: her body is slightly
they think. After preparing in a training room, they are transparent, as if she isn’t truly here. ‘The time is 7 o’clock.
dropped into the dome. The characters must then travel You have all been brought here to compete in the Sunderdome,
through the dome—surviving, or hunting. a divine battle amongst you petty criminals. Behold—the
others in this room are your party. You will be slaughter—

Introduction ahem—competing against three other parties. May the Dusk


Lord’s chosen win.” The angel disappears from thin air. You
The introduction of this adventure has the characters are all left in this quiet room, awaiting the storm.
meeting in a training room, where they can make neces-
sary preparations before the battle. They will be given Once the characters have been introduced, allow them
a map and general knowledge of the area via a spectral to make any preparations they may need. Show them
celestial or imp. Ensure each player understands why the map, but do not explain what everything on this
their character is about to participate in a deadly game map is; let them make assumptions and plan out their
of survival. When you are ready to begin the adventure, attack. The characters are not allowed to take any of
read whichever text corresponds to your chosen villain. the equipment with them when they enter the dome,
If your chosen villain is Rapture, read the aside from anything you may deem too important
following text: for them to go without—arcane focuses, spellbooks,
artificer creations, wheelchairs, etc.
“‘Hey, you—you’re finally awake!’ someone yells at you from Once the party is ready, read the following text to
across a small room. This room has weapons lining the walls, begin the games:
targets set up for sparring, and hanging cots to sleep in...which
is where you find yourself this morning. The creature flaps his “A loud ringing echoes through your room, and you hear a
small red wings around the room exclaiming, ‘Get up! Get up!’ sourceless voice: ‘The Sunderdome is about to commence.
He has horns, yellowed teeth, a small body, and a devilish grin. Please remember that the dome’s Doom Wall will be slowly
Something seems off about him, however: his body is slightly shrinking throughout the day. By noon, the dome will be no
transparent, as if he isn’t truly here. ‘Today’s your big day!’ he bigger than the room you are standing in. Good luck! And try
yells. ‘You terrible bunch of no-good eggs get to try for your to die quickly; a slow death may get you caught in the Doom
chance at freedom in the Sunderdome! Who will win? Who Wall, which is an excruciating way to go. Let the games
will die? Probably you! Statistically, it’s very likely! Now get begin!’ The floor underneath you flaps open like a trap door,
prepared, because you only get one shot. Oh, by the way, this and you each feel a sinking sensation in your stomach as you
is your party. You’ll be fighting against three other parties; go into freefall. Blue skies and clouds surround you, and you
whichever party wins gains the glory of being in the armies of are falling down into a circular landscape, similar to the map
Rapture herself! Good luck!’ The imp disappears into thin air. you just viewed.”
You are all left in this quiet room, awaiting the storm.”
Have the party decide where they want to land.
Anywhere inside the dome is possible. Roll a d4 to
determine where the other three parties land:
• 1 will land them in the Frozen Spires
• 2 will land them in the Ashen Wastes
• 3 will land them in the Empty Badlands
• 4 will land them in the Butchering Woods
A character can see where the other parties are
landing by making a successful DC 12 Wisdom
(Perception) check.
Eventually, the party’s descent is magically slowed
and they float gently to the ground.
Icicle Remember: The characters can move 3 squares over
Elementals the course of 10 minutes.

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The Sunderdome
The Other Groups The Resupply Towers
The other three groups competing against the Five stone towers that are as tall as the dome itself
characters are the Iron Companions, the Endless spread between the quadrants, acting as landmarks
Wreckers, and the Wraith Company. and places to resupply.
The King Ring Companions. This group consists Whenever a party reaches a resupply tower, roll
of three adventurers: Yor, a male half-elf; Vel, a female a d6 and consult the table below. If any of the three
tiefling; and Jaximus LeCoux, a male human (see groups have been defeated, roll a d4.
appendix B for these characters’ stat blocks)
The Endless Wreckers. This group consists of
four brothers, all of whom are human barbarians: 1 The party finds a full supply
Chad, Brad, Lad, and Clad. They each use the endless 2 Some of the supply has been taken
wrecker stat block (see appendix B).
3 Most of the supply has been taken
The Wraith Company. This group consists of two
adventurers. One is Hilmar, a male half-elf ranger, 4 Run-in with a group

and the other is Zorra, a female dragonborn sorcerer 5 The supply is empty
(see appendix B for these characters’ stat blocks). The 6 The supply is trapped
two are in love, which allows them to play to each
other’s strengths.
There’s no need to track the progress of the three
groups while already tracking the party. Whenever the
party encounters one of the other groups, roll a d4 on
Supplies Found
the table below to determine that group’s status. If the characters find any supplies, roll on the table
below to determine what they find. If it’s a full supply,
they find everything on the table. If some of the supply
1 Not too shabby has been taken, roll 5 times on the table to determine
what is there. If most of the supply has been taken, roll
2 Scraped up
twice on the table to determine what is there.
3 Badly hurt If the supply is trapped, then roll 3 times on the
4 Lost a friend table to determine what is there. If a character tries
to take an item, a fire bomb explodes in the area. Any
character with a passive Perception score of 10 or
Not too Shabby. Each member of the group is unhurt higher notices the trap. A successful DC 10 Dexterity
and ready to kill. (Sleight of Hand) check will disarm the trap and net
Scraped Up. The group has encountered some monster the party a single fire bomb.
out in the dome. Each member is down 2 hit points. Fire Bomb. This metal sphere can be thrown up to
Badly Hurt. The group has encountered multiple 30 feet as an action and explodes with fire in a 10 foot
monsters out in the dome; each member has been radius. Each creature within 10 feet of the explosion
reduced to half of their total hit points. must succeed a DC 14 Dexterity saving throw or take
Lost a Friend. The group either encountered another 2d6 fire damage.
group, or had a bad run-in with a monster. They’re
missing one member, and each remaining member is
down 2 hit points. 1 A longsword
2 A greatsword
3 Two clubs and a spell focus staff
4 Leather armor
Fire 5 A map of the Sunderdome
Bomb
6 A potion of healing
7 A longbow and a shortbow
8 A light crossbow and a spell focus wand
9 1d10 arrows and 1d10 bolts
10 A chain shirt

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Quest-0-Nomicon
be climbed to gain a look of the nearby areas. If a
character climbs a spire, show them where they are on
Frozen Spires

the map and what they can see.


Snow Stalker. These pale-skinned hunters are the angry
souls of previous competitors who have died in the
Sunderdome. They rise out of the snow and are out for
blood. They are also completely immune to the dome’s
Doom Wall. Only one snow stalker (see appendix B)
should be encountered at a time.
Abandoned Camp. An ashy campfire, tents, and bed-
rolls are all covered in snow: These are the remains of
a camp that belonged to a different party in a previous
game. The camp looks weeks old. If the characters
search the camp, they find one potion of healing.
A Party Nearby. Any character with a passive
Perception score of 10 or higher notices foot
traffic on the ground. Any character who makes a
successful DC 8 Wisdom (Survival) check is able
to follow the tracks, which lead them to one of the
other groups of adventurers.
Run-in with Another Party. The characters are
hunted or ambushed by another party who has been
following them. Have the attackers make a Dexterity
Quadrant 1 (Stealth) check against the party’s passive Perception
scores. Any character whose passive Perception score
The Frozen Spires is lower than the result of the Dexterity (Stealth)
check is surprised by the attack.
The Frozen Spires are a snow-covered landscape with
some of the deadliest and stealthiest monsters in the
Sunderdome. Not many survive long here. Ser Nominus Note
If you don’t want to roll for the encounters, feel
Encounters in free to just pick whichever you want!

the Frozen Spires


Roll a d4 to determine the encounter.
If another party landed in this quadrant, roll a d6
Points of Interest
instead of a d4. If two or three parties landed in this
quadrant, roll d6 and ignore rolls of 1 and 2.
in the Frozen Spires
There are two main locations the party could travel to
in this area. The ice caves are on the outskirts of the
quadrant, meaning the characters couldn’t stay there
1 Icicle elementals
for long (as the dome is ever-shrinking), while the
2 Ice spire
frozen lake is closer to the center.
3 Snow stalker The Frozen Lake. This slippery lake is completely
4 Abandoned camp frozen. It provides a large amount of flat ground from
which to see any incoming threats. If the party stays
5 A party nearby
here, they have advantage on all Wisdom (Perception)
6 Run-in with another party checks. The frozen lake is considered difficult terrain
for any character that doesn’t have a climbing speed.
If a creature takes the Dash action on the lake, they must
Icicle Elementals. These flying spikes of pure ice prey
succeed on a DC 10 Dexterity saving throw, or fall prone,
around the dome, looking for anyone they can impale.
their speed dropping to 0 for the rest of the round.
In this encounter, there is one icicle elemental (see
The Ice Caves. These mazes of ice provide good
appendix B) per party member. They try their best to
cover for hiding. While the characters are in these caves,
stealth 30 feet above the party before striking, hoping
the only creature they can possibly encounter is a snow
to catch them by surprise.
stalker (see appendix B). Ignore all other potential
Ice Spire. These enormous and very sharp spires of
encounters. After hour 1, however, it is impossible to
ice rise out of the tundra everywhere. Each spire can
stay in these caves because the dome is closing in.

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The Sunderdome
Imps. If your chosen villain is Rapture, two imps
of Rapture (see appendix B) swoop down and
antagonize the characters, trying to poison them
Ashen Waste

with their stingers and hurling insults at them.


Cleanser. If your chosen villain is Apsinthos, one
cleanser (see appendix B) spots the party and
attempts to exterminate them with its built-in
flamethrower of justice.
Firestorm. The nearby volcanoes erupt, sending
embers, smoke, falling rocks, and flame into the
sky. The characters must either move to a different
quadrant, or survive the firestorm, which lasts for
1 minute. Each character must succeed on a DC 14
Constitution saving throw or take 1d6 fire damage.
A Party Nearby. Any character with a passive
Perception score of 10 or higher notices foot
traffic on the ground. Any character who makes a
successful DC 12 Wisdom (Survival) check is able
to follow the tracks, which lead them to one of the
other groups of adventurers.
Run-in with Another Party. The characters are
hunted or ambushed by another party who has been
following them. Have the attackers make a Dexterity
Quadrant 2 (Stealth) check against the party’s passive Perception
scores. Any character whose passive Perception score
The Ashen Wastes is lower than the result of the Dexterity (Stealth) check
is surprised by the attack.
The Ashen Wastes are filled with smokey air, lava rivers,
and blackened, razor-sharp rocks. It can be a good place
to hide if you stay away from the monsters.
Ser Nominus Note
If you don’t want to roll for the encounters, feel
Encounters in free to just pick whichever you want!

the Ashen Wastes


Roll a d4 to determine the encounter using the table below.
If another party landed in this quadrant, roll a d6
Points of Interest
instead of a 1d4. If two or three parties landed in this in the Ashen Wastes
quadrant, roll d6 and ignore rolls of 1 and 2. There is only one point of interest in the Ashen Wastes,
that being the top of Mount Zephyr.
1 Lava elemental Mount Zephyr. This burning mountain is nearly
unsurvivable—characters who
2 Lava river
travel up its slopes only
3 Imps or a cleanser encounter firestorms.
4 Firestorm However, if they
make it to the peak,
5 A party nearby
they find a stash
6 Run-in with another party of supplies.
Roll 5 times on
Lava Elemental. One lava elemental (see appendix B) the table under
chases the party. This slow-moving creature tries to “Supplies Found”
engorge any creatures it comes across. The characters to determine what
are more likely to outrun a lava elemental than to they find.
successfully fight it if they stay.
Lava River. A river of lava 1d20×10 feet in width comes Lava
into the party’s path. They can either try to cross it, Elemental
or go around it. Going around it requires an extra 10
minutes of side-stepping.

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Quest-0-Nomicon
River. The party comes across a river, 80 feet in width.
They can either try to cross it, or go around it. Going
The Butchering Woods

around it requires an extra 20 minutes of side-stepping.


Barbed Hunter. If your villain is Rapture, one barbed
hunter (see appendix B) stalks the characters and tries
to kill one of them for the glory of Rapture.
Executioner. If your villain is Apsinthos, one
executioner (see appendix B) confronts the party.
He chooses one character, lists their crimes, and
then attacks them.
A Portal. The party comes to an archway lined with
runes, with a swirling, colorful portal inside. This portal
leads to any of the locations listed in any quadrant’s
“Points of Interest” section that have not already been
taken by the dome’s Doom Wall. Once a character goes
through, they have no way to get back.
A Party Nearby. Any character with a passive
Perception score of 10 or higher notices foot traffic
on the ground. With a successful DC 14 Wisdom
(Survival) check, they can follow the tracks, which lead
them to one of the other groups of adventurers.
Run-in with Another Party. The characters are hunted
or ambushed by another party who has been following
them. Have the attackers make a Dexterity (Stealth)
Quadrant 3 check against the party’s passive Perception scores.
Any character whose passive Perception score is lower
The Butchering Woods than the result of the Dexterity (Stealth) check is
surprised by the attack.

The Butchering Woods are a mostly serene place that


provides the most comfort, compared to the other Ser Nominus Note
quadrants. Which is why it could be considered the
If you don’t want to roll for the encounters, feel
most deadly: every creature battles to stay in this
free to just pick whichever you want!
quadrant. Woodlands, lakes, rivers, and glades harbor
ambushers and killer plants.

Encounters in the Points of Interest


Butchering Woods in the Butchering Woods
There is only one point of interest in the Butchering
Roll a d4 to determine the encounter. Woods, that being Lake Olivier.
If another party landed in this quadrant, roll a d6 Lake Olivier. (Pronounced OH-LIVE-EE-AY) This
instead of a d4. If two or three parties landed in this serene, gleaming lake provides fresh water, fish, and
quadrant, roll a d6 and ignore rolls of 1 and 2. a moment of peace and quiet. Any characters who
journey to this lake and see it feel calm and inspired.
1 Swarming nettle They gain 3 temporary hit points.
2 River
3 Barbed hunters or executioner
4 A portal
5 A party nearby
6 Run-in with another party

Swarming Nettle. One swarming nettle (see appendix


B) comes to life and attacks the party. These plants Giant
Wasp
are a semi-sentient hivemind and attack with intent
to feed.

164
The Sunderdome
If they do, they have advantage on their Dexterity
(Stealth) checks. However, spike pit traps are hidden
in the sand, noticeable only by characters with a
The Empty Badlands

passive Perception score of 14 or higher. The first time


a character enters the ruins, they must succeed on a
DC 12 Dexterity saving throw or fall into the pit trap,
taking 1d10 piercing damage from the fall.
Monument. If your villain is Rapture, this monument
is a statue of her. She wields a mighty whip and
stands menacingly over the characters, half-sunken
into the sand.
If your villain is Apsinthos, this monument is
a statue of him. He holds a greatsword, pointed
downwards, as he looks down solemnly at the
players, half-sunken into the sand.
Regardless of the villain, the monument bears a
small amount of writing that is still legible. It reads,
“Look upon my works, ye mighty, and despair!”
Crashed Airskiff. A partially sunken, completely
broken airskiff sticks out of the sand. Its pilot was
caught in the dome’s Doom Wall in a previous game.
The skiff can be salvaged, in which case, the characters
find a flash bomb.
Flash Bomb. This small metal sphere, once activated,
Quadrant 4 can be thrown up to 30 feet. Creatures within 10 feet
of the explosion must succeed on a DC 18 Constitution
The Empty Badlands saving throw or become blinded and deafened until
the end of their next turn.
A Party Nearby. Any character with a passive
The Empty Badlands are a landscape of deserts, sandy Perception score of 10 or higher notices foot traffic on
dunes, and gorges. Barely anything exists out here, the ground. With a successful DC 8 Wisdom (Survival)
making it one of the safest quadrants—if you manage check, they can follow the tracks, which lead them to
to avoid the traps. one of the other groups of adventurers.
Run-in with Another Party. The characters are
hunted or ambushed by another party who has been
Encounters in the following them. Have the attackers make a Dexterity
Empty Badlands (Stealth) check against the party’s passive Perception
scores. Any character whose passive Perception score
Roll a d4 to determine the encounter. is lower than the result of the Dexterity (Stealth)
If another party landed in this quadrant, roll a d6 check is surprised by the attack.
instead of a d4. If two or three parties landed in this
quadrant, roll a d6 and ignore rolls of 1 and 2.
Ser Nominus Note
1 Sandstone worm If you don’t want to roll for the encounters, feel
2 Ruins free to just pick whichever you want!
3 Monument
4 A crashed airskiff
5 A party nearby
Points of Interest in the
6 Run-in with another party
Empty Badlands
Sandstone worm. One sandstone worm bursts from There is only one point of interest in the Empty
the sand and attacks the party with the intent to Badlands, that being the Temple of the Diviner.
suffocate them in the sand and eat them. Temple of the Diviner. This large sandstone temple
Ruins. The characters come across an old stone building, provides an enormous amount of cover and many
half-sunken into the sand with its walls fallen apart. places to hide—though it is taken by the dome’s Doom
It can provide good cover if the characters stay in it. Wall after hour 1. Inside, the characters find dust,

165
Quest-0-Nomicon
sand, and empty hallways. In the center of this temple,
Sandstone
however, is a pedestal with a large crystal ball. This
Worm crystal ball swirls with colorful magical energy. Any
character that touches the ball sees a small glimpse of
the future. Have the player roll a d20 and remember
the result. They can replace one future d20 roll (of any
kind) with this result. Once a character touches the
crystal ball, it stops glowing and ceases to function.

Ser Nominus note


A character could take this crystal ball as a
spellcasting focus if they wanted to!

Conclusion
Eventually, the party will need to seek out the other
groups, or wait for them to meet up once the dome gets
dangerously close to closing. If they win, however, the
characters are teleported away from the dome by either
an imp or an angel.
If you would like to end the adventure here, the
characters are teleported back to either a major city
or their homes, where they enjoy their freedom and
never have to think about the Sunderdome again.
If you’d like to continue this adventure into part 2,
“The Finalists,” the party is brought to a large banquet
hall with a feast of all kinds of food waiting for them.
Read the following text:

“A feast of meats, soup, breads, and hearty drinks covers


a long table. You hear a sourceless voice speak once again.
‘Congratulations! You’ve won the Sunderdome! Eat, drink,
and enjoy yourselves while you can. Tomorrow morning
you’ll be competing against the other finalists! How exciting!
Now, that deep sense of dread you’re currently feeling, that’s
good! Let it fuel your will to live in the second game! Because
the winners of game 2 get a special audience with [either
Rapture or Apsinthos] themself! Along with a very special
prize. Good luck and see ya next time!’”

The characters then advance to 2nd level. This


concludes part 1 of “Sunderdome Showdown.”

166
The Sunderdome
The Finalists
(Adventure #2)
The second round takes place at sunset and
continues into nighttime. Once the party is ready,
read the following text to begin the games:

“A loud ringing echoes through your room. You hear


Synopsis a sourceless voice speak. ‘The Sunderdome is about to
After their victory in the first round of the Sunderdome, commence. Please remember that the dome’s Doom Wall
the party is drafted into round 2, where they face off will be slowly shrinking throughout the day. But you
against other victors. The battles are tougher, there should know that already! In today’s games, airskiffs will
are new enemies, and airskiffs are readily available be readily available to all parties. They’re not too difficult to
to all contestants, which allows them to zip around pilot, unless you’re a complete idiot. Good luck, and let the
the map at great speeds. The party must once again games begin!’ Once again, the floor underneath you flaps
survive to victory. open like a trap door, and you each feel a sinking sensation
in your stomach as you go into freefall. Orange and purple

Introduction skies surround you, and as you fall, you look down upon the
familiar Sunderdome—ready to fight.’’
With the characters securing victory in round 1, they
move onto round 2, where they’ll compete against other Have the party decide where they want to land—
finalists. This adventure plays very similarly to adven- anywhere inside the ring is possible. Roll a d4 to
ture 1, except with some additives and changes to spice determine where the three other parties land, with 1
up the game, along with three new groups of competitors. being the Frozen Spires, 2 being the Ashen Wastes,
Refer to the locations, encounters, and movement 3 being the Empty Badlands, and 4 the Butchering
described in part 1, but make sure to add in any Woods. With a successful DC 12 Wisdom (Perception)
changes listed below. check, any character can see where the other parties
After the characters have their victory feast, they are are landing.
teleported back to a similar small room with cots and Eventually, the party’s descent is magically slowed
training equipment. As before, the characters are not as they float gently to the ground. At this point, do not
allowed to take any of the equipment with them when show the characters the map. Have them decide where
they enter the dome, aside from anything you may to go based on landmarks that you describe to them.
deem too important for them to go without—arcane Remember: the characters can move 3 squares over
focuses, spellbooks, artificer creations, wheelchairs, etc. the course of 10 minutes.

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Quest-0-Nomicon
The Sunderdome at Night Airskiffs
The contestants will only have an hour of sunlight Including what’s already at the other five Resupply
before the dome falls into darkness. Due to the soft towers, there are also two airskiffs. These airskiffs re-
glow of the dome’s Doom Wall, the entire arena is quire one pilot, who can control the skiff as a bonus ac-
filled with dim light after sundown. All creatures have tion on their turn. It can hold up to eight creatures and
disadvantage on Wisdom (Perception) checks unless has a flying speed of 100 feet, and can travel 1 square in
they have darkvision. On top of this, all creatures a minute. However, the skiffs cannot travel any higher
have advantage on Dexterity (Stealth) checks against than 15 feet off the ground. Each airskiff can operate for
Wisdom (Perception) checks that rely on sight. 1 hour; after that hour, it slows to a stop and powers
down, ceasing all functionality.
Boosting. Each airskiff can be boosted as an action.
Ser Nominus Note This boost increases its speed to 250 feet for 4 rounds,
Remember that darkvision has a range. Creatures or 36 seconds. This boost can cover up to one square in
with it will still have disadvantage on Perception that time. Once an airskiff has used its boost, it cannot
checks outside their normal range. be boosted again.
Crashing. Each airskiff has an AC of 15 and 15
hit points. If an airskiff is reduced to 0 hit points, it is
broken and cannot be repaired, except with a casting of
The Other Groups mending, which heals it 1d6 hit points. If an airskiff is
The other three groups competing against the reduced to 0 hit points while in motion, it crashes into
characters are The Lillies, Group Two, and Turk and the the ground. Each creature on the airskiff must succeed
Tall Boys. on a DC 15 Dexterity or Constitution saving throw,
The Lillies. This group consists of three hunter- taking 2d6 bludgeoning damage on a failed save or half
adventurers. They won the last game by tracking as much on a success. If the airskiff was boosting when it
each group and hunting them down. They are: Scotty, fell, the damage is increased to 4d6. If an airskiff crashes
a nonbinary elven ranger; Jozen, a female halfling into anything while flying, it takes 2d10 bludgeoning
ranger; and Osmorn, a nobinary half-elf ranger. Use damage, or 4d10 if it was boosting.
the Lilly (see appendix B) stat block for each of them. Whenever the party encounters another group, roll
a d4. If you roll a 1 or 2, the group is on an airskiff.
Group Two. This group consists of two adventurers
who didn’t care to have a cool group name. They won
the previous game via a war of attrition. The other three
groups killed each other; Group Two didn’t fight a single
White Dragon
person. Group Two consists of two human men named Hatchling
Ergid and Kelma. Both use the commoner stablock.
Turk and the Tall Boys. This group consists
of three adventurers, all of whom are
spellcasters. They won because their
magic proved to overpower the other
groups. Their group name is an inside
joke, a reference to a book they all
read. Turk and the Tall Boys consists of
a male gnome wizard named Papos,
a female halfling sorcerer named
Sylnie, and a male kobold warlock
named Grass (see appendix B for these
characters’ stat blocks).
There’s no need to track the progress
of the three groups while already
tracking the party. Whenever the party
encounters one of the groups, roll
a d4 on the status table in part 1 to
determine their status.

168
The Sunderdome
Quadrant 1: Conclusion
Second verse, same as the first. The party will need to
The Frozen Spires defeat the other groups in order to secure their victory.
In addition to what is detailed in part 1, the Frozen Once this is done, they are once again teleported away
Spires also include the following. by an imp or angel.
If you would like to end the adventure here, the
White Dragon Hatchling characters are teleported back to their training room
Instead of encountering icicle elementals, the characters and met with a spectral illusory image of either Rapture
encounter a white dragon hatchling (see appendix B), or Apsinthos. They are congratulated for becoming the
who attacks the party out of desperation. Instead of fight- winners. Rapture doesn’t see much use for them in her
ing the dragon, the party can try to befriend the creature army, so she lets them loose. Apsinthos gives them his
by rolling a DC 12 Wisdom (Animal Handling) check—if blessing, remarking how they have been given a chance
they succeed, the dragon leaves them alone. If the check at redemption by the Dusk Lord. They are then teleport-
succeeds by 5 or more, the dragon instead follows the ed to either a major city or their homes with over 1,000
party and helps them in their advances toward victory. gp in their pockets. There they can enjoy their freedom
and never have to think about the Sunderdome again.
If you would like to continue the adventure into
Quadrant 2: part 3, “Down with the Dome,” the party is once again
brought to a large banquet hall with a feast of all kinds
The Ashen Wastes of food waiting for them.
If your chosen villain is Rapture, read the following text:
In addition to what is detailed in part 1, the Ashen
Wastes also include the following.
“Another lavish feast of meats, soup, breads, and hearty drinks
Ember Elemental covers a long table. You see the spectral image of a beautiful
red-skinned arch-devil. She stands over you at 10 feet tall, with
Instead of encountering a lava elemental, the party
her horns adding even more to her height. Her sleek armor fits
encounters an ember elemental (see appendix B).
This hulking creature of burning ash, smoke, and around every curve of her body. She carries a braided whip
embers attempts to engulf other creatures in its and smirks down at each one of you, eyes aglow with flaming
burning aura. However, it will favor attacking a intensity. ‘So here you are. The formidable champions of
group aboard an airskiff. my Sunderdome. You’ve fought very well; you seem to have
a knack for war. I’d like you to face the ultimate challenge,
however, for you all to be truly worthy of my army. Tomorrow
Quadrant 3: you’ll be competing in the final round of the Sunderdome—a
fight against me! I want to see your form, strategy, and
The Butchering Woods fighting prowess up close. If you win, I’ll let you have whatever
you want. If I win, your souls belong to me!’ She disappears in
In addition to what is detailed in Adventure 1, the
a fit of laughter. You are left alone in the banquet hall.”
Butchering Woods also includes the following.

Giant Wasps If your chosen villain is Apsinthos, read the


Instead of encountering swarming nettle, the party following text:
encounters two giant wasps (see appendix B). The
wasps are territorial, and their loud buzzing can be “Another lavish feast of meats, soup, breads, and hearty drinks
heard just before they attack. covers a long table. You see the spectral image of a hooded,
faceless angel. He floats over you at 10 feet tall, with his golden
wings keeping him aloft. His pure white robes are reflective
Quadrant 4: and gleaming, and he carries an enormous greatsword in his
hands. ‘Blessed souls, you have suffered much to be where you
The Empty Badlands are. Please, rest while you can. For the Dusk Lord has chosen
you not once, but twice. You are righteous warriors, ready for
In addition to what is detailed in part 1, the Empty
redemption. But I cannot allow you to leave. I must see to this
Badlands also include the following.
personally. Tomorrow you will enter the Sunderdome for the
Wandering Golem final time, matching against me. May the Dusk Lord light your
Instead of encountering the crashed airskiff, the party path, and for what it’s worth, I am sorry.’ You are left alone in
encounters a wandering golem (see appendix B). This the banquet hall.”
golem is not particularly hostile toward any creatures;
it won’t outright attack a contestant. But it tries to The party advances to 3rd level and is teleported back
destroy any airskiffs it sees. to their training room...for the final time.

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Down with the Dome The Final Sunderdome
(Adventure #3) The party will need to hunt down the villain, who
resides in one of the quadrants and will be waiting
for them there.
The characters can still find supplies at the resupply
Synopsis towers. They will always find full amounts of equip-
The characters have become the true victors of the ment, but only one airskiff at each.
dome, but not if the villain has anything to say about Additionally, this final round takes place over the
it. They want to see the party’s skill for themselves and course of 2 hours instead of 4, and the dome shrinks
personally become their only adversary in the third and every 30 minutes instead of every hour.
final round of the Sunderdome. The party will have
limited time and more monsters to fight, along with the
ruler of the dome. Will the villain take them down, or Encounters
spare their lives? It’s up to them in the end.
All encounters in this adventure are the same as they
were in round 1; however, the number of creatures
encountered is doubled.
Introduction
In the final round inside the Sunderdome, the party is
pitted against the villain. There are no groups in this part, Ser Nominus Note
just a war of attrition between the party and the villain. Feel free to use any encounters from part 2
Refer to the locations, encounters, and movement as well—make this final Sunderdome a real
described in part 1, but make sure to add in any challenge for the players. Throw everything
changes listed below. you’ve got at them. The more they endure, the
As before, the characters are not allowed to take more victorious their ending will be!
any of the equipment with them when they enter
the dome, aside from anything you may deem too
important for them to go without—arcane focuses,
spellbooks, artificer creations, wheelchairs, etc. Fighting Rapture
The final round begins at 4:00 p.m. and is only 2 Rapture is guarded by four imps (see appendix B) who
hours in length, taking place as the sun sets. do her bidding. Each time the characters face Rapture
When you are ready to begin the adventure, read (see appendix B), she taunts them and remarks on their
the following text: fighting prowess. If she takes 25 damage, she uses her
teleport ability at the start of her turn, retreating into a
“A loud ringing echoes through your room. You hear a different quadrant.
sourceless voice speak. ‘The Sunderdome is about to commence.
Please remember that the dome’s Doom Wall is— Psh, you
know that already! Also remember the airskiffs will be readily Fighting Apsinthos
available, and be careful out there. The whole dome’s in a Apsinthos has no guards and duels the characters
craze! Those monsters might be a lot meaner than before! Let alone. Each time the characters face Apsinthos
the games begin!’ Once again, the floor underneath you flaps (see appendix B), he exclaims holy proverbs and
open like a trap door and you each feel a sinking sensation in is impressed by their fighting ability. If he takes 25
your stomach as you go into freefall. Orange and purple skies damage, he uses his teleport ability at the start of his
surround you, and as you fall, you look down upon the familiar turn, retreating into a different quadrant.
Sunderdome—ready for the final fight, once and for all.”

