TEXT: A 5E WARLOCK ADVENTURE 
  BY KELLY PAWLIK
  RUMBLE IN  
  THE HENHOUSE
  FOR 2ND LEVEL PLAYER 
  CHARACTERS 
  
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  Open Game Content: The Open content in this book includes the August 
  Rooster writeup.
  © 2019 Open Design
  www.koboldpress.com
  ADVENTURE SUMMARY
  Having solved the mystery of slaughtered livestock in 
  Belcassel and ended the threat posed by the mutated beasts 
  of Belcassel House in Fowl Play (Warlock Lair #33), the PCs 
  follow Yvette’s trail northwest toward Maillon. On their 
  way, they hear news of travelers being attacked by unnatural 
  animal hybrids and of a young woman traveling alone with 
  a small, deformed child wearing ill-fitting robes.
  After a few days travel, and perhaps a chance encounter or 
  two with obviously-magical beasts, the PCs are set upon by 
  a pack of savage rodents. The rodents are pets of a satyr who 
  can inform them of Yvette’s bearing and of the location of 
  the convent of the Sisterhood of the Blessed Vine, a nearby 
  nunnery dedicated to Freyr and Freyja.
  When the PCs arrive at the convent, the remaining nuns 
  behave oddly, having been charmed by an august rooster 
  which they believe is a representative of their deities. The 
  PCs can explore the compromised shrine, discover the 
  creature which has taken roost there, and end its threat on 
  the region.
  RUMBLE IN THE HENHOUSE
  Design: Kelly Pawlik
  Editing: Meagan Maricle 
  Art Director & Graphic Design: Marc Radle
  Art: Phil Stone
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  ADVENTURE BACKGROUND
  Following her misadventures in Belcassel, Yvette Bell set off 
  toward Maillon with Vincenze, her newly-hatched owlbear. 
  Along the way, the curious but selfish young woman 
  continued to use the tome she discovered in her father’s 
  library to create hybrid animals, often to destructive results. 
  All the while, Vincenze has been growing at a speed that is 
  only outpaced by his appetite, leading to frustratingly messy 
  encounters with hapless farmers and travelers. Attempting 
  to find a place of respite, Yvette detoured to the convent of 
  the Sisterhood of the Blessed Vine, a shrine to Freyr and 
  Freyja. She decided to reward the nuns for their kindness by 
  using her misbegotten knowledge to create an august rooster 
  (see page 6 ), which quickly charmed most of the nuns as 
  well as Yvette herself. Shaking free of the august rooster’s 
  influence with the assistance of Sister Agata, a nun who had 
  become infatuated with her, Yvette has once again moved 
  on, taking Vincenze and her new partner with her, leaving 
  chaos in her wake.
  
  3
  As for Yvette, having outstayed her welcome, she has 
  moved on, joined by a young sister, and continues toward 
  Maillon.
  THE WAYWARD DAUGHTER’S TRAIL
  The trade road from Belcassel is narrow and rutted, barely 
  wide enough for two carts to pass each other. The road runs 
  183 miles from the center of Belcassel to the outskirts of 
  Maillon, a journey of approximately seven and a half days at 
  normal speed. The countryside alternates between farmland 
  and gently rolling hills with small stands of trees dotting the 
  scenery here and there.
  Before the PCs leave Belcassel, they are given ten days 
  provisions and a small cask of ale by Ronaldo and Gretchen 
  Cayune, the proprietors of the Toasted Stoat Tavern and 
  Rooming House. 
  To make the trip exciting or to show the effect Yvette’s 
  experiments have had on the area, you can roll on the 
  Random Encounters on the Road to Maillon table or choose 
  an appropriate encounter. 
  RANDOM ENCOUNTERS ON THE ROAD TO MAILLON
  D8
  ENCOUNTER
  1
  1d3 death dogs
  2
  2 giant vultures
  3
  1 giant boar
  4
  1d8 disfigured, giant farm chickens (use the statistics 
  of an axe beak)
  5
  A hunting party of 1d6 sprites and 1d6 pixies who 
  will trade information on the region for any fresh 
  meat the PCs have.
