TEXT: Alea Arcana 
  The Windmill Turns 
   
   
   
  -a single-shot short adventure for D&D (5e)-  
   
   
  War rages across the kingdom. Knights fight alongside wizards looking to save their country and their 
  homes. Hundreds of settlements have been lost already and the princess has just been captured. Intensely 
  focused on rescuing the king’s daughter, the army doesn’t see that the enemy forces have lured them away 
  from an old ruined windmill. Janessa, a local druid, recognizes their devious ploy and gathers bold adventurers 
  to find out what might lie within the abandoned structure and why the enemy doesn’t want it discovered… 
   
   
  A 3-4 hour adventure for 1st level characters 
   
  by Dallas Dieckman 
   
  Like it? Love it? Think something should be different or don’t understand 
  an ability? Please contact me via email at 
  dallas_dieckman@yahoo.com​. Feedback is always appreciated.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  ALEA ARCANA: The Windmill
  1 
  
  Introduction 
   
  This adventure is designed for three to twelve 1st 
  level characters. This document and the secrets 
  within it are meant just for the Dungeon Master. 
    Alea Arcana: The Windmill Turns​ is a classic 
  adventure bringing players into an old-fashioned 
  fantasy realm full of magic and medieval culture. 
  This adventure can be used to introduce new 
  players to D&D, enjoy a simple, single-session 
  adventure, add a new adventure for your regular 
  players, or even use it to kick-off a whole new 
  campaign! 
  I love writing stories and helping others with a 
  successful D&D plot, so if you have questions or 
  seek advice, please send me an email at 
  dallas_dieckman@yahoo.com​. I would be more 
  than happy to help you out! 
  Running the Adventure 
  Alea Arcana: The Windmill Turns​ can be played 
  with any 1st level characters; however, to make 
  things easy, prebuilt characters have been 
  provided. They have been collected at the end of 
  the adventure on page 10. Their character sheets 
  are also available starting on page 16. 
  For custom characters joining the adventure 
  simply have Lieutenant Ka Omez (the prebuilt 
  ranger) or Janessa (the prebuilt druid) have 
  reached out to the them for help. If no player is 
  playing either of those two characters, just make 
  them NPCs.
   
    Lieutenant Ka Omez has gathered the characters 
  to go on a mission to the Windmill. He is the default 
  “leader” of the party. As an NPC, he will look first to 
  Tugdyl Ferrumheart to complete the mission if the 
  dwarf has been chosen to be played. If not, then 
  Alfringwen Dwin’urdrenn, and then Jedrek Magar. If 
  none of those characters are selected, Lieutenant 
  Omez does not default to any character as the 
  leader. He just hopes the mission is a success. 
  He offers to pay everybody 10 gold pieces each 
  from the King’s Army for a successful mission. 
   
   
   
   
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  ALEA ARCANA: The Windmill
  2 
  
  Background 
  To setup the adventure for your players, you may 
  read the following boxed text: 
  The Kingdom of Belfast is at war! The young orc 
  Warlord Uldorgaz, the “World-Grasper,” terrorizes 
  the countryside, pillaging and plundering one village 
  and then another. The brave King Agannor V leads 
  his army against them - an elite force of valiant 
  knights and powerful magi. However, the wily orc 
  leader has tricked the King, luring enough of his 
  forces away from the capital to send in a strike 
  team. The orcs were unable to assassinate the 
  king, but they were able to kidnap his daughter, 
  Princess Elektra. 
  King Agannor scrambled all of his forces in 
  pursuit of his daughter. However, a young druid 
  named Janessa believed it to be another trap by the 
  orcs and claimed that she may have found a clue to 
  the truth. She went to the King’s Army, but none of 
  them would listen to her - Until an unlikely 
  lieutenant named Ka Omez gave her a chance. 
  After hearing her tale, he sought out others who 
  might help them... 
   
  Overview 
  This adventure takes place beneath the ruins of an 
  old windmill. Kobolds have dug out a secret 
  research facility in the service of Barukk Elf-Butcher 
  - Warlord Uldorgaz’s father and the former warlord. 
  The orc has discovered a strange artifact that 
  seems to have power over effects dealing with time. 
  While his son has King Agannor distracted with the 
  war, Baruuk can use the agelessness of the 
  captured Princess Elektra to unlock the powers of 
  the mysterious device. 
   
  If you require larger maps, they are located at the 
  end of the module on page 46. 
   