Have the party decide where they want to land; any-


where inside the ring is possible. Roll a d4 to determine
where either Rapture or Apsinthos is lurking.
Eventually, the party’s descent is magically slowed
as they float gently to the ground. At this point, do not
show the characters the map. Have them decide where
to go based on landmarks that you describe to them.
Remember: the characters can move 3 squares over
the course of 10 minutes.

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The Sunderdome
If the characters choose to kill Apsinthos, they can easily
Conclusion cut him down in any way they desire. He falls to the
ground, and his body disappears, leaving his robes and
Once the characters reduce either Rapture or Absinthos
sword behind. The Sunderdome then begins to shake,
to 0 hit points, their Death Ward is triggered, leaving
explode, and fall apart. Just when the characters think
them at 1 hit point. (That is, unless the party defeats
they’ll be going down with it, they are teleported out.
them via the dome’s Doom Wall, in which case, they
If the characters choose to spare Apsinthos, he
disintegrate immediately and the Death Ward fails.)
does not understand their mercy, but still offers each
If your chosen villain is Rapture, read the
character a casting of the wish spell. Once they’ve each
following text:
been granted what they want, they are teleported out
of the dome.
“The archdevil falls to the ground, holding up her hands in
defense. ‘Wait! Wait! You’ve proven your worth! Truly you are
each a champion of the Sunderdome. But if I die, then this whole Ser Nominus Note
place goes, and you will not get your reward. I can give you If you’d rather not give each character the casting of
anything your heart desires… I need this place, as did you. Look a wish spell, you can instead change the reward to
at the warriors it’s turned you into. You know what to do.” something that they want “within reason.” Or you
can give them a bunch of gold and call it a day!
If the characters choose to kill Rapture, they can easily
cut her down in any way they desire. She screams as
she crumbles to ash and bits. The Sunderdome then As the characters are teleported back home, the
begins to shake, explode, and fall apart. Just when the adventure is concluded. But this does not need to be
characters think they’ll be going down with it, they are the end! Maybe they are teleported back home, only
teleported out. to find that they must travel back to where they came
If the characters choose to spare Rapture, she from? Maybe there are other associates of the villain
thanks them and stays true to her word, offering each who plan on recreating the dome? Or the characters
character a casting of the wish spell. Once they’ve each are approached by a company who wants to use their
been granted what they want, they are teleported out victory as a way to start a new fighting arena? Or the
of the dome. characters could even become the new owners of the
If your chosen villain is Apsinthos, read the Sunderdome, and pit whoever they want against one
following text: another as maniacal overlords of a super dangerous
fighting arena. The choice is up to you!
“The angel falls to the ground, kneeling and looking up to
you. From this vantage point, he seems helpless. ‘You possess
the capability to strike me down. If this is your wish, then
so be it. I have now realized that this dome is not the arbiter
to determine who is to live and who is to die. Who can truly
make that judgement? I do not know if I can live with the fact
that I may have sent countless souls to their doom because
this game was unjust. Can you make that judgement?
Can you decide who deserves to live?’”

Ser Nominus
aboard an Airskiff
Theme Tags
Post-apocalyptic, adventure, warfare. trapped survivors, the second adventure ends with
the party recovering data on the “Incident” from a
Content Warning group of CIR3 recon scouts, and the final adventure
Corpses, mass destruction, scary monsters, repeated ends with the party defeating the main villain and
death, body horror, violent description, explosions. destroying the “Anomaly.”

Ser Nominus Note


Description WARNING! “The Doomed Heroes” has a
Following an apocalyptic disaster in the center of the ‘respawn’ game mechanic, thus this adventure is
city of Cathair, a band of scientists, military personnel, designed to be deadly. The characters are intended
and government officials—working under the name to die… and come back. Then die, and come back, a
“Cathair Incident Rescue, Recovery, and Research,” lot. This adventure isn’t recommended for first-time
or CIR3—wants answers and needs assistance in their GM’s or players, due to its challenging nature. But
recovery efforts. The first adventure ends with the don’t let that stop you! If you are confident and are
party venturing into the city and rescuing a group of eager to run this adventure, go for it.

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The Doomed Heroes
Character Hooks
and Motivations
To help involve your players and their characters more
in the story, have each character answer the following
question: Why is your character willing to venture into an
apocalyptic city?
Background Alternatively, you can use the table below to give
The grand city of Cathair has fallen. The once bustling your players ideas for their characters’ motivation in
and prosperous metropolis is now nothing more than the adventure.
a ruin, twisted by dark magics that have brought down
its shimmering towers and decimated its people. After
1 You are a convicted criminal and have been given a deal:
the “Incident,” few people have gone in, and fewer your freedom from prison in return for working for CIR3.
people have come back out. Those who do return
2 You are a junior member of CIR3 and want a more hands-
tell of strange beings who prowl the rubble in search on assignment, rather than sitting around and waiting in
of survivors. What remains of the government and the base camp.
military—a team made up of scientists, doctors, and
3 You owe an enormous debt to a noble family. CIR3 is willing
military personnel, calling themselves the Cathair to pay it off in exchange for your service on this mission.
Incident Rescue Recovery and Research, or CIR3 (often
4 The source of the disaster in Cathair is of great interest to
pronounced SEER-THREE)—has set up a base camp on
you. Why did it happen? What’s inside? You want answers!
the outskirts of the city, intent on helping any survivors
they can find, as well as figuring out what happened 5 A friend or a family member lived in the city of Cathair,
and you want to find them.
and how to stop the spreading corruption. Low on
resources and manual assistance, CIR3 has had to turn 6 You are a survivor of the “Incident” and want to aid CIR3
to adventurers in order to address their needs. in resolving it.

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Villains The Othkotha
(Villain Option #2)
The villains for “The Doomed Heroes” are both
corrupted creatures. However, their origins are Othkotha is an unnatural and unfeeling demon lord
very different, meaning the corruption they spread of corruption, one whose mere presence causes living
throughout the city of Cathair is also different. creatures in the area to morph and mutate into twisted
abominations. Othkotha has no real goals beyond
spreading its corruption to every living being in
Henry Blackcroft existence. It came into the material world when a large
(Villain Option #1) bomb of pure magical energy was detonated within
An eccentric inventor and entrepreneur, Henry the city chambers by a disgruntled former council
Blackcroft is the owner of the Blackcroft Industrial member, Henry Blackcroft. Choose the Othkotha if
Complex, and a former member of the city council. you want the adventure to have a more monstrous,
Blackcroft was removed from his position after he zombie-apocalypse threat.
attempted to expose a fellow councilman as corrupt, but
was instead framed for corruption himself. In the wake
of this scandal, his eccentricity turned to malice as he
began his quest for revenge. Utilizing his automata, he
SPAWN and Animatium
planted a magic energy bomb in the city chambers and The System for Perpetual Animation Within a Network,
detonated it, causing mass destruction that resulted in or SPAWN, is a network of devices which store the
unlucky citizens being fused with his machines, creating data of a person’s biological makeup and create a
strange hybrid creatures. He himself is more machine copy of the body. The person’s consciousness is then
than man now, sending his mechanical abominations moved into this new “shell” at a “Nexus Node.” More
to hunt down the last survivors of the city he believes or less, it’s a respawn system for the characters for
to have forsaken him. Choose Henry if you want the when they inevitably die. Due to the amount of power
adventure to lean into a technological threat. and resources it takes to integrate someone into the
network, the procedure is only performed on a select
few people—namely members of the recon teams that
venture into the most dangerous areas of the city.
When a character dies, they respawn from a
device called a Nexus Node. There are two types of
these nodes. The first is a Stationary Node, which
is permanently connected to SPAWN and acts as
a central hub for the entire system. If a character
cannot be respawned from another node, they will
respawn at the Stationary Node instead by default.
This Stationary Node is located within the Terminal
building at the CIR3 base. The second type of Nexus
Node is the Portable Node. This node allows the
characters to respawn in a location other than the
CIR3 base. However, the Portable Node has some
limitations. First, while being carried, it only has 3
respawn charges, which reset daily at dawn. If the
party has four deaths, the first three can be respawned
at the Portable Node, but the fourth would respawn at
the Stationary Node in the CIR3 base camp. However,
if the party takes time to “ground” the Node, it can
act just like the Stationary Node and respawn an
unlimited number of times. “Grounding” the node
Animatium takes 5 minutes of work to set up and another 5
minutes of work to take down. Only the Stationary or
Grounded nodes allow for the characters’ equipment
to respawn with them; equipment is left behind if the
Portable Node is ungrounded.
There is one thing that causes the entire system to
shut down: an element known as Animatium. This
element originates from beyond the Anomaly at the
center of the Incident. Its presence gives off a level of

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The Doomed Heroes
magical radiation that interrupts connection between Crumbling Structures. A chunk of a ruined building
the characters’ SPAWN device and the network itself. falls above one of the characters, chosen at random.
So if a character dies within an area being affected Have the character make a DC 13 Dexterity saving
by Animatium, their consciousness is not able to throw. On a failure, they take 3d6 bludgeoning damage
be transferred into a new shell until their personal and become restrained. The restrained character can
SPAWN device is removed from the area. escape with a DC 15 Strength or Dexterity check, or
Each SPAWN device has an AC of 20 and 50 hit points. with the help of the other characters with a combined
If a SPAWN device is broken, it cannot be fixed except via Strength score of 25 or higher.
the casting of a mending spell. A broken SPAWN device Hostile Survivors. The party runs into a group of five
must also reconnect to a node in order to operate. hostile survivors (using the commoner stat block) who
want to forcibly take their stuff.
Small Group of Enemies. The party runs into a group
Ser Nominus Note of three creatures—either corrupted automatons,
Make sure the players are aware when they are if the main villain is Henry Blackcroft, or mutated
not connected to the network! Tell them that their citizens, if the main villain is the Othkotha—which
device seems to shut down when they step into ambush them amongst the ruins (see appendix B for
these creatures’ stat blocks).
the area, but turns back on when they leave. Also,
Large Group of Enemies. The party runs into a group
the statistics for the SPAWNs are only available
of eight creatures—either corrupted automatons, if the
if the players inquire about them. Attempting to
main villain is Henry Blackcroft, or mutated citizens,
break the characters’ SPAWN systems is a sure
if the main villain is the Othkotha—who ambush them
way to bring this adventure to a grinding halt.
amongst the ruin (see appendix B for these creatures’
stat blocks).

Navigating the City


The city of Cathair has become an incredibly dangerous Corrupted
place. It is a labyrinth of ruined buildings where Automaton
creatures may lurk around every corner. For each hour
of travel, have one of the characters make a DC 18
Wisdom (Survival) check. On a success, they reach their
destination with no issues. On a fail, have them roll on
the encounter table below.

1 Lost in the ruins


2 Road block
3 Crumbling structures
4 Hostile survivors
5 Small group of enemies
6 Large group of enemies

Lost in the Ruins. The party gets lost in the maze of


ruins, and now must figure out where they are. Have
the characters make either a Wisdom (Perception
or Survival) check. If the result is 9 or below,
they encounter two additional encounters,
rolling 2d3 instead of 1d6, and then must
make the initial check again. On a 10-14,
they encounter an additional encounter,
rolling a 2d3 instead of a 1d6, finding the
correct path afterwards. If the result is higher
than 15, they reach their destination without issue.
Road Block. A building crumbles in front of the party,
blocking their route. They must now find a way around
this obstacle. Their travel time is increased by 1 hour.

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Quest-0-Nomicon
Search and Rescue indicator light for the SPAWN device to make sure they
are connected to the network. Once they have been
(Adventure #1) added to the network, the characters are offered any
last amenities like food, water, or ammo that they may
need at the moment, before being ushered out of the
Synopsis base and into the city proper.
CIR3 has received communication from a group of
survivors that are holed up in the Blackcroft Industrial
Complex, located in the industrial sector of Cathair. In Ser Nominus Note
a bid to save as many citizens as possible, CIR3 gathers Try to make sure the players do not take
the party shortly after their arrival at the CIR3 base, and advantage of the access to the base’s supplies.
prepares them togo into the city, find the survivors, and This is a makeshift camp where the populace
get out. is just trying to survive. They can’t and won’t
give up their entire supply of food, water, and
Introduction ammunition—just what they can spare.

The game opens up in medias res with a small combat


where the party has to fight off a group of creatures—
corrupted automatons, if the main villain of the story CIR3 Base Camp
is Henry Blackcroft, or two mutated citizens, if the If the characters want to explore the CIR3 base, use the
main villain is the Othkotha—just as they reach the following information to fill them in on its background
main gates of the CIR3 base camp (see appendix B and operation. The CIR3 base camp is located on the
for these creatures’ stat blocks). Two camp guards, outskirts of the city, set up around the tarmac and
CIR3 recon scouts (see appendix B), will assist the hangars of an airship airstrip. The base is the center for
party with ranged weapons from atop the base’s the response services that are focused on the “Incident.”
wall, but will not open the gate until the creatures Medical Hangar. A hangar has been turned into a
have been slain. Once they do, the party is escorted medical services base, with a triage area, emergency
into the base, and the gate closes behind them. The rooms, surgery center, and morgue.
party is led through the base and to the control tower, Barracks Hangar. Another hangar has been
where the Operations Council is meeting. The council converted into a military barracks and base of
welcomes them to the base, and informs them of the operations, where recon units and soldiers operate
current situation, both in regards to the city in general, and can find their amenities.
and more specifically for a mission they have for the Terminal and Control Tower. The main terminal of
party personally. Some of the researchers picked up a the airstrip has been turned into a makeshift research
transmission from within the city, seemingly coming station, where scientists conduct various tests and delve
from a band of survivors. The only discernible words into data gathered from the few recon units that make it
were, “Help...Stuck...Creature...Storage...Blackcroft back. The terminal also houses the Stationary Node and
factory...” The council believes that the phrase all of the equipment for the SPAWN. The control tower is
“Blackcroft factory” is in reference to the Blackcroft a recon point, as well as the base’s command spot, where
Industrial Yard, which is located in the industrial recon soldiers can have a 360-degree view of the entire
sector of the city. They task the party with going to the area to keep watch on the city and its surroundings,
factory to investigate the source of the transmission and where division leaders meet to make decisions on
and to save any survivors that might be there. various operations.
Tarmac. The tarmac of the airstrip is covered by
Preparing to Leave canvas tents that act as a shelter for survivors, as
well as spaces for their own amenities, including
The leader of the Research Division, Anton Albreck, a cafeteria. The entire airstrip is surrounded by a
offers the party access to the SPAWN Network, as well makeshift wall made up of scrap taken from crashed
as their own Portable Node, should they take on this airships found on the base. This wall is necessary
mission. After the characters accept, they are led down because the base is occasionally assaulted by creatures
to the Terminal Building of the base, where they are straying out from the city proper and attempting to
processed into the SPAWN Network and a device is attack the people inside.
surgically attached to each character’s chest. This device Operations Council. The operations of the base
is their connector to the SPAWN. Anton gives them a are split up into three divisions, each with their
rundown on how the network works, how to use it, own leaders. These leaders together make up the
and what to expect from it. He also warns them about Operations Council, with each division giving input
Animatium, and to always keep an eye on the on what they think is best for the overall health of the

176
The Doomed Heroes
base, its people, and operations within the city itself.
Each of the leaders truly believes what they are doing
Ser Nominus Note
is what is best for the people, though they do not Try to sandwich the nuggets of truth between the
always agree. false conspiracies to ensure that the characters do
The Military Division is led by Commander Geccen not trust everything Austin says. Even better, give
Hinrish, a bronze dragonborn general of the Cathair them half-truths! Really have fun playing around
military. He leads the military guard and recon teams with how you present the information.
of the base. He is hot-blooded, willing to pick up arms
quickly and jump into battle, but also does not like
any plan that would risk his men needlessly. Because
of this, he is the one who is fully on board with Blackcroft Industrial Yard
bringing adventurers in to supplement CIR3’s own It takes 2 hours to travel to the Blackcroft factory from
incursions into the city. the CIR3 base camp. Once the party reaches the factory,
The Research Division is led by Professor Anton read the following text:
Aubreck, a high elf scientist and former professor
at the Cathair University. He leads the researchers, “Rising above the ruined warehouses and shipping yards,
scientists, and medical staff of the base. He is cool and
a large factory stands ominously. Its smoke stacks reach
calm, focused on the logical aspects of the situation.
high into the sky, though many are cracked and damaged.
Aubreck is completely willing to sacrifice people if
Some have completely toppled over. To one side of the gated
it means they can get a step closer to discovering the
cause of the Incident and bring it to an end—a sort of compound, where vehicles would come inside and unload
“sacrifice the few for the good of the many” mentality. their goods, is a pair of large warehouse doors. Another
The Cooperative Division is led by Morigian pair stands at the center of the building, acting as the main
Hillock, a lightfoot halfling and former bar owner. entrance to the facility. A sign reading ‘Blackcroft Industries’
She was elected by the people to speak for the survivors is painted above the doors, lit up with artificial lights.”
and citizens of the base. She is warm and open,
very much focused on taking care of people first, The Blackcroft Industrial Yard is a factory complex
everything else second. that once processed raw ores and turned them into
Automata—robot servants and soldiers. Since
The Yammering Yokel the Incident, it has been left damaged and mostly
abandoned, though a lot of its production lines are still
While en route to the Blackcroft Industrial Yard, the operational, creating a very hazardous environment to
party runs into a vagabond within the ruins of the city. traverse. The factory has two floors: the Factory Floor,
The vagabond, All-Bite Austin, lost most of his sanity which houses both the main production lines and the
following the “Incident,” and he speaks in riddles Storage Room, and the Basement, which houses the
and conspiracy theories, most of which are absurd. facility’s power station.
However, hidden amongst the nonsense are a few
grains of truth. Austin hints at who the main villain
of the campaign is, as well as the location of the recon
team for part 2.
Blackroft Factory

3
1

177
Quest-0-Nomicon
1: Factory Floor saving throws against being charmed, and magic
can’t put her to sleep. She has darkvision out to a
range of 60 feet. She speaks Common and Elvish.
“As you enter the structure, you see that most of the space
is taken up with the production lines for the factory itself. Harmony. She is a female tiefling and former waitress
Materials and half-built Automata line the conveyor belts. at the Blinking Rat bar. Harmony and her girlfriend,
Most the lines are broken and shut down, though the furnaces Harriet, took cover here with Goro’s help, after being
chased alongside the twins by a creature resembling a
and some machinery are still operating. In the center of the
colossus. She is a commoner, with the following changes:
building is half of a large cog wheel, which is still turning.
The ground around the wheel—and directly in front of you— • Harmony is chaotic good.
looks to be electrified, with arcs of lightning jumping to the • She has these racial traits: She has resistance to fire
machines and other metal structures nearby.”
damage. She knows the thaumaturgy cantrip. She
has darkvision out to a range of 60 feet. She speaks
The floor around the cog wheel, as well as around the Common and Infernal.
Storage Room, is electrified, which will immediately kill Hans Fairwind. He is a male gnome and former pastry
any character who steps onto it. The areas within the fur- chef, alongside his twin sister, Greta. He and Greta took
naces are incredibly hot. If a character enters a furnace or cover here with Goro’s help, after being chased alongside
fabricator, they must make a DC 14 Constitution saving Harriet and Harmony by a creature resembling a colos-
throw, taking 10 fire or lightning damage on a failure, or sus. Hans is a commoner, with the following changes:
half as much on a success. There is a hole in the ground
• Hans is neutral.
where the floor has given way, creating a large pit just in
• He has these racial traits: He has advantage on
front of the Storage Room, leading down into the Base-
all Intelligence, Wisdom, and Charisma saving
ment level of the factory. At the far northwest corner of
throws against spells and other magical effects. He
the building, behind the rows of fabricators, is a staircase
has darkvision out to a range of 60 feet. He speaks
that leads down into the Basement level as well.
Common and Gnomish.
Greta Fairwind. She is a female gnome and former
2: Storage Room pastry chef, alongside her twin brother Hans. Greta
The Storage Room is an enclosed space on the main and Hans took cover here with Goro’s help, after being
floor of the factory. It can only be accessed either via chased alongside Harriet and Harmony by a creature
the broken overhead conveyor belt, or by the “main resembling a colossus. She is a commoner, with the
door,” which opens up to the electrified floor and the following changes:
pit that goes down to the Basement level of the factory.
• Greta is neutral.
This room used to be the storage area for the completed
• She has these racial traits: She has advantage on all
Automata, and a few inoperable ones are still left inside.
Intelligence, Wisdom, and Charisma saving throws
Now, however, it has become a hideout for a small group
against spells and other magical effects. She has
of survivors, consisting of these five members:
darkvision out to a range of 60 feet. She speaks
Goro. He is a male half-orc and former factory worker Common and Gnomish.
at the Blackcroft Industrial Yard. He was at the factory
when the “Incident” occured, and used his knowledge By this point, all five survivors have been trapped in
of the factory’s layout to keep himself safe, along with this storage room for a couple of days, with no food or
any other survivors he encountered. He is a commoner, water, after being chased by a creature that fell through
with the following changes: the ground, into the basement.

• Goro is neutral good. What Goro Knows


• He has these racial traits: When he is reduced to 0 hit
Goro, who worked for the factory before the Incident,
points but not killed outright, he drops to 1 hit point
says that the basement level of the factory contains the
instead. Goro can’t use this feature again until he
facility’s power generators. He knows how the generator
finishes a long rest. He has darkvision out to a range
works and has accepted that someone may have to
of 60 feet. He speaks Common and Orc.
sacrifice themselves for the others to safely escape.
Harriet Adams. She is a female half-elf and a former He shares the following information with the party:
shift manager for a nearby warehouse. Harriet and her • The only way to turn off the furnaces and electrified
girlfriend, Harmony, took cover here with Goro’s help, floor would be to shut down the generator.
after being chased alongside the twins by a creature • He fears that the creature would be able to escape
resembling a colossus. Harriet is a commoner, with the should they turn off the power.
following changes: • Overloading the generator would cause an
• She is lawful neutral. explosion big enough to destroy the entire basement,
• She has these racial traits: She has advantage on collapsing the factory in on itself.

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The Doomed Heroes
Goro knows how to turn the crystal off, as well as how
to cause the overload. He doesn’t want to die, nor is Who Survives?
he in any way capable of fighting the creature himself
If the party sacrifices themselves to overload the
to get to the control center, but he’s willing to sacrifice
power station, and they did not ground their Portable
himself for the other survivors if he has to.
Node outside of the building, the survivors will have to
3: Basement navigate the city on their own. Have them make the
same Survival check as described in the “Navigating
The basement section of the Blackcroft Industrial
the City” section. If they run into the small group
Yard is the power station for the entire facility, where
of enemies, have one member of the group, chosen
a large crystal is used to generate magical lightning,
at random, die in the encounter. If they run into the
which heats water inside of boilers, which then turns
large group of enemies, have three members of the
the massive gears that operate the factory’s machinery.
group, chosen at random, die. If the party lets Goro
The room is 50 feet tall, and all of the machinery
sacrifice himself instead, or if they respawned from
is built halfway up, accessible via a catwalk that
a grounded Portable Node outside of the factory, they
circumnavigates the room. However, the room has
can lead the survivors back to safety themselves, with
sustained damage from the “Incident,” as well as from
no more casualties.
the creature that has fallen into this area from the floor
above. The floor of the pit is covered with Animatium,
making it so any character using the SPAWN will not
be able to respawn immediately if they enter the area.
Rewards
However, the catwalks around the machinery are clear Upon the party’s return to the CIR3 camp, the Oper-
of Animatium, and the network works there. ations Council offers them each a reward of 50 gp, as
Overlooking the power station is the Control Room. well as a choice between a bolt thrower (see appendix
Within this room is an “Emergency Shutdown” switch. A) and an augmentation to their equipment . If they
In order for the power generator to be shut down, the opt for an augmentation, each character can choose
switch must be held down for 2 rounds of combat. either one of their weapons or their armor to upgrade.
When the generator shuts down, so will the electrified An augmentation to a weapon adds 1d6 force damage
floor of the upper level, allowing the trapped to its attacks, though it does not make the weapon
survivors to escape. magical. An augmentation to their armor will grant
the characters resistance to either lightning or acid
damage, their choice.
The Colossus
If your chosen villain is Henry Blackcroft, a corrupted
colossus (see appendix B) is stuck in the pit beneath the
power generators.
Conclusion
If your chosen villain is the Othkotha, a mutated If you want to conclude the adventure here, read the
colossus (see appendix B) is stuck in the pit instead.
following text:
The colossus is tall, and strong enough to pull
itself out of the room, but cannot do so while the “Although the troubles in Cathair are far from over, you feel a
power generator is still running—if it tries, it will sense of small comfort as you watch the survivors you rescued
be electrocuted. Instead, the colossus lashes out at breathe a sigh of relief. Maybe there is some hope in their
anyone on the catwalks with its Tentacle or Bionic world after all.”
Arm attacks.
If you want to continue the adventure into part 2, “Into
the Blast Zone,” allow the characters to advance to 2nd
Shutting Down the Crystal level, and read the following text:
As soon as the power is shut off, the colossus attacks.
The power generator can also be overloaded, causing “Although the troubles in Cathair are far from over, you feel a
the crystal to detonate and destroy the entire room sense of small comfort as you watch the survivors you rescued
and the floor above it. In order to cause the overload, breathe a sigh of relief. Maybe there is some hope in their world
a character must hold both the Emergency Shutdown after all. In fact, you may just have the opportunity to do more,
switch and the Power Up button at the same time as a transmission comes on over the intercom system, calling
for a full round. Once they do that, the crystal will for your group to report to Professor Aubreck immediately.”
detonate, killing everyone in the room, including the
colossus. If the party is still in the room when that
happens, they will be respawned at the Stationary
Node, or at the Portable Node if they grounded it
outside of the factory building.

