Drunken Dragon Handout Buy the House a Round. For 20 GP, a character can buy a drink for everyone in the taproom. For the next 24 hours, that character has Advantage on Charisma (Persuasion) checks made in the keep. Solicit Rumors. Once per day, a character in the tavern can make a DC 10 Charisma (Persuasion) check to glean a rumor from the bartender or a chatty patron. On a successful check,…
Long ravine. Rugged terrain. Feeling of desperation. Your path is blocked by a wide ravine that stretches into the distance to your left and right. The ravine measures 30 feet deep and stretches on for a mile in either direction. Some methods of circumventing this obstacle, and their effects, appear below. If your players come up with other ways, judge the effects and time needed as you see fit.
First Floor When the characters enter the Dining Room, read or paraphrase the following: A grand dining table commands the center of the room, its surface unnervingly clean amidst the dust-choked neglect that clings to the surrounding chairs, sideboard, and cabinets. But most unsettling of all is the feast spread across the table—a garish display of roasted boar, poultry, fish, and other meats,…
Devas are emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve. Rather than literal correspondence from a god, a deva conveys an allegory or quest to mortals, tasking them with delivering something to its rightful place. While the angel might be called on in…
Every 30 minutes of travel, an encounter occurs. Roll randomly or choose one from the Escape Encounters table. Resolve the encounter according to the description below.
Hill giants live among rugged bluffs and highlands. Standing three times the size of most humans, these giants exhibit skin and hair in a range of shades, including hues suggestive of the earth and mosses near their dwellings. Among hidden valleys, pristine waterfalls, and game-filled slopes, hill giants usually find their needs met by nature’s bounty. What the wilderness doesn’t provide, hill…
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Any gear and other mundane items found can be used during the adventure but are removed at the conclusion of play.
Characters earn an advancement towards their next level. If they decline the advancement, they also do not earn any treasure but are still eligible to earn marks of prestige or other non-treasure rewards.
Oni are elusive entities that inhabit dark forests and other wildernesses. By shape-shifting into the form of an innocent or moving invisibly, oni encroach on communities and lonely roads. They frequently harass people of faith, testing the limits of their piousness, or torment selfish people, punishing them for their wickedness. Wise communities often have guardian statues, annual rituals, or…
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a…
Sorrel could be a Mage taught by Ossymar. Try the Freezing Sphere spell for the blizzard.
The hafgufa is a titanic sea monster that preys on whales and ships. A hafgufa often lurks near the surface along trade routes, its mouth open so wide that its teeth jut above the waterline and appear as rocks that must be navigated between. When attacking, the hafgufa typically uses its terrible breath to incapacitate prey before plucking them up with its tentacles to feed into its open mouth.…
| AC : 16 | Crew: 10 |
|---|---|
| HP: 600 | Passengers: 40 |
| Damage Threshold: 20 | Cargo: 2 tons … |
Hezrous compose the bulk of many demonic hordes. In croaking, reeking throngs, these ogre-size brutes seek to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched fangs, fungal growths, or half-formed features. These unsettling manifestations emerge, then…
“The early morning sunshine illuminates the room. The tables have been pushed to one side, with mismatched chairs and stools arranged in wonky rows.” The tavern is small and simple, with one main room, a cellar and small rooms upstairs where Tarus and Hera go to get ready for the day. The main room has been decorated with bunting and flags showing a crest of a tiger encircled by waves.
| 1d4 | Rumor |
|---|---|
| 1 | “Bree-yark” is a goblin phrase that means “we surrender!” (False) |
| 2 | The keep’s banker, Quink, has been having trouble with break-ins recently. (True) … |
Two Winter Wolves could attack the horses. Eight Pudding Gremlins could trash the hall, including starting fires that spread if they’re not put out.
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