  The Adventure: 
  To the Windmill 
  If you are running short on time or need no 
  introduction to the basics of D&D, you may skip this 
  Prelude and begin at Act I - The Windmill. 
   
  Prelude: Under attack! 
  ​To start, read the following boxed text to start the 
  adventure. If you haven’t read the Background 
  section on page 2, you may want to do that first. 
  You make your way to the old Windmill, travelling down 
  the old path through the woods that leads there. It is 
  eerily quiet and dark clouds build above the trees, 
  bringing some truth to the druid’s claim that darkness is at 
  work here.  
  You enter a large clearing amidst the trees, and you 
  stop as a noise breaks the weird silence. You hear 
  branches breaking and earth being trampled. From the 
  trees burst rampaging boars charging straight for you! 
   
  Begin the session immediately in combat. Have the 
  party members face off against a number of ​boars 
  (MM 319)​ charging from the trees. The number of 
  boars that appear depends on the number of players: 
  # of Players: 
  # of Boars: 
  3 
  2 
  4-5 
  3 
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  ALEA ARCANA: The Windmill
  3 
  
  6 
  4 
  7-8 
  5 
  9-12 
  6 
   
  A DC 10 Intelligence (Animal Handling) check 
  reveals that the boars had been captured and not 
  treated well. If the character’s search the woods, 
  cages that once held the boars can be found, as well as 
  the corpse of a kobold. A DC 10 Intelligence 
  (Investigation) check suggests that the kobold freed 
  the boars and was killed by them. 
   
   
  Act I: The Windmill 
  Read the following, as the players approach the 
  windmill: 
  The windmill stands broken before you, forgotten by 
  civilization and reclaimed by nature. The once spinning 
  arms are missing. The top has crumbled from age and 
  overgrowth, but the base remains strong. The door is 
  clear of vines, but it is shut - sealed off from from use. 
  From inside, you can hear a few yips and grunts. They 
  are the only sounds as the sky grows darker with rain 
  clouds gathering far above the trees... 
   
   
  The sounds are starving ​baboons (MM 318)​, and 
  they have been trapped by the kobolds for some time. 
  A DC 10 Intelligence (nature) check can be made to 
  identify the sounds as baboons. The number of 
  baboons depends on the number of players: 
  # of Players: 
  # of Baboons: 
  3 
  7 
  4 
  8 
  5 
  10 
  6 
  11 
  7 
  12 
  8 
  14 
  9-12 
  15 
   
   
  The door into the windmill is locked and the only 
  other way in is through the open top. A DC 15 
  Intelligence (Investigation) check at the door reveals 
  that the door’s lock hasn’t been used until recently. 
  Rust in the locking mechanism suggests that it had 
  been unlocked for ages. 
  The characters can climb 30 feet to the top of the 
  windmill (Strength (Athletics) DC 9). There they can 
  find that a large net has been secured over the 
  opening, trapping the ravenous baboons that are in 
  the windmill. The baboons might attack any character 
  atop the tower, reaching through the net to attack 
  them (with disadvantage because of the net). The net 
  has become entangled with vines, but sections can be 
  destroyed. Each section is a 5 feet by 5 feet object, has 
  AC 10, immunity to piercing, and 5 hit points. 
  If the characters go to the rear of the windmill, they 
  will discover a crack in the wall. It is too small to pass 
  through, but it will allow the players to see the 
  baboons inside without being noticed. 
  If the players are not quiet outside the windmill or 
  remain at the locked door for too long, the baboons 
  trapped inside the windmill will become anxious and 
  begin howling and screaming.  
   
  A. The Windmill Door 
  To open the door, a DC 11 Dexterity (Thieves’ Tools) 
  check can be made. The players may wish to forgo the 
  lock and kick open the door or destroy it. In these 
  cases, to burst the door open requires a successful DC 
  16 Strength check. If the door is attacked, it has AC 
  10, resistance to piercing, and a total of 18 hit points. 
   
  Once inside the windmill, the baboons attack!  
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  ALEA ARCANA: The Windmill
  4 
  
  Inside the windmill, natural overgrowth has consumed 
  everything. A pack of ravenous baboons surge from the 
  thicket and debris and attacks! 
  The baboons can be convinced to flee if a group DC 14 
  Wisdom (Animal Handling) check is made. Each 
  character that threatens any square along the 
  baboons’ escape route must use their action to 
  attempt this check for it to work. 
  The interior of the windmill is laden with 
  overgrowth, making each square inside the ruin 
  difficult terrain. The vines along the wall can be used 
  for climbing with successful DC 6 Strength (Athletics) 
  checks. If a character fails, they cannot climb any 
  further. If a character fails by 5 or more, they fall. 
  Small characters (like the baboons) may use the vines 
  to climb throughout the entire room. 
   
