TEXT: PREPARED!
  BY 
  JON 
  SAWATSKY
  • A DOZEN ADVENTURES FOR FIFTH EDITION •
  
  A Dozen Adventures for Fith Edition
  CREDITS
  Design: Jon Sawatsky
  Cover Art: Simul
  Interior Art: Storn Cook, Frank Garza, Dio Mahesa, Johnny Morrow, and Nakarin Sukontakor
  Cartography: Meshon Cantrill
  editing: Miranda Horner
  Art Direction: Marc Radle
  Layout and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  “For Adam, first into the unknown.”
  TABLE OF CONTENTS
  Introduction  ........................................................................2
  he Impregnable Fortress of Dib (Levels 1–2)  .......................2
  he Marrow Mines (Levels 1–3)  ............................................4
  he Vault of Pallon the Pious (Level 2)  ..................................6
  he Claret Wellspring (Levels 4–5)  .......................................7
  he Room with Five Corners (Levels 6–7)  .............................9
  Upon the Icebound Terrace (Levels 6–7)  ............................. 11
  In Its Horrid Wake (Level 7)  ............................................... 13
  A Bad Night for Beting (Levels 8–9)  ................................... 15
  he Burning Crater (Levels 9–10)  ....................................... 17
  Atop the Mountain (Level 11)  ............................................. 18
  Under Revelers’ Feet (Levels 12–13)  ....................................20
  he Obsidian Pass (Levels 14–15)  ........................................22
  PREPARED!
  © 2016 Open Design 
  Kobold Press, Open Design, and their associated 
  logos are trademarks of Open Design. he 5E logo is 
  used by kind permission of Sasquatch Game Studio.
  Product Identity:  he following items are hereby 
  identiied as Product Identity, as deined in the 
  Open Game License version 1.0a, Section 1(e), and 
  are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, place names, 
  new deities, etc.), dialogue, plots, story elements, 
  locations, characters, artwork, graphics, maps, 
  sidebars, and trade dress. (Elements that have 
  previously been designated as Open Game Content 
  are not included in this declaration.)
  Open Game Content: he Open content in this book 
  includes the monster names, monster statistics, and 
  monster abilities. No other portion of this work may 
  be reproduced in any form without permission.
  KOBOLD PRESS
  P.O. Box 2811
  Kirkland, WA 98083
  www.KoboldPress.com
  
  2
  IntroductIon
  Your GM is ill, but you want to game anyway and volunteer 
  to run the game. Or perhaps you ran into a last-minute Life 
  Situation that ate your usual preparation time for your campaign, 
  and everyone truly needs a break from the ever-present Real 
  World. Fear not! With the scenarios herein, you can quickly and 
  easily take your group of adventurers through an interesting and 
  compelling story, defeat some villainous forces, and save the day 
  (or perhaps more). For those player characters (PCs) who are 
  more pragmatic, yes, there are rewards of varying kinds!
  Kicking in the Door. he door at the back of the wagon is 
  solidly reinforced. Forcing the door requires a DC 17 Strength 
  check. he DC for this check is reduced to 14 if the fortress has 
  less than half its hp remaining. Once the door is forced, the 
  goblins retreat to area 3.
  Lifting the Whole Damn Thing Up. Liting and tipping 
  the fortress over takes 2 rounds. Each round requires a 
  successful DC 17 Strength (Athletics) check made by one PC. 
  he DC of this check is reduced by one for each PC assisting. 
  PCs involved in liting the wagon may take no other actions 
  that round. Failing the check on the second round results in the 
  liting PC(s) having to start over. Successfully liting the wagon 
  results in the goblins retreating to area 3.
  Fire. If the wagon takes ire damage, it has a 50 percent chance 
  of bursting into lames. hile alame, the wagon takes 9 
  (2d6+2) ire damage each round on initiative 20. If the wagon 
  takes 24 or more damage from being on ire, the goblins inside 
  retreat to area 3.
  ADVENTURE ELEMENT C: WRESTLING MOVES
  he goblins inside the fortress gain advantage on all grappling-
  related checks and atacks. hen forced into melee combat, 
  they are as likely to atempt grabs and shoves as they are 
  shortsword atacks. Dib, a regular goblin in every other way, 
  gains the following:
  Knee-Bar. Melee weapon attack. +4 to hit, range 5 ft., one 
  target. Hit: 3 bludgeoning damage and target must succeed 
  on a DC 12 Strength saving throw or be restrained. Dib can 
  choose to maintain the knee-bar indeinitely, but can take no 
  move actions and is considered prone while doing so.
  AREA 1: THE EXTERIOR
  A large wooden wagon has been overturned a few feet rom the road. 
  An incomplete moat rings the structure; the vapors rom its gelatinous 
  contents reach your nose even at ity paces. he wagon has been 
  reinforced with broken shields and scavenged planks; an unfortunate 
  fox has been nailed unceremoniously atop a crude doorway. Slits and 
  holes of various sizes have been bored and carved into the walls, and you 
  hear whispering and rustling coming rom within. A lag made rom 
  cloth scraps hangs unmoving in the still air.
  he goblins do not leave the safety of the wagon willingly. hey 
  are interested in soter targets than a band of adventurers, and so 
  they stay under the wagon and operate its atacks as previously 
  described. In general, if the wagon seems likely to be destroyed, 
  the goblins retreat to area 3. 
  the Impregnable Fortress oF dIb
  FOUR 1ST- TO 2ND-LEVEL PCS
  We were traveling the old trade road up near the Blind Hills when we 
  found it: an overturned wagon in the ditch. Evas took to the shadows, 
  scouted ahead, and returned with strange details. he wagon had been 
  transformed—such that it appeared to be a ierce fortress. Signs of 
  goblin-work were apparent: broken shields reinforcing the walls, crude 
  arrow slits cut into the driver’s bench, a makeshit lag hanging limply 
  atop the whole afair. We let it alone, but even at a distance the smell of 
  the odd fortress’s uninished moat made us wretch . . .
  Background
  Several months back, Dib Halling-Chewer and his cronies were 
  ejected from a nearby goblin clan for indiscriminate wrestling. 
  heir antics, though hilariously entertaining to themselves, were 
  destructive and dangerous to the rest of the clan. he goblins 
  spent several nights in the wilderness before discovering an 
  abandoned wagon by the side of a trade road. here, the homeless 
  cadre transformed the wagon into a distinctly goblinoid fortress. 
  hey have had some success in assaulting and looting travelers on 
  the road.
  ADVENTURE ELEMENT A: THE FORTRESS ATTACKS
  Assaulting the fortress is a combat encounter. he fortress may 
  take two of the following actions on initiative 10 each round:
  • Arrow Barrage. Ranged weapon atack. +4 to hit, range 
  80/320 t., two targets. Hit: 5 piercing damage.
  • Spear Thrusts. Melee weapon atacks. +4 to hit, range 5 
  t., two targets. Hit: 5 piercing damage. Spear thrusts gain 
  advantage against PCs atempting to lit the wagon.
  • Fairly Hot Oil (Recharge 5–6). Spray blobs of oil at all 
  creatures within 20 t. Each creature must succeed on a DC 
  10 Dexterity saving throw or take 2 ire damage; a successful 
  saving throw halves the damage.
  ADVENTURE ELEMENT B: THE FORTRESS DEFENDS
  Adventurers can defeat the fortress in a number of ways.
  “Kill” It. he fortress has an AC of 14 and 40 hit points. It 
  is resistant to piercing damage and weak to ire damage (see 
  “Fire” below). PCs may atack it as they would a normal, albeit 
  immobile, target. Once the fortress reaches 0 hp, the goblins 
  retreat to area 3.
  Each scenario contains background information, adventure 
  elements, area descriptions, and some ideas for continuing 
  the story introduced in the scenario. hey are organized by 
  level recommendation, plus you’ll see that information at a 
  glance in the table of contents. For statistics on the creatures, 
  please reference the 5th Edition Monster Manualand the Tome of 
  Beasts (where you can ind creatures such as the bone collective, 
  dogmole, salt golem, and clockwork myrmidon). So, what are 
  you waiting for? Dive in and get prepared!
  FOUR 1ST- TO 2ND-LEVEL PCS
  
  3
  FOUR 1ST- TO 2ND-LEVEL PCS
  
  4
  AREA 2: UNDER THE WAGON
  he inside of the makeshit stronghold is a dank and foul-smelling 
  place. A small cauldron of rendered animal fat boils over a smoky ire. 
  Several poorly crated spears sit abandoned on the ground. A ladder 
  sugests the wagon’s inhabitants have dug into the ground below.
  Once their fortress is breached, the ive goblins inside retreat 
  into the throne room. A DC 10 Wisdom (Perception) check 
  uncovers an oily sack hidden under a rock. It contains 25 sp and 
  some shiny rocks.
  AREA 3: TUNNEL AND THRONE ROOM
  he tunnel, precariously carved and shored-up with planking, runs 
  straight for 30 t. before turning sharply. Around the corner are the 
  goblin’s living quarters. A single sputering torch illuminates the small 
  chamber and the makeshit throne at the far end. Evil eyes blink rom 
  behind ive small mounds of dirt and bedding. he sound of bow strings 
  being drawn greets your ears.
  he goblins make ranged atacks from behind half cover until 
  forced into melee. At the entrance to the chamber is a simple spike 
  trap. Noticing the trap requires a Perception (Wisdom) check of 
  DC 12. Disarming the trap requires a DC 12 Dexterity (thieves’ 
  tools) check. Failure to notice or disarm the trap causes six sharp 
  spikes to spring out of the ground. PCs within 5 t. of the trap 
  must succeed on a DC 13 Dexterity saving throw or take 1d6 (4) 
  piercing damage; a successful saving throw halves the damage.
  he throne hides Dib’s treasure hoard. A DC 12 Wisdom 
  (Perception) check reveals the seat of the throne is loose and 
  ofset. Inside the throne is a small wooden chest containing 60 
  sp, 15 gp, and a scrap of cloth with Dib’s fortress design notes 
  scribbled in smudged ink. 
  Conclusion
  No doubt the local authority is thankful the PCs removed 
  the nuisance from the side of the road. hat of the clan from 
  which Dib and his entourage were expelled? How did the goblin 
  develop such strong wrestling moves? Perhaps the entire clan 
  practices unarmed combat; their desire to test their skills on 
  civilized folk grows as the subterranean wrestling rings increase 
  in number.
  the marrow mInes
  FOUR 1ST- TO 3RD-LEVEL PCS
  I was taken by the evil dogs while camping near Agav’s bog. hey draged 
  me into their lair, and it wasn’t until I escaped that I knew the truth of 
  the place: a great and bony wing buried in the side of a hill. hey chained 
  me in the dark with a candle made rom foul wax and forced me to dig at 
  the marrow. heir bonds were poorly made, and I led several days later 
  while they slept. hat purpose did they have in mining that marrow? I 
  cannot say . . .
  his text does not specify the number of enemies in any given 
  encounter; tailor the numbers to suit the challenge level you 
  wish to create.
  Background
  he Marrow Mines are dug in and around the fossilized wing of 
  an unnamed leviathan. A small pack of kobolds lives and works 
  in the mines, which are heavily trapped. he kobolds defend the 
  area iercely and patrol the region around the mine. At night, a 
  handful of urds make aerial surveys of the territory. he urds live 
  in the deep reaches of the wing’s tips.
  he pack is led by Rikir, a large and brutish specimen who lost 
  an eye in a ight with some nearby goblins. Rikir is responsible 
  for the cunning traps dispensed throughout the place. 
  ADVENTURE ELEMENT A: THE MARROW
  he marrow from the wing is an addictive substance for the 
  kobolds, and some have been altered by long-term use. In 
  addition to Rikir, one in ive of the kobolds encountered in the 
  mines has gained the following action:
  Visions of the Leviathan. Staring into the kobold’s eyes, 
  you suddenly fall through a nightmarish stormscape: a dread 
  leviathan wings through the rain and lightning—what evil do you 
  see lost between worlds? Recharge (6); all enemies within 30 t. 
  must succeed on a DC 10 Constitution saving throw or are 
  frightened for 1 round.
  Consuming the marrow causes horriic visions of storms and 
  malevolent monsters winging their way through the skies. PCs 
  who consume the marrow must succeed at a DC 14 Constitution 
  check to avoid being paralyzed for a day. Paralyzed PCs can 
  atempt the saving throw again every hour. At the end of their 
  paralysis, the PCs discover they can read, write, and converse in 
  the Draconic tongue. his efect ends ater ive long rests.
  ADVENTURE ELEMENT B: RIKIR’S TRAPS
  Centipede Pit. Falling, you land on uneven ground. A skitering 
  horror moves nearby. The pit trap consists of a well-disguised false 
  loor covering a 10-t. drop into a pit. hree giant centipedes 
  atack anyone falling into the pit. Discovering the false loor 
  requires a DC 12 Wisdom (Perception) check. PCs can skirt its 
  edge with ease.
  Box of Bats. A slight drag in your step and the audible snap of a 
  tripwire alerts you to a trap. From the darkness comes a growing 
  cacophony of leathery wings. he box of bats trap consists of 
  a cleverly hidden tripwire that releases a swarm of bats 
  from a wooden cage 20 t. above. he bats atack anyone in 
  the passageway. Discovering the tripwire requires a DC 12 
  FOUR 1ST- TO 3RD-LEVEL PCS
  