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Quest-0-Nomicon
Into the Blast Zone “You’re led to the roof of the terminal building, where a
contraption that looks like an enlarged version of the weapons
(Adventure #2)
used by the military members of the base has been set up,
mounted to the roof of the building itself. A few CIR3 soldiers

Synopsis work about it, getting it prepared. Large metallic tubes have
been laid out next to the contraption, each of which is big
The CIR3 Research Division has been trying to gather enough for only one person. You are each led to a tube and
data on the source of the corruption within the city, instructed to lay down in the open hatchway in its side,
sending recon teams into the city center. However, the where straps and cushioning keep you locked in place before
latest of these teams has gone dark. The leader of the
the hatch is closed and you are thrown into darkness. One
Research Division needs the party to dive into the ruins
by one, you feel the tube be lifted and slotted into position,
of the city, locate the recon team, and bring them back.
before you hear calls of, ‘Clear! Fire!’ Suddenly, you’re jerked
violently forwards, your bones thrown against the back of
Introduction the tube where you can feel and hear many of them shatter
Following the mission to the Blackcroft Factory, the to pieces as you are shot out of the railgun. This extremely
characters return to the CIR3 base camp and are painful situation only lasts a few moments, though the pain
summoned for a meeting with Professor Aubreck. He grows exponentially for a fraction of a second as the tube
informs them that he has another mission for them. He crumples in on itself. The world goes black for a moment
sent a recon team to collect data on the Anomaly at the before you open your eyes again. You are no longer laying in
center of the city, but they have lost contact. A major the tube, but rather standing inside of a ruined clothing store
increase in creature activity in the region has Aubreck of some sort, its windows shattered. Outside, you can see
worried about their whereabouts. He needs the party where the tubes impacted the pavement, leaving large craters
to infiltrate the area, find the recon team, and get and very little of the tubes themselves.”
them back to base if they are alive, or at least retrieve
whatever data they collected if they aren’t.
Professor Aubreck also shares that the route to The Ruined Streets
the recon team’s last known location will have to The remaining members of the recon team are trapped
be unconventional. Due to the increase in creature in a ruined shop, only a two-block walk from the nexus
activity, it is practically impossible for the party to that the party respawns from. The streets around their
simply walk to the coordinates. Instead, they are location are filled with hostile enemies.
going to have to rely on the SPAWN to get there. They If your chosen villain is Henry Blackcroft, then four
have identified the recon team’s Portable SPAWN corrupted automatons (see appendix B) are present,
Node, which has been grounded two city blocks from currently wave-assaulting the team.
the team’s last known location. In order to get to the If your chosen villain is the Othkotha, then four
party to the recon team, Aubreck says they will need
mutated citizens (see appendix B) are present,
to respawn from this node. However, in order to
currently wave-assaulting the team.
spawn from it, they will have to die near it. Aubreck,
The creatures have also set up a minefield around
sheepishly, passes on a suggestion from Commander
the recon team’s position. These mines are triggered
Hinrish: to launch the party from a railgun that the
if any creature comes within 5 feet of them, and deal
Military Division has been working to restore, and
damage depending on the main villain of the story—
land them in the vicinity of the node. Landing on
4d6 lightning damage if the villain is Henry Blackcroft,
concrete and metal at hypersonic speeds, the party
or 4d6 acid damage if the villain is the Othkotha. The
will die on impact, but they will be fully restored
villain’s minions do not set off the mines themselves,
right away from the SPAWN, with no complications...
and are completely immune to their damage.
hopefully. When the party is ready to leave, read the
following text:
Reaching the Team
The party has a few options on how to get past the
group of enemies and to the recon team: sneaking in,
the roof and elevator, or making a path.
Sneaking In. The simplest and most dangerous
way into the shop would be to go through the
Portable minefield itself, avoiding the mines and getting past
Respawn Node the hostile creatures, either via combat or stealth.
The characters can try to sneak around by making a

180
The Doomed Heroes
The Ruined Streets
Ruined Bar
Recon Scout Holdout

Ruined Alchemy Store Blocked Hallway

Dexterity (Stealth) check against the minions’ passive facade will crush a few of the mines and enemy
Perception score. However, if they get too close to a creatures, along with the character(s) who pushed
mine, it will go off, and the creatures will be alerted to it over, who will respawn at the nearby grounded
their position regardless. SPAWN node.
The Roof and Elevator. Near the node the party
spawned from is the body of a dead recon team member.
While his SPAWN device is broken and non-functional,
The Recon Team
the parachute strapped to his back is still intact. In his Out of a team of six members, there are only four left.
pocket is a set of tinker’s tools, easily found. Two of their comrades died permanently after their
Because his soul was never transferred, the recon SPAWN devices were damaged, causing them to be
scout will remain dead even if the SPAWN device is re- disconnected from the SPAWN network. The surviving
paired. It’s also clear that he died of blunt force trauma. members of the group are listed below.
The room containing the node and the late team Lieutenant Alistair L’Fay. He is a male half-elf
member is located at the bottom of a skyscraper. There is with short blonde hair. As the leader of the group,
an elevator in the same room that reaches all the way to Alistair is calm and collected under pressure, though
the top. With a successful DC 13 Intelligence check using the responsibility of trying to get everyone under
tinker’s tools, it’s possible to get the elevator operational his command safely back to base weighs heavily on
again, allowing the characters to access the roof of the his mind. He feels terrible for having lost two of his
building. From the roof, a single character can parachute comrades. He is a CIR3 recon scout (see appendix B),
over the minefield to where the recon team is set up. with the following changes:
Making a Path. The final way the party can • Alistair is lawful good.
attempt to make it to the recon team is by utilizing • He has these racial traits: He has advantage on
a precariously positioned ruined building facade. saving throws against being charmed, and magic
A successful DC 13 Strength check—or a combined can’t put him to sleep. He has darkvision out to a
Strength score of 40, if multiple characters work range of 60 feet. He speaks Common and Elvish.
together—will cause the front of the building • As an action, Alistar can grant advantage on their
to crumble, creating a path of rubble across the next attack roll or skill check to one ally he can see
intersection and into the building. The crumbling within 60 feet of him.

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Quest-0-Nomicon
Specialist Paige MacNamara. She is a feminine- to the network. In total, this will take 30 seconds, or 5
presenting human with an androgynous face and rounds of combat. As the devices are being connected,
figure. MacNamara acts as the group’s demolitions waves of minions will launch themselves at the group.
expert. She is generally quiet, but can be cheeky and At the start of each round of combat, three more
sarcastic when she does speak. She is a CIR3 recon minions are added to the fray, randomly placed on the
scout (see appendix B), with the following changes: outskirts of the battle area and taking their turns on
initiative count 0. At the beginning of the sixth round,
• Paige is chaotic good.
Specialist Palefield will announce that the SPAWN
• Instead of a bolt thrower (see appendix A), she has
Network has been successfully connected, and tell the
an explosive launcher. As an action, Paige chooses
group to let themselves be killed in order to activate
a spot within 30 feet of her. Each creature within 5
the transport. Each of the recon team members will
feet of the spot must make a DC 10 Dexterity saving
one by one rush into the minefield, allowing them-
throw, taking 1d8 force damage on a failed save, or
selves to be killed and transported back to the CIR3
half as much on a successful one.
base. When a party member dies at this point, they,
Specialist Alexif Palefield. He is a male gnome and too, will be transported back to the CIR3 base, where
the group’s researcher and data analyst. Alex is a they are approached by members of the Research
talkative individual, ready at a moment’s notice to dive Division, including Professor Aubreck, who congrat-
into a conversation about ways to store information ulates them on a mission well done.
long-term, the best of which he believes to be in
mechanical tape format. He is a CIR3 recon scout
(see appendix B), with the following changes: Rewards
• Alexif is lawful neutral. Upon their return to the CIR3 camp, the party will be
• He has these racial traits: His speed is 25 feet. He offered the same reward as with the first adventure:
has advantage on all Intelligence, Wisdom, and 50 gp each and an augmentation to their equipment.
Charisma saving throws against spells and other However, this time, the damage types for both the
magical effects. He has darkvision out to a range of weapon and the armor can be any magical damage
60 feet. He speaks Common and Gnomish. type, including acid, cold, fire, force, lightning,
necrotic, poison, psychic, radiant, or thunder.
Specialist Fragi Alwhip. She is a female dwarf and the
group’s weapon’s expert. Fragi is fairly hostile to those
outside of her circle of friends, her demeanor gruff
and uncouth. However, once you have her trust, she is
Conclusion
incredibly loyal and fun-loving, always down to grab a If you want to conclude the adventure here, read the
following text:
beer together. She is a CIR3 recon scout (see appendix
B), with the following changes:
“As the recon team is quickly ushered away to the infirmary
• Fragi is chaotic neutral. to ensure their health, Lieutenant L’Fay gives you a smile of
• She has these racial traits: Her speed is 25 feet. She
appreciation and respect, and Specialist Fragi calls out that
has advantage on saving throws against poison,
she owes you all a beer. Hopefully someday you can take her
and has resistance against poison damage. She has
darkvision out to a range of 60 feet. She speaks up on that offer. For now, though, you’re just happy with a
Common and Dwarvish. job well done, and one step closer to helping Cathair’s people
• She has a multiattack, able to use the bolt thrower and resolving its problems.”
(see appendix A) three times per Attack action.
If you want to continue the adventure into part 3,
The group has with them a datalith shard, a device that
“Center of the Anomaly,” allow the characters to
contains a huge amount of numerical and written data.
advance to 3rd level, and read the following text:
This data is invaluable to CIR3, and can hopefully help
them identify the cause of the Incident and the source
“As the recon team is quickly ushered away to the infirmary
of the Anomaly, and determine how to potentially
to ensure their health, Lieutenant L’Fay gives you a smile of
stop it. It is the recon team’s priority to get this datalith
shard to the CIR3 base camp. appreciation and respect, and Specialist Fragi calls out that
she owes you all a beer. Hopefully someday you can take her
up on that offer. For now, though, you’re just happy with a
Escape job well done, and one step closer to helping Cathair’s people
Reconnecting to the SPAWN network and returning to and resolving its problems. In fact, as you leave the Terminal
the CIR3 base is the only way to save the recon team. building, you can also see researchers running around,
However, this will take time, as Specialist Palefield frantically looking over printouts of the data you were able to
will have to ground the party’s Portable Node and save, seemingly agitated yet excited by something therein...”
connect the four recon team members’ SPAWN devices

182
The Doomed Heroes
Center of the Anomaly
(Adventure #3)

Synopsis Ser Nominus Note


Following the recovery of the datalith from the recon It’s likely that the players may not be open to
team, the Research Division has identified the location the idea of their characters just dying. If they
of the center of the Anomaly: the City Hall of Cathair. express hesitation, go with the open ending for
They also believe that they know a way to halt the city’s
this adventure, and let the players know that
corruption. It seems a physical being is acting as a tether
you have a plan for their characters’ stories to
for the Anomaly to remain connected to the Material
continue after this one.
Plane, allowing it to continue to spread its corruption
through Cathair. CIR3 implores the party to get to City
Hall and end the threat once and for all.
Approaching the Anomaly
Introduction It takes 5 hours of travel time to reach Cathair City
Hall and the Anomaly. The approach to City Hall is
After a few days of rest, the party is once again
incredibly dangerous, as the Anomaly’s power grows
approached by the heads of CIR3. Professor Aubreck
in strength the closer the party gets. In addition to the
informs them that the Research Division, using the
usual encounters the party may face (as detailed in the
data lifted from the datalith shard, has identified the
“Navigating the City” section of this questline), they
center of the corruption, as well as a possible means of
may also face the following challenges.
disabling it once and for all. The corruption appears to
be centered on Cathair City Hall. It also appears that an
Anomaly, a bundle of dark energy creating a tear in the
fabric of reality, has latched itself onto a living being to
Ser Nominus Note
act as a stability anchor. If the party can go in and kill As the GM, you can decide how you want to
this living anchor, the Anomaly should dissipate, taking implement these encounters. Do you want the
the corruption—and all of the creatures tied to it—with party to roll for them? Do you want to just pick
it. However, Professor Aubreck also warns that, in all the ones that interest you? Also, how many do
likelihood, the Anomaly will erupt violently upon the you want the party to face? The more encounters
anchor’s destruction, annihilating everything nearby, the party goes through, the tougher the game
including the party. The SPAWN system will be over- will be. Let the players be creative in how they
loaded with energy from the Anomaly, preventing it approach each encounter. The skill checks
from registering their deaths. Essentially, he warns that here are just base rules if the party goes for
this is likely a suicide mission. All three Division Heads
the“straightforward” path, but the players should
desperately want this corruption to end, and implore
really be looking for interesting solutions!
the party to give their lives for Cathair and its people,
but they also know that it is a big sacrifice to ask for.

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Quest-0-Nomicon
Makeshift Bridge City Hall
“The street before you ends where a massive chasm begins, “As you reach the city center, the Anomaly’s point of origin
splitting the earth and the city in two. Looking left and right, becomes clear. A magical swirl of dark grey clouds and purple
you can see no end to the abyss. However, the ravine isn’t lightning rises into the sky from the bombed-out shell of the
impossible to traverse, as a metal girder from a nearby ruined City Hall building. The block face built into the building’s
building lays across the chasm, acting as a sort of rickety facade is spinning out of control.”
makeshift bridge.”
The City Hall is a bombed out shell of what once was a
The bridge is very unstable and can only hold one grand building acting as the seat of government for the
character’s weight at a time. In order to cross the bridge region. Much of the interior of the building is complete-
safely, each character must succeed on a DC 16 Dexterity ly destroyed, leaving only the entrance lobby and the
(Acrobatics) check. On a failure, the character falls 200 City Council Chambers at least partially intact, though
feet into the ravine, taking 20d6 bludgeoning damage. badly damaged. The lobby is a large room where civil
service workers and members of the public would enter
the building and find their way into more specialized
Fallen Tower sections. Once a display of Cathair’s wealth and gran-
deur, the City Hall is made up of marble slabs decorated
with reliefs of different sectors of government, including
“The street before you is filled with rubble and debris, as one
the Legislative, Judicial, and Executive divisions. It is all
of the skyscrapers has collapsed and fallen into the road. Its
cracked and crumbled now, left as a ruined testament to
interior is completely exposed and ruined, though the outer the destruction caused by the Anomaly.
walls of the building are mostly intact, forming an enclosed
ramp hundreds of feet long.”
City Council Chambers
Although it will be difficult, the party can navigate the
fallen tower. In order to scale its interior, they must
“The central City Council Chambers is a large trapezoidal
succeed on a DC 15 Strength (Athletics) check or risk
sliding back down the tower, taking 5d6 bludgeoning room. Most of the room is sloped downwards, with
damage from debris on the way. amphitheater chairs lined up for multiple rows of audience
seating. Down the center aisle is an elevated platform and a
podium, where citizens of the city would once have addressed
Corrupted Storm the council. At the back of the room is a stage where the
members of the City Council would have been seated during
“The sky shades into a dark gray, purple lightning streaking their sessions. The stage, however, has been almost completely
through the clouds. As the storm gathers, raindrops begin to fall, destroyed, and the City Council table has been smashed to
slowly at first, but picking up quickly. However, these are not pieces, replaced by a pool of liquid Animatium. Much of the
ordinary raindrops—they sting and sizzle as they hit your skin.” roof is missing, furniture is broken, and support pillars are
cracked and bent. Hovering over the pool of Animatium,
The storm is a manifestation of the Anomaly, the clouds humming and glowing, is a floating mass of dark magical
shedding a deadlier version of acid rain. The characters energy, a stationary tear in reality. It pulses with corrupting
must make a DC 15 Constitution saving throw, taking flares of magical radiance, expelling chunks of Animatium.
4d6 acid damage on a failure, or half has much on a Standing before the tear is a figure who seems focused on the
success. They must continue to make this saving throw Anomaly...until they turn their attention to you.”
once every 30 seconds for as long as they stand in the
rain. The rain lasts for 1d6×10 minutes. The figure is the main villain of the campaign, either
Henry Blackcroft or the Othkotha (see appendix B for
Bolt
Thrower
these characters’ stat blocks). The villain is a slave to the
tear, acting as its source of stability and its connection
to the Material Plane. The villain will attempt to protect
it with everything they have.
The Animatium covering the stage area will prevent
the SPAWN system from working. If someone dies in
this area, they can only respawn if their body is pulled
free of the Animatium.

184
The Doomed Heroes
Council Chambers

Conclusion
If you want to conclude the adventure here, read the
following text:

The Anomaly “Energy rips through your body as the Anomaly erupts,
instantly disintegrating everything around it— including
The Anomaly itself can be targeted with attacks, but you. The explosion can be seen and heard for miles. The
redirects any damage dealt to it to the villain. The Tear creatures which once stalked the ruins all drop dead, one
has an AC of 17, and automatically fails all Strength by one, their connection to the Anomaly severed. With the
and Dexterity saving throws, but automatically
Anomaly gone, the city of Cathair can look towards the future
succeeds all Constitution, Intelligence, Wisdom, and
with hope, praising you as heroes for your sacrifice.”
Charisma saves. If the damage dealt to the Tear is
magical in nature, then the villain is vulnerable to the
If you want to continue the adventure past this story,
damage, regardless of their stat block. If the damage
allow the characters to advance to 4th level, and read
dealt is non-magical, the villain is resistant instead.
the following text:
However, if the attack used against the Tear is a melee
attack, the attacker must make a DC 20 Constitution
saving throw, taking 4d10 force damage on a failure, “Energy rips through your body as the Anomaly erupts,
or half as much on a success. Once the villain is killed, instantly disintegrating everything around it— including
the Anomaly becomes unstable, pulsing multiple times you. After what feels like an eternity, you open your eyes
before exploding in a massive aura of annihilation, slowly, and see that you’re all still alive, though you’ve been
disintegrating everything within a 500-foot radius, knocked to the ground. Looking around, you’re still in the
including the party. City Council chambers, the Anomaly now gone. However,
the air feels weird, almost heavy. Through the holes in the
roof, you see that the sky is no longer clouded, but rather
Ser Nominus Note a twisting mass of dark magic, where rock formations float
This fight is a battle of attrition. The party will above, purple lightning arcing from their surfaces. Rushing
likely die many, many times. Also, if the combat out of the room, it’s clear to you: you’re no longer in Cathair,
is taking too long for your liking, go ahead and or anywhere familiar. You’ve gone beyond the tear in reality
lower the villain’s health points. and into a world of corruption. How will you escape?”

185
Quest-0-Nomicon
Hunt for Haldraxis
Grounding Chain Runic Sword, Cold
Wondrous item, uncommon Weapon, common
These three metal ball bearings are connected by small This sword has been enhanced with old magical runes,
chains. As an action, you can throw the grounding chain adding a chilling frost to the blade. When you hit with
at any creature within 60 feet. The target must succeed an attack using this weapon, the target takes an extra 2
on a DC 15 Dexterity saving throw or immediately be cold damage.
knocked prone and pinned to the ground until the end of
their next turn. Once the grounding chain has been used Stamina Potion
in this way, it cannot be used again until the next dawn.
Potion, common
This potion restores energy to a creature who drinks
Scorch Shield Amulet it. When you consume this potion and rest for at
Wondrous item, rare least one hour immediately afterward, you benefit
from the effects of a long rest. If this resting time
This golden amulet is always warm to the touch. It has is interrupted for any reason, you instead gain the
a red ruby in its center that flickers like torchlight. This benefits of a short rest.
amulet does not require attunement and grants you
protection from flames for as long as you are wearing
it. Whenever you take fire damage while wearing this
amulet, the damage is reduced by 1d10. A Night in Midhallow
Vial of Invisibility Bracelet of Fire Protection
Potion, uncommon Wondrous item, rare (requires attunement)
This impossibly clear liquid is stored in a glass vial. When While attuned to this bracelet, you are immune to
consumed as an action, it makes you become invisible. fire damage. However, if you take more than 10 fire
Anything you are wearing or carrying is invisible as long damage at a time from a single source, the bracelet
as it is on your person. The invisibility lasts for 1 minute, will prevent the damage, but break immediately
or ends early if you attack or cast a spell. afterward, becoming unusable.

Whispers of Wispy Peak


The Heist
Ring of Health
Ring, uncommon (Requires Attunement) Hellfire Pistol
When worn, this ring provides you with unnatural Weapon (firearm), uncommon
constitution. Each day, at dawn, this ring grants you In this pistol, the craftsmanship and magic of the hells
2d4+4 temporary hit points. These hit points last either created a devastating weapon. The hellfire pistol has a
until they are expended or until the following dawn. range of 40/80 feet and deals 1d10 fire damage on a hit.

186
Appendix A: Magic Items
Bulwarks of Bullthorne The Lost Spirits
Auto-firing Hand Crossbow Dagger of the Occult
Weapon, uncommon Weapon (a dagger), rare (requires attunement)
Whenever a bolt is fired from this crossbow, a new, You gain a +1 bonus to attack and damage rolls made
magically-formed bolt appears, loaded and ready to with this magic weapon.
fire. This crossbow reloads as a free action. In addition, While attuned to the dagger, you have advantage on
when you fire a bolt from this crossbow as part of your saving throws against being charmed or frightened. As
attack, you may make an additional attack with this an action, you can cast the inflict wounds spell without
crossbow as a bonus action. using a spell slot or components. This property of the
weapon can’t be used again until the next dawn.
Enchanted Whiskey Curse. This dagger is cursed, a fact that is revealed
only when an identify spell is cast on the dagger, or
Wondrous item, common when you attune to it. The curse takes effect immedi-
This small vial of whiskey has been enchanted to dull ately when you attune to the dagger and can only be
pain. Drinking this whiskey grants you 1d4+2 temporary dispelled via the remove curse spell or similar magic.
hit points that last until they are expended or until you Discarding the dagger does nothing to dispel the
complete a long rest. curse. While cursed, you suffer a long-term madness.
When you attune to the dagger, roll a d6, and consult
the madness table below to determine the outcome.
Lightning Rifle
Weapon, uncommon
This rifle is modified to fire bursts of electricity instead of Roll Outcome
regular ammunition. Once per day, you can fire a 5-foot- 1 You suffer from extreme paranoia. You have disadvantage
wide line of lightning at a creature you can see within on Wisdom and Charisma checks.
60 feet of you. The target must make a DC 14 Dexterity
2 You become attached to a “lucky charm,” such as a
saving throw, taking 2d8 lightning damage on a failure, person or an object, and must stay within 30 feet of it
or half as much on a success. Any creature in the line or have disadvantage on attack rolls, ability checks, and
between the rifle and the target must also succeed on saving throws.
the saving throw, or take 1d8 lightning damage. 3 Roll a d4. On a 1, you are blinded. On a 2-4, you are deaf-
ened. This condition lasts until you are no longer cursed.

Staff of Demonic Summoning 4 You suffer from uncontrollable tremors or tics, which
impose disadvantage on attack rolls, ability checks, and
Staff, rare (requires attunement by a spellcaster) saving throws that involve Strength or Dexterity.
This wooden staff is warm to the touch, and appears to 5 You suffer from partial amnesia. You know who you
have small lines of flame running through it. When you are and retain racial traits and class features, but you
are attuned to this item, you may expend a charge as an don’t recognize other people or remember anything that
action to summon a Bullthorne demon (see appendix happened before the madness took effect.
B) in a location you can see within 10 feet of you. This 6 You lose the ability to speak.
staff has 3 charges, and regains all used charges at
dawn. If all of the charges in the staff are used in one
day, roll a d20. On a 1, the item falls to dust, destroyed,
as the fire inside overtakes it. Magdalene’s Armor
Armor (half plate), legendary (requires attunement)
You have a +1 bonus to AC while wearing this armor.
Escape from Old Redwick While wearing this armor, you can cast the augury spell
without using a spell slot or components. This property
Circlet of Light of the armor can’t be used again until the next dawn.
Wondrous item (circlet), uncommon (requires attunement)
This gold circlet has a white pearl at its crest. As a bonus
action you can touch the pearl, causing it to glow with
Potion of Ghost Step
bright light out to 30 feet, and dim light out to another 30 Potion, uncommon
feet. Touching the pearl again causes the light to go out. This light blue liquid glows softly as it swirls around
While this light is active, you cannot be targeted by the its glass container. When you drink this potion, you can
villains of Old Redwick, nor by their minions. cast the misty step spell at will for 1 hour.

187
Quest-0-Nomicon
Rosewood’s Invitation Figurehead sword

Book of Summoning
Wondrous item, rare
This book can be used to summon a designated
creature, chosen at the book’s creation. When you Sword of the Figurehead
read the incantation inside the book, the book falls to
Weapon (longsword), legendary (requires attunement)
the ground, bursting with bright light and ominous
chanting. The summoning takes 30 seconds, in which The Sword of the Figurehead is the cursed sword which
time the summoned creature will appear in a free space has bound Marion’s soul to eternal imprisonment within
nearest to the book. Once the book of summoning is it. Captain Kelley Roland had the sword commissioned
used, it cannot be used again. as his personal weapon, before using it to curse Marion
in his rage.
The blade has the following features:
Shipwrecked! • It has the finesse property.
• Attacks made with the Sword of the Figurehead have a
The Spell Cannon +1 bonus to attack and damage rolls. The weapon is
Wondrous item, very rare considered magical. When the sword hits a creature,
The large, round metal cask on this cannon has a they must make a DC 14 Wisdom saving throw,
handle and hole in the back. If you feed the cannon a taking an additional 2d6 psychic damage on a failure.
spell scroll as an action, the cannon automatically fires • When unsheathed, the sword glows bright light in a
this spell wherever you are aiming. 10 foot radius and dim light for an additional 10 feet.
Wall of Water. Once per long rest, as an action, you
The Treasure can cause a wall of water to spring into existence over
a solid surface within 120 feet of you. You can make
of Obsidian Cove the wall up to 60 feet long, 20 feet high, and 5 feet
thick, or create a ringed wall up to 20 feet in diameter,
The Captain’s Sword 20 feet high, and 5 feet thick. The wall lasts up to 1
minute and relies on concentration.
Weapon (any sword that deals slashing damage), When the wall appears, each creature occupying the
rare (requires attunement) same space must make a DC 14 Strength saving throw.
On a hit, this sword deals an extra 1 cold damage. It also On a failure save, a creature takes 2d6 bludgeoning
has 3 charges, which reset daily at dawn. You can use damage and is pushed to one side of the wall. On a
one of its charges to dispel all magic darkness within 30 success, a creature takes half as much damage and is
feet of you. not pushed. A creature can attempt to pass through
the wall, but it is considered difficult terrain and
requires them to make the same saving throw.
Scylla’s Eye Sentience. The Sword of the Figurehead contains the
Wondrous item, very rare (requires attunement) soul of Marion Anker (see her stat block in appendix
This item is a pickled and preserved eyeball locked B). Marion has hearing and normal vision out to 30
away within a glass-topped case. This object acts as feet. Marion can communicate telepathically with the
an arcane focus. In addition, once per day, you can character attuned to the sword.
use your reaction to become resistant to Marion is incredibly angry that her soul is still
lightning damage for a round. On the bound to the sword, and will argue with and berate
next turn, you can use an action to the character she is attuned to.
cast a lightning bolt forming a 60
feet line and 5 feet wide blast from
you in a direction you choose.
The Doomed Heroes
Each creature in the line must
make a DC 15 Dexterity saving Bolt Thrower
throw, taking 3d10 lighting Weapon (crossbow, light), common
damage on a failure, or half as This ranged weapon does not use tension to fire its
much on a success. projectiles, but rather uses magic to force the bolt down
a trail at extreme speeds. It has double the range of an
Scylla’s ordinary light crossbow. On a hit, this weapon deals an
Eye extra 1d4 force damage.

188
Appendix A: Magic Items
Potion of
Lookout’s sight
Irah’s Music Box
Wondrous item, common
This small box plays a magical tune when opened.
When holding the box, you may choose a target you
can see within 60 feet of you and bombard them
with high-pitched music that only they can hear.
The target must succeed on a DC 13 Wisdom saving
throw or become distracted by the music, giving them
Irah’s disadvantage on their next attack roll or saving throw.
Music Box After the music box has been used in this way, it cannot
be used again until the next dawn.

Ser Nominus’
Potion of Lookout’s Sight
Magical Item Collection Potion, uncommon
As an action, you can drink this potion to gain a +5 bonus
Deck of Shifting to your passive Perception score for eight hours. While
Wondrous item, uncommon under the effects of this potion, you are vulnerable to
This box contains a set of parchment cards. A full thunder damage. If you are under the effects of this potion
deck has 18 cards. A deck found as treasure is usually and you drink another potion of lookout’s sight, it does
missing 1d20-2 cards. (You can use an altered deck of not increase the duration of the potion’s effect, but the
playing cards, as demonstrated in the table below, to bonus to your passive Perception score increases to +10.
simulate the deck.) Additionally, after consuming the second potion, you
The magic of the deck of shifting functions only if must succeed on a DC 15 Constitution saving throw or
cards are drawn at random. You can use an action to become stunned for the potion’s duration. If stunned, you
draw a card. can remake the saving throw every 10 minutes.
When you draw a card, your body is transformed
into a new form that holds up under inspection via
sight or touch. However, none of your game statistics
Ring of Exerted Swiftness
change, you do not gain any special abilities, and your Ring, uncommon (requires attunement)
gear is unaffected. When attuned to this ring, you may use its single
This form lasts for 8 hours, or until it is dispelled. charge to take a reaction when they would not have
When the transformation ends, the image on the one available. This ring can only be used in situations
corresponding card disappears, and that card can’t be where a reaction could be used, and has no effect if the
used again. attuned creature is surprised. Once this ring is used in
this way, it cannot be used again until the next dawn.

Ace of hearts Lich


King of hearts Vampire
Queen of hearts Wraith
Jack of hearts Skeleton
Ace of diamonds Bugbear
King of diamonds Orc
Ring of Exerted
Queen of diamonds Hobgoblin Swiftness
Jack of diamonds Goblin
Ace of spades Rakshasa
King of spades Erinyes Wand of Disarming
Queen of spades Succubus/Incubus Wand, common
Jack of spades Bearded devil This wand has 3 charges. While holding it, you can use
Ace of clubs A humanoid you have met, your choice an action and expend 1 charge to speak a command
King of clubs The last humanoid you met word of your own choosing. A creature of your choice
Queen of clubs A family member or friend, your choice
within 30 feet of you must succeed a Strength saving
throw (DC 15) or drop one item it is holding to the
Jack of clubs You, but a different race, chosen at random
ground. The wand regains all expended charges each
Joker (2) Your choice day at dawn.

189
Quest-0-Nomicon
Watch of
Forgetfulness
Belt of Vigor

Band of Might Boots of


Finesse

Watch of Forgetfulness The Belt of Vigor


Wondrous item, uncommon Wondrous item, common (requires attunement)
This brass pocket watch tells the time and allows you to This leather belt has a silver buckle bearing the emblem
make people forget small moments. As an action, you of a dragon. While wearing this belt, you gain a +1 to all
can spend 1 charge and flash the watch at a creature Constitution checks. If you fall to 0 HP a total of ten times
within 5 feet of you. The target must succeed on a DC 12 while attuned to this belt, you gain a +2 to your Constitu-
Wisdom saving throw or become dazed and confused tion Score so long as you stay attuned to the belt.
for the next minute. After this minute ends, the dazed
creature will have no memory of what happened in the
previous minute. This item has 3 charges, and regains 1 The Journal of Knowledge
charge every subsequent day at dawn. Wondrous item, common (requires attunement)
This leather-bound journal contains empty pages. You
gain a +1 to all Intelligence checks while attuned to this
The Band of Might item, and if you use this journal to document fifteen
Wondrous item, common (requires attunement) different creatures or locations you’ve seen, you gain a
This metal band can magically adjust to fit around any +2 to your Intelligence score for as long as you remain
limb. You gain a +1 to all Strength checks made while attuned to the journal.
wearing the band of might. If you make 20 successful
Strength checks while attuned to this item, you gain
a +2 to your Strength score for as long as you remain The Spectacles of Sagacity
attuned to the band. Wondrous item, uncommon (requires attunement)
These glasses can magically adjust to fit over your eyes.
You gain a +1 to all Wisdom checks made while wearing
The Boots of Finesse the glasses, and can add your Wisdom bonus to initiative
Wondrous item, common (requires attunement) rolls. If you are the first to act in five different combat
These boots fit snugly to your feet, and could be altered initiatives, you gain a +2 to your Wisdom score for as
and repurposed as bracers. While wearing these boots, long as you remain attuned to the spectacles.
you gain a +1 to all Dexterity checks. If you roll ten 20’s
on any d20 roll while attuned to these boots, you gain
a +2 to your Dexterity score for as long as you remain The Ring of Allure
attuned to the boots. Wondrous item, common (requires attunement)
This ring can magically adjust to fit around any finger
or toe. You gain a +1 to all Charisma checks made
while wearing this ring. If you ever possess more
than eight thousand gold pieces at once, you gain a
Spectacles of +2 to your Charisma Score for as long as you remain
Sagacity attuned to the ring.