   
  B. Cellar Door 
  A trap door can easily be found under the plants that 
  leads down to an ancient cellar. Once it is found, a 
  heavy rain starts pouring down. 
  Underneath a leafy bush, you discover an old trap door. 
  Thunder breaks above you, and rain begins to pour down 
  into the windmill. 
   
  C. Secret Cellar Passage 
  The cellar contains old ceramics and mounds of dust. 
  Within is a secret door, given away by some tracks in 
  the dirt floor. It takes a successful DC 6 Intelligence 
  (Investigation) to find it and its activation lever. 
  However, the character which finds it must have 
  succeeded by 5 or more to notice the booby trapped 
  shelf above it! If the secret door is opened, the shelf 
  collapses, dropping a flask of alchemist’s fire (PHB 
  148-150) on anyone below.  
  The passage that is revealed is a tunnel lined with 
  support beams perfect for medium sized characters. 
   
  In the passage, tracks can be found. A DC 14 
  Intelligence (Investigation) check reveals that the 
  tracks were made by kobolds dragging something or 
  someone anywhere from a day to a month ago. 
   
   
   
   
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  ALEA ARCANA: The Windmill
  5 
  
  Act II: Into the Tunnels 
  Once the players enter the tunnel, read the following: 
  The passage is long, but it eventually opens into a narrow 
  cavern. You hear moving water and can see the faint 
  glow of a steady light somewhere down to the right. 
   
  The players may try to sneak into the cavern ahead or 
  take some time to come up with a plan before 
  proceeding. Once at least one of them moves into the 
  cavern, read the following: 
  Over the years, water has eroded out a cavern about 60 
  feet across. The ceiling vaults upward to 50 feet above 
  you. A slope to your left leads down to a shallow pool 10 
  feet below. The pool fills the center of the cavern and is 
  slowly rising as rain waters rush into the cavern from a 
  waterfall you see at the other end of the cavern on your 
  right. Beneath the waterfall, a wheel-like machine hums 
  louder and louder as the water flow picks up volume and 
  speed. The turbine is currently glowing with power, 
  illuminating the space around it like a torch. 
  Its light reveals an old rope bridge spanning the watery 
  floor directly in front of you, leading to the opposite side of 
  the cavern. 
   
  There are few places to hide from the darkvision of 
  the kobolds within this room. Although a single 
  character may try to sneak up to the small rock at the 
  ledge (see map) by succeeding at a DC 8 Dexterity 
  (Stealth) check, but if there are 9 or more kobolds, the 
  character has disadvantage. The character also has 
  disadvantage if they cannot see the kobolds (probably 
  due to darkness) or if the kobolds can see a light 
  source present down the tunnel.  
  The pool in the center of the cavern is shallow, and 
  no swimming is necessary within it. However, it is 
  difficult terrain and provides disadvantage to any 
  Dexterity (Stealth) checks made within it. 
  The small cliffs cut out by the water over time are 
  15 feet high and can be climbed with a successful DC 
  12 Strength (Athletics) check. 
  Any character with a passive Intelligence 
  (Investigation) of 13 or higher can tell that this 
  cavern used to be full of kobold activity and that it 
  must have been recently evacuated. If a character 
  investigates the cavern, a DC 14 Intelligence 
  (Investigation) will reveal that a medium-sized 
  humanoid has been here within the last week. If a 
  character succeeds by 5 or more, they also know that 
  the humanoid was a light-footed female and probably 
  being dragged. 
   
   
  The passage to the forest is very long and gets 
  small. Water from the outside has filled it and collects 
  in the cavern pool. 
   