  6
  1d4 peaceful blink dogs
  7
  A trade caravan beset by 8 bandits led by a thug
  8
  1 manticore
  In addition to any random encounters, the PCs encounter 
  other travelers on the road and farmers working their fields 
  nearby. Some of these people can tell the PCs of a young 
  woman traveling with a growling, robed figure who passed 
  by a few days ago.
  ASSAULTED BY TINY FURRY THINGS!
  While the PCs are preparing to make camp on their third 
  day of travel out of Belcassel, they are set upon by 10 flying 
  wolpertingers (Creature Codex, p. 382). The antlered rabbits 
  are the mischievous pets of Timmin, a satyr, who arrives 
  on the scene at the end of the third round of combat. 
  Once he arrives, he attempts to gain control of his pets 
  by making a Charisma (Performance) check each round, 
  calling them to him with a song. If Timmins beats a DC of 
  10, the monstrosities break off their attack and return to his 
  side. The satyr apologises and calls for a truce. He is happy 
  to exchange information for his life and the lives of his 
  remaining pets. If all the wolpertingers are slain, Timmin 
  is visibly upset but still grudgingly gives up information to 
  the PCs. Timmin explains that he watched a young human 
  woman create the wolpertingers with a ritual she read from 
  a book. 
  He says that he gathered the creatures up after she left, and 
  he is quite fond of them—even if they are a bit aggressive and 
  mischievous. Timmin then tells them the woman set out in 
  the direction of the convent of the Sisterhood of the Blessed 
  Vine with her companion, and he points north toward 
  the shrine, describing the rough dirt track that leads to it. 
  He initially thought the companion was her child, but he 
  discovered it was a juvenile owlbear when its robes fell away 
  while it was eating. He also explains the nuns who live at the 
  shrine make wine from the convent’s vineyard but otherwise 
  keep to themselves. If the PCs enquire further, Timmin notes 
  he saw several frightened nuns leaving the convent recently.
  CONVENT OF THE SISTERHOOD  
  OF THE BLESSED VINE
  The dirt track leading from the trade road to the convent 
  runs approximately 45 miles through lushly verdant hills. 
  The convent of the Sisterhood of the Blessed Vine is located 
  amidst the hills with orderly rows of grapes growing up the 
  hills behind it.
  A 15-foot-tall palisade wall surrounds a moderately-
  sized stone temple. The large, vibrant image of a gold and 
  green goblet surrounded by grape leaves sits on the wall by 
  the gate. A successful DC 12 Intelligence (Religion) check 
  recognizes this as a shrine to the twin gods Freyr and Freyja. 
  The gate leading into the complex opens on the east wall, and 
  slate roof tiles can be seen covering structures built against 
  the north and east walls. The ground inside the wall appears 
  to be grassed. 
  When the PCs approach the convent, no nuns are 
  apparent, and no one appears to greet them. A copper bell 
  with a leather thong tied to the clapper hangs just inside 
  the gate. If the PCs ring the bell, Sister Charlette, one of the 
  nuns, heeds the call and appears within 1 minute. If the PCs 
  do not ring the bell, none of the nuns leave the temple while 
  the PCs explore the yard, exterior structures, or vineyard.
  MEETING SISTER CHARLETTE
  A fair-haired woman wearing an unflattering green robe 
  heeds the bell. She is approaching her middle years, and she 
  has a slight wobble to her gait as she walks. She introduces 
  herself as Sister Charlette and asks how she may help the 
  PCs. If the PCs request lodging, she allows them to set up 
  camp in Area 2. Sister Charlette is vague with details if asked 
  any questions about the convent or the resident nuns. She 
  
  4
  sells bottles of last year’s wine for 12 gp per bottle. If she sees 
  the PCs exploring the grounds or the temple, she makes a 
  feeble attempt to dissuade them, but otherwise doesn’t get 
  in their way. The PCs can determine that Sister Charlette 
  is tipsy with a successful DC 10 Wisdom (Insight) check 
  and that she is charmed with a successful DC 15 Wisdom 
  (Insight) check. If the PCs move around her or otherwise 
  ignore her, Sister Charlette returns to drinking her bottle of 
  wine in Area 11.