  5
  Wisdom (Perception) check. he tripwire can be stepped over 
  (no roll required) or disarmed with a DC 10 Dexterity (thieves’ 
  tools) check.
  AREA 1: THE ENTRY
  he shoulder joint of a massive wing protrudes rom the side of a hill. 
  he bone has been hollowed out into a makeshit tunnel; the osseous 
  walls, loor, and ceiling are covered in strange smudge paintings 
  depicting canine-like humanoids. Piles of bones and broken tools lie in 
  heaps outside the entryway.
  Of all the areas in the mines, the entry is the most likely to 
  be trapped. In addition to the previously described traps, the 
  entry is guarded by kobold sentries. Unless great care is taken 
  to eliminate the sentries, they alert the warren to the presence 
  of intruders via whistles that, when blown, emit a single eerie 
  note. he kobolds in the mines are generally on edge; luring 
  the sentries away from their position with intriguing sounds or 
  lashing lights is not diicult. A secret tunnel just inside the entry 
  is found with a DC 13 Wisdom (Perception) check. he tunnel 
  exits deep in the reaches.
  AREA 2: THE NEXUS
  he tunnel widens into a large, irregularly shaped chamber. Crude pots 
  of crimson soil line the eastern wall. A smudge painting depicting a 
  massive winged creature dominates the room. A number of nest-like 
  beds lay scatered on the earthen loor.
  In the likely event that the kobolds are aware of intruders in 
  their warren, they fortify their living quarters at the wing’s 
  nexus. Several kobolds take half-cover position near the entry 
  to the nexus and use slings as the PCs approach. Rikir and a 
  few kobold guards take half-cover positions at the back of the 
  chamber and use their slings when the PCs pass the entryway. 
  Ater the PCs have reached the room, all remaining kobolds 
  engage in melee and atempt to block the PCs from targeting 
  Rikir and his guards. he marrow in the pots is magical, and a 
  DC 10 Intelligence (Arcana) check reveals it is likely dangerous 
  to consume.
  AREA 3: THE REACHES
  he tunnel narrows until you must crouch to continue; at the end, you 
  discover an opening into a large stone cavern. Piles of excrement sit on 
  the loor, and shuling noises sound rom the darkness above.
  he wing’s tips extend deep into the ground. A cluster of urds 
  live in the deep reaches of the wing, and they keep their distance 
  from the rest of warren. he urds have dug caverns that intersect 
  with the wing, and they perch high in the shadows where they 
  drop stones on interlopers. hey do not consume the marrow. 
  Treasure
  Notable treasures in the mines include a pot of red paint made 
  from the marrow. he paint is nearly impossible to remove from 
  most surfaces, and it dimly glows in an unsetling crimson hue. 
  Deep in the reaches is a perfectly preserved feather from the 
  monster whose bones make up the mines. It makes an excellent 
  +1 staf, or it could be processed into a quiver of +1 arrows by the 
  proper cratsperson. Rikir is fond of coins and baubles and likely 
  has a small hoard kept tucked away in the nexus.
  FOUR 1ST- TO 3RD-LEVEL PCS
  
  6
  Conclusion
  ho is threatened by the mine’s existence? hat can be learned 
  of the leviathan from which the mines are made? hat other, 
  more dangerous foes lurk beyond the reaches of this place? 
  the Vault oF pallon the pIous
  FOUR 2ND-LEVEL PCS
  True, I was hired to sail them past the Witch’s Teeth. Four adventurers 
  looking to earn a name; who was I to throw vinegar on their fancies? I 
  took ’em within a rowboat’s jaunt of the place to the door on the rock. I 
  know as much of the place as any sailor—nothing. he man who built 
  that door and its innards was known as Pallon the Pious, a pirate of 
  some renown. Given his actions in life, I don’t know how he made right 
  with any god when he died. he adventurers? Well, I imagine you four 
  want me to take you out. Perhaps you’ll ind your answer there…
  Background
  A famous pirate captain came to worship a lawful god in his 
  inal years. Ater a lifetime of plundering, pillaging, scutling, 
  and murdering along the coastline, the fear-inspiring Pallon the 
  Merciless rebranded himself as Pallon the Pious. But, a history 
  of violence is a hard thing to reconcile, and the salty old dog 
  slowly succumbed to madness. His most precious possession 
  was a set of scales that relected perfectly his own inner conlict. 
  he Scales of Misjudgment are buried deep in the treasure room 
  of his crazed rock-island vault.
  ADVENTURE ELEMENT A: STRUGGLES WITHIN
  At difering times (GM’s discretion) throughout the party’s 
  exploration of the vault, the guilt of Pallon magically threatens 
  the PCs. Each PC is compelled to tell one story from their past 
  where they did a great wrong. here is no saving throw to avoid 
  this compelled confession. Ater the story is told, the PC must 
  succeed on a DC 10 Charisma saving throw to avoid incurring 
  one level of exhaustion.
  ADVENTURE ELEMENT B: STRUGGLES WITHOUT
  At the beginning of each of the location’s two combats, the 
  cruel nature of Pallon magically threatens to seep into the PCs’ 
  personas. All PCs must succeed on a DC 10 Wisdom saving 
  throw or become merciless for 3 rounds. hile merciless, PCs 
  cannot assist or target other PCs with helpful spells and abilities. 
  Passive efects are unafected. he GM must use their discretion 
  when resolving this efect.
  AREA 1: THE DOOR
  A silver cup is ited into the center of door with a small inscription 
  carved above it. A gull watches you rom a nearby perch; its eyes relect 
  the dull gray waters.
  he inscription reads: Give to receive. A DC 10 Wisdom 
  (Perception) check uncovers trace amounts of dried blood in the 
  cup. he door slides open when 3 hit points worth of blood is 
  poured into the cup. he door is extremely resistant to physical 
  damage (AC 17, hp 70). Nonmagical atacks made against the 
  FOUR 2ND-LEVEL PCS
  
  7
  door with anything but a proper sledge have disadvantage to 
  hit. A DC 15 Wisdom (Perception) check reveals a small release 
  mechanism that can be activated with a DC 17 Dexterity (thieves’ 
  tools) check. 
  AREA 2: THE DESCENT
  A tunnel descends below the water line. he stonework is crude and 
  uninished, and the loor is litered with loose stones. A thin layer of 
  briny ooze coats the place. At the end of the tunnel, you discover a small 
  chamber containing roting wooden planks piled in a corner. 
  he chamber at the botom of the tunnel has one exit leading 
  to area 4. A DC 12 Wisdom (Perception) check made in the 
  entryway reveals skeletal remains clutching a palm-sized stone 
  with the word ‘wrongteous’ carved into it. A DC 14 Wisdom 
  (Perception) check also reveals a secret passage leading to area 3.
  AREA 3: THE PRAYER ROOM
  Descending the cramped passage, you emerge into a circular chamber 
  with a simple stone altar along the far wall. Scatered on the loor are 
  a dozen stone tablets with carved inscriptions. Four slumping igures 
  occupy the space directly in ront of the altar.
  he tablets contain incoherent ramblings and prayers. hey are 
  at once exalting the virtues of an unnamed god and threatening 
  to unleash wrath upon wrongdoers. he four igures will stand 
  and turn in unison when the PCs approach. he zombies 
  burble the word “wrong” as they shamble to atack. A DC 10 
  Intelligence (Investigation) check made on the tablets reveals 
  a cryptic message from Pallon that “overcoming evil requires 
  much wrongteousness.”
  AREA 4: THE JUDGMENT ROOM
  Unlike the entryway, this chamber features carefully built stone walls. 
  Some cratsmanship is evident in the stonework here, and the far wall 
  sugests the rame of a door sealed by rock. Heaps of stones sit on the 
  loor of the room. 
  A simple examination of the room reveals the stones are 
  inscribed with the word “wrongteous.” he far wall houses the 
  sealed door that leads to area 5. Beside the door is a hole just 
  large enough to pass a carved stone through. An inscription near 
  the hole reads “do wrong to begin judgment, do wrong again to 
  do right.” Passing a stone marked “wrongteous” through the 
  wall initiates the following:
  • he door (if intact) into the vault seals.
  • Magical radiant light lashes throughout the vault. All PCs 
  must succeed on a DC 10 Constitution check or be blinded for 
  one minute. Any undead in the vault take 2 radiant damage. 
  Spellcasters recognize the light is radiant.
  Ater the light lashes (for the irst time only), three shadows 
  emerge and atack the party. On every round of combat, another 
  stone marked “wrongteous” falls into the judgment room from 
  a hole above. he party may continue to pass stones through 
  the hole at a rate of one per round. Doing so requires an action. 
  he shadows take the damage each time, but the party risks 
  blindness. hen the shadows are defeated, a stone marked 
  “righteous” falls from the ceiling. Passing the “righteous” stone 
  through the hole opens all doors in the vault.
  AREA 5: THE TREASURE ROOM
  A simple wooden chest sits at the center of this small chamber. Seawater 
  seeps through the walls here, and the smell of the ocean is strong.
  he chest contains the Scales of Misjudgment, a silver set of 
  scales and weights. Additionally, a handwriten note, writen 
  by Pallon states: “Here be the truth, all things are not balanced, 
  and neither good nor evil can be weighted against the other.” 
  he scales do not work, and they provide consistently random 
  measurements. hey are worth 75 gp.
  Conclusion
  hat was the incident that compelled Pallon to seek atonement? 
  Perhaps the answer is out there on the seas: a secret story kept 
  by a creaky irst mate. here did the wrongteous Pallon hide his 
  real treasure, and who did he hire to construct this strange vault 
  of traps and the undead . . .
  the claret wellsprIng
  FOUR 4TH- TO 5TH-LEVEL PCS
  he irst spell cast has not yet inished its work. 
         —Ancient sandstone inscription, author unknown.
  Background
  Strange lights in the desert lead the PCs to a long-forgoten oasis. 
  Traveling toward the lights, the PCs are threatened by magic so 
  old, it deies categorization. Arriving at the withered shore of a 
  blood-colored pool, the PCs discover an ancient dial and three 
  tooth-like columns rising from the ground. Turning the dial 
  results in the water being magically siphoned into the column’s 
  hollow cavities. If the pool is emptied, a small door is revealed 
  in the crimson-stained muck. hey must defeat a blood-infused 
  water elemental before proceeding.
  Once inside, the PCs share a room with a dark ritual running 
  since the origin of the world. he keeper of the place, an 
  immortal fey inside a powerful suit of armor, ofers litle 
  explanation as to the nature of the ritual, and he seeks to ensure 
  they tell no one of the Claret Wellspring.
  ADVENTURE ELEMENT A: FIRST MAGIC
  Approaching the Claret Wellspring activates the powerful 
  magical defenses let behind by its creator. Spellcasters whose 
  primary statistic is Intelligence feel subtle force waves starting at 
  one mile. A DC 14 Intelligence (Arcana) check reveals the magic 
  is old and primal in nature; PCs with a scholarly background gain 
  advantage on this check. If the check is outstanding (17+), the 
  PC learns something profound about the nature of magic in the 
  world; they gain advantage on all Intelligence rolls for 24 hours.
  Shockwave. hen the PCs are within half a mile of the 
  oasis, the defenses trigger. A massive wave of force explodes 
  out from the wellspring. PCs must irst succeed on a DC 12 
  Strength saving throw or be thrown backward 20 t., taking 
  7 (2d6) bludgeoning damage as they tumble across the sand. 
  A DC 12 Constitution saving throw prevents the PC from 
  becoming deafened for an hour from this efect. Finally, all 
  PCs feel compelled to envision then share the irst time they 
  encountered magic. Refusing to share their experience cause 2 
  (1d4) psychic damage.
  FOUR 4TH- TO 5TH-LEVEL PCS
  