Journal of
Knowledge
Ring of
Allure

190
Appendix A: Magic Items
191
Quest-0-Nomicon
T
his is where you can find all the stat blocks to the their character. Feel free to take creative liberties with
monsters and NPC’s found in the adventures! these stat blocks, yours and your group’s fun is most
Now, you may notice some deviation from other, important! Enemies should feel fun for you to play while
more typical stat blocks. Since these adventures are also fun for your characters to fight.
built for early level characters, many of the stat blocks
have been precisely built to feature abilities or create a
narrative within the story of the adventure. Some crea- Ser Nominus Note:
tures may have lots of HP so they stick around for a few
If a TPK is imminent; knock off a few hit points
rounds while others may have less to encourage the glo-
from its total, or perhaps the creature grows
ry of defeating them in one hit. Some creatures deal lots
of damage to feel scary while others deal less to ensure weaker when it’s below half its HP and deals -3
a fun fight without many consequences. You may notice damage. You have the full reign to adjust, adapt,
that challenge ratings are missing from the monsters, this and tweak what you need to play up the themes
is because it’s not entirely useful here! Instead, we’ve in- we’ve presented here in the Quest-O-Nomicon.
cluded tactics to help you play these monsters and NPC’s The stage is yours!
optimally in combat, as well as a quote that summarizes

192
Appendix B: Creatures and NPCs
Haldraxis Tactic: Haldraxis remains in the sky as much as possible, but
he will land to attack creatures that have retreated behind
Huge dragon, chaotic evil. cover. He takes off as soon as things look bad. He also becomes
frightened of any creature that makes an extremely loud noise.
Armor Class 15 (natural armor)
Quote: “I’ll burn you all to cinders!”
Hit Points 103 (9d12 + 45)
Speed 40 ft., climb 40 ft., fly 80 ft.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA
Hit: 8 piercing damage plus 1 fire damage.
22 (+6) 10 (+0) 20 (+5) 16 (+3) 13 (+1) 19 (+4)
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 6 slashing damage.
Saving Throws Dex +3, Con +8, Wis +5, Cha +7
Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one target.
Skills Perception +5, Stealth +3
Hit: 4 bludgeoning damage and target creature must succeed
Damage Immunities fire a DC 15 Strength saving throw or fall prone.
Senses blindsight 15 ft., darkvision 120 ft., passive Perception 15 Fire Breath (Recharge 5–6). Haldraxis exhales fire in a 20-foot
Languages Common, Draconic cone. Each creature in that area must make a DC 15 Dexterity
saving throw, taking 10 fire damage on a failed save, or half as
much damage on a successful one.

Mountain Giant Haldraxis Kobold


Huge giant, typically chaotic evil. Small humanoid (kobold), typically chaotic evil.
Armor Class 12 (natural armor) Armor Class 12
Hit Points 21 (2d12 + 8) Hit Points 5 (2d6 − 2)
Speed 35 ft Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 6 (-2) 9 (-1) 6 (-2) 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-2)

Skills Perception +2 Senses darkvision 60 ft., passive Perception 8


Senses passive Perception 12 Languages Common, Draconic
Languages Common, Giant
Tactic: Haldraxis kobolds love using traps to their advantage.
Tactic: Mountain giants like to chase their prey and slam them They only ever continue fighting if more than half of their
with their greatclubs. They only use their rock if their target is group is still alive. Otherwise, they take off screaming.
getting away. They always go for the shiniest creatures. Quote: “For the glory of Haldraxis! Nyaaaahhh!”
Quote: “Ooh, shiny…”

Actions
Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Greatclub. Melee Weapon Attack: +6 to hit, reach 10 ft., one Hit: 3 piercing damage.
target. Hit: 8 bludgeoning damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Rock. Ranged Weapon Attack: +0 to hit, range 60/240 ft., one target. Hit: 2 bludgeoning damage.
target. Hit: 5 bludgeoning damage.

193
Quest-0-Nomicon
Animated Armor
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., fly 30 ft. Arsonist Pixies
STR DEX CON INT WIS CHA Tiny fey, typically chaotic neutral
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) Armor Class 15 (natural armor)
Hit Points 13 (3d4 + 6)
Damage Immunities poison, psychic
Speed 30 ft., fly 30 ft.
Condition Immunities blinded, charmed, deafened, exhaus-
tion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive
STR DEX CON INT WIS CHA
Perception 6 9 (-1) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 16 (+3)

Saving Throws Dex +5, Cha +5


Tactic: The animated armor will only attack once the key
it guards is removed, and directs its attacks at whichever Skills Athletics +1, Acrobatics +5
creature holds the key. Damage Immunities fire
Quote: metallic clanking and whining. Senses passive Perception 10
Languages Common
Antimagic Susceptibility. The armor is incapacitated while in
the area of an antimagic field. If targeted by dispel magic, the Tactic: The arsonist pixies by default fire a mote of flame at the
armor must succeed on a Constitution saving throw against target closest to them.
the caster’s spell save DC, or fall unconscious for 1 minute. Quote: “Heeheehee! Ashes to ashes!”
False Appearance. While the armor remains motionless, it is
indistinguishable from a normal suit of armor.
Actions
Actions Mote of Flame. Ranged Attack: +5 to hit, range 40/80 ft., one
Multiattack. The armor makes two melee attacks. target. Hit: 3 fire damage. On a hit, the target creature bursts into
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: flames. A creature on fire takes 2 fire damage at the start of each
5 (1d6+2) bludgeoning damage. of its turns, and the fire can be put out using an action.

Assassin Tactic: In an attempt to gain an early advantage, the assassin


Medium humanoid (human), neutral evil will first attack the party member who appears the weakest.
Quote: “You won’t get in the way of my target.”
Armor Class 12
Hit Points 22 (5d8
Speed 30 ft. Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 5 slashing damage.
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 17 (+3) Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 piercing damage.
Saving Throws Dex +4, Cha +5
Skills Deception +5, Insight +4, Perception +4, Persuasion +5 Bonus Actions
Senses passive Perception 14 Cunning Action. The assassin can take the Dash, Disengage, or
Languages Common Hide action.

194
Appendix B: Creatures and NPCs
Bandmates
Medium humanoid, typically neutral evil
Armor Class 13 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 13 (+1) 9 (-1) 10 (+0) 17 (+3)

Saving Throws Dex +4, Cha +5


Skills Deception +5, Persuasion +5
Senses passive Perception 10
Languages Common

Tactic: The minstrel’s bandmates avoid ending their


turn within 5 feet of an enemy, and they attack whoever
is closest to them.
Quote: “This’ll be your final show.”

Actions
Pluck Strings (Recharge 5-6) The bandmate plucks their lute Bandmate
strings which emanates a painfully dissonant musical tone.
Each creature of the bandmate’s choice within a 30-foot radius
of them must make a DC 11 Constitution saving throw or take 2
psychic damage and have disadvantage on their next attack roll.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 slashing damage.

Felrond Spies Tactic: The spies will try to group around a single target and
hit any long range attacker with their poison vials.
Medium humanoid (human), typically neutral evil Quote: “No witnesses. Silence them!”

Armor Class 15 (studded leather armor)


Hit Points 9 (2d8) Actions
Speed 30 ft. Dagger. Melee Weapon Attack: +4 to hit,reach 5 ft., one target.
Hit: 3 slashing damage. If the characters are level 3, the spies’
STR DEX CON INT WIS CHA daggers are poison-laced, and do an additional 7 (3d4) poison
12 (+1) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 10 (+0) damage on a hit.
Throw Poison Vial. The spy throws a poisonous vial at a target
Saving Throws Dex +5, Int +4 they can see within 25 feet of them. The creature must succeed
Skills Acrobatics +5, Deception +2, Investigation +4 on a DC 12 Dexterity saving throw or get splashed by the vial’s
Senses passive Perception 10 contents, becoming poisoned for 1 minute.
Languages Common
Bonus Actions
Cunning Action. The spies can take the Dash, Disengage,
or Hide action.

195
Quest-0-Nomicon
Mini Fire Elemental The Minstrel
Small elemental, typically neutral Medium humanoid (human), chaotic neutral
Armor Class 15 (natural armor) Armor Class 15 (studded leather)
Hit Points 16 (3d6 + 6) Hit Points 45 (7d8 + 14)
Speed 35 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 8 (-1) 7 (-2) 10 (+0) 9 (-1) 16 (+3) 14 (+2) 8 (-1) 8 (-1) 18 (+4)

Saving Throws Str +4, Con +4 Saving Throws Dex +6, Cha +7
Skills Athletics +4, Acrobatics +5 Skills Acrobatics +6, Deception +7, Persuasion +7
Damage Immunities fire Senses passive Perception 9
Senses passive Perception 8 Languages Common
Languages Ignan
Tactic: The minstrel will attempt to charm a party member with
Tactic: The mini fire elemental uses it’s flame touch at the Control Creature, or will alternatively use his Pluck Strings action
closest non-burning target. They attempt to spread as much if he already has control of a creature. He only uses his dagger in a
fire as possible. circumstance where he cannot use the other two abilities.
Quote: *fire crackling* Quote: “You won’t stop my greatest performance!”

Appearance. The minstrel is athletically built, with a narrow face


Actions and shoulder-length brown hair. He wears a fitted, striped red
Flame Touch. Melee Weapon Attack: +5 to hit, reach 5ft., one shirt with puffy sleeves, and loose-fitting pants of a solid black.
target. Hit: 5 fire damage. On a hit, the target bursts into
flames. A creature on fire takes 1d4 fire damage at the start of Actions
each of its turns, and the creature or an ally can put the fire out Multiattack. The minstrel makes two dagger attacks.
with an action. Pluck Strings (Recharge 5-6). The minstrel plucks their lute
strings which emanates a painfully dissonant musical tone.
Each creature of the minstrel’s choice within a 30-foot radius
of him must make a DC 15 Constitution saving throw or take
7 (2d6) psychic damage and have disadvantage on their next
attack roll.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.

Bonus Actions
Eloquent Hypnosis (Recharge 3-6). The minstrel commands a
creature he can see within 60 feet of himself to perform an ac-
tion of his choosing. The target creature must succeed on a DC
15 Wisdom saving throw or they must spend their next action
performing said action.

Mini
Fire Elemental

196
Appendix B: Creatures and NPCs
Trash Pile
Huge monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 39 (6d12)
Speed 10 ft. Wolf

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 10 (+0) 5 (-3) 7 (-2) 5 (-3)

Damage Immunities poison


Senses sight 45ft. (blind beyond this radius), passive
Perception 10
Languages Common

Tactic: The trash pile will consume a creature if it has not


consumed one yet. Otherwise, it attacks the nearest creature.
Quote: “My food! Mine!”

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) bludgeoning damage. If the slam hits a Medium
or smaller target, the target is grappled (escape DC 13), and the
trash pile uses Consume on it.
Consume. The trash pile consumes a Medium or smaller
creature grappled by it. The engulfed target is blinded,
restrained, and unable to breathe, and it must succeed on a
DC 13 Constitution saving throw at the start of each of the
trash pile’s turns or take 7 (2d6) bludgeoning damage. If the
trash pile moves, the consumed target moves with it. The
trash pile can have only one creature consumed at a time. Wolf
Medium beast, typically unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages —

Trash Pile Tactic: Wolves will attack the nearest creature.


Quote: *growl*

Keen Hearing and Smell. The wolf has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
2 piercing damage.

197
Quest-0-Nomicon
Dusk Lord
Cultist

Eclipse
Carnie

Amity Eclipse Dusk Lord Cultist


Medium construct, chaotic neutral Medium humanoid (any race), typically neutral evil
Armor Class 14 (natural armor) Armor Class 11 (leather armor)
Hit Points 26 (4d8 + 8) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 12 (+1) 11 (+0) 15 (+2) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)

Saving Throws Dex +5, Cha +4 Skills Intimidation +2, Religion +4


Skills Acrobatics +5, Athletics +2, Deception +4, Performance +4 Senses passive Perception 12
Senses darkvision 60 ft., passive Perception 14 Languages Common, Celestial
Damage Immunities poison
Condition Immunities poisoned Tactic: The cultist will rush into battle, caring little about
Languages Common, thieves’ cant protecting themselves from hits, as they believe the Dusk Lord
will protect them.
Tactic: Amity will focus more on staying alive and trying to get Quote: “By the light of the lord!”
the invitation, rather than outright killing the party.
Quote: “Life is a tightrope: lean too much to one side, and you
are bound to fall.”
Actions
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 bludgeoning damage.
Actions
Soul Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
Bonus Actions
5 ft. or range 20/60 ft., one target. Hit: 4 force damage. Divine Eminence. The cultist can cause their melee weapon at-
tacks to magically deal an extra 3 (1d6) radiant damage to a target
Bonus Actions on a hit. This benefit lasts until the end of the cultist’s turn. This
feature cannot be used again until the cultist takes a long rest.
Cunning Action. Amity can take the Dash, Disengage, or
Hide action.

198
Appendix B: Creatures and NPCs
Eclipse Carnie Fernando Barbero
Medium humanoid (any race), chaotic neutral Medium humanoid (human), neutral evil

Armor Class 13 (leather armor) Armor Class 11 (leather armor)


Hit Points 21 (6d8 - 6) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0) 13 (+1) 16 (+3) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

Skills Acrobatics +4, Athletics +4, Performance +3 Skills Athletics +5, Intimidation +3
Senses passive Perception 12 Senses passive Perception 10
Languages Common, thieves’ cant Languages Common, Celestial

Tactic: The carnies will attempt to keep their distance from the Tactic: At first, Fernando will attempt to use his Rope action
characters, using their cunning action to reposition themselves. on one of the characters, holding them hostage while he and
the rest of the party talk. If the negotiations fall through, he
Quote: “Let’s put on a show!”
will attempt to finish off the hostage before attacking the rest.
Quote: “Heresy!”
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 piercing damage.
Actions
Rope. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 bludgeoning damage, and Fernando grapples the target.
Bonus Actions The target is unable to breathe while grappled in this way.
Cunning Action. The carnie can take the Dash, Disengage, While he has one creature grappled, Fernando can only
or Hide action. attack that creature, but has advantage on his attack rolls.
Fernando’s speed is also halved.
A creature can escape the grapple by making a successful
DC 13 Strength check as an action. On his turn, Fernando can
release the grapple by using a bonus action.

High Prophet Abraham d’Coil Actions


Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
Medium humanoid (half elf), neutral evil range 20/60 ft., one target. Hit: 3 (1d4) piercing damage.
Radiant Bolt (Recharge 5-6). Ranged Spell Attack: +5 to hit, range
Armor Class 16 (chain mail)
120 ft., one target. Hit: 14 (4d6) radiant damage.
Hit Points 39 (6d8 + 12)
Alchemist’s Fire. Ranged Weapon Attack: +3 to hit, range 20ft.,
Speed 30 ft. one target. Hit: The target takes 1d4 fire damage at the start of
each of its turns. A creature can use its action to make a DC 10
STR DEX CON INT WIS CHA Dexterity check to extinguish the flames
10 (+0) 9 (-1) 14 (+2) 13 (+1) 16 (+3) 13 (+1) Spellcasting. Abraham casts one of the following spells,
requiring a holy symbol and using Wisdom as his spellcasting
Saving Throws Wis +6 ability (spell save DC 13).
Skills Intimidation +4, Persuasion +4, Religion +6 At will: light
Senses passive Perception 13 3/day: command
Languages Common, Elvish, Celestial 1/day each: animate dead, spiritual weapon

Tactic: Abraham will keep his distance, throwing alchemist’s


Bonus Actions
fire. Then he’ll support his allies with spells. Divine Eminence. Abraham can cause his melee weapon attacks
Quote: “The Dusk Lord’s light will judge you.” to magically deal an extra 7 (2d6) radiant damage to a target
on a hit. This benefit lasts until the end of his turn. This feature
cannot be used again until Abraham takes a long rest.
Word of Resolve (Recharge 4-6). Abraham chooses a creature
within 60 feet of him to regain 5 (1d4 + 3) hit points.

199
Quest-0-Nomicon
Master Sue Do’Nym Eclipse
Medium humanoid (tiefling), neutral
Armor Class 15 (breastplate)
Master
Sue Do’Nym Eclipse Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 17 (+3)

Skills Deception +6, Insight +5, Persuasion +6


Senses passive Perception 12
Languages Common, Infernal, thieves’ cant

Tactic: Sue will throw Alchemist’s Fire before dealing with the
party, though she will defend herself if they are too close.
Quote: “It’s time for the grand finale!”

Sneak Attack (1/Turn). Sue deals an extra 10 (3d6) damage when


she hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of one
of Sue’s allies that isn’t incapacitated and Sue doesn’t have
disadvantage on the attack roll.

Actions
Multiattack. Sue makes two rapier attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Alchemist’s Fire. Ranged Weapon Attack: +3 to hit, range 20ft.,
one target. Hit: The target takes 1d4 fire damage at the start of
each of its turns. A creature can use its action to make a DC 10
Dexterity check to extinguish the flames

Bonus Actions
Cunning Action. Sue can take the Dash, Disengage, or Hide action.

Reactions
Parry. Sue adds 2 to her AC against one melee attack that
would otherwise hit her. To do so, Sue must see the attacker
and be wielding a melee weapon.

Midhallow Guard Tactic: The guard will attempt to order the characters before
they try to subdue them, focusing on nonlethal attacks, only
Medium humanoid (any race), neutral attempting to kill the party if they fear for their lives.
Quote: “Halt!”
Armor Class 16 (chain shirt)
Hit Points 11 (2d8 + 2)
Speed 30 ft. Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit: 4 slashing damage, or 6 if used with two hands to
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) make a melee attack.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
Skills Perception +2 100/400 ft., one target. Hit: 6 piercing damage.
Senses passive Perception 12
Languages Common

200
Appendix B: Creatures and NPCs
Azeraphis
Medium fiend (devil), lawful evil Azeraphis
Imp
Armor Class 14 (leather armor)
Hit Points 76 (9d8 + 36)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Dex +8, Con +8, Wis +6, Cha +8 Azeraphis Imp
Damage Resistances cold Tiny fiend (devil), typically lawful evil
Damage Immunities fire, poison
Condition Immunities poisoned Armor Class 13
Senses truesight 120 ft., passive Perception 12 Hit Points 10 (3d4 + 3)
Languages Common, Infernal Speed 20 ft., fly 40 ft.

Tactic: Azeraphis thinks himself above most mortals; he un- STR DEX CON INT WIS CHA
derestimates the characters and thinks they’ll easily succumb 6 (-2) 17 (+3) 13 (+1) 11 (+1) 12 (+1) 14 (+2)
to his power and sign a contract to bind their souls to him.
Quote: “Your tenacity is admirable, but better suited else- Damage Immunities fire, poison
where. Sign your name at the bottom and we’ll get started.” Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11

Actions Languages Infernal, Common

Multiattack. Azeraphis makes three dagger attacks. Tactic: The imp will try to knock intruders off of the train.
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Quote: “You’re more annoying than a lemure out of the
Hit: 6 (1d4 + 4) piercing damage. maggot pits!”
Hellfire Pistol. Ranged Weapon Attack: +8 to hit, 40/80 feet., one
target. Hit: 15 (2d10 + 4) fire damage. Devil’s Sight. Magical darkness doesn’t impede the
imp’s darkvision.
Legendary Actions Magic Resistance. The imp has advantage on saving throws
Azeraphis can take 1 legendary action. Only one legendary against spells and other magical effects.
action option can be used at a time and only at the end of
another creature’s turn. Azeraphis regains spent legendary
Actions
actions at the start of his turn. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Infernal Rebuke. Azeraphis expels flame in an aura surround- Hit: 3 piercing damage, and the target must make a DC 11 Con-
ing himself. Each creature within 10 feet of Azeraphis must stitution saving throw, taking 2 poison damage on a failure, or
succeed on a DC 15 Dexterity saving throw or take 7 (2d6) fire half as much on a success.
damage, or half as much on a success. Invisibility. The imp magically turns itself invisible until it attacks.

201
Quest-0-Nomicon
Badlands Devil Hellfire Conductor
Medium fiend (devil), typically lawful evil Medium fiend (devil), lawful evil
Armor Class 13 (natural armor) Armor Class 15 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 19 (3d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) 16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0)

Saving Throws Str +5, Con +4, Wis +2. Saving Throws Str +5, Con +4, Wis +2.
Damage Resistances cold Damage Resistances cold
Damage Immunities fire, poison Damage Immunities fire, poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10 Senses darkvision 120 ft., passive Perception 10
Languages Common, Infernal Languages Common, Infernal

Tactic: Badlands devils try to apprehend characters that Tactic: The hellfire conductor will try to remove any
attempt to break into the train or saloon. They are not past trespassers from his train.
killing anyone who proves to be too much to handle. Quote: “All aboard the pain train!”
Quote: “Not even the carrion creatures will be interested in
your corpse!”
Actions
Hellfire Wrench. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 3 bludgeoning and 2 fire damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 3 slashing damage.
Hellfire Blast. Ranged Weapon Attack: +4 to hit, 40/80 ft., one
target. Hit: 2 fire damage.

Huck
Medium construct, neutral
Eddie Van Patten Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Medium humanoid (human), neutral
Speed 30 ft.
Armor Class 10
Hit Points 9 (2d8) STR DEX CON INT WIS CHA
Speed 30 ft. 13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 11 (+0)

Skills Athletics +3
STR DEX CON INT WIS CHA
Damage Immunities poison
10 (+0) 10 (+0) 10 (+0) 12 (+1) 9 (-1) 14 (+2)
Condition Immunities charmed, exhaustion, frightened,
Skills Deception +4 paralyzed, poisoned

Senses passive Perception 9 Senses passive Perception 10

Languages Common Languages Common

Tactic: Eddie thinks highly of himself and talks a big game, Tactic: Huck focuses on trying to save the players’ hides.
but will immediately surrender in a fight. Quote: “Say when.”
Quote: “There’s no need to fight, we can cut a deal, instead.”
Actions
Actions Lever Action Firearm. Ranged Weapon Attack: +3 to hit, range
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5/20 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Hit: 3 (1d4) piercing damage.

202
Appendix B: Creatures and NPCs
Infernal Jail Guard Klot
Medium fiend (devil), typically lawful evil Small humanoid (goblin), neutral
Armor Class 13 (natural armor) Armor Class 13 (leather armor)
Hit Points 19 (3d8 + 6) Hit Points 22 (5d6 + 5)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) 8 (-1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 8 (-1)

Saving Throws Str +5, Con +4, Wis +2 Skills Stealth +6


Damage Resistances cold Senses darkvision 60 ft., passive Perception 9
Damage Immunities fire, poison Languages Common, Goblin
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10 Tactic: Klot protects the Royal Pig Saloon with his life and has
a stern attitude toward everyone inside. He has no time for
Languages Common, Infernal
troublemakers.

Tactic: Infernal jail guards try to apprehend the characters. Quote: “This fine establishment ain’t taking kindly to you folk!”
They’ll attack characters with their burning blades if they bring
any other guards to 0 HP.
Quote: “Stay put!”
Actions
Multiattack. Klot makes two dagger attacks or two
pepperbox attacks.
Actions Dagger. Melee Weapon Attack: +5 to hit, range 15/30 ft., one
Burning Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
target. Hit: 3 slashing damage plus 1 fire damage. Pepperbox. Ranged Weapon Attack: +5 to hit, range 15/30 ft.,
Manacles. An infernal jail guard can try to manacle any creature one target. Hit: 9 (2d6 + 2) fire damage.
within 5 feet of them. The target creature must succeed on a
DC 20 Dexterity saving throw or become manacled, grappled,
Bonus Actions
and restrained by the infernal jail guard. Nimble Escape. Klot can take the Disengage or Hide action as a
bonus action on each of his turns.

Infernal Jail
Guard Badlands
Devil

Klot

203
Quest-0-Nomicon
Mercenary Jail Guard Tactic: Mercenary jail guards try to apprehend the characters.
They’ll attack characters with their knockout batons if they
Medium humanoid (human), typically lawful neutral resist arrest. They won’t kill any characters.
Quote: “Hold yer horses; where do you think you’re goin’?”
Armor Class 13 (leather armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft. Actions
Knockout Baton. Melee Weapon Attack: +5 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 3 bludgeoning damage and the target must
16 (+3) 15 (+2) 15 (+2) 9 (-1) 15 (+2) 11 (+0) make a DC 10 Constitution saving throw or become stunned
until the end of their next turn.
Saving Throws Str +5, Con +4, Wis +5 Manacles. A mercenary jail guard can try to manacle any
Senses passive Perception 12 creature within 5 feet of them. The target creature must suc-
Languages Common ceed on a DC 16 Dexterity saving throw or become manacled,
grappled, and restrained by the mercenary jail guard.

Sheriff Loch Sheriff Reardon


Medium fiend (devil), lawful evil Medium humanoid (human), neutral
Armor Class 15 (chain armor) Armor Class 15 (chain armor)
Hit Points 26 (4d8 + 8) Hit Points 26 (4d8 + 8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 15 (+2) 11 (+0) 16 (+3) 15 (+2) 15 (+2) 9 (-1) 15 (+2) 11 (+0)

Damage Resistances cold Saving Throws Str +5, Con +4, Wis +5.
Damage Immunities fire, poison Senses passive Perception 12
Condition Immunities poisoned Languages Common
Senses darkvision 120 ft., passive Perception 12
Languages Common, Infernal Tactic: Sheriff Reardon uses his command action to
apprehend the characters. He does his best to protect his
Tactic: Sheriff Loch commands other guards to apprehend guards and won’t kill any characters. He uses his longsword
the characters. However if any of his guards are killed by the only as a last resort and in defense of any lives.
characters, he uses his burning blade to kill those characters. Quote: “I ain’t gonna ask you twice…”
Quote: “Escape? Oh, I’d love to see you try!”

Actions
Actions Multiattack. After Sheriff Reardon makes a longsword attack
Multiattack. After Sheriff Loch makes a longsword attack or or uses his Manacle action, he uses his Command action.
uses his Manacle action, then he uses his Command action. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Burning Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 slashing damage.
target. Hit: 5 slashing damage plus 1 fire damage. Manacles. Sheriff Reardon can try to manacle any creature
Manacles. Sheriff Loch can try to manacle any creature within within 5 feet of him. The target creature must succeed on a DC
5 feet of him. The target creature must succeed on a DC 22 22 Dexterity saving throw or become manacled, grappled, and
Dexterity saving throw or become manacled, grappled, and restrained by Sheriff Reardon.
restrained by Sheriff Loch. Command. Sheriff Reardon commands one mercenary within
Command. Sheriff Reardon commands one infernal jail guard 30 feet. The chosen mercenary uses their reaction to use any
within 30 feet. The chosen guard uses their reaction to use any one of their actions.
one of their actions.

204
Appendix B: Creatures and NPCs
Van Patten Conductor Van Patten Mercenary
Medium humanoid (half-orc), neutral Medium humanoid (human), chaotic neutral

Armor Class 13 (leather armor) Armor Class 13 (natural armor)


Hit Points 19 (3d8 + 2) Hit Points 7 (1d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) 16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0)

Saving Throws Str +5, Con +4, Wis +2. Saving Throws Str +5, Con +4, Wis +2.
Senses passive Perception 10 Senses passive Perception 10
Languages Common Languages Common

Tactic: The Van Patten conductor will try to remove any Tactic: Van Patten mercenaries try to apprehend characters
trespassers from his train. that attempt to break into the train or saloon. They, however,
are only loyal to gold. They’ll try to preserve themselves if
Quote: “Last stop! Your death!”
things look sour.
Quote: “Settle down now! This’ll be over quick.”
Actions
Wrench. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 bludgeoning damage.
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 3 slashing damage.
Crossbow. Ranged Weapon Attack: +4 to hit, reach 40/80 ft., one
target. Hit: 2 piercing damage.
Van Patten
Conductor

Violet
Medium humanoid (half-elf), neutral
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 11 (+0)

Skills Deception +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish, Infernal

Tactic: Violet stays out of the fight unless Azeraphis looks like
he’s losing.
Quote: “This is for my sister.”

Fey Ancestry. Violet has advantage on saving throws against


being charmed, and magic can’t put her to sleep.

Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft.
or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

205
Quest-0-Nomicon
Sheriff

Outlaw
Turncoat

Demon
Turncoat

Bullthorne Demons Goblin Outlaw


Large fiend (demon), typically chaotic evil Small humanoid (goblinoid), typically chaotic neutral
Armor Class 12 (leather armor)
Armor Class 13 (natural armor)
Hit Points 13 (3d8 + 3)
Hit Points 15 (2d10 + 4)
Speed 30 ft.
Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 8 (-1) 7 (-2) 8 (-1)
16 (+3) 8 (-1) 15 (+2) 3 (-4) 7 (-2) 5 (-3)
Saving Throws Dex +2
Saving Throws Str +4, Con +3
Senses. passive Perception 8
Senses. passive Perception 8
Languages Common, Goblin
Languages understands Abyssal but can’t speak.