  D. The Hydro-powered Generator  
  The kobolds have somehow built a device that is 
  harnessing energy from the moving water within the 
  cavern. While it is working, it glows, giving off bright 
  illumination 20 feet away and dim illumination 20 
  feet further. A cable extrudes from behind the 
  machine and enters into the nearby cave wall. 
  If ​Jinglefoot “Skootz” Tightbuns​ is in the party and 
  he investigates the device, a DC 10 Intelligence 
  (History) check will recognize the circuitry as his own 
  design - something he dreamed up as a theoretical 
  power source long ago and lost along with his original 
  spellbook. 
  The machine can be destroyed. It is an object with 
  AC 19, immunity to lightning, and 29 hit points. If it is 
  dealt lightning damage, it hums louder and glows 
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  ALEA ARCANA: The Windmill
  6 
  
  brighter, extending its illumination radius by 10 feet. 
  The cable is much easier to destroy. It is an object 
  with AC 11, immunity to lightning, resistance to 
  bludgeoning and piercing, and only 5 hit points. 
  However, if a character deals damage to the cable 
  with a metal-hafted weapon, they take 1d6 lightning. 
  If the cable is destroyed, the generator will build-up 
  energy and explode 1d6 rounds later, dealing 4d6 
  lightning and fire damage to any creature within 30 
  feet. A character may succeed at a DC 13 Dexterity 
  saving throw to take half damage instead. 
   
  E. The Kobold Defenders  
  There are several ​kobolds (MM 195)​ in the cavern, 
  guarding the larger passage that leads to their leader. 
  In addition to the standard weapons in the kobold 
  entry, they are also armed with spears (1d6 piercing, 
  Thrown (20/60), Versatile 1d8), knowing that some 
  adventurers were spotted entering the windmill. 
  These remaining kobolds have vowed to give their 
  lives in defense against any intruders. The number of 
  kobolds defending the passage depends on the 
  number of players: 
  # of Players: 
  # of Kobolds: 
  3 
  5 
  4 
  6 
  5 
  7 
  6 
  8 
  7 
  9 
  8 
  10 
  9-11 
  11 
  12 
  12 
   
     The kobolds hold their ground on their side of the 
  cavern, and they know that they have an advantage from 
  their position on their side of the trapped bridge. 
   
  F. The Rickety Rope Bridge  
  The bridge in the center of the cavern looks old and 
  rickety. A character can use a bonus action to succeed 
  at a DC 12 Wisdom (Perception) check and see that 
  the ropes of the old bridge have been partially cut. A 
  DC 15 Intelligence (Investigation) check reveals that a 
  single small creature can move across it, but if a 
  medium character or more than one small character 
  does so, it will break once they reach the middle. Any 
  character on the bridge when it breaks falls 15 feet 
  into the pool below and takes 1d6 bludgeoning 
  damage. A character at an end of the bridge when it 
  breaks can make a DC 15 Dexterity saving throw to 
  grab the rock edge and save themselves from falling. 
   
   
   
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  ALEA ARCANA: The Windmill
  7 
  
  Act III: The Old Orc 
  Past the kobolds lies the last chamber. Upon entering 
  the cavern, read the following: 
  The large tunnel splits in two, but not far down one, you 
  can see that they both enter into the same 110 feet long 
  cavern. The ceiling is lower here, only about 15 feet 
  above. A magical light source at the other end provides 
  illumination for two individuals currently having an 
  argument: a weathered orc warrior wearing a flagrant 
  necklace of elf ears with glowing red eyes within a dark 
  mask-like helmet and a dark grey-scaled kobold matron 
  with a floating blue rock encircling her head and a 
  massive spellbook in her hands. Behind them you see 
  another machine. It is a giant glowing sphere giving off its 
  own soft pulsing light. Shackled to its side, is a young 
  maiden obviously in pain. Floating in front of her is a 
  stone pentagonal medallion. 
   
  If the players did not destroy the generator or the 
  cable in the previous room, the cable across the floor 
  illuminates each square it is with dim light. The magic 
  light source is the tip of a pole standing near the 
  machine. It provides bright illumination out 20 feet 
  and dim illumination 20 feet further. The sphere (if 
  energized) provides dim illumination out 10 feet. 
   
  The arguing characters are ​Barukk Elf-Butcher 
  (orc; MM 246)​ and ​Ixa (see below)​. The captive girl 
  is none other than the half-nymph ​Princess Elektra 
  (Noble with no armor or weapons; MM 348)​. With 
  successful Intelligence (history) checks reveal the 
  following information for each character: 
  For Barukk*: 
  DC 10: Barukk Elf-Butcher is the former warlord of 
  the orc horde currently at war with the kingdom. He 
  was thought to have been killed by his son, Uldorgaz, 
  the current warlord. 
  DC 15: His son fought him for rulership of the horde 
  because of his adherence to the old traditions of the 
  orc ancestors which respected the ways of nature. It 
  is obvious with the dark magic at work that Baruuk 
  probably doesn’t feel the same way anymore. 
  *If ​Jedrek Magar​ is in the party, he succeeds 
  automatically, quickly recognizing his grandfather. 
  For Elektra*: 
  DC 8: Elektra is the eldest child of King Agannor V 
  and his beautiful wife Queen Nystra. She was 
  kidnapped a couple of days ago by orc assassins. 
  DC 13: Since Queen Nystra was a nymph (a 
  beautiful fey creature), Princess Elektra is a 
  half-nymph with otherworldly beauty and youth. She 
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  ALEA ARCANA: The Windmill
  8 
  