  8
  ADVENTURE ELEMENT B: THE RITUAL OF ENDINGS
  Before you, a dark sphere turns in a sea of stars. he sphere passes through 
  the hues rom crimson to royal blue in an unending patern. A single 
  musical chord plays eternally; its notes tear at the tethers that bind your 
  mind to reality.
  he ritual of endings is one of several rituals that maintain 
  the magic of the irst spell. None know the ultimate aim of 
  the original spell, but its secrets may yet be revealed by brave 
  adventurers and scholars. he actions required to stop the ritual, 
  and the efects of such tampering, are entirely for the GM to 
  decide. A DC 15 Intelligence (Arcana) allows a spellcaster whose 
  primary atribute is Intelligence to learn a minor version the 
  ritual. It may be cast weekly, requires 500 gp worth of materials 
  (GM discretion), and adds 1 to the caster’s spell saving throw DC 
  for the week. 
  ADVENTURE ELEMENT C: ARMOR OF THE KEEPER
  Interlocking plates of obsidian-colored metal refuse even the smallest 
  relection. From its heart, suspended in a sphere of lashing magical light, 
  a tiny fey-like creature stares at you enigmatically.
  Mechanically, the armor is a minotaur. It behaves as an 
  additional opponent, albeit under the control of the wearer. 
  hile inside the armor, the wearer gains advantage to saving 
  throws against spells. he armor does not interfere with the 
  wearer’s actions or abilities. Treat the armor and wearer as two 
  separate targets when resolving spells and efects. he wearer 
  may be targeted normally but is immune to atacks and efects 
  that would force it out of the armor. If the armor reaches 0 hp, it 
  “dies” and the wearer is ejected.
  AREA 1: BESIDE THE OASIS
  A blood-colored pool surrounded by withering vegetation sits at the feet 
  of three towering stone columns. he jaged columns rise like teeth rom 
  a maw buried under the sand. A stone dial sits upon a small pedestal on 
  the far side of the water, its face marked with four distinct lines.
  he dial has four positions. Turning the dial requires a DC 10 
  Strength (Athletics) check. Turning the dial clockwise from its 
  starting position begins the transfer of water from the pool to 
  the hollow columns. hen the dial reaches its inal position, the 
  pool is emptied, revealing the small door to the area 2.
  One round ater the pool empties, the water in the columns 
  sprays up into the air and forms a water elemental that atacks 
  the PCs. Damaging the elemental causes the creature’s “blood” 
  to fall to the sand adjacent to it. he blood forms characters in 
  the Draconic script. Upon its death, PCs who read Draconic 
  can study the script with a DC 10 Intelligence (Investigation) to 
  reveal the following message: “Before words were divine ambitions.”
  he lora beside the pool animates and threatens to entangle 
  the party. On initiative 20, the ibrous plants lash out at the 
  feet of one PC within 50 t. of the empty pool’s edge. A DC 12 
  Dexterity saving throw is required to avoid being pulled prone. 
  hen the elemental is defeated, the plants cease their atacks.
  FOUR 4TH- TO 5TH-LEVEL PCS
  
  9
  AREA 2: SOUNDLESS VAULT
  his cramped triangular chamber is supported by two dark stone 
  columns at its center. Sound is strangely muted here; voices carry a few 
  feet and disappear into the darkness. he stale air sugests the vault has 
  been closed a long time.
  he ritual in area 3 is responsible for the auditory efects. Spoken 
  messages do not travel more than 5 t. before being silenced. 
  Spells and efects requiring targets to hear izzle and fail if the 
  target is more than 5 t. away. he small chamber is occupied by 
  the ritual’s eternal guardian, a mamura inside the armor of the 
  keeper (see adventure element C). he armor and the mamura 
  take their actions on the mamura’s initiative. he mamura 
  begins combat by using its complement of spells while the armor 
  uses its charge and gore liberally. Each round on initiative 5, the 
  columns (AC 10, hp 15) each make one atack (ranged 20/40, +6 
  to hit, 3 (1d6) ire damage). Destroying both columns triggers 
  a minor cave-in causing 4 (1d6+1) bludgeoning damage or half 
  as much on a successful DC 10 Dexterity saving throw. he key 
  to area 3 is located in the armor, and it is discovered by anyone 
  searching the remains. he script above the door to area 3 is 
  writen in Draconic and reads as follows, “Here rises the end.”
  AREA 3: RITUAL ALCOVE
  he door opens to a small alcove. Ringing the alcove at shoulder height 
  are three locked compartments. A dim light emanates rom the deepest 
  point of the alcove. A musical chord plays faintly and grows in volume 
  as you approach the light.
  he door to this area is locked by a complex lock. Forcing the 
  lock without proper study requires a DC 21 Dexterity (thieves’ 
  tools) check. If the PCs irst succeed on a DC 12 Intelligence 
  (Investigation) check, the DC to force the lock is reduced to 10. 
  Behind the door is a small alcove containing an unending ritual 
  begun when magic was originated. he ritual is described in 
  adventure element B. he three compartments are locked and 
  can be opened with thieves’ tools and a DC 14 Dexterity check. 
  hey can also be opened with a crowbar and DC 15 Strength 
  (Athletics) checks.
  Treasure
  here are 500 gp worth of spell components in the compartments 
  of area 3. A skilled blacksmith can reinforce existing plate mail 
  with some of the pieces of the armor of the keeper. Plate mail 
  strengthened with the armor gains 20 lbs. of weight and provides 
  the wearer with resistance to piercing damage.
  Conclusion
  he irst magic is kept active by several rituals similar to the one 
  under the Claret Wellspring. To know the nature of the magic, 
  the PCs must search for the locations. hat is the ultimate 
  efect of the irst spell cast? ho was the caster, and how are the 
  destinies of the PCs connected with the spell’s resolution?
  the room wIth FIVe corners
  FOUR 6TH- TO 7TH-LEVEL PCS
  It’s true I used to run with the Untamed—back when Owl was the 
  leader. I don’t associate with ’em now, though—not ater what I saw. 
  I got a stomach for all manner of things, but whatever it was I spied 
  through the door at the back of the hideout. A room with a wall changing 
  shape—like a puzzle puting itself together—illed me with a kind 
  of fear I ain’t known before or since. I can’t say what dark thing the 
  Untamed are up to, but there ain’t a one of ’em casts a shadow no more—
  not that you’d see ’em out in sun anyway.
  Background
  he Untamed are a street gang in a busy city. A recent change in 
  leadership has transformed the members from pickpockets and 
  second-story thieves into kidnappers for an interdimensional 
  aberration named Xlrieh’oc. heir hideout is now a strange and 
  wicked factory, capable of extracting the irm essence from a 
  person; the process leaves the victim partly ethereal and their 
  form no longer casts a shadow. Although most victims die 
  during the procedure, those who survive are conscripted into 
  the gang. he extracted essence is crated and shipped to the 
  aberration’s home plane through a breach between worlds in the 
  hideout’s backroom.
  ADVENTURE ELEMENT A: THE CURSE
  he gang members are all survivors of the strange extraction 
  ritual. As such, they are alicted with a curse condition with the 
  following efects:
  • Resistance to nonmagical weapons
   (slashing, bludgeoning, piercing)
  • +5 stealth rolls
  • Weakness to ire
  • Disadvantage on all rolls made while in direct sunlight
  *he curse afects only humanoid gang members.
  ADVENTURE ELEMENT B: SYMBOLS OF XLRIEH’OC
  hree symbols, drawn in reference to Xlrieh’oc, maintain the 
  portal to his realm and cause various efects upon the viewer. 
  Ater a PC has been afected by a symbol, or makes a successful 
  saving throw against its efect, the PC becomes immune to that 
  particular symbol. If all three symbols are destroyed, the portal 
  in the backroom closes. Destroying a symbol requires a DC 13 
  Intelligence (Arcana) check. hough this text suggests places 
  where the symbols are located, you are free to distribute them as 
  you see it.
  • Symbol, Fear. Witnesses to this symbol must succeed on a 
  DC 12 Constitution saving throw to avoid being frightened for 
  an hour. he saving throw is repeated every 15 minutes.
  • Symbol, Anguish. Witnesses to this symbol must succeed 
  on a DC 12 Constitution saving throw or take 9 (2d8) psychic 
  damage; a successful saving throw halves the damage.
  • Symbol, Madness. Witnesses to this symbol must succeed 
  on a DC 12 Constitution saving throw or become blinded and 
  stunned for 1 minute.
  FOUR 6TH- TO 7TH-LEVEL PCS
  