  1. THE YARD
  The yard inside the wall is mildly overgrown and appears 
  to have been recently neglected.  A PC who succeeds on a 
  DC 10 Intelligence (Nature) or Wisdom (Survival) check 
  notices hardened goat droppings near the gates. The same 
  Intelligence (Nature) check informs the PC that the goats 
  haven’t been in the yard for three or four days based on the 
  length of the grass. Some spots of the inner walls are splashed 
  with dried blood from the owlbear Vincenze feasting on the 
  convent’s goats, which can be determined with a successful 
  DC 15 Wisdom (Survival) check. The fur and feathers shed 
  by Vincenze in the yard can be determined to be from an 
  owlbear with a successful DC 15 Intelligence (Nature) check.
  1A. THE GROVE
  A dryad named Winne has taken residence in the copse 
  of trees surrounding a small shrine to Freyja in the 
  convent’s yard. Winne is fascinated with the effect the 
  august rooster is having on the nuns of the convent and 
  shares her observations with the PCs if they succeed on a 
  DC 13 Charisma (Persuasion) check. A DC 15 Charisma 
  (Intimidation) check also loosens her tongue, but Winne 
  joins the defense of the august rooster if the PCs treat her in 
  such a manner.
  2. SHEDS
  These small, dark, slate-roofed sheds smell of mildew. Farm 
  tools and some carpentry materials lean against the southern 
  walls. The sickles and scythes located within are ill-suited 
  for combat, and a creature that uses them for combat has 
  disadvantage on attack rolls with them. Sister Charlette 
  allows the PCs to sleep in one or both sheds if they request 
  lodging. If the PCs make camp in a shed and leave the door 
  open, the giant rats from Area 3 or the weasels from Area 4 
  investigate and attack them in the night.
  3. GOAT PENS
  The packed dirt floor of these small pens is covered with 
  dirty, matted straw, and each enclosure has a small pile of 
  straw heaped at the west end. A family of seven giant rats 
  has taken up residence in the straw and attacks if disturbed. 
  A single boot of a pair of boots of elvenkind can be found 
  buried in the straw with a successful DC 13 Wisdom 
  (Perception) check. The boot’s mate is in Area 7.
  4. HENHOUSE
  Bones and feathers litter the straw and mud floor of this 
  chicken coop, and the partly-eaten corpse of a giant rat lies 
  in front of the henhouse door.  A boogle of nine weasels 
  devoured the hens and moved into the henhouse when the 
  nuns ceased to care for them. The weasels retaliate against 
  any creature that harms them, but they flee humanoids if the 
  option is available. Coinage totalling 2 gp, 5 sp, and 21 cp is 
  scattered on the floor of the henhouse. A successful DC 10 
  Intelligence (Nature) check discerns the bones in the coop 
  belonged to chickens and goats.
  5. WINERY
  This room is often filled with countless barrels and boxes of 
  bottles of lovingly-made wine, but the Sisters’ new resident 
  has prevented the nuns from performing their normal duties. 
  It is currently empty, save a few dusty tapestries on the wall 
  depicting Freyr and Freyja.
  6. FERMENTATION ROOM
  The Sisters normally use this room to prepare their wine 
  for fermentation, but it currently only houses several empty 
  wooden barrels.
  7. STORAGE ROOM
  This dusty-smelling room is stuffed full of empty oak barrels 
  and flats of bottles, all returned to the Sisters for their next 
  batch of wine. A successful DC 13 Wisdom (Perception) 
  check uncovers single boot of a pair of boots of elvenkind 
  racked in a flat of empty bottles. The boot’s mate is in Area 3. 