Tactic: Goblin outlaws attack targets that are not currently


Tactic: Bullthorne demons will attempt to charge and gore the
being attacked by their allies, if they are any. If any creatures
target furthest from their range, or will attempt to gore a charac-
are brought to 0 hit points, Goblin outlaws try to loot them.
ter within 5ft. of them if they start their turn within 5ft of a target.
Quote: “Turn around and go back the way ya came!
Quote: “Bellowwwwww”
Bullthorne’s ours!”

Actions
Multiattack. The bullthorne demon uses its charge action and
Actions
then uses its gore action. Multiattack. The goblin makes two hand crossbow attacks.
Charge. The Bullthorne demon targets a creature that is at Hand Crossbow. Ranged Weapon Attack: +2 to hit, range
least 10 ft. away but within its movement range. As part of the 30/120ft., one target. Hit: 2 piercing damage.
demon’s movement, it will attempt to trample the creature. Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5ft. or
The targeted creature must make a DC 14 Dexterity saving range 20/60 ft., one target. Hit: 3 piercing damage.
throw. On a failure, the creature is trampled by the Bullthorne
demon, taking 3 bludgeoning damage, and is knocked prone. Bonus Actions
Gore. Melee Weapon Attack: +4 to hit, one target. Hit: Nimble Escape. Goblin outlaws can take the Disengage or
5 piercing damage. Hide action.

206
Appendix B: Creatures and NPCs
The Outlaw: Alonzo Alwood
Medium humanoid (human), neutral evil
The Gunsmith: Adelaide Clark Armor Class 16 (studded leather)
Medium humanoid (elf), neutral good Hit Points 65 (10d8 + 20)
Speed 30 ft.
Armor Class 13 (leather armor)
Hit Points 9 (2d8) STR DEX CON INT WIS CHA
Speed 30 ft. 11 (+0) 18 (+4) 12 (+1) 10 (0) 11 (0) 12 (+1)

STR DEX CON INT WIS CHA Saving Throws Dex +6, Cha +3
9 (-1) 14 (+2) 11 (+0) 12 (+1) 10 (+0) 8 (-1) Skills Acrobatics +6, Deception +3, Persuasion +3
Senses. passive Perception 10
Saving Throws Dex +4, Wis +2 Languages Common, Goblin
Skills Acrobatics +4, Insight +2
Senses. darkvision 60 ft., passive Perception 10 Tactic: Alonzo Alwood will attack the two closest creatures with
Languages Common his auto-firing crossbows. If two or more enemies are within 5 feet
of each other, he will instead throw a stick of dynamite at them.
Tactic: Adelaide Clarke tries to stay behind cover. Attack- Quote: “Yer in over yer head, upstarts!”
ing the closest enemy, or anyone being attacked with her
custom-built rifle. Appearance. All know Alonzo Alwood by his curly black mus-
Quote: “Bullthorne is our home. They won’t take it from us.” tache and large, stark white hat. After being an outlaw for
many years, his face has started to show its age, if only slightly,
Fey Ancestry. Adelaide has advantage on saving throws against and his hairline has gradually receded, leaving the curly mus-
being charmed, and magic can’t put her to sleep. tache the only hair on his head.
Appearance. Adelaide Clark is a rifle-wielding elven woman, Crossbow Expert. Alonzo does not gain disadvantage for attacking
standing at 5’ 6’’ tall. She has medium-length black hair and a creature within 5 feet with his auto-firing crossbows.
wears a light-brown leather duster over a grey shirt and light-
blue pants. On the left side of her face, she has a scar reaching
Actions
up from her left cheek to her ear, and the tip of her left ear has Multiattack. Alonzo attacks three times with his auto firing
been docked, seemingly by whatever caused the scar. crossbows or throws two sticks of dynamite.
Auto-firing hand crossbow. Ranged Weapon Attack: +6 to hit,
Actions range 30/120ft, one target. Hit: 7 (1d6+4) piercing damage.
Custom-Built Rifle. Ranged Weapon Attack: +4 to hit, range Dynamite. Alonzo chooses a point within 50 feet to throw a
60/240 ft., one target. Hit: 4 piercing damage. stick of dynamite. Any creatures within 10 feet of the dynamite
Dagger. Melee Weapon Attack: +2 to hit, range 30/120 ft., one must succeed on a DC 15 Dexterity saving throw or take 12 (5d4)
target. Hit: 3 piercing damage. fire damage or half as much on a successful save.

The Sheriff: Lawrence Waters Tactic: Lawrence Waters shoots at the closest enemy
attacking an ally (or himself), but disengages from combat
Medium humanoid (human), lawful good if an enemy is within 5 feet of him.
Quote: “I got one good fight left in me.”
Armor Class 11 (+1 leather armor)
Hit Points 13 (2d8 + 4) Appearance. Lawrence Waters is an aged human man with
Speed 25 ft. (walks with a limp) short, well-kept grey hair and a large grey beard.
Slow. Lawrence has disadvantage on Dexterity
STR DEX CON INT WIS CHA saving throws.
12 (+1) 9 (-1) 14 (+2) 10 (0) 16 (+3) 9 (-1) Sharp Eyes. Lawrence uses wisdom for his light crossbow
attack modifers and damage.
Saving Throws Str +2
Senses. passive Perception 11 Actions
Languages Common, Elvish Light Crossbow. Ranged Weapon Attack: +5 to hit, range
60/180 ft., one target. Hit: 5 piercing damage.

207
Quest-0-Nomicon
Saving Throws Int +5, Wis +3
Demon Turncoat Skills Investigation +5, Perception +3
Senses. passive Perception 11
Medium humanoid (any race), typically neutral evil
Languages Common, Abyssal
Armor Class 13 (mage armor)
Tactic: Demon turncoats attack the closest enemy with a
Hit Points 25 (5d8)
Fire Blast
Speed 30 ft.
Quote: “For the demon lords!”

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 10 (+0) 17 (+3) 12 (+1) 10 (+0) Actions
Fire Blast. Ranged Spell Attack: +5 to hit, range 80/160 ft., one
target. Hit: 5 (1d4 + 3) fire damage.

Old Man Johnny Outlaw Turncoat


Small humanoid (gnome), neutral evil Medium humanoid (any race), typically chaotic neutral
Armor Class 13 (mage armor) Armor Class 13 (leather armor)
Hit Points 45 (10d6 + 10) Hit Points 20 (4d8)
Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (+0) 13 (+1) 12 (+1) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 8 (-1) 8 (-1)

Saving Throws Int +7, Wis +5 Saving Throws Dex +4


Skills Investigation +7, Perception +5 Skills Acrobatics +4, Perception +1
Senses darkvision 60 ft., passive Perception 12 Senses. passive Perception 11
Languages Common, Gnomish Languages Common, Goblin

Tactic: Old Man Johnny summons a Bullthorne demon using Tactic: Outlaw turncoats attempt to pile onto one target,
his staff if there are less than 3 on the map at any time, and attacking the enemy closest to them.
otherwise attacks the closest enemy. Quote: “We’re gettin’ our cut of this!”
Quote: “You won’t end me here, young’uns!”

Appearance. Old Man Johnny is an eldery man, dressed in Actions


ragged but fancy clothing, a remnant of a time when he was a Multiattack. The turncoat makes two dagger attacks.
well-respected wizard. His hairline is receding, though his grey Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or
hair is long, reaching down to mid-back, alongside a scraggly, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
unkempt grey beard.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 60/120
Gnome Cunning. Old Man Johnny has advantage on all Intel- ft., one target. Hit: 4 (1d4 + 2) piercing damage.
ligence, Wisdom, and Charisma saving throws against spells
and other magical effects.

Actions
Fire Blast. Ranged Spell Attack: +7 to hit, range 120/240 ft., one
target. Hit: 7 (1d6 + 4) fire damage.
Summon Bullthorne Demon. As an action, Old Man Johnny sum-
mons a Bullthorne demon in a space within 30 feet of himself.
This Bullthorne demon uses the Bullthorne demon stat block.

208
Appendix B: Creatures and NPCs
Cannibal Settlers
Medium humanoid (any race), typically chaotic evil
Armor Class 12 (hide armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 11 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1)

Basigoat Senses passive Perception 10


Languages Common
Large fiend (demon), chaotic evil
Tactic: The cannibal settlers fight wildly with no real
Armor Class 15 (natural armor) thought or plan.
Hit Points 19 (3d10 + 3) Quote: “You will make a delicious stew!”
Speed 40 ft.
Brute. When the cannibal settlers makes a melee weapon
STR DEX CON INT WIS CHA attack, it deals an extra 2 damage if it delivers a critical hit.
17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
Actions
Senses darkvision 60 ft., passive Perception 11 Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Languages — Hit: 5 slashing damage.

Tactic: The basigoat will focus it’s Petrifying Gaze on any


spellcasters before using it’s Ram attack.
Quote: “Baaaaaaaaahsssss.”
Cerro Hawk
Sure-Footed. The basigoat has advantage on Strength and
Large beast, neutral evil
Dexterity saving throws made against attacks or effects that
would knock it prone. Armor Class 10
Petrifying Gaze. If a creature starts its turn within 30 feet of Hit Points 22 (3d10 + 6)
the basigoat and the two of them can see each other, the
Speed 10 ft., fly 60 ft.
basigoat can force the creature to make a DC 12 Constitution
saving throw if the basigoat isn’t incapacitated. On a failure,
the targeted creature magically begins to turn to stone and is STR DEX CON INT WIS CHA
restrained. It must repeat the saving throw at the end of each 15 (+2) 10 (+0) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
of its following turns. After 3 failures, the creature is petrified
until freed by the greater restoration spell or similar magic. Skills Athletics +4, Perception +3
A creature that isn’t surprised can avert its eyes to avoid the Senses passive Perception 18
saving throw at the start of its turn. If it does so, it can’t see the Languages —
basigoat until the start of its next turn, when it can avert its
eyes again. If it looks at the basigoat in the meantime, it must Tactic: The hawk will target the creature that has taken the
immediately make the saving throw. most damage, attempting to grapple them with their talons
If the basigoat sees its reflection within 30 feet of it in bright before flying into the air and dropping them from high up.
light, it mistakes itself for a rival and targets itself with its gaze. Quote: *rattling screech*

Actions Keen Sight and Smell. The hawk has advantage on Wisdom
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. (Perception) checks that rely on sight or smell, and a +5 to
Hit: 3 bludgeoning damage. passive perception.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 piercing damage plus 4 poison damage.
Actions
Charge. The basigoat targets a creature that is at least 20 ft. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
away but within its movement range. As part of the basigoat’s Hit: 5 slashing damage.
movement, it will attempt to trample the creature. The Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
targeted creature must make a DC 15 Dexterity saving throw. Hit: 3 slashing damage. The target must also make a DC 14
On a failure, the creature is trampled by the Basigoat, taking 3 Dexterity (Acrobatics) or Strength (Athletics) check, becoming
bludgeoning damage, and is knocked prone. grappled on a failure.

209
Quest-0-Nomicon
Barkwood
Stalker

Corpse
Bushel

Barkwood Stalker Tactic: The Barkwood Stalker is relentless and attempts to kill
anything it can perceive. If anything leaves its vision however,
Large plant, chaotic evil it attempts to find a different path.
Quote: *creaking of wood*
Armor Class 20 (natural armor)
Hit Points 190 (20d10 + 80)
Ser Nominus Note: “The Barkwood Stalker is obviously super
Speed 20 ft. strong and immune to everything except for fire—ensure that your
players understand this! It’s meant to be run from!”
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 3 (-1) 6 (-2) 5 (-3) Stalker. The Barkwood Stalker cannot use the Dash action

Damage Immunities bludgeoning, piercing, slashing, acid,


Actions
cold, force, lightning, necrotic, poison, psychic, radiant, thunder Slam. Melee Weapon Attack: +9 to hit., one target.
Condition Immunities charmed, frightened Hit: 87 (15d10 + 5) bludgeoning damage.
Saving Throws Str +11, Con +11 Barkwood Stalker Description: The Barkwood Stalker is a
Skills Athletics +11 large bi-pedal creature made of twisting roots and hardwood.
It has two small slits for its eyes and a small amount of leaves
Senses darkvision 60 ft., passive Perception 8
drooping from it’s head.
Languages —

210
Appendix B: Creatures and NPCs
Appearance. Corpse bushels are a tangle of vines, roots, and
Corpse Bushel foliage which have consumed bodies of humanoids. The bushel
only grows larger with each body it consumes, twisting and con-
Medium plant, typically chaotic evil torting the bodies into its own. Legs, arms, and other append-
ages stick out of the bushel when it surfaces from the ground.
Armor Class 11 (natural armor)
Hit Points 41 (4d10 + 16) Actions
Speed 20 ft. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2
bludgeoning damage and the creature is grappled (escape DC 14)
STR DEX CON INT WIS CHA Drag Down. The corpse bushel pulls one creature it has
18 (+4) 10 (+0) 18 (+4) 2 (-4) 14 (+2) 2 (-4) grappled down into the earth. The grappled creature must
make a DC 14 Strength or Dexterity saving throw. On a
Saving Throws Str +6, Wis +4 failure, the creature is pulled half-way into the ground and is
Skills Athletics +6, Stealth +2 restrained (escape DC 14), otherwise they remain grappled.
Senses blindsight 30 ft., passive Perception 12 If the corpse bushel uses this ability again on a restrained
Languages — creature, the restrained creature must make a DC 14 Strength
or Dexterity saving throw. On a success, the creature remains
Tactic: Corpse bushels try to drag down any nearby prey. If the restrained. On a failure, the creature is dragged down into the
targeted creature proves difficult to drag, the corpse bushels ground and engulfed by dirt. It can’t breathe, is restrained, and takes
slam them until they go limp. 2 bludgeoning damage at the start of each of the bushels’ turns.
An engulfed creature or anyone within 5 feet of the bush-
Quote: *pattering of hands, rattling of leaves, anguished voices
el can use their action to make a DC 18 Strength check. On a
from deep in the earth.*
success, the creature is pulled free. If the engulfed creature is not
pulled free from the ground after 3 rounds, they are lost forever.

Father Samael Redwick Villagers


Medium humanoid (human), neutral Medium humanoid (human), typically neutral
Armor Class 10 Armor Class 10
Hit Points 9 (2d8) Hit Points 4 (1d8 + 1)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 10 (+0) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 9 (-1) 10 (+0) 10 (+0)

Saving Throws Wis +5 Senses passive Perception 10


Skills Religion +5 Languages Common
Senses passive Perception 9
Languages Common, Celestial Tactic: The scared and ruthless villagers try to attack the
biggest or wealthiest-looking characters, in hopes of overpow-
Tactic: Father Samael uses bless on his first turn, and then ering the rest of the group and looting their corpses.
tries to heal wounded allies, but runs in fear if attacked. Quote: “It’s either us or them!”
Quote: “Come, allow the Dusk Lord’s light to restore your vigor.”

Actions
Actions Handaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Club. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 Hit: 3 slashing damage.
bludgeoning damage.
Spellcasting. Father Samael casts one of the following spells,
requiring a holy symbol and using Wisdom as his spellcasting
ability (spell save DC 13):
At will: Light, Guidance.
2/day each: Bless, Cure Wounds.

211
Quest-0-Nomicon
Snatcher
Large aberration, chaotic evil
Armor Class 20 (natural armor)
Hit Points 190 (20d10 + 80)
Speed 20 ft.

STR DEX CON INT WIS CHA


20 (+5) 18 (+4) 18 (+4) 8 (-1) 8 (-1) 5 (-3)

Damage Immunities bludgeoning, piercing, slashing, acid,


cold, force, lightning, necrotic, poison, psychic, radiant, thunder
Condition Immunities charmed, frightened.
Saving Throws Str+11, Dex+11
Skills Athletics +11, Stealth +10
Senses Darkvision 60 ft., passive Perception 9
Languages Understands all languages, but doesn’t speak.
Appearance. The Snatcher is a large, featureless human-
Tactic: The Snatcher is relentless and attempts to kill any- oid-shaped creature made of shadow, with a stretched and
thing it can perceive. If anything leaves its vision however, it unnaturally open jaw that appears as if it smiles. Its arms drag
attempts to find a different path. along the ground as its elongated legs pull itself forward.
Quote: *Silence* Stalker. The Snatcher cannot use the Dash action.

Ser Nominus Note: The Snatcher is obviously super strong, and


Actions
immune to everything except fire—ensure that your players under- Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
stand this! He’s meant to be run from! Hit: 87 (15d10 + 5) bludgeoning damage.

Appearance. Spawn are alien beings that came from “Them.”


Spawn With their spiker-like appendages, they resemble massive
hands skittering on the ground. They have no eyes, mouths, or
Large aberration, typically chaotic evil any sort of obvious sense receptors. Nevertheless, they seem
to unnaturally know where creatures are. They can spit webs
Armor Class 16 (natural armor) from their “fingers.” grasp victims, and move incredibly quickly.
Hit Points 25 (3d10 + 9)
Speed 30 ft. Actions
Grasp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 3 bludgeoning damage. If the target is a Large or smaller
18 (+4) 19 (+4) 17 (+3) 5 (-3) 16 (+3) 3 (-4) creature, it is grappled and restrained (escape DC 14).
Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range
Saving Throws Dex +8, Wis +7 30/60 ft., one target of a Large or smaller creature. Hit: The
Skills Athletics +8, Stealth +8 creature is restrained by webbing. As an action, the restrained
Senses blindsight 30 ft., passive Perception 13 creature can make a DC 10 Strength check, escaping from the
Languages — webbing on a success. The effect also ends if the webbing is
destroyed. The webbing has AC of 10, 5 hit points, vulnerability
Tactic: Spawn use their web first to restrain any nearby charac- to fire damage, and immunity to bludgeoning, poison, and
ters, then they grasp members of the party with the lowest HP. psychic damage.
Quote: *tapping of finger-like appendages*

212
Appendix B: Creatures and NPCs
Beria the Vile Amphibious. Beria can breathe air and water.
Appearance. Beria the Vile is a warped creature of dark magic,
Large fey, neutral evil her body having bloated in the swamp’s environment. Her back is
perpetually bent over by her body’s own weight. Large horns sprout
Armor Class 17 (natural armor)
from her face, and spiky appendages protrude from her spine. She
Hit Points 85 (10d10 + 30) covers up most of her body with tattered rags and talisman,a rang-
Speed 30 ft. ing from bird feathers to the skulls of animals and humanoids.

STR DEX CON INT WIS CHA Actions


18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Saving Throws Con +7, Wis +6
Spellcasting. Beria casts one of the following spells, requiring
Skills Arcana +5, Deception +6, Perception +6
no material components and using Wisdom as her spellcasting
Senses darkvision 60ft., passive Perception 16
ability (spell save DC 13):
Languages Common, Sylvan
3/day each: entangle, fog cloud, enthrall, bestow curse

Tactic: Beria will attempt to cast enthrall on weaker minded


characters into fighting each other. Failing this she uses her Legendary Actions
claw on the party member with the lowest HP. If she is below Beria can take 1 legendary action. Only one legendary action
half her HP, she lures characters to her just to cast entangle and option can be used at a time and only at the end of another
shadow step away. Using fog cloud to cover her escape. creature’s turn. Beria regains spent legendary actions at the
Quote: “You would make wonderful snacks I can feed to my start of her turn
pets. Isn’t that right, my beautiful little gators?” Shadow Step. If Beria is in dim light or darkness, she can magically
teleport 120 feet away to another area of dim light or darkness.

If Marie Anchester is her undead variant, then her skin is


Marie Anchester taut against her body, with parts of the skin missing, revealing
bone underneath.
Medium humanoid (human) or undead, neutral
Dark Devotion. Marie has advantage on saving throws against
Armor Class 15 (leather armor, shield of faith) being charmed or frightened.
Hit Points 33 (6d8 + 6) Undead Fortitude (Undead Only). If Marie is undead and she is
reduced to 0 hit points, she must make a Constitution saving
Speed 30 ft.
throw with a DC equal to the damage taken plus 5, unless the
damage is radiant or from a critical hit. On a success, Marie
STR DEX CON INT WIS CHA Anchester is reduced to 1 hit point instead.
11 (+0) 14 (+2) 12 (+1) 10 (-0) 13 (+1) 14 (+2)
Actions
Skills Deception +5, Persuasion +5
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Senses passive Perception 11 range 20/60 ft., one target. Hit: 4 piercing damage.
Languages Common Life Drain (Undead Only). Melee Weapon Attack: +4 to hit, reach
5ft., one creature. Hit: 2 necrotic damage. The target must suc-
Tactic: Marie will focus more on those who get close to the ceed on a DC 10 Constitution saving throw, or its hit point max-
dark shrine she protects. imum is reduced by an amount equal to the damage taken.
Quote: “No, stay away from that! Don’t get any closer or I’ll… This reduction lasts until the target completes a long rest. The
I’ll cut you!” target dies if this effect reduces its hit point maximum to 0.
Accursed Flame (Human Only). Marie targets one creature
Appearance. Marie Anchester is a young woman who has within 60 feet of her, that creature must make a DC 14 Dexteri-
clearly fallen upon hard times, her hands calloused and her skin ty saving throw or take 3 radiant damage.
scarred from her years of living in the Mirewood swamps. Her Spellcasting (Human Only). Marie casts one of the following
clothing is little more than burlap rags reinforced with pieces spells, requiring no material components and using Wisdom as
of leather. She keeps her faded brown hair mostly loose and her spellcasting ability (spell save DC 14):
messy, except for a small ponytail. Her eyes are striking—her
At will: light, thaumaturgy.
left is blue, while her right is amber.
2/day each: command, hold person

213
Quest-0-Nomicon
emaciated, and twisted with foliage—vines and roots crawling
Mire-Cursed Aemily Lothbrook along her skin. Her nose has shifted into a snout. Her mouth
widens with needle-like teeth on display. Her eyes glow white,
Medium undead, neutral evil while large, antler-like horns sprout from her forehead.
Mire-cursed. Because of an accursed object, Aemily has been
Armor Class 14 (natural armor) turned into an unfeeling, undead predator, preying upon any
Hit Points 45 (6d8 + 18) living creature that enters her grounds.
Speed 30 ft. Shadow Stealth. While in dim light or darkness, Aemily can
take the Hide action as a bonus action.
STR DEX CON INT WIS CHA Sunlight Weakness. While in sunlight, Aemily has disadvantage
15 (+2) 16 (+3) 16 (+3) 9 (-1) 13 (+1) 6 (-2) on attack rolls, ability checks, and saving throws.
Turning Defiance. Aemily has advantage on saving throws
Skills Perception +4, Stealth +6 against effects that turn undead..
Damage Resistances necrotic, poison
Condition Immunities exhaustion Actions
Senses darkvision 60 ft., passive Perception 13 Multiattack. Aemily makes two claw or bite attacks.
Languages — Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 6 slashing damage.
Tactic: Aemily will try to keep her distance from the party, Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
staying in the shadows, only striking when a character is Hit: 7 piercing damage.
separated from the others. She uses Channel Negative Energy
before any healer’s turns if she has seen them heal before.
Quote: *hisssss*
Legendary Actions
Aemily can take 1 legendary action. Only one legendary action can
Appearance. Because Aemily Lothbrook has been Mire-Cursed, be used at a time and only at the end of another creature’s turn.
she has taken on a new and horrifying appearance typical of Aemily regains spent legendary actions at the start of her turn.
others in her situation: that of a humanoid who has been twist- Channel Negative Energy. Aemily magically unleashes neg-
ed and corrupted by dark, vile magic, their form altered beyond ative energy. Creatures within 60 feet of Aemily, including
recognition. Her limbs are elongated, her feet turning into ones behind barriers and around corners, can’t regain hit
hooves, her hands into piercing claws. Her body has become points until the end of Aemily’s next turn.

Undead Alligator Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Large undead, typically neutral evil 7 (1d10 + 2) slashing damage, and the target is grappled (escape
DC 12). Until this grapple ends, the target is restrained, and the
Armor Class 12 (natural armor)
alligator can’t bite another target.
Hit Points 19 (3d10 + 3)
Speed 20 ft, swim 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Skills Stealth +2
Senses passive Perception 10
Languages Undead
Alligator
Tactic: The undead alligator will try to bite any creature that
gets near it, grappling them in its jaws, and drag them beneath
the surface of the water.
Quote: “Grrrroooohhhh.”

Undead Fortitude. If damage reduces the undead alligator to


0 hit points, it must make a Constitution saving throw with a
DC of the damage taken plus 5, unless the damage is radiant or
from a critical hit. On a success, the undead alligator is reduced
to 1 hit point instead.

214
Appendix B: Creatures and NPCs
Thatticus Shorn Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit., reach 5 ft. or
Medium undead, chaotic evil range 20/60 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Decaying Grasp. Ranged Spell Attack: +8 to hit., range 120 ft.,
Armor Class 14 (leather armor)
one target. Hit: 9 (2d8) necrotic damage.
Hit Points 82 (11d8 + 33)
Gashing Necrosis (Recharge 6). Ranged Spell Attack: +8 to hit.,
Speed 30 ft.
range 120 ft., one target. Hit: 16 (3d10) necrotic damage.
Soul Siphon (Recharge 5 - 6). Melee Spell Attack: +8 to hit., reach
STR DEX CON INT WIS CHA 5 ft., one target. Hit: 10 (3d6) necrotic damage and Thatticus
14 (+2) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 14 (+2) heals 7 (2d6) hit points.
Spellcasting. Thatticus casts one of the following spells,
Saving Throws Int +8, Wis +6 requiring no material components and using Intelligence
Skills Arcana +8, Deception +6, Perception +6 as his spellcasting ability (spell save DC 16):
Senses darkvision 60ft., passive Perception 14 At will: animate dead.
Languages Common, Elvish

Tactic: Thatticus will monologue for as long as he can before


Legendary Actions
the fighting starts. Once combat breaks out, he will try to keep Thatticus can take 1 legendary action. Only one legendary ac-
his distance from the party, fighting a more defensive battle. tion option can be used at a time and only at the end of anoth-
er creature’s turn. Thatticus regains spent legendary actions at
Quote: “All will bow before me in eternal servitude!”
the start of his next turn.
Appearance. Thatticus Shorn was once a man, a wizard who Frightening Gaze. Thatticus fixes his gaze on one creature he
used magic and technology to experiment with the boundaries can see within 10 feet of himself. The target must succeed on a
between life and death. Now, he is barely a living being, kept alive DC 14 Wisdom saving throw or become frightened for 1 minute.
by his own necromantic spells. The once fine clothing he took so The frightened target can repeat the saving throw at the end
much pride in has become soiled and tattered, while his body has of each of its turns, ending the effect on itself on a success. If a
withered and partially decayed, with half of his face rotted away. target’s saving throw is successful or the effect ends for it, the
target is immune to Thatticus’s gaze for the next 24 hours.
Turn Resistance. Thatticus has advantage on saving throws
against any effect that turns undead.

Wandering Spirit Tactic: The wandering spirit will attempt to kill any living
creature within 30 feet of it.
Medium undead (any race), typically neutral evil Quote: “Why…?? It hurts!!”

Armor Class 13
Incorporeal Movement. The wandering spirit can move
Hit Points 15 (2d8+6) through other creatures and objects as if they were difficult
Speed 0 ft, fly 50 ft (hover) terrain. It takes 5 (1d10) force damage if it ends its turn inside
of an object.
STR DEX CON INT WIS CHA Sunlight Sensitivity. While in sunlight, the wandering spirit has
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) disadvantage on attack rolls, as well as Wisdom (Perception)
checks that rely on sight.
Damage Immunities necrotic, poison
Damage Resistances acid, cold, fire, lightning, thunder Actions
Condition Immunities charmed, exhaustion, grappled, Consuming Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
paralyzed, petrified, poisoned, prone, restrained one target. Hit: 3 necrotic damage.
Senses darkvision 60ft., passive Perception 12
Languages the languages it knew in life

215
Quest-0-Nomicon
Vampire
Althea

Althea Rosewood
Medium undead (elf), lawful evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8+68)
Speed 25 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 18 (+4) 15 (+2) 15 (+2) 17 (+3)

Saving Throws Dex +6, Wis +6, Cha +7


Skills Deception +7, Perception +6, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 16
Languages Common, Elvish

Tactic: Althea Rosewood makes an unarmed strike to the clos-


est character, biting them until they die. She always focuses on
the character who has the lowest current hit points.
Quote: “Come, little ones; it won’t hurt for long.”