  10
  AREA 1: THE ALLEY
  Refuse and rubble obscure the entry to this dark alleyway. Stepping 
  over an open sewer channel, you ind yourself standing in a passage 
  between several warehouses. Small things scutle between broken crates 
  and general ilth.
  hree gang members (scouts) and a hired doorman (gladiator 
  who is unafected by the curse) are hidden in the alley, and 
  they atempt to atack the PCs by surprise. he Untamed have 
  secreted the entry to their hideout well. Finding the door 
  requires a DC 12 Wisdom (Perception) check. Scrawled on the 
  door is a Symbol, Fear. hoever inds the door, and whoever is 
  nearby when it is found, are subject to the symbol’s efects.
  AREA 2: THE WAREHOUSE
  A maze of crates ills the warehouse. Rising up to the bare wood raters, 
  the crates vary in size and each display an enigmatic brand. Pale violet 
  light emanates rom unseen sources. A small footpath winds its way 
  among the stacked cargo. 
  he warehouse proper is currently unoccupied. Most of the 
  crates are empty. In the midst of the crate labyrinth is the 
  Untamed’s extraction table.
  A long wooden table with leather-strap restraints is bathed in the 
  violet light of several candle stands. Knives in dark scabbards lay on 
  its surface, and a peculiar burn mark is found repeated near the collar 
  restraint at one end. On the loor are two crates showing evidence of 
  being recently sealed. A parchment is crudely nailed to the table; it 
  hangs down apron-like rom the table’s edge.
  he parchment is a set of instructions for removing the essence 
  of a mortal. It is writen in an unknown tongue. Looking too 
  closely at the parchment triggers the Symbol, Anguish that 
  marks it; once looked at, the viewer and those nearby are subject 
  to its efects. A DC 14 Intelligence (Arcana or Investigation) 
  reveals the diagram is a ritual object describing a surgical 
  technique of sorts. Opening the crate requires a DC 12 Strength 
  (Athletics) check. Inside the crate is a harmless white powder. 
  AREA 3: THE ROOM WITH FIVE CORNERS
  he view through the doorway into the back room portrays a dizzying 
  spectacle of nightmare. Beyond the threshold is a plain chamber, 
  breached along one wall by a geometric impossibility. A ith corner has 
  appeared there and yet the shape of the room remains square. Space and 
  time argue in this place; a precipitation of dread hangs in the air. Pale 
  igures pass crates into the anomalous corner; unseen hands receive the 
  grim cargo.
  Two gang members (scouts) are passing crates to an unseen 
  party through the extradimensional portal. Gang leader Emit 
  (priest) oversees the transaction. hen disturbed, the members 
  take half cover positions behind crates near the portal. Two 
  grells lurk in the raters and atempt to loat down behind the 
  party once combat starts. he loor here displays the Symbol, 
  Madness; PCs ighting near the portal trigger its efects. Shortly 
  ater the grells descend, the PCs see the outline of a humanoid 
  stepping through the portal into the room. As it arrives, its shape 
  transforms and a gibbering mouther emerges to joins the ight. 
  FOUR 6TH- TO 7TH-LEVEL PCS
  
  11
  Treasure
  For a street gang, the hideout is suspiciously devoid of stolen 
  goods. Emit carries an impossibly complex navigation tool 
  made from gold set with several perfect diamonds. A DC 12 
  Intelligence (Arcana) check suggests it is aligned to a ith 
  cardinal point. It is worth 300 gp in raw materials.
  Conclusion
  Did the party close the strange portal in the back room? hat 
  horrible place does it lead them to if traveled through? hat of 
  the white powder in the crates? How long does Xlrieh’oc hold a 
  grudge, and how is his anger manifested?
  upon the Icebound terrace
  FOUR 6TH- TO 7TH-LEVEL PCS
  We let Gorol’s Outpost and went north for several days. he weather 
  held, and we counted our blessings. We’d heard stories of the place and 
  had it in our hearts to ind those ruins. Vladimir had a map we’d bought 
  rom some locals; they said it was as old as some words—whatever that 
  meant. It was early evening when we saw the crack in the glacier. We 
  went single-ile through a long tunnel that opened up into a valley. At 
  the end of the valley we saw it: a stone terrace partially encased in ice. 
  We made camp with the intention of exploring the ruins in the morning. 
  hat came for us just before dawn, I cannot say. hite wings and cruel 
  faces—laughter . . . I fear I am the only one let alive.
  Background
  Oithois the exceptional ice mephit and his foul underlings have 
  uncovered a powerful relic at the entry to ancient ruins. he 
  monstrous mephits seek to crack a hole between the material 
  plane and their icy homeworld. Oithois plots to lead an army 
  of elemental lackeys and conquer the civilized outposts of the 
  north. his ice mephit has studied the machine and is conident 
  he can open a gateway to the elemental plane of ice. PCs are 
  approached by a frostbiten traveler, who pleads with them to 
  assault the terrace. he adventurers must mount an atack 
  against the mephits, contend with an unintentionally 
  summoned young white dragon, and defeat Oithois upon 
  the icebound terrace. 
  ADVENTURE ELEMENT A:  
  STRANGER WITH A TALE
  A stranger named Jom appears in a northern 
  town or city desperately seeking adventurers. 
  He is a short man with pale skin and 
  squinting eyes. He explains that his 
  exploration party discovered ruins buried 
  in a glacier. hey decided to make camp 
  for the night and explore the ruins in 
  the morning, but were atacked just before 
  dawn; cackling monsters on frosty wings 
  murdered or captured his companions. 
  Before he escaped, he saw a stone terrace 
  rising up out of the snow: an ancient machine 
  glinted from the topmost level.
  He provides the following information:
  • he ruins are a day’s walk away.
  • he ruins are massive, but only the entryway and its terrace
  is accessible.
  • he ruins are of unknown origin.
  • He does not know the fate of his companions; he sustained a 
  nasty injury from the cold claw of the larger monster.
  • He hopes some of his companions still live.
  A DC 13 Wisdom (Perception) check reveals he is ill. If pressed, 
  Jom shows his injury. A massive laceration in his leg shows 
  signs of a strange infection. A DC 10 Wisdom (Medicine) check 
  uncovers the injury’s magical nature. A DC 15 Intelligence 
  (Arcana) check suggests Jom is slowly turning into an ice 
  mephit. he only cure is to pour the melted remains of his 
  atacker’s clawed inger over the injury. Jom ofers 100 gp to 
  save him.
  ADVENTURE ELEMENT B:  
  OITHOIS THE BIGGER THAN AVERAGE MEPHIT
  Oithois has the following bonuses owing to his large size: +1 AC, 
  +2 HD, +1 hit/damage to all atacks. Creatures struck by his claw 
  atack must succeed on a DC 12 Constitution saving throw or 
  sufer from rime disease. Victims of rime disease lose 25 percent 
  of their movement speed immediately and 25 percent per day 
  for 3 days. On the third day, the victim transforms into an ice 
  mephit. he disease may be cured with a cure disease spell, or by 
  pouring the melted remains of Oithois’s claw over the wound.
  FOUR 6TH- TO 7TH-LEVEL PCS
  
  12
  ADVENTURE ELEMENT C: THE PLANEWALKING DEVICE
  On the topmost platform (A) is an ancient machine capable 
  of opening gates to other planes. he machine still functions. 
  Operating the machine requires a DC 18 Intelligence (Arcana) 
  check. Once activated, energy from the crystals located on the 
  terrace arcs into the machine for 1 round. Ater 1 round, the 
  machine opens a gate to a random plane for a minute. he gate 
  appears within 10 t. of the large dead tree at G. PCs could open 
  a gate to a speciic plane provided these conditions are met:
  • he user can conjure up a speciic image of the destination in 
  his or her mind.
  • he user can cast 3rd-level spells.
  • At least two gate crystals are intact on the terrace. 
  ADVENTURE ELEMENT D: GATE CRYSTALS
  Used to energize the planar device, the translucent white crystals 
  on the terrace hum audibly and radiate magic. Coming into 
  contact with a crystal while it is energizing the machine initiates 
  a DC 14 Constitution saving throw to avoid being stunned for 1 
  round. he crystals can be destroyed (AC 10, hp 10); a destroyed 
  crystal cannot power the machine. he crystal at C has a small, 
  removable crystal set into its base. A DC 15 Intelligence (Arcana) 
  check reveals its function as a lantern of revealing.
  AREA 1: ARRIVING AT THE TERRACE
  A rosted stone terrace rises rom the snowy ground and ends several 
  levels up at a large door. A myriad of staircases provide access to 
  elevated platforms; other regions of the terrace are locked behind 
  massive walls of ice. Crystals, mounted in stone receptacles, pulse 
  and hum in the cool air. A great bronze machine sits on the topmost 
  elevation; a spindly white igure hunches near the machine—its long 
  and wicked face regards you. 
  he mephits at E and F atack the party. Oithois remains by the 
  machine and works frantically to activate it.
  Fight Choreography
  Depending on your playing style, use this section as a round-by-
  round breakdown or a loose narrative sequence; vary the events 
  to suit the players’ actions.
  1—Mephits atack the PCs.
  2—Oithois starts up the planewalking device.
  3—Crystals activate; gate opens at G; Oithois atacks PCs.
  4—A young white dragon emerges through the gate.
  5—he dragon atacks; mephits lee.
  6—he gate pulses brightly; crystals deactivate.
  7—he gate unleashes a blizzard on initiative 20. 
  8—he gate closes.
  The Angry Dragon
  hen the gate opens, a young white dragon named Halicix falls 
  through. He is entirely surprised by his interplanar journey and 
  is quickly enraged. He begins by using his breath weapon on the 
  FOUR 6TH- TO 7TH-LEVEL PCS
  Map Notation Index
  A: Planewalking device, Oithois
  B, C, D: Gate crystals
  E: 6 Ice mephits
  F: 3 Ice mephits
  G: he gate
  