  8. CLARIFICATION ROOM
  Dozens of oak barrels line the walls of this room. At the right 
  time of the season, the air in this room is heavy and smells of 
  yeast, but it is currently unused.
  9. CRUSH ROOM
  Large wooden tubs, well-made sacks, and a dozen poles hang 
  from the walls of this room by hooks. Normally this room 
  is used to extract the juices from the ripened grapes, but it is 
  currently gathering dust.
  A successful DC 12 Intelligence (Investigation) check 
  reveals the sacks and poles were used to squeeze the 
  remaining juices from the grapes after the initial stomping.
  10. ENTRY
  Unlit brass braziers stand in the corners of this T-junction. 
  Dust puffs from the room’s plush rugs as the PCs step 
  through, and a thin layer of dust lies on the small, wooden 
  tables near the doors. The sound of singing can be heard 
  coming from Area 11.
  
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  11. SHRINE
  Light streams through two large, stained-glass windows, 
  each depicting one of the twin gods. Five statues of Freyr 
  and Freyja stand on pedestals at the west end of the room. 
  The southern statues show Freyr holding implements of 
  planting and harvesting while the northern statues depict 
  Freyja holding a large sword and a spear and shield. The 
  central, western statue shows the twin gods side-by-side, 
  jointly grasping a golden goblet in their outstretched hands. 
  The rafters of the room are 20 feet above the floor and dimly 
  lit, as the light from the windows is directed downward. The 
  remaining three nuns kneel in this room, singing hymns. 
  Sister Charlette drinks out of a bottle of wine in a pew along 
  the northern wall if the PCs ignored her earlier or if the 
  PCs didn’t ring the gate’s bell. If disturbed, the nuns seem 
  confused and disinterested in any other activity.
  The august rooster left here by Yvette has charmed the 
  remaining nuns into believing it is a representative of Freyr 
  and Freyja. When it detects the PCs, it directs the nuns to 
  tend to their devotions and flies up to the rafters to hide. 
  When the PCs detect it, it proclaims itself an avatar of the 
  twin gods as it flies to the ground, allowing its aura to affect 
  any PC who can see or hear it. The august rooster attempts 
  to flee if reduced to 15 hit points or less. If the PCs offended 
  Winne in Area 1a, she joins in the august rooster’s defense.
  12. DORMITORY
  This room has several sets of bunks, each with their covers 
  unmade. Small footlockers, each holding a change of robes, 
  rest at the end of the bunks. The room feels untended, but 
  used. The Sisters have been managing to spend a few hours 
  here and there to sleep, but they currently spend most of 
  their time tending to their new resident. A search through 
  the remaining nuns’ belongings uncovers 3 potions of healing 
  and a gold holy symbol of Freyr and Freyja worth 200 gp.
  13. MOTHER YNGRID’S CHAMBER
  This room contains a desk, an uncomfortable single bed, and 
  a wardrobe containing several sets of green robes trimmed in 
  gold. All the surfaces are dusty as the august rooster directed 
  its thralls to drive Mother Yngrid and the other “unbelievers” 
  from the convent several days ago.
  14. KITCHEN
  The kitchen is in good order, as it is one of the only rooms in 
  the convent being used. The fire is lit, and there are several 
  days’ worth of fresh provisions.  In addition, the kitchen 
  contains enough preserved food to keep the original twelve 
  nuns fed for a few months.
  CONCLUDING THE ADVENTURE
  When the august rooster is defeated or driven from the 
  convent, the remaining nuns, Sisters Charlette, Suza, Etalle, 
  and Nathalie, regain their faculties quickly and explain that 
  the days since the august rooster arrived feel like a dream. 
  They tell the PCs that they were forced to drive out the other 
  eight nuns who wouldn’t heed the august rooster’s demands. 
  Sister Etalle says that Sister Agata, the youngest of the nuns, 
  left a few days ago with a guest named Yvette and her half-
  tamed owlbear.