  rarely is seen in public, having been sequestered 
  within the castle - only making appearances at 
  holiday celebrations and royal ceremonies. 
  *If ​Lieutenant Ka Omez​ or ​Tugdyl Ferrumheart ​is in 
  the party, they succeed automatically, quickly 
  recognizing the missing daughter of the former 
  Queen. 
  For Ixa*: 
  No check can be made to know Ixa’s history. 
  *Though If ​Jinglefoot “Skootz” Tightbuns​ is in the 
  party, he will recognize her, especially since she is 
  holding the spellbook she stole from him years ago. 
  Ixa 
  Small kobold, neutral evil 
  Armor Class​  17 (bone studded leather armor) 
  Hit Points​ 17 (3d8) 
  Speed​ 30 feet 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    8  
  (-1) 
    18 
  (+4) 
    10 
  (+0) 
   20 
  (+5) 
   15 
  (+2) 
   11 
  (+0) 
   
  Saving Throws​ Dex +6, Int +7 
  Skills​ Arcana +16, Deception +14, Perception +6, 
  Religion +10 
  Senses​ Truesight 30 feet, passive Perception 16 
  Languages​  Common and Draconic 
   
  Ioun Stone of Awareness: ​Ixa cannot be 
  surprised. 
  Sunlight Sensitivity: ​While in sunlight, Ixa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Pack Tactics: ​Ixa has advantage on an attack roll 
  against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated. 
  Spellcasting: ​Ixa is a 1st-level spellcaster.  Her 
  spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks). She has the following 
  wizard spells prepared. 
  Cantrips (at will): ​Mage Hand, Mending, Shocking 
  Grasp 
  1st level (4 slots): ​Fog Cloud,​ ​Longstrider, Shield 
  Bonus Actions___________ 
  Cunning Action.​ As a bonus action, Ixa can take 
  the Disengage, Dodge, or Hide action. 
  Actions___________ 
  Dagger.​ ​Melee Weapon Attack: ​+6 to hit, reach 5 ft. 
  Thrown 20/60, one target. ​Hit: ​6 (1d4 + 4) piercing 
   
  The two villains are arguing about their captive. Ixa is 
  concerned that the Princess won’t have enough youth 
  to fuel the artifact. She ridicules Barukk Elf-Butcher 
  for assassinating Queen Nystra - a full nymph with 
  eternal youth that would fueled the device easily. 
  Barukk argues back, confident that the half-nymph 
  princess will provide enough fuel for the artifact. He 
  points out that he doesn’t care if the princess dies in 
  the process. 
  If the party waits too long, the two villains activate 
  the facet (see H. The Sphere and the Facet). 
   
  G. The Invisible Security Wall  
  Ixa has placed solid invisible barriers in the 
  openings just before entering the larger cavern. Each 
  barrier is an object that has AC 7 and 5 hit points. If a 
  section is destroyed, the magic light source in the 
  cavern automatically extinguishes. This also alerts the 
  villains to the heroes’ presence if they aren’t already. 
   
  H. The Sphere and the Facet  
  Barukk has enlisted the aid of Ixa, a kobold genius, 
  to power an artifact that he found. The two don’t 
  know much about the stone pentagon, but by using 
  magic, Ixa has discovered that it somehow affects 
  time. 
  The facet - a stone medallion with intricate 
  markings - floats in the air just in front of Princess 
  Elektra. If ​Marowyn​ is in the party, this medallion 
  looks very similar to the one she has. 
  Once any of the players have been discovered, roll 
  initiative for Barukk and Ixa (if you haven’t already). 
  Give the higher initiative to Ixa. On their first turn, Ixa 
  casts ​Fog Cloud​ between the two groups and runs for 
  her study to escape, collapsing the tunnel behind her.. 
  For Barukk’s turn, read the following: 
  The sphere at the end of the chamber energizes, whirring 
  with power. Elektra screams! The old Barukk cries out, “In 
  my prime, I was unstoppable! And I shall be once again!!” 
   