  13
  largest clump of creatures. He has no ainity to the mephits and 
  happily freezes them to death. Once Halicix atacks, the mephits 
  use their turns to lee. Oithois, angry at being thwarted, stays 
  and continues atacking the party until slain.
  Bargaining With Halicix. Halicix is understandably angry. 
  A determined PC can halt the brute’s aggression long enough 
  for a short exchange. Two DC 15 Charisma (Persuasion) 
  checks combined with a cessation of atacks stops Halicix 
  from atacking the party for 1 round. Assign further checks or 
  a roleplaying challenge to determine if the adventurers are able 
  to convince the dragon they are not to blame for his unplanned 
  jaunt to the material plane. Keep in mind that white dragons 
  are more beast than not, and an ofering of something valuable 
  may be required.
  The Blizzard
  he round before the gate closes, on initiative count 20, a blast 
  of powerful wind from the frozen world beyond blows over the 
  terrace. he blizzard has the following efects:
  • PCs must succeed on a DC 12 Constitution saving throw or 
  take 10 cold damage; a successful saving throw results in half 
  damage.
  • Snow covers the terrace, making the area diicult terrain.
  • Small creatures must succeed on a DC 12 Strength (Athletics) 
  check or be blown 20 t. in a direct line away from the gate. 
  A further DC 12 Dexterity (Acrobatics) check avoids falling 
  prone at the end of this movement. Creatures running into 
  a wall or other object during this movement take 2 (1d4) 
  bludgeoning damage as they topple over the obstacle.
  Treasure
  he stands containing the crystals have a total of six small 
  diamonds (100 gp each) set into their rims. Removing a diamond 
  requires a DC 12 Dexterity (thieves’ tools) check. A failed check 
  results in a loss of 25 gp value for each point the atempt missed 
  by (for example, a roll of 10 would reduce the value to 50 gp) 
  Conclusion
  Here are a few suggested story arcs stemming from this location:
  • he slight opening into the icy ruins leads to a vast complex 
  full of magical interplanar technology.
  • he action on the terrace catches the atention of the ruin’s 
  occupants, who take poorly to being discovered.
  In Its horrId wake
  FOUR 7TH-LEVEL PCS
  We saw it—don’t turn your heads. Up near Hilltop Crossroad and the 
  temple. It walked south; the trees fell in its path. Even the moon hid. 
  Gods help Father Dren . . .
  Background
  A colossal demon has walked upon a sandy temple. Following 
  closely behind, gnolls and hyenas slay all living things that cross 
  their path. PCs discover a grisly sight when they investigate the 
  temple: a pack of gnolls is inishing the ritual to summon a gnoll 
  fang of Nkishi. hey have readied a great git in preparation of 
  the fang’s arrival: the temple’s sacred scythe. PCs must carve a 
  path through hyenas and gnolls to reclaim the temple before 
  facing the fang and his newly acquired prize.
  ADVENTURE ELEMENT A: ACOLYTE’S DESPERATION
  An acolyte named Ider pleads for the party to save his master. He 
  smooths his torn robes and tells the PCs that his temple is under 
  atack from dark forces ater a huge beast passed by. He ofers 
  the PCs his jeweled prayer mantle (60 gp) to investigate and 
  return the temple’s holy symbol (a scythe) to him.
  First a great evil passed; it crushed the graves and most of the east wall 
  as it went. We cowered in the stores—overwhelmed by fear. We spent the 
  next day in shock and prayer. he following night, the unearthly howls 
  and cries began. Soon ater, they came. A horrible pack—eyes aglow in 
  the darkness. I led—he remained . . . his screams haunt me.
  ADVENTURE ELEMENT B: THE SCYTHE
  he scythe is the temple’s holy symbol. he gnolls found it, 
  covered it in their foul excrement, and transformed it into an 
  instrument of evil. hen wielded by the fang of Nkishi, the 
  scythe has several efects:
  • he irst 5 damage from any atack against the wielder is dealt 
  to a random ally (gnolls and hyenas).
  • he wielder receives +1 to all saving throws against spells.
  • he wielder gains Abyssal Harvest (requires the use of the 
  fang’s 2 claw atacks) Melee Weapon Atack: + 5 to hit, reach 10 
  t., up to 4 targets. Hit: 5 (1d8+1) slashing damage.
  Spellcasters whose primary atribute is Wisdom become aware 
  of the following when they are within 20 t. of the scythe. 
  • It is a corrupted holy object.
  • It can be cleansed; cleansing the scythe requires the spellcaster 
  to expend a 4th-level spell slot and succeed on a DC 14 
  Wisdom ability check. Once cleansed, the scythe loses all 
  powers and is dropped unceremoniously by its wielder. 
  • he scythe can be cleansed ater the combat in a similar 
  manner that excludes the need for an ability check.
  AREA 1: TEMPLE GROUNDS
  Numerous stone cairns have been erected in the grounds of a small 
  walled temple. Great clawed footprints press into the grass and travel 
  rom north to south; the cairns directly in its path have been scatered 
  and destroyed. he wind carries a foul smell rom the temple, and smoke 
  rises rom within it. Unsetling yips and stirring can be heard among 
  the ruined monuments.
  he cairns contain the remains of the faithful. hey provide 
  half cover to adjacent combatants. he destroyed cairns create 
  diicult terrain. A DC 12 Wisdom (Perception) check reveals the 
  smoke is unnaturally thick. A DC 14 Intelligence (Arcana) check 
  conirms the smoke is rising from ritual magic.
  Lurking in the cairns are 5 hyenas, gnawing on the bones 
  unearthed by the demon’s passing. hey are bolstered by having 
  such close contact with the greater evil; the hyenas receive +1 
  to hit and gain the panther’s pounce ability. he hyenas atack 
  loudly and alert the gnolls inside the temple. On round two, 
  three gnolls arrive at one of the temple’s entryways and ire their 
  longbows at the PCs. hey switch to melee atacks when pressed. 
  he gnolls atempt to keep the party occupied as the gnoll pack 
  lord inishes summoning a gnoll fang of Nkishi. Move the 
  FOUR 7TH-LEVEL PCS
  
  14
  action to area 2 when the PCs are within 10 t. of a doorway into 
  the temple.
  AREA 2: TEMPLE
  Entrails have been strung up around the doorways—a grim decoration 
  that conirms the fate of the priest. he temple’s open-air worshiping 
  area has been horribly desecrated. Dark smoke rises rom around a 
  burning pyre of furniture and temple items. A towering canine brute 
  plants an excrement-covered scythe into the ground beside the ire, 
  readies its glaive, and charges.
  he gnoll pack lord joins the fray. It incites rampage if any gnolls 
  remain. he round ater the pack lord atacks, the fang of Nkishi 
  leaps from the smoky blaze and lands beside the scythe. he fang 
  retrieves the weapon, and all three atack the party.
  he ire burning here is magical in nature. Used by the gnolls 
  to summon the dreaded fang, the lames drive the evil pack into 
  a frenzy. As long as the ire burns, on initiative 10, all gnolls 
  and hyenas within 25 t. of it regenerate 1 hp. he ire can be 
  extinguished with a create water spell, or with a DC 10 Strength 
  (Athletics) check to scater the ire’s fuel.
  Read the following when the fang enters the combat:
  From the smoke and lame a charred canine monstrosity leaps toward 
  the scythe; its long teeth glow like smouldering embers. With a quick 
  jerk, the beast rees the scythe and cuts a menacing swath before 
  bounding into batle.
  he fang of Nkishi prefers to be at the center of melee, engaging 
  as many targets as possible with Abyssal Harvest. 
  Treasure
  he gnolls wear the jewelry collected from their victims as they 
  follow the demon: there are four gold and silver earrings (20 
  gp), a ine leather belt with a copper buckle depicting a ram’s 
  head (10 gp), and an archer’s gauntlet made from boiled leather 
  and silver (15 gp). he pack lord’s coin purse has 30 blood-
  encrusted gold pieces.
  Once cleansed, the bone and wood scythe gleams an alabaster 
  white. It is worth 70 gp. he acolyte happily trades his mantle 
  for the scythe and ofers his knowledge and healing for a week. 
  He will not ight, but out of combat he confers advantage to all 
  Wisdom (Medicine only) and Intelligence (Religion only) ability 
  checks made by the PCs.
  Conclusion
  hat brought the gargantuan evil into the material world? It 
  walks a straight path toward some undeclared destination. 
  Tracking the abyssal evil is not diicult; what allies and enemies 
  are made when the PCs decide to follow?
  FOUR 7TH-LEVEL PCS
  
  15
  a bad nIght For bettIng
  FOUR 8TH- TO 9TH-LEVEL PCS
  We’ve been running these ights since before my granddaddy helped drive 
  them gnolls out. We have a proud history of taking care of the animals, 
  too—we get ’em as pups rom the dwarves up in Granitehold. Sure it’s 
  bloody, but you’re not in the sot lands of kings and queens anymore, are 
  you. Say, did you hear that?
  Background
  Bleak Rock is a small village at the edge of civilization. he last 
  outpost before a massive mountain range, the village and the 
  remote seting atracts those wishing to hide or escape. Trade 
  with a nearby dwarven city has kept Bleak Rock on the map; 
  metal goods from the dwarven forges travel through the village 
  before being sold in the markets of major centers.
  hile staying in Bleak Rock overnight, the PCs are invited 
  to atend the town’s only source of entertainment: dogmole 
  ighting. he night’s ights go awry when the animals’ owners 
  feed their ighters an alchemical concoction sold to them by an 
  unscrupulous merchant. During the ight, the small animals 
  become magically enhanced, and the shallow ighting pit cannot 
  contain their fury. hen the town residents are threatened by 
  the rampaging animals, the PCs must contend not only with the 
  maddened dogmoles, but also their owners, who refuse to let 
  their prize ighters be put down.
  ADVENTURE ELEMENT A
  NPC: Magh Udneer, miner, mother, dogmole owner
  A tall woman in stained coveralls and enormous leather mits, Magh 
  stares unlinchingly with hard gray eyes.
  Magh is the tough-as-nails glue that holds the Bleak Rock 
  mining operation together. She oversees a crew of twelve in the 
  iron mine just north of town. Magh’s dogmole, Ingot, is the 
  love of her life, much to the chagrin of her husband Uro and son 
  Klip. Having won many batles against the region’s inhospitable 
  invaders, Magh is considered a veteran in combat; she has no 
  crossbow and has an AC of 12 (leather armor).
  Atacking Ingot makes her hostile toward the PCs and she 
  atacks them to defend her pet. Magh is immune to intimidation 
  atempts, but a DC 14 Charisma (Persuasion) check convinces 
  her to stop atacking the party. An extraordinary DC 21 
  Charisma (Persuasion) check enlists her aid in puting Ingot 
  down. (If anyone’s to do it, it ought to be me.)
  Killing Magh incurs the wrath of the miners. he twelve miners 
  (thugs without crossbows) atempt to drive the PCs out of town 
  ater you resolve the combat with the dogmole juggernauts. 
  Calming them requires a DC 17 Charisma (Intimidation, 
  Persuasion) check; the check is reduced to 12 if a PC succeeds on 
  a DC 14 Wisdom (Insight) check determining that only a quarter 
  of the miners are commited to ighting.
  FOUR 8TH- TO 9TH-LEVEL PCS
  