  For their service, the nuns award the PCs with twelve 
  bottles of wine (worth 12 gp each) and the holy symbol 
  described in Area 12.
  The PCs can attempt to bring Yvette to justice when this 
  series concludes in Birds of a Feather!
  AUGUST ROOSTER
  An august rooster is an amalgam of numerous bird species 
  fused together by magic and granted a semblance of its 
  creator’s will and intellect. 
  Chimeric Avians. The body of an august rooster is nearly 
  human-sized with the head of a pheasant, the body of a 
  perching duck, the tail of a peacock, the legs of a heron, 
  the beak of a parrot, and the wings of a swallow. There is 
  wide variation among specimens of this hybrid, however, 
  with different creators replacing portions of the creature 
  depending on the material they have on hand during the 
  creation process. Most august roosters are created entirely 
  of avian material, though specimens evidencing snake necks, 
  turtle shells, and stag bodies have been encountered. Once 
  created, an august rooster can reproduce with any species of 
  bird, which usually results in an exotic-looking example of 
  the bird. Only three percent of eggs fertilized or laid by an 
  august rooster hatch into another august rooster. An august 
  rooster fused by magic is full grown at creation, while one 
  that hatches naturally grows to adulthood over the span of 
  six to eight months.
  Selfish and Self-serving. August roosters display the basest 
  instincts of their creators, and they have the mental faculties 
  and temperament of a spoiled, malicious child. Their sole 
  concern is their own comfort, and they use their natural gifts 
  to force nearby humanoids to tend to their wants and needs. 
  Young august roosters are brazen about their collections 
  of servants, often working the servants to exhaustion with 
  constant demands. More mature individuals have a strong 
  sense of self preservation and have their servants see to their 
  needs only when they know it will not raise suspicion.
  
  7
  AUGUST ROOSTER
  Medium monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  17 (+3) 
  16 (+3) 
  8 (-1) 
  7 (-2) 
  18 (+4)
  Damage Resistances psychic
  Condition Immunities charmed
  Senses passive Perception 8
  Language Common
  Challenge 4 (1,100 XP)
  Aura of Subservience. A beast or 
  humanoid that ends its turn within 
  30 feet of the august rooster and 
  can see or hear it must succeed 
  on a DC 14 Wisdom saving 
  throw or be charmed for 1 day. 
  A charmed creature that moves 
  more than 100 feet away from 
  the august rooster ceases to 
  be charmed. If the august 
  rooster requests that a 
  charmed creature do more 
  than tend to the creature’s 
  own needs, pay devotion to 
  the august rooster, or bring 
  the rooster food and gifts, 
  the charmed creature 
  can make a new saving 
  throw with advantage. 
  If a creature’s saving 
  throw is successful or the 
  effect ends for it, the creature 
  is immune to the august rooster’s 
  Aura of Subservience for 24 hours.
  Dive Bomb. If the august rooster is flying 
  and moves at least 20 feet straight toward 
  a target and then hits it with a talon attack on the same 
  turn, the target takes an extra 7 (2d6) slashing damage.
  Jumper. The august rooster can fly up to 40 feet each 
  round, but it must start and end its movement on a  
  solid surface such as a roof or the ground. If it is flying 
  at the end of its turn, it falls to the ground and takes 
  falling damage.
  Innate Spellcasting. The august rooster’s innate 
  spellcasting ability is Charisma (spell save DC 14). The 
  august rooster can innately cast the following spells, 
  requiring no material components.
  At will: dancing lights, mage hand, message, vicious 
  mockery
  3/day each: bane, charm person, hideous laughter
  1/day each: healing word, hold person
  ACTIONS
  Multiattack. The august rooster makes two talon attacks.
  Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  
  8
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Creature Codex. Copyright 2018, Open Design; Authors Wolfgang 
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  Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon 
  Sawatsky.
  Tome of Beasts. Copyright 2016, Open Design; Authors Authors 
  Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. 
  Rumble in the Henhouse. © 2019 Open Design LLC. Author Kelly 
  Pawlik. 
  
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