Appearance. Alethea Rosewood is a relatively tall elven woman,


with strength and dexterity enhanced by her vampirism. She
has deep red hair that runs down to her back and green eyes.
Appearing fancier than one would expect from a citizen of
Ostrova, she wears a traditional black Victorian-era dress with
red accents. Actions
Legendary Resistance (3/Day). If Althea Rosewood fails on a Multiattack. (Vampire Form Only). Althea Rosewood makes
saving throw, she can choose to succeed instead. two attacks, only one of which can be a bite attack.
Misty Escape. When she is reduced to 0 hit points outside of her Claw. (Vampire Form Only). Melee Weapon Attack: +7 to hit,
resting place, Althea Rosewood transforms into a cloud of mist reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage.
and flies to the Crypt of Martha Rosewood, instead of falling Instead of dealing damage, Althea Rosewood can grapple the
unconscious, provided she isn’t in sunlight or running water. If target (escape DC 18).
she can’t transform, she is destroyed.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., Hit: 11 (2d6 +
Once in the crypt, she reverts to her vampire form. She is then
4) piercing damage plus 7 (2d6) necrotic damage. The target’s
paralyzed until she regains at least 1 hit point. After spending 1
hit point maximum is reduced by an amount equal to the
hour in the crypt with 0 hit points, she regains 1 hit point.
necrotic damage taken, and Althea regains hit points equal to
Stake to the Heart. If a piercing weapon made of wood is driven that amount. The reduction lasts until the target completes
into Althea Rosewood’s heart while she is incapacitated in her a long rest. The target dies if this effect reduces its hit point
resting place, she fades away into nothingness. maximum to 0. A humanoid slain in this way and then buried
Mirror Aversion. If Althea Rosewood can see a mirror within 30 in the ground rises the following night as a Spawn of Althea
feet of herself, she becomes frightened of the mirror. under Althea Rosewood’s control.

216
Appendix B: Creatures and NPCs
Catalina Rosewood Keen Hearing and Smell. Catalina Rosewood has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Medium humanoid (elf, shapechanger), neutral evil Legendary Resistance (3/Day). If Catalina Rosewood fails a
saving throw, she can choose to succeed instead.
Armor Class 13 in humanoid form, 14 in wolf or hybrid form. Silver Aversion. If Catalina Rosewood touches anything silver,
Hit Points 117 (18d8+36) she must succeed a DC 15 Constitution saving throw or become
Speed 25 ft in humanoid or hybrid form, 30 ft in wolf form stunned until the start of her next turn.

STR DEX CON INT WIS CHA Actions


16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2) Multiattack. (Humanoid or Hybrid Form Only). Catalina Rose-
wood makes two attacks: two with her dagger (humanoid
Saving Throws Dex +6, Cha +5 form), or one with her bite and one with her claws (hybrid form).
Skills Deception +5, Perception +4, Stealth +6 Bite. (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit,
Senses Darkvision 120 ft., passive Perception 14 reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If this
Languages Common, Elvish (can’t speak in wolf form) damage brings a humanoid to 0 hit points, they must make a DC
10 Constitution saving throw. On a failure they regain 1 hit point
Tactic: Catalina Rosewood makes dagger attacks at the closest and on the next full moon they become a Lycan of Catalina.
character. If she is reduced to half her hit points, she uses her Claws. (Hybrid Form Only). Melee Weapon Attack: +6 to hit,
shapechanger ability to polymorph into her hybrid form. She always reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.
focuses on the character who has the lowest current hit points. Dagger. (Humanoid or Hybrid Form Only). Melee or Ranged
Quote: “Your deaths are inevitable, I’ll avenge them all.” Weapon Attack: +6 to hit., reach 5 ft. or range 20/60 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.
Appearance. Catalina Rosewood is a beautiful elven woman, Shapechanger. Catalina polymorphs into a wolf-humanoid
with green eyes and long, loose hair that falls in smooth red hybrid or into a wolf, or back into her humanoid form. Her
waves past her shoulders. Her shoulders are covered in a silvery statistics, other than her AC and speed, are the same in each
drape of fox fur. She wears well-fitting deep brown leathers,- form. Any equipment she is wearing or carrying fades into her
decorated with tufts of that same luxurious fur. An ornate body when she transforms into her wolf form. She reverts to
golden dagger sits sheathed on her hip. her humanoid form if she dies.

Lycan of Catalina Tactic: The lycan of Catalina will attack the closest character,
or the character with the lowest AC.
Medium humanoid (any, shapechanger), Quote: “The Baroness commands I fight you.”
typically neutral evil
Shapechanger. Lycans of Catalina can use their action to poly-
Armor Class 11 in Humanoid form, 12 in Hybrid form. morph into a wolf-humanoid hybrid, or back into their true form,
Hit Points 11 (2d8+2) which is humanoid. Their statistics, other than their AC, are the
Speed 35 ft. same in each form. They revert to her true form if she dies.

STR DEX CON INT WIS CHA Actions


12 (+1) 16 (+3) 12 (+1) 10 (+0) 11 (+0) 9 (-1) Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 3 slashing damage.
Senses Passive Perception 10 Shortsword. (Human or Hybrid Form Only). Melee Weapon Attack:
Languages Common, Elvish +6 to hit, reach 5 ft., one creature. Hit: 2 slashing damage.

Monstrous Hands Senses passive Perception 7

Tiny monstrosity, unaligned Tactic: Monstrous hands attempt to surround one creature and
pummel them to death.
Armor Class 12 (natural armor)
Quote: *skittering around*
Hit Points 5 (2d4)
Speed 35 ft.
Actions
STR DEX CON INT WIS CHA Pummel. Melee Weapon Attack: +3 to hit., reach 5ft., one target.
7 (-2) 15 (+2) 10 (+0) 5 (-3) 4 (-3) 2 (-4) Hit: 4 Bludgeoning damage..

217
Quest-0-Nomicon
Monstrous Sister
Spawn
of Althea Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 127 (15d10+45)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 7 (-2) 16 (+3) 5 (-3) 7 (-2) 3 (-4)

Saving Throws Str +4, Con +6


Skills Athletics +7
Senses passive Perception 8
Languages Understands the languages she spoke in life.

Tactic: The monstrous sister attacks anything that attacks her,


but will focus on Baroness Rosewood if she’s visible.
Quote: “Roarrrrrrrrrr!”

Actions
Trampling Charge. If the monstrous sister moves at least 20
feet straight toward a creature and then hits it with a slam
attack on the same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone and take an addi-
tional 9 (2d8) bludgeoning damage.
Slam. Melee Weapon Attack: +7 to hit., range 5 ft., one target.
Hit: 22 (4d8 + 4) bludgeoning damage.

Spawn of Althea Zenrick Bramblevale


Medium undead (any race), typically neutral evil
Small humanoid (halfling), neutral evil
Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3) Armor Class 13 (leather armor)
Speed 30 ft. Hit Points 10 (3d6)
Speed 25 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 9 (-1) 10 (+0) 15 (+2) STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 10 (+0) 12 (+1) 10 (+0) 12 (+1)
Senses passive Perception 10
Languages Common, Elvish Senses passive Perception 10
Languages Common, Elvish, Halfling
Tactic: The spawn of Althea will attack the closest character,
or the character with the lowest hit points. Tactic: Zenrick only attacks to defend his life. Using his dagger
Quote: “You look delectable! *hisss*” up close and crossbow if the threat is further away
Quote: “Sorry, gotta run!”

Actions
Claw. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit:
Actions
3 slashing damage. Dagger. Melee Weapon Attack: +4 to hit., reach 5 ft. or range
Bite. Melee Weapon Attack: +4 to hit, range 5 ft., one target. 20/60 ft., one target. Hit: 3 slashing damage.
Hit: 1 piercing damage and 1 necrotic damage, and the spawn Crossbow. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one
regains 1 hit point. target. Hit: 2 piercing damage.

218
Appendix B: Creatures and NPCs
Glowgill
Skeleton

Ilvain
Medium humanoid (elf), chaotic neutral.
Armor Class 15 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 40 ft., fly 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Dex +8, Wis +6, Cha +8


Skills Athletics +6, Intimidation +7

Glowgill Skeleton Senses darkvision 120 ft., passive Perception 11


Languages Abyssal, Elvish, Common
Medium undead, typically neutral evil
Tactic: Ilvain starts her turn casting Bane. Then keeps her dis-
Armor Class 14 (hardened mushrooms) tance, preferring her longbow. She disengages and flies away
Hit Points 11 (2d8 + 2) from anyone who attacks her within melee or casts command
Speed 30 favoring grovel. If she is below half her hit points, she moves
in closer, casting Darkness and uses her daggers. Ilvain enjoys
suffering and will attack anyone who appears to be helpful or
STR DEX CON INT WIS CHA clearly beloved by other characters.
10 (+0) 12 (+1) 12 (+1) 6 (-2) 8 (-1) 5 (-3)
Quote: “All shall kneel before me and despair!”
Damage Vulnerabilities bludgeoning
Shadow Sight. Magical darkness doesn’t impede Ilvain’s darkvision.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Actions
Senses darkvision 60 ft., passive Perception 9
Multiattack. Ilvain makes three dagger attacks, or two long-
Languages understands all languages it knew in life but
bow attacks.
can’t speak
Dagger. Melee or Ranged Weapon Attack: +8 to hit., reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Tactic: Glowgill Skeletons mindlessly attack anyone nearby,
Longbow. Ranged Weapon Attack: +8 to hit, 150/600., one
but if anyone claims themselves to be “Captain Albatross,” they
target. Hit: 9 (1d8+5) piercing damage.
do not attack them.
Spellcasting. Ilvain casts one of the following spells, requiring
Quote: “S-soon…. s-soon we’ll all be with ’er.”
no material components and using Charisma as her
spellcasting ability (spell save DC 15):
Actions 2/day each: Command, Darkness, Bane.

Glowing Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 3 slashing damage and target must make a DC 10
Reactions
Constitution saving throw, on a failure they become poisoned Shadow Aegis (Recharge 3 - 6). Ilvain adds 3 to her AC until the
for 1 minute. start of her next turn.

219
Quest-0-Nomicon
Lysander Osvithis
Medium fey, chaotic neutral. Large dragon, chaotic evil
Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 52 (8d10 + 16) Hit Points 42 (4d10 + 20)
Speed 40 ft., fly 30 ft. Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 20 (+5) 20 (+5) 10 (+0) 20 (+5) 10 (+0) 13 (+1) 19 (+4)

Saving Throws Dex +8, Wis +6, Cha +8 Saving Throws Dex +3, Con +8, Wis +4, Cha +7
Skills Animal Handling +6, Persuasion +8, Deception +8, Per- Skills Perception +4, Stealth +3
formance +8 Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 13 Senses blindsight 15 ft., darkvision 120 ft., passive Perception 14
Languages Common, Elvish, Sylvan Languages Common, Draconic

Tactic: Lysander starts his turn casting faerie fire and keeping his Tactic: Osvithis serves Ilvain; he does whatever she tells him
distance, using sparkle blast. Lysander prefers to annoy rather than and protects her with his life. He will always attempt to use
kill, and uses mirror image and his staff when characters get close. his flight to his advantage, but if necessary will land to attack
Quote: “Lets’ dance!” characters with the lowest hit points.
Quote: “Finally… new flesh.”
Actions
Multiattack. Lysander makes two staff attacks, or two spar- Actions
kle attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Hit: 6 piercing damage.
8 (1d6+5) bludgeoning damage and target must succeed a DC
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
16 Strength or Dexterity saving throw or be knocked prone.
Hit: 4 slashing damage.
Sparkle Blast. Ranged Weapon Attack: +8 to hit, range 150/600
Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one target.
ft., one target. Hit: 9 (1d8+5) radiant damage and target must
Hit: 2 bludgeoning damage and target creature must succeed
make a DC 16 Constitution saving throw or become blinded
a DC 15 Strength saving throw or fall prone.
until the end of their next turn.
Cone of Necrosis (Recharge 5–6). Osvithis exhales dark energy
Spellcasting. Lysander casts one of the following spells, re-
in a 10-foot cone. Each creature in that area must make a DC
quiring his staff as his arcane focus and using Charisma as his
12 Constitution saving throw, taking 8 necrotic damage on a
spellcasting ability (spell save DC 16):
failure, or half as much on a success.
3/day each: charm person, faerie fire
2/day: mirror image.

Bonus Actions
Word of Resolve (Recharge 4 - 6). Lysander chooses a creature
within 60 feet of him to regain 7 (1d4 + 5) hit points.

Moss Dryad Tactic: Moss dryads project the fey realm, and they vigilantly
attack intruders like weeding a garden. Focusing on the crea-
Small plant, typically neutral ture who attacked them last.
Quote: “Wilt and wither, parasite!”
Armor Class 11 (natural armor)
Hit Points 7 (2d6)
Appearance. Moss dryads are little fey creatures that look like
Speed 30 ft. bundles of wood and moss. They have dark eyes, sticks they use
as clubs, and a ferocity that is underestimated due to their size.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
Skills Perception +4, Stealth +5 3 bludgeoning damage.
Senses darkvision 60 ft., passive Perception 14 Moss Bundle. Ranged Weapon Attack: +2 to hit, range 30/60 ft.,
Languages Elvish, Sylvan one target. Hit: 2 bludgeoning damage

220
Appendix B: Creatures and NPCs
Satyr Solomon
Medium fey, typically chaotic neutral Small humanoid (gnome), chaotic neutral
Armor Class 14 (leather armor) Armor Class 14 (leather armor)
Hit Points 31 (7d8) Hit Points 36 (8d6 + 8)
Speed 40 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 20 (+5) 15 (+2) 10 (+0)

Skills Perception +2, Performance +6, Stealth +5 Saving Throws Int +8, Wis +4
Senses passive Perception 12 Skills Arcana +8, History +8
Languages Common, Elvish, Sylvan Senses passive Perception 12
Languages Common, Gnomish
Tactic: Satyrs use their rams to defend any fey creatures, but if
things start to look bad, they run. Tactic: Solomon protects the “Catalyst ”. He begins his first
Quote: “Tee-hee-hee!” turn casting faerie fire, then he attempts to stun the closest
character with his miniaturized lightning absorption rod. He’ll
cast heat metal on any weapons or armor of the characters if he
Actions hasn’t taken damage yet. If things look bad, he’ll cast blur and
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. use his acidic concoction from a distance. Finally, if he thinks
Hit: 3 bludgeoning damage. he’ll die, he casts levitate and leaps off the spire. Using jump
and longstrider to ensure his escape.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 2 piercing damage.. Quote: “I won’t let you undo everything I’ve waited for!”

Actions
Acidic Concoction. Range spell attack: +8 to hit, range 60 ft, one
target or two if they are adjacent. Hit: 7 (2d6) acid damage.
Shadowborn Skeleton Miniaturized Lightning Absorption Rod. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) lightning damage.
Medium undead, neutral The target must succeed on a DC 12 Constitution saving throw,
or become stunned until the end of their next turn.
Armor Class 13 (armor scraps) Spellcasting. Solomon casts one of the following spells, requir-
Hit Points 11 (2d8 + 2) ing his tools as an arcane focus and using Intelligence as his
Speed 30 ft. spellcasting ability (spell save DC 16):
At will: mending, detect magic
STR DEX CON INT WIS CHA 2/day each: jump, longstrider.
10 (+0) 12 (+1) 12 (+1) 6 (-2) 8 (-1) 5 (-3) 1/day each: blur, heat metal, levitate.

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but
can’t speak

Tactic: Shadow skeletons mindlessly attack anyone nearby.


Quote: “For Captain Ilvain!”

Aura of Shadow: Any creature that starts their turn within 15


feet of the shadowborn skeleton takes 2 necrotic damage.

Actions Solomon
Marrow Spikes. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 30 ft., one target. Hit: 4 piercing damage.

221
Quest-0-Nomicon
Soul Shade
Small undead, typically neutral

Armor Class 11 (natural armor)


Hit Points 7 (2d6)
Speed 30 ft. (hover) SP1RIT
STR DEX CON INT WIS CHA Tiny fey, typically neutral good
6 (-2) 12 (+1) 11 (+0) 16 (+3) 18 (+4) 8 (-1)
Armor Class 19 (natural armor)

Skills Perception +4, Stealth +5 Hit Points 32 (5d10 + 5)

Senses darkvision 60 ft., passive Perception 16 Speed 30 ft.

Languages only the ones it knew in life


STR DEX CON INT WIS CHA
Tactic: Soul shades personify those it attacks, they often go for 16 (+3) 10 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
the most hopeful or cheery of the group to corrupt them.
Damage Immunities poison, psychic
Quote: “What a lovely soul you have...”
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned
Appearance. Soul Shades are small, transparent beings of
shadow. They have sad faces and clutch a small golden piece Senses blindsight 60 ft. (blind beyond this radius), passive
of energy, acting as remnants of their past soul. They hover Perception 6
towards their prey with the intent to steal from their souls.
Tactic: SP1RIT is a construct that obeys Solomon’s commands.

Actions Quote: “The Code is 1024.”

Life Drain. Melee Weapon Attack: +2 to hit, reach 5 ft., one tar-
get. Hit: 3 necrotic damage. Actions
Mimic (recharge 5-6). The Soul shade attempts to mimic an
Multiattack. SP1RIT makes two punch attacks, or makes one
attack one creature performed in the last turn. If the action
punch attack and uses recovery protocol if available.
was an attack or spell, the Soul Shade makes the same attack
Punch. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
or casts the same spell as if it had the exact same statistics
Hit: 7 (1d8+3) bludgeoning damage.
as the creature it mimics, but deals half the damage they
normally would 2/day: Recovery Protocol. SP1RIT regains 12 (3d6 + 2) hit points

Sprite Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Tiny fey, neutral good one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft.,
Armor Class 15 (leather armor) one target. Hit: 1 piercing damage, and the target must suc-
Hit Points 2 (1d4) ceed on a DC 10 Constitution saving throw or become poisoned
Speed 10 ft., fly 40 ft. for 1 minute. If the result of the saving throw is 5 or lower, the
poisoned target falls unconscious for the same duration, or
STR DEX CON INT WIS CHA until it takes damage or another creature takes an action to
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) shake it awake.
Heart Sight. The sprite touches a creature and magically knows
Skills Perception +3, Stealth +8 the creature’s current emotional state. If the target fails a DC
Senses passive Perception 13 10 Charisma saving throw, the sprite also knows the creature’s
alignment. Celestials, fiends, and undead automatically fail the
Languages Common, Elvish, Sylvan
saving throw.

Tactic: Sprites enjoy effortlessly annoying anyone who opposes Invisibility. The sprite magically turns invisible until it attacks.
them, using their small size and speed to keep from getting hit. Any equipment the sprite wears or carries is invisible with it.

Quote: “Missed me! Ha ha!”

222
Appendix B: Creatures and NPCs
Dread Muse
Crewman

Captain Sirce Avalon


Medium humanoid (half-siren), chaotic neutral

Armor Class 17 (splint armor)


Hit Points 55 (10d8 + 10)
Speed 30 ft., swim 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA


13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 19 (+4)
Dread Muse Crewman
Saving Throws Dex +4
Medium humanoid (any race),
Skills Acrobatics +4, Persuasion +8, Deception +8,
Intimidation +8
typically chaotic neutral
Senses passive Perception 10
Armor Class 13 (leather armor)
Languages Common, thieves’ cant
Hit Points 16 (3d8 + 3)
Speed 30 ft.
Tactic: Sirce will stay to the back of the battlefield, using one
of the crew and siren’s call. If the battle starts to turn from her
favor, she will join her crew and surround the target with the STR DEX CON INT WIS CHA
most hit points, using her shortsword. 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
Quote: “Ha! You should have parlayed!”
Skills Stealth +6, Survival +2
Appearance. As captain of the Dread Muse, Sirce wears finery Senses darkvision 60 ft., passive Perception 10
befitting a pirate captain. She has a natural charisma about Languages Common, thieves’ cant
her, which she leverages incredibly effectively, whether it be in
making friends, inspiring infatuation, or causing fear through Tactic: The Dread Muse crewmen will attempt to flank specific
intimidation. She appears mostly human overall, though her members of the party, as dictated by whoever seems to cur-
siren ancestry does peek through via blue green scales that pep- rently be leading them.
per her arms and cheeks, a pair of wings which sprout from her Quote: “O’er ‘ere lads! We got them cornered!”
lower back, and well as a blue tinge to her hair, which she keeps
in a braided undercut on her left side and loose on her right. Appearance. The crew of the Dread Muse are made up of what
Amphibious. Sirce can breathe air and water. many would consider more monstrous of the humanoid races,
including bugbears, hobgoblins, minotaurs, and lizardfolk.
Actions They have no uniform—instead, each crewman provides their
Multiattack. Sirce makes three shortsword attacks. own clothing, creating a wide range of looks depending on
Siren’s Call (Recharge 3 - 6). Sirce casts command, requiring no their income and job upon the ship.
material components and using Charisma as her spellcasting Brute. A melee weapon attack deals an extra 2 damage on a
ability (spell save DC 16): critical hit.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one The crew as one. The crewmate has advantage on an attack
target. Hit: 6 (1d10 + 1) piercing damage. roll against a creature if at least one of the crewmate’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Bonus Action
One with the Crew. Sirce chooses one ally she can see within 60
Actions
feet of her and gives them advantage on their next attack roll Shortsword. Melee Weapon Attack: +4 to hit., reach 5 ft.,
or skill check. one target. Hit: 5 slashing damage.

223
Quest-0-Nomicon
Ghost of Kelley Roland
Marion
Medium undead, neutral evil Anker

Armor Class 16
Hit Points 49 (9d8 + 9)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 13 (+1)

Damage Resistances acid, cold, fire, lightning, thunder


Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages Common, thieves’ cant

Tactic: Kelley spends his first turn using his dreadful glare on the
party member with the lowest wisdom. Then attacks wildly, tar-
geting the closest character with his scylla’s tooth pegleg. Then
whittling them down with his cutlass. If any characters attack
him from range, he uses his pistol on them as soon as he can.
Quote: “The treasure is mine, only mine, from now until eternity.”
Marion Anker
Appearance. Kelley Roland was at one point the most infamous and
successful pirate on the sea, which was reflected in his appearance.
Medium humanoid (human), neutral
His clothing was well-made and decorated, his tricorne hat embel-
Armor Class 14 (leather armor)
lished with plenty of plumage. He maintained a long beard which he
Hit Points 13 (2d8 + 4)
kept tied up in bejeweled ringlets. At some point, he lost his left foot,
though that did not slow him down at all–he had a tooth removed Speed 30 ft.
from his pet, the Scylla, and fashioned it into a pegleg.
However, Kelley’s time of triumph and panache is long gone, STR DEX CON INT WIS CHA
and he’s now a shell of himself, a malevolent ghost obsessively 15 (+2) 16 (+3) 14 (+2) 9 (-1) 11 (+0) 13 (+1)
guarding his treasure. His body betrays his last moments in the
mortal realm, his face and hands emaciated from his self-im- Saving Throws Dex+5
posed starvation. His eyes stare into all who look upon him Skills Acrobatics +5, Athletics +4, Perception +2
with crazed malice—without a hint of humanity left. Senses passive Perception 12
Incorporeal Movement. Kelley can move through other crea-
Languages Common
tures and objects as if they were difficult terrain. He takes 5
(1d10) force damage if he ends his turn inside of an object.
Tactic: Marion will try to flank enemies with her newfound allies,
the party members, or assist the party by using the Help action.
Actions
Quote: “Oi! Ya scallywags! Get o’er ‘ere and help me!”
Multiattack. Kelley makes two spectral cutlass attacks and can
replace either attack with a spectral pistol.
Appearance. Once Marion Anker has been released from the
Spectral Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one
figurehead, she is returned to her natural, human state. She is
target. Hit: 6 (1d10 + 1) necrotic damage.
a woman in her mid-to-late twenties, wearing the uniform of a
Spectral Pistol. Ranged Weapon Attack: +5 to hit, range 30/60 ft., merchant ship, with a blouse, corset, a short, red spencer coat,
one target. Hit: 5 (1d10) necrotic damage. and gloves. Her hair is stark red, kept in a messy ponytail.
Scylla’s Tooth Pegleg. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (3d4 + 1) lightning damage. The targeted
creature must succeed on a DC 15 Dexterity saving throw or
Actions
have their speed (and Kelley’s) reduced to 0 until the start of Multiattack. Marion Anker makes two dagger attacks.
the target’s next turn. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Dreadful Glare. Kelley targets one creature he can see within 60 range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
feet of him. If the target can see Kelley, it must succeed on a DC 15
Wisdom saving throw or become frightened until the end of Kel-
Bonus Action
ley’s next turn. If the target fails the saving throw by 5 or more, it is One with the Crew. Marion chooses one ally she can see within
also paralyzed for the same duration. A target that succeeds on the 60 feet of her and gives them advantage on their next attack
saving throw is immune to the Dread Glare for the next 24 hours. roll or skill check.

224
Appendix B: Creatures and NPCs
Pirate Wraiths

Pirate Wraith
Medium undead, typically neutral evil
Armor Class 14 Schooner
Hit Points 15 (2d8 + 6)
Gargantuan vehicle (70 ft. by 20 ft.)
Speed 0 ft., fly 60 ft. (hover)
Capacity 8 crew, 10 passengers
STR DEX CON INT WIS CHA Travel Speed 5 miles per hour (120 miles per day)
10 (+0) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
STR DEX CON INT WIS CHA
Damage Immunities necrotic, poison
15 (+2) 8 (-1) 14 (+2) 0 0 0
Damage Resistances acid, cold, fire, lightning, thunder
Condition Immunities charmed, exhaustion, grappled, Damage Immunities poison, psychic
paralyzed, petrified, poisoned, prone, restrained Condition Immunities blinded, charmed, deafened,
Senses darkvision 60 ft., passive Perception 12 exhaustion, frightened, incopacitated, paralyzed, petrified,
Languages the languages it knew in life poisoned, prone, stuned, unconscious

Tactic: The pirate wraith works with its allies to surround their target. Actions
Quote: “It’s best ye start believin’ in yer own death...” Move. The schooner can move to a spot within a 60 foot cone in
front of it so long as someone is at the helm and someone is in
Incorporeal Movement. The pirate wraith can move through oth- the rigging. If the rigging is destroyed, the ship ceases to move.
er creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside of an object. Hull
Armor Class 15
Actions Hit Points 75
Spectral Cutlass. Melee Weapon Attack: +6 to hit., reach 5 ft., one
target. Hit: 5 necrotic damage.
Dreadful Glare. The pirate targets one creature they can see
Rigging
within 60 feet of them. If the target can see the pirate, it Armor Class 13
must succeed on a DC 11 Wisdom saving throw or become Hit Points 30
frightened until the end of the pirate’s next turn. If the target
fails the saving throw by 5 or more, it is also paralyzed for the
same duration. A target that succeeds on the saving throw is
immune to the Dread Glare for the next 24 hours.

225
Quest-0-Nomicon
Scylla Actions
Claw. Melee Weapon Attack: +6 to hit, reach 30 ft., one target.
Gargantuan monstrosity or undead, chaotic evil Hit: 7 (1d8 + 2) piercing damage.
Breath of Ink. As an action, the Scylla creates a cloud of inky
Armor Class 11 (natural armor)
darkness. Magical darkness spreads from a point of the Scylla’s
Hit Points 130 (9d20 + 38)
choice within 60 feet, where it forms into a 15-foot-radius
Speed swim 50 ft. sphere for the next three turns. The darkness spreads around
corners. A creature with darkvision can’t see through this dark-
STR DEX CON INT WIS CHA ness, and it cannot be illuminated by natural light.
16 (+3) 12 (+1) 18 (+4) 4 (-3) 5 (-3) 5 (-3) Strike of Lightning (Monstrosity Only): (Recharge 5-6). The Scylla
blasts a bolt of lightning. A line 100 feet long and 5 feet wide
Saving Throws Str +6, Con +7 erupts out from her in a direction she chooses. Each creature in
Senses blindsight of 80 ft., passive Perception 7 the line must make a DC 13 Dexterity saving throw. A creature
Languages — takes 6 (1d10) lightning damage on a failure, or half as much
damage on a success.
Tactic: The Scylla has six tentacles, and will focus three of her Strike of Death (Undead Only): (Recharge 5-6). The Scylla lashes
tentacles on destroying the ship, and three on fighting the par- out with necrotic energy, forming a 30-foot cone that blasts
ty and crew. She will focus on the crew until she starts to feel out from her in a direction she chooses. Each creature inside
threatened by one of the party members, and then focus them the cone must make a DC 13 Constitution saving throw. A crea-
with one of its tentacles. ture takes 2d4 + 3 necrotic damage on a failure. If a creature
is killed by this attack, they come back next round as a Scylla
Quote: *angry, discordant, screeches*
skeleton (who uses the standard skeleton stat block) under
the Scylla’s control
Appearance. The Scylla is a great sea beast with the body of a
woman, the head of a squid, and the legs of a spider crab. She Horrifying Screech. As an action, the Scylla lets out an
is missing one of her dark eyes, and both her carapace and ear-piercing roar, aimed in a 30-foot cone in the direction of her
body are covered in old scars. choice. Each creature within the cone must succeed on a DC 13
Amphibious. The Scylla can breathe air and water. Wisdom saving throw or become frightened for 1 round. While
frightened by this spell, a creature must take the Dash action
Freedom of Movement. The Scylla ignores difficult terrain,
and move away from the Scylla by the safest available route on
and magical effects can’t reduce her speed or cause it to be
each of its turns, unless there is nowhere to move.
restrained. She can spend 5 feet of movement to escape from
nonmagical restraints or being grappled.
Siege Monster. The Scylla deals double damage to objects Legendary Actions
and structures. The Scylla can take 3 legendary actions. Only one legendary
action can be used at a time and only at the end of another
creature’s turn. Scylla regains spent legendary actions at the
start of her next turn.
Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one tar-
get. Hit: 7 (1d8 + 2) bludgeoning damage. On a hit, the target
is grappled (escape DC 13). Until this grapple ends, the target
is restrained. The Scylla has six tentacles, each of which can
grapple one target.
Barbed Hunter
Large fiend (devil), typically neutral evil
Armor Class 15 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 13 (+1) 10 (+0) 10 (+0) 16 (+3)

Saving Throws Str +6, Cha +4

Apsinthos Skills Deception +5, Persuasion +5, Stealth +3


Damage Resistances poison, fire, cold
Large celestial, chaotic good Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal
Armor Class 15 (natural armor)
Hit Points 94 (9d10 + 45) Tactic: The barbed hunter hides and attempts to surprise it’s prey.
Speed 40 ft., fly 120 ft. Quote: “I’m gonna put a barb in your spine!”