  16
  ADVENTURE ELEMENT B
  NPC: Old Balf, rocking chair warmer, darts enthusiast, coot
  Bent and wiry, Old Balf wears ine clothing and a fancy hat. He moves 
  with an unsetling speed for such an old man.
  Old Balf is a long-retired performer turned town crank. His past 
  as an acrobat and juggler for the Yellow Haze traveling circus 
  show makes him surprisingly limber and quick. His dogmole, 
  Skitch, is the only living thing in town that feels afection toward 
  the crotchety crackshot.
  An avid fan of darts, Balf always carries a magical dart that 
  returns to his hand ater being thrown. Balf is treated as a spy in 
  combat; he carries no melee weapons and uses darts instead of 
  a shortbow. Atacking Skitch sends Balf into a cunning rage. He 
  sneak atacks as oten as he can by hiding in the seating around 
  the ighting pit and hurling darts at PCs who engage Skitch. 
  Balf is too deaf to be sweet-talked and is immune to persuasion 
  atempts but a DC 17 Charisma (Intimidation) check drives 
  him of and ends his sniping. If Balf is the target of two or more 
  melee atacks, he gives up ighting and resorts to cursing. Killing 
  Old Balf has no immediate consequences, but he was loved and 
  respected by his circus mates, and the Yellow Haze traveling 
  show might or might not be a cover for well-trained assassins.
  ADVENTURE ELEMENT C
  Use the following as a round-by-round tactical guide, or as a 
  loose narrative sequence depending on your style of play:
  • Round 0. Suddenly, the animals stop their growling and circling. 
  heir small rames contort, and the snapping sounds of their skeletons 
  changing shape echoes of the pit’s walls. Dust rises rom the dry loor 
  of the arena and obscures the view momentarily; setling slightly, 
  the dust setles to reveal the dogmole’s dreadful and gargantuan 
  transformation. Otherworldly calls silence the crowd. “A bad night for 
  beting,” whispers a nearby villager, and then all is violence.
  • Round 1. Skitch (dogmole juggernaut) leaps into the stands 
  at A. Ingot (dogmole juggernaut) starts at B then burrows 
  east 10 t. through the wall of the pit. If atacked, Ingot lees 
  out of his tunnel and ights in the pit. Magh begins at C, while 
  Old Balf begins at D.
  • Round 2. Skitch eats townspeople. Ingot burrows east 10 t. 
  Magh and Old Balf defend their pets as described in adventure 
  elements A and B.
  • Round 3. Skitch continues to eat townspeople.
  Uncontested, Ingot burrows out of the ground and begins 
  eating townspeople at F.
  AREA 1: THE FIGHTING PIT
  A circular pit dug 10 t. into the ground, the dogmole’s arena is 45 t. 
  across at its widest point. Dried blood rom previous contests is visible 
  on the bare earth walls. Two heavy wood poles serve as tether points for 
  the animals.
  he walls of the pit are easily climbed. A row of vicious wooden 
  spikes lines the wall at the pit’s loor. Creatures forced 
  onto the spikes must succeed on a DC 14 Dexterity 
  (Acrobatics) saving throw to avoid 6 (1d8+2) piercing 
  damage or half as much on a successful saving throw. 
  he dust kicked up from the animal’s transformation 
  ills the air in the pit and the tunnel dug by Ingot. 
  PCs who start their turn in the pit must succeed on a DC 10 
  Constitution saving throw or have disadvantage on their atacks. 
  he dust persists for 2 rounds and can be dispersed with magic. 
  AREA 2: THE AUDIENCE STANDS
  he impressive carpentry and design of these wooden bleachers sugests 
  the people of Bleak Rock take their dogmole ighting seriously. Small 
  barrels full of cheap mead punctuate the rough circular rows of seating 
  that rise steeply rom the edge of the pit.
  he benches are made of plain uninished wood. A dogmole 
  juggernaut moving over the seats crushes them, leaving behind a 
  trail of diicult terrain. Humanoids gain advantage on all Stealth 
  rolls made on the bleachers since the barrels and open rises 
  between benches make ideal hiding spots in the dim evening 
  light. he audience stands are highly combustible. If a target 
  standing in the bleachers is the subject of a ire or electrical spell 
  or efect, the bleachers catch ire. he ire spreads randomly at 
  a rate of 5 t. per round and causes 4 (1d4+2) ire damage to any 
  creature ending its turn in the lames.
  Eating the Townspeople. Dogmole juggernauts that begin 
  their turn in the stands may use their action to eat a hapless 
  town resident. here are a total of six residents who can be 
  eaten this way. Targeting a dogmole juggernaut with an atack 
  draws the atention of the brute, who no longer munches on the 
  gristly audience members.
  Treasure
  here is not much treasure in the ruins of Bleak Rock’s ighting 
  arena. Each of the six townspeople who survive ofer the PCs 
  10–15 gp worth of coins or other valuables as thanks for saving 
  their lives.
  Conclusion
  ho sold the townspeople such monstrous potions? 
  hat price does the town put on the head 
  of that vile swindling alchemist? hat 
  secrets does Magh keep in her iron 
  mines, and why is Old Balf such a 
  steady hand in combat?
  FOUR 8TH- TO 9TH-LEVEL PCS
  
  17
  the burnIng crater
  FOUR 9TH- TO 10TH-LEVEL PCS
  he mountains are the border between our kingdom and the realm of the 
  ire giants. Look far eastward. See how the peaks turn black? heir forges 
  must burn night and day to mark the mountains so. Some mornings, 
  sunrise dims rom the smoke and soot. Long have we watched the pass 
  and tallied our fortunes at its stillness. Recently, though, there are signs 
  our luck is turning. Fiery orbs sail through the night skies and land too 
  near these woods. Scouts report deep craters shrouded in smoke and ash. 
  One sits a mere hour’s walk rom this outpost. I fear the enemy makes 
  ready some terrible weapon . . .
  Background
  In a remote mountain range, a clan of ire giants prepares for 
  war. he plains at the base of the mountains hosts a number 
  of human communities. Recently, heavy smoke rises from 
  the giants’ forges as they manufacture a terrible new weapon: 
  hellshot. A single large metal sphere of hellshot launched from 
  an arcane canon can strike targets several miles away. he impact 
  of these dread munitions is only the initial threat; inside, hell 
  hounds have been packed into a hollow space—emerging when 
  the sphere lands. Furthermore, a device emiting toxic gas 
  activates once impact occurs. he giants now test their weapon, 
  with mixed results.
  ADVENTURE ELEMENT A: LIGHT IN THE SKY
  Night falls. he stars are numerous and bright; the mountains to the east 
  form a black shape. A iery light sparks suddenly rom the stony ridges; it 
  sails through the air and crashes to the ground several miles away.
  As the PCs camp in the area, they witness the giants testing one 
  of the hellshot rounds. Several minutes later, traces of the gas 
  pass through their camp. A DC 12 Intelligence check determines 
  the gas is poisonous in larger concentrations.
  ADVENTURE ELEMENT B: A FIRE IN THE FIELD
  In the distance, a column of thick yellow smoke rises into the 
  sky. A murder of crows appears suddenly, cawing and winging 
  away from the smoke at high speed. he mountains loom nearby, 
  their peaks obscured by encircling clouds.
  PCs trained in Survival, or PCs whose class or background is 
  connected closely with the natural world, notice that there are no 
  animals or insects within 2 miles of the smoke column. 
  AREA 1: THE RIM
  A large crater smolders before you. Shatered trees and upturned soil 
  sit in heaps around the site; a noxious white gas rises rom the obscured 
  botom of the pit. All around the impact site are twists of glowing 
  metal. Insects lee the area as you arrive; their chitinous escape is 
  renzied and audible.
  he crater is 40 t. across. he twists of melted metal provide 
  no as to their origin. he noxious gas is caused by an enchanted 
  FOUR 9TH- TO 10TH-LEVEL PCS
  
  18
  brazier at the botom of the crater. he brazier was designed 
  to break away from the main projectile when it landed. he gas 
  afects anyone in the crater or within 10 t. of its rim. Magical in 
  nature (cast as a 5th-level spell), it can be dispelled; otherwise, it 
  remains toxic for up to 6 hours. he efects are as follows:
  • Visibility reduced to 15 t.
  • PCs breathing the gas must succeed on a DC 14 Constitution 
  saving throw or become poisoned. he poisoned status ends 1 
  minute ater the PC is no longer exposed.
  AREA 2: THE CRATER
  You arrive at the botom of the crater. On your descent, you saw an 
  abundance of metal shards sunk into the blackened walls. A reshly 
  bored tunnel extends deeper into the earth. An oddly shaped brazier sits 
  near the center of the crater. Plumes of choking gas rise rom its bowl.
  he loor of the crater is 20 t. down from the rim. PCs with the 
  artisan (blacksmithing) background recognize that the brazier’s 
  metalwork originates in ire giant forges. PCs can “disarm” the 
  brazier with a DC 13 Intelligence (Investigation) check and then 
  a DC 15 Dexterity (Sleight of Hand) check. Success ends the gas 
  efects. If the PCs succeed on the checks, read the following:
  Your close examination of the strange brazier sugests superior 
  metalwork combined with complex mechanisms and magic; a damaged 
  impress on the botom evokes the number 14. 
  A thorough examination of the crater in combination with a 
  DC 13 Wisdom (Perception) check reveals a large piece of metal 
  embedded in the crater wall. 
  hough warped by heat, a clear imprint of a iendish wolf’s head 
  surrounded by lame is visible on the surface of the metal wall.
  A DC 15 Intelligence (Arcana or Nature) check recognizes the 
  head is that of a hell hound.
  he tunnel’s entry is 6 t. in diameter. PCs standing in or near 
  the entry ind it uncomfortably hot.
  AREA 3: THE TUNNEL
  he tunnel slopes slightly downward for 30 t. before ending abruptly. 
  Intense heat makes the walls smoke, and exposed roots snap as they 
  slowly burn. Shards of red hot metal protrude rom the ceiling and loor. 
  At the end of the tunnel is a pit roughly 12 t. in diameter. Inside the pit, 
  a large metal ball has come to rest. he sides of the ball are contorted by 
  the impact, and the interior of the projectile is exposed.
  he tunnel presents a hazard to any PCs atempting to traverse 
  it. he heated metal in the ceiling falls randomly and burns those 
  who pass underneath. Passing safely between entryway and pit 
  requires a DC 14 Dexterity (Acrobatics) check. A failed check 
  triggers a DC 14 Dexterity saving throw to avoid 9 (2d6+2) ire 
  damage; a successful saving throw results in half damage.
  he projectile’s contents can be seen from the edge of the 
  pit. he projectile is dangerously hot, and climbing atop it is a 
  foolish notion. 
  Inside the hollow metal ball are the remains of several large 
  beasts. heir charred skulls and limbs suggest a canine shape. 
  he unfortunate passengers have all perished.
  he remains belong to six hell hounds launched inside the 
  ball by the nearby ire giant stronghold. he giants’ experiment 
  with a living payload has proven unsuccessful. Eventually, and 
  likely just as the party discovers the metal ball at the end of the 
  tunnel, a ire giant scout and her hell hound companion arrive 
  at the scene. he giant’s duty is to investigate whether any of 
  the hounds survived. he giant is happy to engage the PCs in 
  combat. he general tactics of the monstrous pair are as follows:
  • he hellhound engages in melee while the giant stays back
  and hurls boulders.
  • he giant is content throwing boulders until she is forced
  into melee.
  • Both enemies atempt to push PCs standing near the rim into 
  the crater if possible.
  Treasure
  he giant carries a leather satchel with some supplies for an 
  overnight stay in the wilds. She wears a masterfully crated steel 
  gauntlet embellished with small rubies worth 125 gp.
  Conclusion
  How close are the giants to perfecting these horrible missiles? 
  hich setlements in the area are likely to be targeted, and do 
  they require warning? hat motivates the giants to create such a 
  weapon ater many years of calm and peace?
  atop the mountaIn
  FOUR 11TH-LEVEL PCS
  She lay down her sword and wept; her tears are the water. 
  She lay down her body and slept; her bones are the fountain. 
  Atop the mountain, at the war’s end, a place for gods to wonder.
  Background
  A planetar rests at the top of a mountain. A veteran of an ancient 
  war against the hells, and a champion to a god long forgoten, 
  sleep has transformed her into a radiant fountain. he fountain 
  now serves as a place of relection for good-aligned clerics. One 
  such cleric has returned from the mountain with an unsetling 
  tale: the fountain’s waters are spoiling, and strange magics 
  hover visibly near the holy place. In truth, a host of devils plots 
  to corrupt the fountain and claim the planetar as a servant of an 
  unnamed devil lord. Arriving atop the mountain, the party must 
  batle through crumbling pillars, repel the devilish corruption, 
  and prevent the planetar’s dark awakening.
  ADVENTURE ELEMENT A: CORRUPTING THE FOUNTAIN
  he threat of the planetar’s awakening is very real. he chain 
  devil in area 2 is performing a ritual which, if completed, 
  awakens the planetar as a corrupt and evil being. Let unassailed, 
  the chain devil completes the ritual in 3 rounds. If the ritual is 
  interrupted, the chain devil does not atempt to restart, and it 
  atacks the PCs. here are several ways to interrupt the ritual:
  • Deal melee damage to the chain devil.
  • Compel the chain devil to move from its place beside
  the fountain.
  • Deal radiant damage to the chain devil.
  If the ritual is completed, a planetar appears above the fountain; 
  ater 2 rounds, its coloration changes to a deep crimson and it 
  atacks the party. It does not pursue if the adventurers retreat.
  FOUR 11TH-LEVEL PCS
  