  Barukk ignores Ixa’s warnings and activates the 
  sphere. It surges with energy and begins siphoning 
  Princess Elektra’s youth. Younger versions of Baruuk 
  begin to appear in random squares within 60 feet of 
  the sphere. Barukk Elf-Butcher is reaching into the 
  past and bringing his past selves to the present. They 
  act immediately and take their turns with Barukk. 
  The number of copies he summons depends on the 
  number of players (see table): 
   
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  ALEA ARCANA: The Windmill
  9 
  
  # of Players: 
  # of Barruk copies: 
  3 
  1 
  4-6 
  2 
  7-8 
  3 
  9-10 
  4 
  11-12 
  5 
   
  IMPORTANT!:​ You will need to keep track of each 
  copy’s age compared to the others, because once a 
  copy dies, any older versions (including the original) 
  immediately turn to dust! 
   
  I. Barruk’s Den  
  Barukk is absolutely obsessed with the facet. So 
  much in fact, that he has set up his living quarters 
  around the sphere. Only a few barrels of water, a 
  whetstone, and a makeshift bed lie on the floor. 
   
  J. Ixa’s Study  
  The kobold genius, Ixa, has made herself a study in 
  the crevasse at the far back of the cave. It contains a 
  couple of reference books, alchemy supplies, bottles 
  of ink, parchment, and a bed. 
  The study has a tiny escape route that small 
  characters can squeeze through leading to the 
  surface. Ixa activates a switch when she leaves, 
  collapsing the escape route behind her. 
   
  K. The Kobold Warren  
  When this site was home to an entire tribe of 
  kobolds, this pit is where they slept. Only the beds of 
  the remaining kobolds have been left behind. A ladder 
  on one side and a slope on the other lead down into 
  the pit. 
  The pit has a tiny escape route that small 
  characters can squeeze through leading to the 
  surface. 
   
   
   
   
  Ending 
  Achieving victory, the characters leave the windmill, 
  not only earning their 10 gold but also the respect of 
  the kingdom. If any of the characters died, Princess 
  Elektra will convince her father, King Agannor V to 
  resurrect them for saving her life. 
  The rain has ended and only a few clouds dot the clear 
  skies when you return to the surface. The windmill’s 
  blades turn in the gentle breeze, and the chirps of some 
  birds can be heard at a nearby tree. Congratulations! You 
  have saved the princess! 
  You return from the Windmill with Princess Elektra, and 
  the King’s Army gladly pays you your reward. The jingle 
  of coins is pleasant to hear within your wallet, and they 
  even offer you cold drink - their treat! The princess is 
  overjoyed to be free, and invites you all to the Capital. 
  The King himself personally welcomes you into the city as 
  bonafide heroes!  He even holds a festival in your honor! 
  He has the strange artifact taken to the Academy where it 
  can be studied and protected. He offers you royal 
  quarters in which to stay during the festivities and hosts 
  both a ball and a banquet in your names. He is so 
  thankful for the return of his daughter, he quintuples your 
  last payment for the mission, and in a ceremony before 
  all of the kingdom, he officially names you as Heroes of 
  the King and awards each of you with one of the greatest 
  medals of the kingdom - the Copper Star! 
  Well done, Heroes! Well done. 
  The End. 
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  ALEA ARCANA: The Windmill
  10 
  
  Prebuilt Characters 
  Twelve playable characters have been created to 
  go on this adventure - one for each class within the 
  Player’s Handbook. You are more than welcome to 
  have your players create their own characters or 
  modify the ones provided; however, if you just need 
  some quick characters to be played for a single 
  night, just select from the characters provided here. 
  Their stats and class selections have been provided 
  along with a short backstory below. All of the 
  prebuilt characters use only abilities from the 
  Player’s Handbook. 
   
  The “Quiet Cobbler/Lumberjack” 
  Jedrek Magar 
  Medium male half-orc Barbarian, neutral 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17  
  13 
  15 
  10 
  12 
  8 
   
  Skills:​ Athletics +5, Deception +1, Intimidation +1, 
  Perception +3, and Survival +3 
  Languages:​ Common and Orc 
  Tool Proficiencies:​ Cobbler’s Tools and Disguise 
  Kit 
  Equipment:​  Greataxe, 2 handaxes, 5 javelins, a 
  wooden shield, a backpack, a bedroll, a mess kit, 
  a tinderbox, 10 torches, 10 days of rations, a 
  waterskin, a set of common clothes, a disguise 
  kit, weighted dice, 50 feet of hempen rope, a 
  grappling hook, cobbler’s tools, and a belt pouch 
  containing 12 gp. 
  Background Feature:​ False Identity (Charlatan) 
   