STR DEX CON INT WIS CHA


20 (+5) 20 (+5) 20 (+5) 18 (+4) 20 (+5) 20 (+5)
Actions
Bite. Melee Weapon Attack: +6 to hit, one target. Hit: 7 piercing
Saving Throws Con +8, Wis +8 , Cha +8. damage plus 3 fire damage.
Skills Perception +11 Spiked Bone. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
Damage Resistances radiant one target. Hit: 5 piercing damage plus 2 fire damage.
Condition Immunities charmed, exhaustion, frightened.
Senses darkvision 60 ft., passive Perception 18
Languages all, telepathy 120 ft.

Tactic: Apsinthos will relentlessly remain in melee range, and


Cleanser
will attack the most “evil” characters first. He uses his healing Medium celestial (construct), typically unaligned
touch on himself one when he reaches half his total hit points,
and once when he is below 15 hit points. If he takes 25 or more Armor Class 15 (half-plate)
damage, he uses his reaction to teleport to a different quad- Hit Points 15 (2d8 + 6)
rant in the Sunderdome.
Speed 30 ft., fly 30ft
Quote: “For what it’s worth, I am sorry.”
STR DEX CON INT WIS CHA
Angelic Weapons. Apsinthos’ weapon attacks are magical.
14 (+2) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 8 (-1)
When he hits with any weapon, he deals an extra 1d6 radiant
damage (included in the attack). Saving Throws Str +4, Con +5
Divine Awareness. Apsinthos knows if he hears a lie. Skills Athletics +4, Perception +2
Magic Resistance. Apsinthos has advantage on saving throws Damage Immunities poison, radiant
against spells and other magical effects. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Actions Languages Common, Celestial
Greatsword. Melee Weapon Attack: +8 to hit., one target. Hit: 12
(2d6+5) slashing damage and 4 (1d6) radiant. Tactic: CCleansers will attempt to charge their targets with
Healing Touch (2/Day). Apsinthos touches another creature. the radiant flamethrower.
The target magically regains 12 (2d8 + 3) hit points and is freed Quote: “For the Dusk Lord, you must burn!”
from any curse, disease, poison, blindness, or deafness.

Reactions Actions
3/Day: Teleport. Apsinthos magically teleports, along with Radiant Flamethrower. The cleanser spews radiant fire. Every crea-
any equipment he is wearing or carrying, to anywhere within ture in a 10-foot cone originating from the cleanser must succeed
the Sunderdome. on a DC 12 Dexterity saving throw or take 3 radiant damage.

227
Quest-0-Nomicon
Ember Elemental Endless Wrecker
Huge elemental, typically neutral Medium humanoid (human), neutral
Armor Class 13 (natural armor) Armor Class 15 (natural armor)
Hit Points 25 (3d12 + 6) Hit Points 8 (1d8 + 4)
Speed 0 ft., fly 40 ft. (hover) Speed 35 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) 16 (+3) 14 (+2) 18 (+4) 7 (-2) 7 (-2) 9 (-1)

Damage Resistances lightning, thunder; bludgeoning, Saving Throws Str +5, Con +5
piercing, and slashing from nonmagical attacks Senses passive Perception 8
Damage Immunities poison, fire. Languages Common
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Tactic: The endless wreckers will attack whoever is closest to
Senses darkvision 60 ft., passive Perception 10 them that isn’t already being attacked by an endless wrecker.
Languages Auran, Ignan Quote: “My brothers, today we see victory!”

Tactic: Ember elementals try to slam anything out of the air Sunderdome Equipped Weapon. The endless wreckers need no
near them. They only attack grounded creatures if nothing weapons, and attack only with their fists
airborne is nearby.
Quote: *howling winds and burning ash*
Actions
Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Smoke Form. The elemental can enter a hostile creature’s space Hit: 3 bludgeoning damage.
and stop there. It can move through a space as narrow as 1 inch
wide without squeezing. When a creature starts their turn in the
ember elemental’s space, that creature must succeed on a DC 15
Constitution saving throw or take 5 fire damage.

Actions Executioner
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 bludgeoning damage. Large celestial, typically neutral
Cinder Wind (Recharge 4–6). Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure, Armor Class 15 (leather cloak)
a target takes 5 bludgeoning damage and is flung up 20 feet Hit Points 25 (3d10 + 9)
away from the elemental in a random direction and knocked Speed 30 ft.
prone. If a thrown target strikes an object, such as a wall or
floor, the target takes 2 bludgeoning damage for every 10 feet STR DEX CON INT WIS CHA
it was thrown. If the target is thrown at another creature, 20 (+5) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
that creature must succeed on a DC 13 Dexterity saving throw
or take the same damage and be knocked prone. If the saving Saving Throws Str +3, Con +4
throw is successful, the target takes half the bludgeoning dam-
Skills Athletics +7
age and isn’t flung away or knocked prone.
Senses darkvision 60 ft., passive Perception 12
Languages Common, Celestial

Tactic: The executioner relentlessly hunts down any contend-


ers in the Sunderdome to decapitate them.
Quote: “Die, criminal.”

Actions
Axe. Melee Weapon Attack: +7 to hit., one target. Hit: 11 (1d12 + 5)
slashing damage.
Ember
Elemental

228
Appendix B: Creatures and NPCs
Grass Hilmar
Small humanoid (kobold), neutral Medium humanoid (half-elf), neutral
Armor Class 13 (15 with mage armor) Armor Class 13 (leather armor)
Hit Points 11 (2d8 +2) Hit Points 5 (1d8 + 1)
Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 9 (-1) 7 (-2) 17 (+3) 11 (+0) 14 (+2) 12 (+1) 8 (-1) 13 (+1) 14 (+2)

Saving Throws Cha +5 Saving Throws Dex +3, Wis +2


Skills Deception +5, Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft. passive Perception 10
Senses passive Perception 11 Languages Common, Elvish
Languages Common, Draconic
Tactic: Hilmar first attacks whoever is attacking Zorra.
Tactic: Grass uses his spells to attack those that Papos has Quote: “My love, we will see this battle through!”
hindered first, and targets others if nobody is hindered
Quote: “I’m sorry but, I have to win.” Sunderdome Equipment. Hilmar attacks with a makeshift sling,
or a shortbow if he has found one. Use the table below to
Sunderdome Equipment. Grass attacks with whatever he has. determine what he has.
Use the table below to determine what he has. If he has a spell- 1st hour: No weapon
casting focus, he can cast his spells. 2nd hour: Sling
1st hour: No weapon 3rd hour: Shortbow
2nd hour: Nothing 4th hour: Shortbow
3rd hour: Spellcasting focus
4th hour: Spellcasting focus Actions
Actions Sling. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one
target. Hit: 1 bludgeoning damage.
Unarmed Strike. Melee Weapon Attack: +0 to hit, reach 5 ft.,
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 1 bludgeoning damage.
one target. Hit: 2 piercing damage.
Dagger. Melee Weapon Attack: +4 to hit, one target. Hit: 3
slashing damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 5 force damage.
Imp of
Spellcasting. Grass casts mage armor, requiring an arcane focus.
Rapture

Imp of Rapture Shapechanger: The imp can use its action to polymorph into a
beast form that resembles a weasel (speed 20 ft.), a wasp (20
Tiny fiend (devil, shapechanger), lawful evil ft., fly 60 ft.), or a centipede (20 ft., climb 20ft.), or back into
its true form. Its statistics are the same in each form, except
Armor Class 13
for the speed changes noted. Any equipment it is wearing or
Hit Points 10 (3d4 + 3)
carrying isn’t transformed. It reverts to its true form if it dies.
Speed 20 ft., fly 40 ft.
Devil’s Sight. Magical darkness doesn’t impede the
imp’s darkvision.
STR DEX CON INT WIS CHA Magic Resistance. The imp has advantage on saving throws
6 (-2) 17 (+3) 13 (+1) 11 (01) 12 (+1) 14 (+2) against spells and other magical effects.

Damage Immunities fire, poison Actions


Condition Immunities poisoned Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach
Senses darkvision 120 ft., passive Perception 11 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target
Languages Infernal, Common must make a DC 11 Constitution saving throw, taking 7 (2d6)
poison damage on a failure, or half as much on a success.
Tactic: The imps protect Rapture at all costs. Using subterfuge and Invisibility: The imp magically turns itself invisible until it attacks
dirty tactics like going invisible or shape changing into a wasp. or until its concentration ends (as if concentrating on a spell).
Quote: “Rapture will have your souls!” Any equipment the imp wears or carries is invisible with it.

229
Quest-0-Nomicon
Icicle
Elementals

Icicle Elemental Jaximus LeCoux


Medium humanoid (half-orc), neutral
Tiny elemental, typically neutral
Armor Class 15 (half-plate)
Armor Class 14
Hit Points 7 (1d8 + 2)
Hit Points 3 (2d4 - 2)
Speed 30 ft.
Speed 0 ft, fly 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 10 (+0) 8 (-1) 9 (-1) 14 (+2)
6 (-2) 18 (+4) 9 (-1) 4 (-3) 13 (+1) 3 (-4)
Saving Throws Dex Str +6, Con +3
Saving Throws Dex +6
Senses darkvision 60 ft., passive Perception 9
Condition Immunities exhaustion, paralyzed, petrified,
Languages Common
poisoned, unconscious
Skills Stealth +6, Perception +3
Tactic: Jaximus LeCoux runs forward and attacks whoever
Senses darkvision 60 ft., passive Perception 13 is closest. .
Languages Aquan
Quote: “My oath will guide me?”

Tactic: Icicle elementals swarm above their prey and swoop down
Sunderdome Equipment. Listed below is the equipment Jaximus
to impale them. When their numbers are less than half; they flee.
has available, depending on the hour in the Sunderdome:
Quote: *crackling of ice* 1st hour: No weapon, No armor
2nd hour: No weapon, Half-Plate
Actions 3rd hour: Greatsword, Half-Plate
4th hour: Greatsword, Half-Plate
Impale. As a part of the icicle elemental’s movement, it moves
through another target creature’s space. When it does so, Actions
the target creature must succeed on a DC 12 Dexterity saving
Greatsword. Melee Weapon Attack: +4 to hit., reach 5 ft.,
throw or take 3 piercing damage.
one target. Hit: 5 slashing damage

Lava Elemental Molten Form. A creature that touches the elemental or hits it
with a melee attack while within 5 feet of it takes 2 fire dam-
Large elemental, typically neutral age. In addition, the elemental can enter a hostile creature’s
space and stop there. The first time it enters a creature’s space,
Armor Class 10 (natural armor) that creature takes 2 fire damage and catches fire; until some-
Hit Points 21 (2d10 + 10) one takes an action to douse the fire, the creature takes 2 fire
Speed 20 ft. damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radiu
STR DEX CON INT WIS CHA and dim light for an additional 30 feet.
14 (+2) 8 (-1) 20 (+5) 8 (-1) 8 (-1) 8 (-1) Water Susceptibility. For every 5 feet the elemental moves in
water, or for every gallon of water splashed on it, it takes 1
Damage Immunities poison, fire. cold damage.
Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious Actions
Senses darkvision 60 ft., passive Perception 10 Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Languages Ignan Hit: 4 fire damage.
Lava Spit. Ranged Weapon Attack: +1 to hit, range 30/120 ft.,
Tactic: Lava elementals are slow and prefer to consume their prey; one target. Hit: 3 fire damage.
they wait for targets to get close, but give up if they run away.
Quote: *molten earth spewing and splashing*

230
Appendix B: Creatures and NPCs
Lilly Papos
Medium humanoid, chaotic neutral Small humanoid (gnome), neutral
Armor Class 15 (natural armor) Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 10 (3d6)
Speed 30 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 9 (-1) 13 (+1) 10 (+0) 9 (-1) 14 (+2) 11 (+0) 16 (+3) 13 (+1) 10 (+0)

Saving Throws Dex +3, Wis +2 Saving Throws Int +5, Wis +3
Skills Stealth +4 Skills Arcana +5, Insight +3, Perception +3
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 13
Languages Common, Halfling, Gnomish Languages Common, Gnomish

Tactic: The Lillies attack the nearest target, and attempt to stay Tactic: Papos uses his spells to hinder his enemies.
away from any enemies if they don’t have a melee weapon. Quote: “Now we gotcha!”
Quote: “We rise from the ground like flowers.”
Sunderdome Equipment. Listed below is the equipment Papos
Sunderdome Equipment. Listed below is the equipment Grass has available, depending on the hour in the Sunderdome:
has available, depending on the hour in the Sunderdome: 1st hour: No weapon
1st hour: No Weapon 2nd hour: Dagger
2nd hour: Longbow 3rd hour: Dagger, Arcane focus
3rd hour: Longbow and shortsword 4th hour: Dagger, Arcane focus
4th hour: Longbow and shortsword
Actions
Actions Unarmed Strike. Melee Weapon Attack: -1 to hit, reach 5 ft.,
Unarmed Strike. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
one target. Hit: 1 bludgeoning damage. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Longbow. Ranged Weapon Attack: +4 to hit, range 180/240 ft., Hit: 3 slashing damage.
one target. Hit: 6 (1d8 + 2) piercing damage. Spellcasting. Grass casts one of the following spells, requiring
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., an arcane focus and using Charisma as his spellcasting ability
one target. Hit: 5 (1d6 + 2) slashing damage. (spell save DC 13):
At will: minor illusion, prestidigitation
1/day each: color spray, hideous laughter.

Lava
Elemental

231
Quest-0-Nomicon
Rapture Sandstone Worm
Large fiend (devil), lawful evil Huge monstrocity, typically unaligned
Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40) Hit Points 34 (3d12 + 15)
Speed 40 ft., fly 120 ft. Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 20 (+5) 20 (+5) 18 (+4) 20 (+5 20 (+5) 7 (-2) 20 (+5) 1 (-5) 8 (-4) 10 (-3)

Saving Throws Int +8, Wis +7 , Cha +8. Saving Throws Con +7, Dex +0
Skills Intimidation +8, Perception +11 Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Damage Immunited fire, cold, necrotic, poison Languages —
Condition Immunities charmed, exhaustion,
frightened, poisoned. Tactic: The sandstone worm attempts to eat the largest crea-
Senses darkvision 120 ft., passive Perception 17 ture it can sense, and otherwise wildly attacks
Languages Common, Infernal, Abyssal Quote: *guttural trill*

Tactic: Rapture takes pleasure in violent combat. She will at-


tack the characters with the lowest hit points first. Being sure Actions
to stay away from any characters that deal radiant damage to Multiattack. The worm makes two attacks: one with its bite
her, if she is dealt radiant damage, she focuses her attention and one with its stinger.
on that character. If she takes 25 or more damage, she uses her Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
reaction to teleport to a different quadrant in the Sunderdome. 5 piercing damage. If the target is a Medium or smaller crea-
Quote: “I don’t think you’ll put up much of a fight, and watch- ture, it must succeed on a DC 13 Dexterity saving throw or be
ing you squirm is just as fun!” swallowed by the worm. A swallowed creature is blinded and
restrained, it has total cover against attacks and other effects
Hellfire Weapons. Rapture’s weapon attacks are magical. When outside the worm, and it takes 2 acid damage at the start of
she hits with any weapon, she deals an extra 1d8 fire damage each of the worm’s turns.
(included in the attack). If the worm takes 3 damage or more on a single turn from a
Regeneration. Rapture regains 5 hit points at the start of her creature inside it, the worm must succeed on a DC 20 Con-
turn. If she takes radiant damage, this trait doesn’t function stitution saving throw at the end of that turn or regurgitate
at the start of her next turn. Provided that Rapture does not all swallowed creatures, which fall prone in a space within 10
sustain radiant damage again, she regains her Regeneration feet of the worm. If the worm dies, a swallowed creature is no
trait after 1 round. longer restrained by it and can escape from the corpse by using
Magic Resistance. Rapture has advantage on saving throws 20 feet of movement, exiting prone.
against spells and other magical effects. Tail Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 3 piercing damage, and the target must make a
Actions DC 12 Constitution saving throw, taking 2 poison damage on a
failure, or half as much damage on a success.
Hellwhip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 13 (3d4 + 6) slashing damage and 5 (1d8) fire damage.

Reactions
3/Day: Teleport. Rapture magically teleports, along with any
equipment she is wearing or carrying, to anywhere within
the Sunderdome.

Swarming
Nettle

232
Appendix B: Creatures and NPCs
Snow Stalker Tactic: The snow stalker attempts to frighten a creature it can
see, and then attacks them.
Medium undead, typically neutral evil Quote: *crackling of ice*

Armor Class 14 (natural armor)


Hit Points 22 (4d8 + 4) Actions
Speed 30 ft. Stab. Melee Weapon Attack: +5 to hit., reach 5 ft., one target.
Hit: 5 piercing damage.
STR DEX CON INT WIS CHA Terrifying Gaze. The snow stalker chooses a creature it can
12 (+1) 16 (+3) 13 (+1) 5 (-3) 9 (-1) 3 (-4) see within 30 feet of it. The target must succeed on a DC 12
Wisdom saving throw or be frightened for 1 minute. While
Saving Throws Str +3, Dex +5 frightened in this way, the creature’s movement becomes 0,
Skills Stealth +5, Perception +1 and the snow stalker has advantage on attacks against it. The
Senses darkvision 60 ft., passive Perception 11 targeted creature may remake the save if it takes damage, or
Languages understands the languages it knew before death, at the end of each of its turns.
but does not speak

Sunderdome Wasp Swarming Nettle


Medium beast, unaligned Medium swarm of tiny plants, unaligned

Armor Class 12 (natural armor) Armor Class 12 (natural armor)


Hit Points 13 (3d8) Hit Points 22 (5d8)
Speed 10 ft., fly 50 ft. Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 4 (-4) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Senses passive Perception 10 Damage Resistances bludgeoning, piercing, slashing


Languages — Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Tactic: These large wasps sting any creatures that are either Senses blindsight 10 ft., passive Perception 8
moving the fastest or are the loudest. Languages —
Quote: “BZZZZ”
Tactic: The swarming nettle will attempt to surround a living
creature and feed on them.
Actions Quote: *rapid rustling of leaves*
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 piercing damage, and the target must make a DC 12 Swarm. The swarm can occupy another creature’s space and
Constitution saving throw. On a failure the target is poisoned vice versa, and the swarm can move through any opening large
for 6 rounds and takes 1 poison damage at the start of each of enough for a Tiny insect. The swarm can’t regain hit points or
the poisoned creatures turns. gain temporary hit points.

Actions
Sting. Melee Weapon Attack: +3 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 5 piercing damage, or 3 piercing
damage if the swarm has been reduced to half of its hit points
or fewer.

Sunderdome
Wasp

233
Quest-0-Nomicon
Sylnie
Small humanoid (halfling), neutral
Armor Class 12 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 25 ft.

STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
9 (-1)
WIS
13 (+1)
CHA
18 (+4)
Wandering Golem
Large construct, unaligned
Saving Throws Con +3, Cha +6
Armor Class 17 (natural armor)
Skills Deception +6 Persuasion +6
Hit Points 84 (8d10 + 40)
Senses passive Perception 11
Speed 30 ft.
Languages Common, Halfling

Tactic: Sylnie uses her spells to attack those that Papos has STR DEX CON INT WIS CHA
hindered first, and targets others if nobody is hindered. 20 (+5) 9 (-1) 20 (+5) 5 (-3) 14 (+2) 1 (-5)
Quote: “Nice one, Papos!”
Damage Immunities poison, psychic; bludgeoning, piercing,
and slashing from nonmagical attacks
Sunderdome Equipment. Listed below is the equipment Grass
has available, depending on the hour in the Sunderdome: Condition Immunities charmed, exhaustion, frightened, para-
lyzed, petrified, poisoned
1st hour: No weapon
2nd hour: Arcane focus Senses darkvision 120 ft., passive Perception 12
3rd hour: Arcane focus Languages Common
4th hour: Dagger and arcane focus
Tactic: The wandering golem only ever tries to destroy air
Actions skiffs, taking no interest in any other creatures.
Unarmed Strike. Melee Weapon Attack: -1 to hit, reach 5 ft., one Quote: “AIR-SKIFFS WILL BE TERMINATED.”
target. Hit: 1 bludgeoning damage.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Immutable Form. The golem is immune to any spell or effect
Hit: 3 slashing damage. that would alter its form.
Spellcasting. Sylnie casts one of the following spells, requiring
an arcane focus and using Charisma as his spellcasting ability Actions
(spell save DC 14): Multiattack. The golem makes two slam attacks.
At will: mending Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
1/day each: burning hands, thunderwave Hit: 10 bludgeoning damage.

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12


White Dragon Hatchling Languages Draconic

Medium dragon, typically chaotic evil Tactic: White dragon hatchlings attempt to burrow toward
their prey, in an attempt to surprise them.
Armor Class 15 (natural armor)
Quote: ”Rawr.”
Hit Points 26 (4d8 + 8)
Speed 30 ft., burrow 15 ft., fly 45 ft., swim 25 ft.
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit:
13 (+1) 10 (+0) 14 (+2) 7 (-2) 10 (+0) 11 (+0) 3 piercing damage and 1 cold damage.
Cold Breath (Recharge 6). The dragon exhales an icy blast of hail
Saving Throws Dex +2, Con +4, Wis +2 in a 15-foot cone. Each creature in that area must make a DC 12
Skills Perception +3, Stealth +2 Constitution saving throw, taking 5 cold damage on a failure,
Damage Immunities cold or half as much damage on a success.

234
Appendix B: Creatures and NPCs
Yor
Medium humanoid (dwarf), neutral
Armor Class 14 (studded leather)
Hit Points 5 (1d8 + 1)

Vel Speed 25 ft.

Medium humanoid (tiefling), neutral STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 8 (-1) 8 (-1) 10 (+0)
Armor Class 12 (natural armor)
Hit Points 5 (1d6 + 1) Saving Throws Str +4, Dex +3

Speed 30 ft. Senses darkvision 60 ft., passive Perception 9


Languages Common, Dwarvish

STR DEX CON INT WIS CHA


Tactic: Thilgal will charge towards the closest enemy and
10 (+0) 14 (+2) 13 (+1) 8 (-1) 9 (-1) 18 (+4)
attack them with whatever he has on him.
Quote: “This is almost as bad as that time I lost ten
Saving Throws Dex +3, Cha +5
thousand gold!”
Senses darkvision 60 ft., passive Perception 9
Languages Common Fey Ancestry. Yor has advantage on saving throws against
being charmed, and magic can’t put him to sleep.
Tactic: Nevari will make a ranged attack, attempting to keep
Sunderdome Equipment. Listed below is the equipment Yor has
her distance as much as possible.
available, depending on the hour in the Sunderdome:
Quote: “I’ve never known defeat!” 1st hour: no weapon
2nd hour: spellcasting focus
Sunderdome Equipment. Listed below is the equipment Vel has 3rd hour: spellcasting focus
available, depending on the hour in the Sunderdome: 4th hour: spellcasting focus
1st hour: No weapon
2nd hour: Greatsword Actions
3rd hour: Greatsword
Unarmed Strike. Melee Weapon Attack: +3 to hit., reach 5 ft., one
4th hour: Greatsword target. Hit: 1 bludgeoning damage.

Actions Blast of Flame. Ranged Spell Attack: +5 to hit, reach 60 ft., one
target. Hit: 3 Fire damage
Greatsword. Melee Weapon Attack: +5 to hit., reach 5 ft., Healing Touch. Yor touches a creature and blasts them with
one target. Hit: 4 slashing damage. healing energy. The target creature regains 2 hit points.

Zorra Tactic: Zorra attacks whoever is attacking Hilmar.


Quote: “Indeed, our love will guide us to victory!!”
Medium humanoid (dragonborn), neutral
Sunderdome Equipment. Zorra attacks with her spellcasting
Armor Class 15 (natural armor)
focus. Use the table below to determine what he has.
Hit Points 7 (1d8 + 3)
1st hour: no weapon
Speed 30 ft. 2nd hour: spellcasting focus
3rd hour: spellcasting focus
STR DEX CON INT WIS CHA 4th hour: spellcasting focus
9 (-1) 12 (+1) 16 (+3) 9 (-1) 10 (+0) 17 (+3)
Actions
Saving Throws Dex +2, Cha +4 Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Damage Resistances cold target. Hit: 1 bludgeoning damage.
Senses passive Perception 10 Mote of Cold. Ranged Spell Attack: +4 to hit, range 60/120 ft.,
Languages Common, Draconic one target. Hit: 2 cold damage.

235
Quest-0-Nomicon
CIR3 Recon Scout
Medium humanoid, typically neutral
Armor Class 16 (splint armor)
Corrupted
Hit Points 11 (2d8 + 2) Colossus
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2
Senses passive Perception 10
Languages Common

Tactic: The CIR3 recon scout will try to keep their distance
from enemies, firing from cover with their bolt thrower.
Quote: “Get to cover!”

Appearance. A CIR3 recon scout wears a set of grey military fa-


tigues, reinforced with layered, padded, and steel pauldrons and
greaves, while a SPAWN device has been surgically attached to
their chest. Often, they wear a handkerchief around their neck
if they are not wearing a helmet. Each scout carries with them a
shortsword and a bolt thrower, which is a ranged weapon that
does not use tension to fire its projectiles, but rather uses magic
to force a crossbow bolt down a rail at extreme speeds.

Actions
Shortsword. Melee Weapon Attack: +3 to hit., reach 5ft.,
one target. Hit: 4 piercing and 2 force damage.
Bolt Thrower. Ranged Weapon Attack: +3 to hit., range of 160/640.,
one target. Hit: 5 piercing damage and 2 force damage.

Corrupted Automaton Tactic: The corrupted automaton will try to rush in and
overwhelm their target before they get a chance to even
Medium construct, typically chaotic neutral react. Repairing as often as possible.
Quote: “Target acquired.”
Armor Class 17 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft. Actions
Multiattack. The corrupted automaton makes two sword
STR DEX CON INT WIS CHA arm attacks.
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) Repair (Recharge 5 - 6). The corrupted automaton regains
10 hit points.
Damage Immunities psychic, lightning Sword Arm. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Condition Immunities blinded, charmed, deafened, one target. Hit: 5 (1d6 + 2) slashing damage.
exhaustion, frightened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6
Languages Common

236
Appendix B: Creatures and NPCs
Corrupted Colossus Tactic: The corrupted colossus will focus on trying to eliminate
anything that is within its reach. Once the power is cut to the
Large construct, chaotic neutral gem, it will try to pull itself up onto the machinery to kill the
party before they can escape.
Armor Class 20 (natural armor)
Quote: “*metallic groaning* Beep, beep, beep.”
Hit Points 105 (10d10 + 50)
Speed 30 ft. Immutable Form. The corrupted colossus is immune to any spell
or effect that would alter its form.
STR DEX CON INT WIS CHA Magic Resistance. The corrupted colossus has advantage on
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) saving throws against spells and other magical effects.

Damage Immunities psychic Actions


Condition Immunities blinded, charmed, deafened, exhaus- Multiattack. The corrupted colossus makes two melee attacks.
tion, frightened Repair. The corrupted colossus regains 20 hit points.
Senses blindsight 60 ft. (blind beyond this radius), passive Bionic Arm. Melee Weapon Attack: +13 to hit, reach 15 ft., one
Perception 10 target. Hit: 23 (3d10 + 7) slashing damage.
Languages —

Appearance. Once a nobleman and extremely wealthy entrepre-


Henry Blackcroft neur, able to afford the grandest and most expensive clothing,
Henry’s finery has been torn and ripped where his body has
Medium humanoid (half construct), neutral evil been twisted, merging with the technology he created. It’s
nearly impossible to tell if Henry Blackcroft is even truly alive
Armor Class 15 (natural armor) anymore, or if he is now a mechanical puppet himself.
Hit Points 99 (18d8 + 18) Magic Resistance. Henry has advantage on saving throws
Speed 30 ft. against spells and other magical effects.

STR DEX CON INT WIS CHA Actions


10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Multiattack. Henry Blackcroft makes three sword arm attacks,
he can replace one of these attacks with a Shocking Grasp.
Saving Throws Int +9, Wis +6 Repair (Recharge 5 - 6). Henry regains 25 hit points.
Skills Arcana +13, History +13 Shocking Grasp. Melee Spell Attack: +9 to hit, reach 5 ft., one
Damage Immunities lightning target. Hit: 18 (4d8) lightning damage and the target cannot
Condition Immunities blinded, charmed, deafened, exhaus- take reactions until the start of their next turn.
tion, frightened Spellcasting. Henry casts one of the following spells, requiring
Senses passive Perception 12 no material components and using Intelligence as his spell-
Languages Common, Elvish, Dwarvish, Gnomish, Draconic casting ability (spell save DC 17):
At will: mending
Tactic: Henry protects the “Anomaly”. Henry spends his first 4/day: detect magic, faerie fire, jump.
turn casting jump for maneuverability, then from a vantage 1/day each: heat metal, dispel magic, haste, animate objects.
point casts faerie fire with his legendary action. If he was dealt Sword Arm. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
damage, he stays out of sight while using Repair, then he or range 20/60 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
casts animate objects with his legendary action to attack the
characters. He uses heat metal or sword arm attacks on any
characters who get close to him, and if he needs to retreat,
Legendary Actions
he uses shocking grasp so as to not take opportunity attacks. Henry Blackcroft can take 1 legendary action. Only one legend-
When Henry has less than half his hit points, he uses his ary action can be used at a time and only at the end of another
legendary action to cast haste. Then he moves into melee to creature’s turn. Henry regains spent legendary actions at the
attack the characters with multiple sword attacks start of his next turn.
Augment Arcana. Henry casts a spell.
Quote: “They all betrayed me! This is only the beginning of
their punishment!”