  19
  ADVENTURE ELEMENT B: TETHERED TO HELL
  he mission to acquire a planetar is important to the unnamed 
  devil lord. he infernal patron has provided its minions with 
  an additional boon while performing his bidding. Smoky violet 
  tendrils from the deep reaches of hell appear from the ether 
  and atach to the shoulders of the devils. he tethers provide 
  advantage on saving throws against magical atacks and efects. 
  he tendrils can be physically severed with an atack (AC 13, hp 
  10) or withered (counts as a 60-t. ranged atack) by clerics and 
  warlocks with a DC 10 (primary atribute) check. A warlock may 
  expend mystic arcanum to sever the tendrils of all devils within 
  60 t.; this replaces the normal efect of the mystic arcanum.
  ADVENTURE ELEMENT C: SEAT OF THE PLANETAR
  he fountain is actually a potent weapon that can batle the 
  invading devils. Any spellcaster within 60 t. of the seat knows it 
  is magical. Any good-aligned PC may sit in the throne-like seat 
  and atempt to use its magic. Understanding the powers of the 
  fountain requires a DC 12 Intelligence (Arcana or Investigation). 
  Divine spellcasters gain advantage on this roll. Using a power 
  requires an action. he fountain can be used to do the following:
  Holy Motes. he seat casts magic missile as a 12th-level 
  spellcaster (12 darts). he missiles cause radiant damage. he 
  occupant of the seat chooses the targets.
  Repel Evil. (Recharge 5–6) All evil-aligned creatures under 
  10 HD are instantly moved to the perimeter of the fountain’s 
  lagstones. Afected creatures move in the straightest path 
  possible; a DC 12 Dexterity saving throw is required to avoid 
  falling prone at the end of the forced movement.
  AREA 1: COLUMNS IN THE WIND
  he trail passes between two rows of crumbling columns. A stone 
  tablet has fallen rom its place atop one of the columns; its face appears 
  vandalized. A cold wind blows through the ruined approach; with it 
  comes a faint dark whispering.
  Hiding in the toppled columns are 2 barbed devils. hey 
  atempt to ambush the party and atack from diferent directions 
  once the PCs are between the column rows. “She will serve and 
  all will serve” is scratched crudely into the tablet in the Infernal 
  tongue. A DC 10 Wisdom (Perception) check on the tablet 
  reveals it bears some strange features reminiscent of scribed 
  scrolls. Any spellcaster may atempt to read the tablet with a DC 
  14 Intelligence (Arcana or Religion) check. Reading the tablet 
  restores 10 hp to all good-aligned PCs within 20 t. If the reader 
  is a good-aligned divine spellcaster, the afected PCs also gain 
  the beneits of taking a long rest.
  A DC 12 Wisdom (Perception) check while searching the 
  area uncovers several traveler’s packs abandoned amongst the 
  columns. he packs contain a quiver (12) of +2 arrows, 2 potions 
  of supreme healing, and a small pouch containing 300 gp worth of 
  inely cut rubies.
  FOUR 11TH-LEVEL PCS
  
  20
  AREA 2: FOUNTAIN OF THE PLANETAR
  Climbing the inal short ascent, you see a great stone fountain standing 
  at the highest point of the mountaintop clearing. Flagstones are set in a 
  circular patern surrounding the large basin, and a throne-like seat is 
  mounted on a pedestal at the fountain’s center. A small host of devilish 
  igures cavort in the basin; the water near them darkens. 
  he contingent of devils consists of 4 spined devils, 2 bearded 
  devils, and 1 chain devil. hey grin at the PCs as they approach 
  the fountain. he chain devil atempts to corrupt the fountain as 
  previously described. he remaining devils atack the PCs. he 
  bearded devils actively try to block the PCs’ movement toward 
  the chain devil. he spined devils stay at range and focus their tail 
  spine atacks at PCs atempting to use the Seat of the Planetar. 
  Although interrupting the devil’s ritual does end the threat 
  posed by the awakening planetar, it does not remove the brackish 
  spoiling of the water. A heal or greater restoration spell restores the 
  water entirely. Alternatively, good-aligned divine spellcasters 
  may also restore the water by succeeding on a DC 18 Wisdom 
  (Medicine) check. Restoring the water casts a boon on the PCs; 
  they gain advantage on all atacks against chaotic evil opponents 
  of 10 HD or more for 24 hours. 
  Conclusion
  How is the history of the planetar connected with the identity of 
  the devil lord? Perhaps a war long forgoten is but postponed as 
  the infernal forces gather strength and launch new plots. Maybe 
  a divine complex hidden below the fountain ofers answers, 
  treasures, and further batles with the damned?
  under reVelers’ Feet
  FOUR 12TH- TO 13TH-LEVEL PCS
  Let nothing end the Feast by the River. Let the celebration of our enemy’s 
  vanquishing ring out night and day for eternity. Let the bones of our 
  enemies and our prey mingle below our feet. his is your time, our time, 
  the best time. 
  —Queen Gellao on the eve of her victory over the followers of
  Dur; decreed at the River’s Bend feast hall
  Background
  A feast hall by a switly moving river has hosted six weeks of 
  continued celebration. he owner of the hall, Johan Bathe, is 
  giddy from the riches the feast has brought him and is sincerely 
  doing his best to keep the party going forever. A local monarch’s 
  victory over a dangerous group of rebels caused the elated queen 
  to fund a feast without end. he merriment can be heard a mile 
  away.
  However, the last several days have seen some strange and 
  ominous events occurring in the River’s Bend hall. Johan’s hired 
  help responsible for cleaning out the refuse pit under the main 
  hall have gone missing. Worse, a guest perished mysteriously 
  last night when a fragment of bone erupted from her abdomen. 
  Johan is looking for adventurers to investigate the storeroom 
  and refuse pit, and do what they can to ensure the gold keeps 
  pouring in. If the PCs take Johan’s ofer, they descend into 
  the dark where the bones of vanquished enemies and roasted 
  animals mingle and conspire under revelers’ feet.
  FOUR 12TH- TO 13TH-LEVEL PCS
  
  21
  ADVENTURE ELEMENT A: JOHAN BATHE
  NPC: Johan Bathe, overworked, anxious, emotional
  A weary middle-aged halling with a bright red beard and expensive 
  hat can’t hide his sleep deprivation as his mood turns rom elation to 
  anxiety in the same breath.
  he owner of the River’s Bend feast hall, Johan Bathe is 
  currently experiencing the joys and hardships of catastrophic 
  success. His livelihood, and likely his neck, requires that the feast 
  continues. He has sent out word for adventurers to investigate 
  the strange goings-on under his hall; he ofers the party 500 gold 
  and lifetime access to the feast.
  Johan (Bard 5) is keeping a dark secret. He ofered refuge to the 
  defeated rebels during the rebellion. Now he is sure their spirits 
  have returned to the storeroom and waste pile; there they have but 
  one thought: revenge. A DC 10 Wisdom (Insight) check suggests 
  he is hiding information. A DC 14 Charisma (Persuasion, 
  Intimidation) check convinces him to reveal his secret. In 
  conversation he also provides the following information:
  • Two hired help went missing while working downstairs.
  • A guest was killed when a fragment of bone burst from
  her stomach.
  • A horriic stench has been wating up from below; he uses 
  perfume but the guests have begun to complain.
  ADVENTURE ELEMENT B: THE PARTY ABOVE
  he party continues on overheard. hroughout the PCs’ 
  exploration of the feast hall’s basement, they can hear the 
  sounds of merriment above them. he grating material that 
  comprises ceiling of area 2 allows light from the feast to stream 
  down in eerie columns. Furthermore, refuse cast to the loor by 
  the revelers occasionally falls through the grate. On initiative 
  20 of each round, refuse falls into the room. Each PC must 
  succeed on a DC 12 Dexterity saving throw or take 2 piercing 
  damage from the falling debris. Additionally, PCs struck by the 
  debris must succeed on a DC 12 Constitution saving throw or 
  have disadvantage on atack and skills rolls that round. he bone 
  collective and its undead minions are unafected.
  AREA 1: THE STOREROOM
  he cold stone storeroom of the River’s Bend feast hall is stocked to 
  bursting capacity. Hanging rom the ceiling are countless haunches 
  and whole sides of game and livestock. Barrels of mead and wine line 
  the walls under overlowing shelves of preserves and cheeses. Under the 
  pleasant aroma of the food is a note of rot.
  A bone collective in its humanoid form begins to stalk the 
  PCs in the storeroom. It remains well hidden (Stealth 25) and 
  watches them from among the hanging meat. PCs trained in 
  Survival or those with a hunting background sense they are 
  being watched. If discovered, the bone collective transforms 
  into a swarm and lees into area 2—dashing as required. 
  Ater a short while in the storeroom, the PCs notice one 
  side of beef swaying in a strange way. If they investigate, 
  the PCs are shocked when the following happens:
  Suddenly, like worms burrowing to the surface, the bones of 
  the cured meat escape rom within and clater in a pile on the 
  loor. hey form up into a small fanged humanoid. Soon, all the 
  hanging carcasses begin to sway.
  At this point, 25 Small skeletons atack the party. hey have no 
  weapons, but their bite is equivalent to the shortsword action in 
  the stat block. A party that is the correct level should have spells 
  and abilities that trivialize this threat; the potential to destroy all 
  25 in 1 round is expected. his encounter is meant to add lavor. 
  Adjust the encounter to create a greater threat as desired.
  he bone collective stealthily retreats into area 2 when the 
  skeletons form.
  AREA 2: THE REFUSE PILE
  he door opens to reveal a massive chamber of stinking refuse. Along 
  the far wall of this rectangular room is a large opening with an iron 
  cover hanging of its hinges. Shovels lean near the dark chute. Fresh air 
  rom the riverbanks beyond the room mingle with the smell of roting 
  waste and something far worse. Tall piles of garbage rise rom the loor; 
  a steady downpour of food and bones and broken dishes fall rom the 
  grates in the ceiling high above.
  he loor of this room is considered diicult terrain. he bone 
  collective and its two minions, a pair of wights, are hidden in 
  the piles of garbage. Once the PCs are well into the room, they 
  atack—rising up to ambush the party. Garbage from above 
  continues to fall as described in adventure element B.
  he bone collective atempts to atack and move away. If the 
  bone collective has no enemies adjacent to it at the beginning 
  of its turn, it may atempt to hide. All Stealth rolls made by the 
  bone collective in this area gain advantage. If no wights remain 
  alive at the beginning of the bone collective’s turn, it may use an 
  FOUR 12TH- TO 13TH-LEVEL PCS
  