  Your real name is Jedrek Magar, and your father 
  is the dreaded Uldorgaz World-Grasper, the young 
  orc warlord currently laying siege to the kingdom. 
  He is a madman, abandoning the traditions of your 
  orc ancestors. Though you are only half-blooded, 
  you believe in those ancient traditions, so you 
  challenged him for leadership of the clans. You lost 
  - badly, but you did escape! Now you hide within 
  the human lands, working as a lumberjack during 
  the day, and fixing damaged shoes at night. Only 
  your friend, Ka Omez (the PC ranger), knows your 
  secret, and now he has come to you with a chance 
  to step out of the shadows and bring honor back to 
  your people…” 
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  ALEA ARCANA: The Windmill
  11 
  
  The Hero-Seeker 
  Bannitryn Tahlis 
  Medium female half-elf Bard, neutral good 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8  
  14 
  12 
  15 
  10 
  17 
   
  Skills:​ Arcana +4, History +4, Nature +4, 
  Perception +2, Performance +5, Persuasion +2, 
  and Stealth +4 
  Spells: 
  Cantrips: ​Prestidigitation and Vicious Mockery 
  1st level (2 slots): ​Comprehend Languages, Healing 
  Word, Heroism, and Sleep 
  Languages:​ Common, Draconic, and Elvish 
  Tool Proficiencies:​ Calligrapher’s Supplies, 
  Dulcimer, Horn, and Lute 
  Equipment:​  Leather armor, a rapier, a dagger, a 
  chest, 2 cases for maps and scrolls, a set of fine 
  clothes, a bottle of ink, an ink pen, a lamp, 2 
  flasks of oil, 5 sheets of paper, a vial of perfume, 
  sealing wax, soap, a lute, calligrapher’s supplies, 
  a letter of introduction from the guild, a set of 
  traveler’s clothes, and a belt pouch containing 15 
  gp. 
  Background Feature:​ Guild Membership (Guild 
  Artisan) 
   
  Tales of intrepid heroes, intimidating monsters, 
  and intriguing plots are what you live for! Your 
  imagination runs wild with tales of action, 
  adventure, and alliteration. But with the war 
  tragically turning the tales of your fellow tradesmen 
  at the Writer’s Guild into lamentations of lost loved 
  ones and vicious versions of violent verse, you 
  intend to bring back the Hero! While your 
  colleagues travel to find inspiration at the frontlines 
  in the war, you hear talk of a valiant, young 
  Lieutenant looking into a dark omen at a nearby 
  ruin. Perhaps this is the perfect point in time for a 
  hero to come along! Maybe it’s the Lieutenant. 
  Maybe it’s one of his party members. Or, it might 
  even be you… 
   
   
   
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  ALEA ARCANA: The Windmill
  12 
  
  A Voice of the Gods 
  Alfiringwen “Gwen” Dwin’urdrenn 
  Medium female high elf Cleric, chaotic good 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8  
  14 
  13 
  11 
  15 
  14 
   
  Divine Domain:​  Light 
  Skills:​ Animal Handling +4, History +2, Medicine 
  +4, Nature +2, and Perception +4 
  Spells​: 
  Cantrips: ​Guidance, Light, Mending, Sacred Flame 
  and Spare the Dying 
  1st level (2 slots): ​Bless,​ ​Burning Hands, Cure 
  Wounds, Faerie Fire, Guiding Bolt, and Sanctuary 
  Languages:​ Celestial, Common, Draconic, 
  Dwarvish, and Elvish 
  Equipment:​ Scale mail, a shortsword, a 
  quarterstaff, a polished metal shield, a shortbow 
  with a quiver of 20 arrows, a sun-disk amulet 
  (holy symbol), a backpack, a blanket, 10 candles, 
  a tinderbox, an alms box, 2 blocks of incense, a 
  censer, vestments, 2 days of rations, a waterskin, 
  the feather of an old hummingbird friend, a set of 
  traveller’s clothes, and a belt pouch containing 15 
  gp. 
  Background Feature:​ Wanderer (Outlander) 
   
  Like all elves, you once lived in the divine realm 
  with the gods, and also like all elves, you have been 
  sent to walk among the mortals as an emissary - to 
  advise and guide them in pursuing divine beauty 
  and lives of fullness and grace. During meditation, 
  your gods gave you a sign. It was a simple 
  directive: Go to Ka Omez (the PC ranger) and aid 
  him in his mission…  
   