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Quest-0-Nomicon
Mutated
Colussus

Mutated Citizen
Medium abomination, typically chaotic evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Immunities acid


Senses tremorsense 30 ft., passive Perception 10
Languages —

Tactic: The mutated citizens mindlessly throw themselves at


their enemies without thought of consequences.
Quote: *garbled yells*

Regeneration. The mutated citizen regains 10 hit points at


the start of its turn if it has at least 1 hit point. If the mutated
citizen takes radiant damage, this trait doesn’t function at
the start of its next turn. Provided it does not sustain radiant
damage again, the mutated citizen regains its Regeneration
trait after 1 round.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
9 (2d6 + 2) piercing damage. The target must make a DC 14
Constitution saving throw, taking 9 (1d12 + 3) acid damage on
a failure, or half as much on a success.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d6 + 2) slashing damage.

Mutated Colossus Immutable Form. The corrupted colossus is immune to any spell
or effect that would alter its form.
Large abomination, chaotic evil Regeneration. The mutated colossus regains 10 hit points at
the start of its turn if it has at least 1 hit point. If the mutated
Armor Class 20 (natural armor)
colossus takes radiant damage, this trait doesn’t function at
Hit Points 110 (20d10) the start of its next turn. Provided it does not sustain radiant
Speed 30 ft. damage again, the mutated colossus regains its Regeneration
trait after 1 round.
STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Actions
Multiattack. The mutated colossus makes two melee attacks.
Damage Immunities acid Tentacle. Melee Weapon Attack: +8 to hit, 20 ft. reach, one
Senses tremorsense 30 ft., passive Perception 10 target. Hit: 16 (3d10) bludgeoning damage, and the target is
Languages — grappled (escape DC of 15). Until this grapple ends, the target is
restrained. The corrupted colossus has two of these tentacles,
Tactic: The mutated colossus will lash out at any creature that each of which can grapple one target.
comes close enough to be within its reach, attempting to drag Crush. The mutated colossus attempts to crush a creature
the creature down into the pit where the colossus is trapped. grappled by its tentacle. The targeted creature must make a
Once the power is cut to the gem, it will try to pull itself up DC 14 Constitution saving throw, taking 10 bludgeoning dam-
onto the machinery to kill the party before they can escape. age on a failure.
Quote: “garbled groans.”

238
Appendix B: Creatures and NPCs
Regeneration. The Othkotha regains 5 hit points at the start of
The Othkotha its turn if it has at least 1 hit point. If the Othkotha takes radi-
ant damage, this trait doesn’t function at the start of its next
Huge fiend (demon), chaotic evil turn. Provided it does not sustain radiant damage again, the
Othkotha regains its Regeneration trait after 1 round.
Armor Class 17 (natural armor)
Hit Points 115 (10d12 + 50) Actions
Speed 30 ft.
Multiattack. The Othkotha makes two tentacle attacks. If it
successfully grabs a creature, it can use its crush instead of
STR DEX CON INT WIS CHA another melee attack.
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one
target. Hit: 16 (2d10+5) bludgeoning damage, and the target is
Damage Immunities acid grappled (escape DC of 18). Until this grapple ends, the target
Senses tremorsense 60 ft., passive Perception 10 is restrained. The Othkotha has two of these tentacles, each of
Languages Abyssal which can grapple one target.
Crush. The Othkotha attempts to crush a target grappled by
Tactic: The Othkotha spends its first turns using its tentacles its tentacle. The target must make a DC 14 Constitution saving
to grapple the nearest characters, crushing them on its next throw, taking 10 bludgeoning damage on a failure.
turn. Any characters it kills, it uses its Animatium aura on as to Animatium Aura. The othkotha sends out a wave of Anima-
slow their respawn. Then it focuses on attacking the charac- tium energy, preventing any characters who have died from
ters that deal the most damage to it each turn. respawning until the start of its next turn.
Quote: *various screeches, wails, moos, and crunching*
Legendary Actions
Appearance. The Othkotha is a twisted abomination, where
The Othkotha can take 3 legendary actions. Only one legend-
bodies, heads, and appendages of many animals, including
ary action can be used at a time and only at the end of another
cows, birds, and humanoids have been fused together to form
creature’s turn. The othkotha regains spent legendary actions
a hulking beast with massive, whip-like arms.
at the start of its turn.
Immutable Form. The Othkotha is immune to any spell or effect
Attack. The Othkotha makes one attack with one of its tentacles.
that would alter its form.

Othkotha

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Quest-0-Nomicon
Introduction Wild Wild Wilderness. After reaching the far lands
Everybody needs somewhere to settle down, especially
beyond the Forlorn Pass, the characters stumble upon
adventurers! Here you’ll find a collection of player
the abandoned Flintfall Mine. Ser Nominus is waiting
bases, homes, and sanctuaries to provide the characters
for them, ready to help them upgrade the place.
a moment of respite from the harrowing world. These
Escape from Old Redwick. After escaping Redwick,
bases can easily be awarded to the party by the NPCs
the characters find a strange piece of chalk in their
in each adventure, allowing you to give your players
possession with a note tied around it. The note has a
something special for completing their quests. Each
symbol and the instructions to “draw on any door.”
of these bases can also be upgraded to allow special
Upon following this instruction, the characters can
bonuses and abilities.
enter the Wandering Mansion—and find Ser Nominus
inside, ready to give them the tour!
The Lost Spirits. The characters are visited
Management by the Ferryman one last time, who gives them a
So who exactly could present these bases to the strange piece of chalk and a symbol. They instruct
characters? Well Ser Nominus, of course! He’s collected the characters to draw the symbol on any door. Upon
all of these places from his years of adventuring and following this direction, the characters can enter the
certainly doesn’t need them anymore. He grants the Wandering Mansion—and find Ser Nominus inside,
characters the deed to whichever base they’ve earned ready to give them the tour!
and facilitates any upgrades they should need. You Rosewood’s Invitation. After defeating Rosewood,
can read below to see how each adventure ties into the the characters are visited by Merret, who gives them
player base. a strange piece of chalk and a symbol. He instructs
Hunt for Haldraxis. Phillip knows Ser Nominus the characters to draw the symbol on any door. Upon
from his past; the two are good friends. He rewards following this direction, the characters can enter the
the characters with the deed to the Keep Inn, which is Wandering Mansion—and find Ser Nominus inside,
based in Byriver. ready to give them the tour!
Whispers of Wispy Peak. The guard, Lenny Shipwrecked! After the characters return to
Wallace, gives the characters the deed to the Keep Windwillow, they are rewarded by either Solomon or
Inn, which is just outside of Wispy Peak. When the the villain with the Windrunner. The only sailor aboard
characters first arrive, they find Ser Nominus there, is Ser Nominus, ready to help with her upgrades.
ready to help! The Treasure of Obsidian Cove. Amongst the
A Night in Midhallow. Ser Nominus approaches treasure of Obsidian Cove, the characters find the
the party himself, wearing a raven mask. In thanks deed to the Windrunner, which is a ship sitting in port
for helping Midhallow, he offers them the deed to the at Larson’s Landing. When the characters claim it,
Keep Inn, which is based in town. they find Ser Nominus on board, ready to help with
The Heist. Amongst the villain’s score, the her upgrades.
characters find the deed to Flintfall Mine, which Sunderdome Showdown. After escaping the
is located just outside of Tuckerbank. Once the Sunderdome, the characters are approached by Ser
characters find it, Ser Nominus is waiting for them, Nominus, who rewards them for their victory with
ready to help! Titan’s Hollow.
Bulwarks of Bullthorne. After the characters save The Doomed Heroes. If the characters return to
the town of Bullthorne, Ser Nominus himself rewards CIR-3, they are rewarded with Titan’s Hollow, where
them with the deed to Flintfall Mine. This mine is an they find Ser Nominus waiting for them, ready to help
hour’s walk from Bullthorne. with upgrades.

240
Appendix C: Player Bases
5

4 Keep Inn Upgrades


Here is a list of available upgrades that can be
purchased by Ser Nominus to upgrade the Keep Inn:
• New kitchen equipment: 100 gp
3 • Decorate the outside: 110 gp
• Renovate the front room: 120 gp
2 • Renovate the bedrooms: 150 gp
1

1: The Entrance/Living Quarters


The entrance to this keep contains a tattered rug, a bar
to the north side (with ample space for drinks), and a
table and chairs to the southeast. This room can be used
for general rest and relaxation—or, alternatively, as the
The Keep Inn lobby of an Inn, should the players decide to open the
keep to guests.
This worn-down keep has all of the basic amenities
necessary to turn it into a working inn. A small
courtyard in the back of the keep holds a training area 2: Bedrooms
with splintered training dummies. A small shed beside Each bedroom contains a large bed with a thin mattress,
it contains racks that could hold various weapons. fit for two individuals; a small bedside table; and a
The living quarters are large, and there is a kitchen desk with a single chair, and a small lantern beside it.
with a stove located near the bedrooms. Each of the These rooms double as both good sleeping areas for the
four spacious bedrooms comes equipped with one bed, party, and rooms to be rented out, should the players
large enough for two people, and modest furnishings. decide to open the keep to guests.

3: Kitchen
The Keep Inn: This kitchen contains all the necessities for making
Grand Opening! food. A small stove and a water basin flank the
counters. Inside the drawers, there are pots, pans,
After receiving the deed to the Keep Inn, the characters
and silverware. A nice pile of wood, ready for burning,
can decide to open it up as a tavern. They will need to
lies next to the stove.
hire at least two skilled workers: a front desk man and a
cook. Each skilled worker is paid 2 gp per day.
Each day, roll a d100 and use the tables below to 4: Backyard Training Area
determine how much money this small inn makes. The backyard of the keep has been fitted to be a suitable
The party has a modifier based on what upgrades training area for adventurers. In the middle of the large,
they’ve given the inn, or if they’ve given none at all. grass-laden space are some wooden training dummies,
The listed income assumes the inn already makes splintered but still standing, ready to be battered. Large
enough to sustain workers hired to run it. rocks and boxes sit on the ground nearby, and a small
dirt arena is prepared for sparring.

Upgrades Bonus Roll GP roll


to daily Results 5: The Strange Shed
income roll This wooden shed, located right next to the keep, looks
0-20 1d4 gp
None -10 to be nothing more than a small room. However, the
(Min of 0) 21-40 3d4 gp front door opens to an interdimensional space, which
1 Upgrade +0 41-60 3d6 gp appears as a small bar. At the counter is a large, ghostly
hand that extends a menu to anyone who steps inside.
2 Upgrades +10 61-80 6d6 gp Any alcohol or food requested in this shed is free, and
3 Upgrades +15 81-100 6d8 gp any effects of inebriation dissipate upon exiting the
interdimensional space.
4 Upgrades +20 100+ 8d8 GP

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Quest-0-Nomicon
Flintfall Mine
Flintfall Mine is an ore excavation site that has been Flintfall Mine Upgrades
abandoned for years. Just outside the mine is a watch- Here is a list of available upgrades that can be purchased
tower that was once used as a lookout for incoming from Ser Nominus to upgrade the Flintfall Mine.
supplies and potential bandits. Inside are furnished bar- Spyglass in Watchtower - 200 gp. A spyglass can
racks, an office space, and a mining area filled with tools. be added to the lookout tower in Area 1. This upgrade
Flintfall Mine has five rooms that can be turned into a will give a character advantage on any Perception
profitable base for any adventuring party. checks made while using the spyglass. Additionally, it
extends the distance a creature can see from the tower
1: Lookout Towers to an 8-mile radius. Once per day, any creature can
Just outside the entrance of the mines stand two guard gaze at the stars. Roll a d4 and consult the table below
towers. At the base of each tower is a small room that to determine the stargazer’s benefit.
can fit a few crates of supplies. Inside each room is
a ladder that leads to the top of the building. While
standing in the lookout tower, a character can see the 1 You gain an inspiration point.
surrounding area for up to a 4-mile radius. 2 You gain 1d4 temporary hit points.
3 Roll a d20 and record the roll. For the next 12
2: Main Lobby hours, you can replace any d20 roll with this roll.
At the entrance, there is a set of minecart tracks that 4 You have advantage on the next Initiative check
leads deeper into the mine, descending into a dug-out you make.
room with a 20-foot-tall ceiling. This room is lined with
racks and tables. Each rack holds simple mining equip-
ment such as pickaxes, hammers, shovels, and chisels. Hiring Crew - 55 gp per month. If the players wish
Each table has gloves, hardhats, lanterns, and rope. The to use the mine for its original purpose, they can hire one
north wall has empty crates that once held ore. skilled worker and five unskilled workers to excavate the
mine, sell ore, and manage payments. Alternatively, they
3: Barracks can choose to only hire one skilled worker and spend the
next four workweeks in the mines. This lowers the cost
Ten dusty beds line the walls of this crowded but
by 5 gp for every unskilled worker they replace. At the
functional room. At the foot of every bed is a small
end of each month, roll a d6 and use the table below to
footlocker filled with tattered clothes and worn-out
determine the mine’s revenue.
shoes. There is a large table in the middle of the room.

4: Office 1 -2 60 gp
This small office is where miners documented ore 3-4 60 gp + 3d10 gp
collections and transactions when the mine was still
functioning. A desk and a chair occupy the north 5 100 gp + 3d10 gp
corner of the room. Atop the desk sit a large scale and 6 150 gp + 3d10 gp
a log of payments.

Minecart Repair - 500 gp. The players can pay to


5: Mining area fix the minecarts, or anyone who has proficiency with
The minecart track continues into this 30-foot-tall area. blacksmithing tools can repair the mines in 10 days for
The walls bear the marks of past mining endeavors. half the listed price. When the minecarts are repaired,
Several passages lead off from this room into dead the crew gains a +1 on the Mine Revenue table at the
ends. Any character can spend 4 hours mining into the end of each month, and the characters can use them as
walls. At the end of this time, they roll a d4—on a 3 or funtime roller coasters.
4, the character finds ore worth 2d10 gp.

242
Appendix C: Player Bases
5

243
Quest-0-Nomicon
5

1
3

mansion’s door remains open for 10 hours, after which

The Wandering it shoves everyone out, pushing them within 5 feet of


the front door with a faint popping sound. Any items

Mansion the characters brought into the mansion remain inside,


save anything they had on their person. The Wandering
Mansion cannot be summoned via the chalk again for
A special symbol, drawn onto any door with equally at least 24 hours. However, characters who have the
special chalk, brings the characters through a portal ability to teleport into other planes of existence can use
and into the Wandering Mansion. This large rustic that ability to enter the mansion regardless of when the
home was the base for an old party of adventurers. door was last opened.
After it was nearly burned down by their enemies, it
was abandoned. The Wandering Mansion has a foyer, a 1: Foyer
kitchen, a library, a training room, and six bedrooms—
The entrance to this manor is tiled with obsidian stone,
all of which are managed by semi-sentient furniture,
while the supports are a dark wood. The walls, also
cookware, and utensils.
wood, are eye-catchingly patterned with rhombus
shapes. Sofas, soft chairs, and mats surround a small
magical fireplace, and a large crimson rug covers the
The Chalk staircase, which leads to the bedrooms.
Unlike the other player bases, the Wandering Mansion May I Take Your Hat, Sir? - 250 gp. This upgrade
exists inside an extradimensional space in between enchants a coat rack to become a butler who will take the
the planes. An endless stick of magical chalk either characters’ things and organize them in their respective
finds its way into the characters’ hands, or is gifted to rooms. What exactly is taken and organized is up to the
them by an ally. Anyone can draw the symbol on any characters. This allows the characters to feel more relaxed
functioning door as an action. Once this is done, that and spend less time sorting their inventory whenever they
door opens into the Wandering Mansion. Anyone who enter the house—which takes one hour off of the time
passes through this door ends up in the mansion. The required for them to gain the benefits of a long rest.

244
Appendix C: Player Bases
2: Kitchen room, have them record how long they spent in it. If
a character spends a collective total of 30 hours in the
The kitchen and dining room are dimly lit by floating
training room, they gain a +1 in two different abilities
candle lights that provide a cozy ambience to these
of their choice. After gaining this benefit, the character
spaces. The knives, plates, and silverware can cook food
can gain it again only if they spend a collective 90
for the characters on their own.
hours in the training room—after which, they can no
What’s on the Menu? - 800 gp. This upgrade al-
longer gain benefits from the training room.
lows the dinnerware to cook the characters special food,
for which the ingredients are magically summoned.
When acquiring this upgrade, Ser Nominus will inform 5: Bedrooms
the characters that they only need to name four differ- These magical bedrooms are furnished exactly to the
ent foods and the dinnerware will make them. What he characters’ likings. They can be sparse, clutter-filled,
unfortunately fails to disclose is that when these four organized, or messy. The entire aesthetic is their choice!
foods are named, they are the only foods the dinner- Just Like Home - 1,000 gp. This upgrade allows
ware will ever make. On top of this, the dinnerware will special windows to be built into the walls of the
only listen to the first four foods listed. The previous bedrooms. These windows cannot be opened and are
owners of the Wandering Mansion discussed what completely dark by default. However, any character
foods they would like prepared, but in their discussion can fog the window with their breath, and write either
named, “bread, bread, eggs, and bread.” a specific place or a type of place with their finger.
Once this is done, the windows display a view of
3: Library the chosen place as if the character was really there.
These places are not true renditions of the named
This 40-foot-tall room has a fresco painted on its domed
locales, only illusory ones. For example: a character
ceiling. The faded painting depicts various horned and
wants their windows to display their home village,
winged creatures in flight. Unfortunately, the entirety
but this village was burned to the ground—the village
of this room has been burned. The fire that nearly
would appear as it did before it burned, and in its
consumed the mansion was luckily put out here, but
heyday. While the characters have this upgrade, they
most of the library’s stored knowledge was destroyed.
gain temporary hit points equal to their level each
The shelves are now blackened husks, and the tiled
morning, thanks to the comfort brought to them via
floors are scattered with ash.
the landscapes. These temporary hit points last until
What Wasn’t There Before - 500 gp per upgrade.
they are spent or until the character gains temporary
The characters can commission Ser Nominus to bring
hit points from another source.
a collection of books into their library to restock its
shelves. Each time the characters purchase this up-
grade, have them choose between Strength, Dexterity,
Constitution, Intelligence, Wisdom, and Charisma.
The chosen ability will be the topic of the books Ser
Nominus finds and stocks in the library. Any character
can spend 1 hour in the library reading books on one
available topic. When they do, they gain advantage on
related ability and skill checks for 12 hours.

4: Training Room
This large room is in the basement—behind the staircase
is another staircase that leads to this room. The training
room comes furnished with targets, dummies, weights,
hanging bars, and moving floors for running, along with
six magical crystals. Any character can take one of these
crystals and name a weapon. The crystal then transforms
into the named weapon. These crystals cannot physically
leave the mansion. If a character tries to leave with one,
it vanishes and reappears in the training room. Any
character can use this room to train and hone their skills.
A Real Challenge - 800 gp. This upgrade grants
all of the training equipment a limited sentience,
allowing characters to train with moving targets and
real fighters. Each time a character uses the training

245
Quest-0-Nomicon
The Windrunner quartermaster’s workshop, where the quartermaster
keeps all of their records of purchases and supplies, as
well as tools and workspaces for any repairs the ship
The Windrunner is an old, two-masted brigantine vessel may need. At the center of the hull is the galley, where
which has been laid-up in dock for some time. The ship the cook prepares meals for both the crew and guests,
was commissioned by the nobleman John Faraday as a so long as they are provided with proper provisions.
pleasure yacht before his untimely assassination. The
ship has four decks, each with its own uses.
The Windrunner has a speed of 5 miles per hour, or 4: Cargo Hold
120 miles per day (45 feet per round). The ship’s hull The cargo hold is the lowest deck of the ship, consisting
has an AC of 15 and 500 hit points, while its rigging of one large room which is used to store equipment and
and masts have an AC of 13 and 150 hit points. Once supplies for the voyage. Barrels of food, clean water,
the ship’s hull is reduced to 0 hit points, the vessel alcohol, spare planks, ropes, and other miscellaneous
begins to sink. If the ship’s rigging and masts are items and equipment are kept down here.
reduced to 0 hit points, the ship’s speed becomes 0.
Upgrades
1: Top Deck Here is a list of available upgrades that can be pur-
This deck is the topmost exterior deck of the ship, chased from Ser Nominus to upgrade the Windrunner.
where much of the activity of sailing the vessel takes Ballista - 200 gp. A ballista can be mounted on the
place. Cargo and passengers enter the ship from here top deck of the ship, allowing the ship to be used not
via wooden gangplanks that can be placed to connect just for sailing, but for naval combat. The ballista is a
the ship to a stationary dock. The helm for the ship, as ranged weapon with a distance of 60/240 feet, has an
well as access to all of the rigging and sails, is located attack bonus of +5, deals 4d6 piercing damage on a hit,
on this deck as well. and uses ballista bolts as ammunition. One ballista
bolt can be bought for 3 gp each. In order to install
2: Voyager’s Deck the ballista, the ship must be in port for 1 day. This
upgrade can be taken twice.
This deck is directly under the top deck. It acts as the
Swivel Gun - 800 gp. A swivel gun is an upgraded
living and working space for the owner of the ship and
version of the ballista, using gunpowder and a metal
any guests aboard. There are six private guest cabins
ball as ammunition. The swivel gun is a ranged weapon
flanking the forward part of the ship, each equipped
with a distance of 120/480 feet, has an attack bonus of
with a bed for one person, a nightstand, and a personal
+8, deals 4d12 piercing damage on a hit, and uses
travel chest. There is also a captain’s quarters, which is
swivel gun ammo as ammunition. Rounds of swivel
larger than the other guest rooms, and includes a large
gun ammo can be bought for 10 gp each. In order to
four-poster bed, a pair of nightstands, a wardrobe,
install the swivel gun, the ship must be in port for one
a reading area with built-in bookshelves, and large
day. This upgrade can be taken twice.
stained glass windows with images of the Windrunner
Upgraded Rigging and Sails - 500 gp. The ship’s
sailing at full speed. The windows look out over the
sails and rigging can be upgraded to enhance the speed
back of the ship, providing a panoramic view of the
of the ship. The ship’s speed increases by an additional
ship’s wake. At the center of the deck is a living area,
mile per hour. In order to install the upgraded rigging,
with a couple of couches bolted to the floor, along
the ship must be in port for 3 days.
with a large, multi-use table. This table can be a place
for making navigational plans, serving dinners, and Steam Engine and Paddle Wheel - 1,000 gp.
anything else the characters may think of. A large steam engine can be installed in the storage
hold of the ship, connected to a paddle wheel mounted
on the side of the exterior hull. This upgrade increases
3: Crew Deck the speed of the ship by 5 miles per hour when the
This deck sits directly below the voyager’s deck. TIt’s engine is operating, but takes fuel to do so. One full
dedicated to the ship’s crew and to the various work- day of travel takes 1 barrel of engine fuel, and each
ers needed to keep the ship running. Along one side barrel costs 15 gp. In order to install the engine and
of the hull are five bunk rooms, each equipped with paddle wheel, the ship must be in port for 7 days.
a set of bunk beds, as well as a set of personal storage Armored Hull - 1,000gp. The exterior hull of the
chests for each crewman. Along the other side of the ship can be equipped with metal plating, allowing
hull are areas for specific utilities the ship needs. To- it to take more punishment in battle. The ship’s hull
wards the bow of the ship is the infirmary, where the AC increases by +3, but its speed is slowed by 2 miles
doctor onboard can operate on crewmen and guests per hour. In order to install the armored hull, the ship
should they be injured. At the aft of the ship is the must be in port for 7 days.

246
Appendix C: Player Bases
Ship’s Ram - 800 gp. A metal ram is attached Sails of Flying - 8,000 gp. This upgrade allows
to the bow of the ship, enabling the vessel to deal the Windrunner to rise into the air and take flight,
damage to enemy vessels by ramming into them. The granting it a flying speed of 5 miles per hour, 120
ram automatically deals 6d12 piercing damage when miles in a day (45 feet per round).
the Windrunner rams head first into an enemy ship—
Hull of Submerging - 6,000 gp. This upgrade
however, when the ram is used, roll a d20. On a roll of
allows the Windrunner to cover itself in a protective
3 or below, the ram is destroyed in the process. In order
to install the ram, the ship must be in port for 5 days. bubble of air and submerge itself beneath the water.
Hiring Crew - 55 gp per month. If the players While underwater, the ship has a speed of 2.5 miles per
wish to send the ship out sailing without the hour, 60 miles in a day (25 feet per round). The pressure
characters present, they can hire one skilled worker is magically regulated inside the bubble, allowing the
and five unskilled workers to crew the ship. ship to dive as deep as the characters desire.

247
Quest-0-Nomicon
Titan’s Hollow
Titan’s Hollow is a military fort built within the skeleton
of an ancient titan, though the compound has been long
Titan’s Hollow Upgrades
abandoned and fallen into disrepair, its walls crumbling Here is a list of available upgrades that can be purchased
and defenses broken. The fort has a main gate and from Ser Nominus to upgrade Titan’s Hollow.
watchtower to spot incoming hostile forces, as as well as Portcullis Repair - 300 gp. The portcullis for
a barracks, an armory, and a prison. Scattered about the the main gate can be repaired, its grate and lifting
fort are the remains of construct soldiers, their bodies mechanism corrected. This will allow the fort’s main
weathered by the elements and their power sources gate to be opened and closed at will. A character can
having long since died. control the main gate by using an action to pull the
lever located in the watchtower, next to the ladder.
Jaw Door Repair - 300 gp. The door to the armo-
1: Main Gate and Watchtower
ry, and jaw of the titan, can be repaired. This door is
The main entrance to the fort is a portcullis at the base of
controlled by a lever and opens with a gear and rope
a watchtower, built out of the hollowed bone of the titan’s
tension mechanism. It can also be slammed shut. Any
enormous arm, and connected to the fort’s outer wall,
creature caught in the jaw when it closes takes 10d10
which was reinforced into the titan’s ribcage. The portcul-
piercing damage and is pinned in the teeth. While
lis has long been broken, its gate lodged within the lifting
pinned, they are considered grappled and restrained.
mechanism. A ladder to the upper levels of the watchtow-
If this damage reduces a creature to 0 hit points, they
er is placed just within the portcullis. The room on the
are cut in half. A DC 18 Strength check will allow the
second floor of the watchtower has access to the parapet
character to escape. On each failed attempt, however,
at the top of the fort’s walls via giant fingerbones.
the creature takes an additional 5d10 damage.
Arcane Armory Door Lock - 100 gp. A skilled
2: Bailey Field wizard can be hired to cast arcane lock on the jaw
There is an open field within the walls of the fort, door that leads to the armory. The door can then
shadowed by the ribcage of the titan. The grass is dead only be opened by people the party designates, or
and dry, the ground patchy with spots of dirt and mud. if a password (chosen by the party) is spoken aloud
Around the field are a scattering of buildings, providing within 5 feet of it. Otherwise, the door cannot be
relatively easy access to the other sections of the fort. opened until the spell is dispelled or suppressed.
Revive Constructs - 1,000 gp. A skilled artificer
3: Barracks can be hired to revive the dead constructs scattered
This confined room is built into the half-buried pelvis about the fort. Ten construct soldiers, using the
of the titan. It contains fifteen bunk beds, pushed up animated armor stat block, will be at the party’s
against the walls. Every bunk bed has two empty command. Characters can use a bonus action to
footlockers. An area at the far end of the room give the constructs tasks, which the constructs will
contains a table and a couple of wooden chairs. complete as long as they can hear the commands
given. The constructs cannot pass beyond the fort’s
walls—their bodies are drained of all magic if they do.
4: Armory Hiring Soldiers - 5-20 gp per month. The party
This former armory is built into the skull of the titan. may hire mercenary soldiers (who use the bandit
The skull was propped up and the jaw reinforced with stat block) to be stationed at the fort. The fort can
steel to act as its doors. They have since rusted and comfortably house thirty soldiers in total. The
partially fallen off of their hinges. Inside are a dozen mercenaries require at least one officer (who uses the
steel shelves and weapon racks, with a handful of bandit captain stat block) to lead them. The mercenary
rusted shortswords left behind. soldiers should be paid 5 gp a month per soldier. The
mercenary officer—or officers!—should be paid 20 gp a
5: Prison month per officer.
The spine of the titan is buried underground. A staircase The Eyes of the Titan - 1,000 gp. The eyes of the
was dug down and the spine hollowed out to create a titan’s enormous skull can be reignited with magical
prison. Most of the space is taken up with old cells, with green flame. This allows any character in the armory
three of their walls made of solid bone. The fourth is to use their action to see through the skull’s eyes.
made up of metal bars with an iron door. A small office While using the skull’s sight, a creature gains truesight
space has been sectioned off near the entrance, contain- and can see out to 5 miles.
ing little more than an old desk and chair.

248
Appendix C: Player Bases
5
4

249
Quest-0-Nomicon
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