  22
  action to summon two additional wights within 15 t. of itself. 
  he haunts rise from the piles of seeping garbage and join the 
  fray. Once the bone collective is defeated, the strange haunting 
  of the hall is ended.
  Teetering Piles of Garbage
  Any enemy can use its action to push over a pile of garbage 
  (located at A, B, C) onto a PC provided both the enemy and 
  the PC are adjacent to a pile. he PC must succeed on a DC 14 
  Dexterity saving throw or be restrained for 1 round. On their 
  next turn, the PCs can use an action to free themselves from the 
  waste. here are three such piles; once used, they may not be 
  used again.
  Conclusion
  Atempting to communicate with the bone collective is a very real 
  possibility. hat unsetling truth does the creature reveal about 
  the queen’s victory? Is the rebellion against her truly defeated?
  the obsIdIan pass
  FOUR 14TH- TO 15TH-LEVEL PCS
  Once, we were riends. She used her spells to ward our grove against 
  the darkness in the woods. It was the mirror that turned her mind to 
  covetous thoughts; she saw its power and changed. We have kept the 
  mirror safe for an era, but her soldiers grow strong—and now something 
  makes for our tree we cannot repel. If her aberration reaches the grove, 
  the mirror will be hers, and then we will all know what lies at the tip of 
  the wickedest branches.
  Background
  A fey village in an ancient grove has been repelling the aggression 
  of a sorcerer living in the nearby mountain. he village leader, 
  Eusim Bladewreathe, is very concerned that the enchanted 
  mirror that the faeries protect will be taken by the sorcerer. he 
  mirror, also known as the Bending Glass, is a powerful artifact, 
  made to amplify magic.
  Eusim has received word that the sorcerer has created a 
  monstrous siege weapon and is moving its two halves across a 
  nearby pass. he sorcerer’s soldiers have reinforced the forest 
  side of the pass to secure the area for the arrival of the siege 
  weapon’s power source. If the two halves are joined, the resulting 
  weapon would be near impossible to stop. Eusim ofers the PCs 
  permanent access to the faerie’s teleportation portal if they agree 
  to prevent the siege weapon from being constructed. Arriving at 
  the front line, the PCs must break the fortiied positions of the 
  sorcerer’s clockwork soldiers and stand before a true juggernaut: 
  the salt golem. 
  ADVENTURE ELEMENT A: EUSIM BLADEWREATHE
  NPC: Eusim Bladewreathe, ancient, severe, weary, and waning
  A fading amber light emanates rom this small, concerned faerie. His 
  wings curl slightly at the tip, and, unlike those of his kin, they are 
  slightly rayed. His voice sounds of rain falling on a forest canopy.  
  Eusim brought the Bending Glass to the grove many centuries 
  ago. He swore to a fey god that he would keep it safe; its power 
  to amplify magic was deemed too dangerous for mortal hands. 
  In his small village, he has worked tirelessly to ensure the mirror 
  was kept out of sight. He cast a spell that hid the mirror in the 
  grove’s great tree; it is bound there—one with the boughs and 
  the roots.
  he grove has a small portal enchanted with teleportation 
  magic that allows two-way travel between the material world 
  and the wild dimension of the fey. He ofers free travel through 
  the portal to the PCs if they agree to stop the sorcerer’s siege 
  weapon. He reveals the following information:
  • he Obsidian Pass is half a day’s travel to the east.
  • he sorcerer’s soldiers reinforce the forest side of the pass.
  • he siege weapon has two halves; the irst is already across
  the pass.
  • he second half now makes its way down from the 
  mountains—a massive golem crated to be the siege
  weapon’s engine.
  ADVENTURE ELEMENT B: POWER OF THE GROVE
  Spending time in Eusim’s grove has the following efects:
  • For 1 week, all PCs gain the monk’s timeless body ability.
  • All PCs gain the ability to cast misty step in place of a move 
  action; this ability may be used only once.
  ADVENTURE ELEMENT C: THE JUGGERNAUT IS FORMED
  he golem steps into the harness of the massive bladed drill. A terrible 
  whine ampliies to an unbearable volume before stopping abruptly. he 
  ground trembles as the jugernaut stands upright.
  hough the juggernaut defends itself, its primary target is the 
  grove. It does not pursue the PCs if they retreat. If the salt 
  golem in area 1 reaches the other half of the siege weapon, the 
  following occurs instantly:
  • he salt golem is completely 
  healed and any conditions on 
  it are removed.
  • he salt golem gains 
  resistance to slashing, 
  bludgeoning, piercing, 
  cold, and ire damage.
  • he salt golem is weak 
  to electrical atacks.
  • he salt golem gains 
  Annihilating 
  Swathe, a 
  melee weapon 
  atack: +11 to 
  hit, reach 5 t., 
  up to 3 targets. 
  Hit: 12 (4d6) 
  slashing damage. 
  FOUR 14TH- TO 15TH-LEVEL PCS
  
  23
  ADVENTURE ELEMENT D: FIGHT CHOREOGRAPHY
  Use the following as a round-by-round tactical guide or as a 
  loose narrative sequence, depending on your style of play:
  Round 1. Begins when the PCs engage the soldiers. Two 
  veterans collaborate to use the arcane canon (see area 1) while 
  the other two ire crossbows. he clockwork myrmidons rush to 
  engage in melee.
  Round 2. At the top of the pass, moving slowly and deliberately, a 
  towering humanoid igure appears; its footsteps can be felt even at a 
  distance. he salt golem appears (at A) and begins its journey to 
  the irst half of the siege weapon (at B). he golem moves 40 t. 
  per round, using both its actions to move. If engaged in melee, 
  the golem ceases its journey and defends itself. If there are no 
  adjacent enemies, it uses its actions to continue moving toward 
  its destination.
  Round 4. Uncontested, the golem travels the 120 t. required 
  to reach the irst half of the siege weapon. Refer to adventure 
  element C.
  AREA 1: THE OBSIDIAN PASS
  he trees and loam give way to rocky soil at the edge of the forest. A 
  jaged mountain range dominates the eastern sky; snowcapped peaks 
  are shrouded in swit-moving clouds. A wide pass descends into a 
  fortiied camp. he spiked barricades and rough stone walls encircle a 
  wicked bladed drill atached to a large leather harness. Figures move 
  behind the walls.
  here are 2 clockwork myrmidons and 4 veterans inside the 
  camp. hey guard the irst half of the siege weapon with their 
  lives. he object has been magically strengthened (AC 15, hp 
  90). Destroying the harness and its bladed drill prevents the 
  juggernaut from forming, but it does not stop the arrival of the 
  salt golem. One veteran keeps watch at all times.
  If atacked, the myrmidons are deployed irst and engage in 
  melee while the veterans stay behind the walls (partial cover) and 
  atack with their heavy crossbows. he soldiers do their best to 
  prevent the PCs from hampering the approach of the golem. he 
  myrmidons use their grease spray strategically and the veterans 
  use the arcane cannon to slow the PCs’ advance.
  Arcane Cannon. Two veterans can coordinate to use the 
  arcane cannon provided by their mistress. he cannon can be 
  destroyed (AC 12, hp 25). Firing the cannon requires the action 
  of both veterans.
  Arcane Pulse. Ranged weapon atack: +7 to hit, 60/120 t. 
  range, one target. Hit: 8 arcane damage and the target must 
  succeed on a DC 15 Constitution saving throw or be stunned 
  for 1 round. Consult adventure element D for information on 
  running the ight.
  Conclusion
  Clearly the threat of the sorcerer remains. hat vengeance does 
  she seek to enact upon the PCs for their meddling? hat terrible 
  evil does she unleash should she possess the Bending Glass?
  FOUR 14TH- TO 15TH-LEVEL PCS
  
  24
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved. 
  1. Deinitions: (a)”Contributors” means the copyright and/or
  trademark owners who have contributed Open Game Content;
  (b)”Derivative Material” means copyrighted material including
  derivative works and translations (including into other computer
  languages), potation, modiication, correction, addition,
  extension, upgrade, improvement, compilation, abridgment 
  or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identiied as 
  Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative 
  works under copyright law, but speciically excludes Product 
  Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or efects, logos, 
  symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identiied as Product identity 
  by the owner of the Product Identity, and which speciically 
  excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game
  Content that contains a notice indicating that the Open Game
  Content may only be Used under and in terms of this License.
  You must aix such a notice to any Open Game Content that
  you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content
  You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing
  to use this License, the Contributors grant You a perpetual,
  worldwide, royalty-free, nonexclusive license with the exact
  terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have suicient rights to grant the rights conveyed 
  by this License. 
  6. Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to include the exact
  text of the COPYRIGHT NOTICE of any Open Game Content You
  are copying, modifying or distributing, and You must add the
  title, the copyright date, and the copyright holder’s name to the
  COPYRIGHT NOTICE of any original Open Game Content you
  Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to compatibility,
  except as expressly licensed in another, independent
  Agreement with the owner of each element of that Product
  Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in
  conjunction with a work containing Open Game Content except
  as expressly licensed in another, independent Agreement with
  the owner of such Trademark or Registered Trademark. The
  use of any Product Identity in Open Game Content does not
  constitute a challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open Game Content
  shall retain all rights, title and interest in and to that Product
  Identity.
  8. Identiication: If you distribute Open Game Content You
  must clearly indicate which portions of the work that you are
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents
  may publish updated versions of this License. You may use any
  authorized version of this License to copy, modify and distribute
  any Open Game Content originally distributed under any
  version of this License.
  10. Copy of this License: You MUST include a copy of
  this License with every copy of the Open Game Content You
  Distribute.
  11. Use of Contributor Credits: You may not market or
  advertise the Open Game Content using the name of any
  Contributor unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply
  with any of the terms of this License with respect to some or
  all of the Open Game Content due to statute, judicial order,
  or governmental regulation then You may not Use any Open
  Game Material so afected.
  13. Termination: This License will terminate automatically if
  You fail to comply with all terms herein and fail to cure such
  breach within 30 days of becoming aware of the breach. All
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to
  be unenforceable, such provision shall be reformed only to the
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the
  Coast, Inc. 
  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.
  Prepared: A Dozen Adventures for Fifth Edition. Copyright
  2016, Open Design; Author Jon Sawatsky.
  
  ARE YOU 
    PREPARED?
  12 MINI-ADVENTURES 
  FOR LEVELS 1 TO 15
  PO Box 2811
  Kirkland WA 98083
  www.koboldpress.com
  As you approach the time of your next gaming 
  session, you might ﬁnd that you’re stumped for 
  ideas of what scenario to run and want some 
  inspiration. Or perhaps you and your friends 
  decide to start an impromptu game session and 
  need to set up something quickly. Maybe your 
  GM has to drop out of the session for some 
  reason, but you all still wish to game.
  Whatever the reason, you can, with only a 
  little effort, prepare yourself for a quick 5th 
  Edition session by reading one of the engaging 
  scenarios provided within this book. Dimensional 
  improbabilities, juggernauts, haunted 
  celebrations, and more await you, along with 
  suggestions of where to take the story next.
  The scenarios in this book feature creatures 
  from the 5th Edition Monster Manual and from 
  Tome of Beasts
  SO, WHAT ARE YOU WAITING FOR? 
  IT’S TIME TO GET PREPARED!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Kobold Press/Prepared! A Dozen Adventures for Fifth Edition.pdf