   
   
   
  The Orphan 
  Janessa 
  Medium female human Druid, neutral 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13  
  15 
  14 
  11 
  16 
  9 
   
  Skills:​ Animal Handling +5, Nature +2, Perception 
  +5, Survival +5 
  Spells​: 
  Cantrips: ​Shillelagh and Thorn Whip 
  1st level (2 slots): ​Cure Wounds, Entangle, Faerie 
  Fire, and Fog Cloud 
  Languages:​ Common, Druidic, Sylvan, and 
  Undercommon 
  Tool Proficiencies:​ Herbalism Kit and Thieves’ 
  Tools 
  Equipment:​  Leather armor, a quarterstaff, a 
  scimitar, a dagger, a wooden shield, a sprig of 
  mistletoe, a backpack, a bedroll, a mess kit, a 
  tinderbox, 10 torches, 10 days of rations, a 
  waterskin, 50 feet of hempen rope, a map of the 
  capital city, a friendly mouse named Ellen, a 
  locket with portraits of your parents (the only thing 
  that tells you who they were), a set of common 
  clothes, and a belt pouch containing 10 gp. 
  Background Feature:​ City Secrets (Urchin) 
   
  You are an orphan, raised in the streets of the 
  capital. You fought everyday just to survive with no 
  money, little food, and inadequate shelter. Your way 
  of life was necessary, but it still made enemies. One 
  day those enemies chased you out of town, forcing 
  you to survive the dangers of the untamed 
  wilderness. But the wilderness was not at all what 
  you expected. Yes, it was full of predators, fear, and 
  death, but it was also full of enjoyment, beauty, and 
  life! You were afraid, but just like the capital streets 
  - you survived! In fact, you found it to be a much 
  better life. For a few years now, you have wandered 
  both the wilderness and the streets taking care of 
  the natural world you have come to call home. You 
  have found signs that something is amiss at an old 
  windmill… 
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  ALEA ARCANA: The Windmill
  13 
  
  The Honored Rebel 
  Tugdyl Ferrumheart 
  Medium male hill dwarf Fighter, lawful good 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14  
  13 
  17 
  10 
  13 
  8 
   
  Fighting Style:​  Protection 
  Skills:​ Athletics +4, History +2, Perception +3, and 
  Survival +3 
  Languages:​ Common and Dwarvish 
  Tool Proficiencies:​ Brewer’s Supplies, Mason’s 
  Tools, and Smith’s Tools 
  Equipment:​  Chain mail, a warhammer, a war pick, 
  a handaxe, a thick metal shield, a light crossbow 
  and 20 bolts with case, a backpack, a crowbar, 10 
  torches, a tinderbox, 5 days of rations, a 
  waterskin, 50 feet of hempen rope, a gold locket 
  with a perfectly preserved leaf inside - the favor of 
  the former queen Nystra, the face-covering 
  helmet of your gladiator persona, and a belt 
  pouch containing 15 gp. 
  Background Feature:​ By Popular Demand 
  (Gladiator) 
   
  Born into slavery to a tyrannical red dragon, you 
  yearned for escape. You led a revolution against 
  the dragon, who would not even face you herself. 
  Instead, she tasked your family with killing you. Out 
  of fear, they did as they were told. They nearly 
  killed you, and in the fight, you struck down all but 
  your mother and your brother. The dragon 
  sentenced you to a remote mountain prison, where 
  you suffered for decades! You were rescued by an 
  adventuring soldier named Aron Omez. He nursed 
  you back to health and brought you back to the 
  kingdom, where you discover that the dragon tyrant 
  responsible for your enslavement has been slain, 
  and your people are now free. You’re welcomed 
  back as a hero for your role in the dwarves 
  freedom, but you choose to remain in the human 
  lands for two reasons: You owe your life to Aron for 
  saving you, and though it was in self-defense, a 
  dwarf that kills his own blood is a dwarf marked by 
  shame. You have made a living as the famous 
  “Honored Rebel,” fighting as a gladiator in the 
  Capital Arena, but now Lieutenant Ka Omez, son of 
  Aron Omez (and the PC ranger), has asked for your 
  help. He’s a good person and helping a descendant 
  of Aron’s is a good first step to reclaiming your 
  dwarven honor... 
   
   
  One of the Blessed 
  Marowyn 
  Small female lightfoot halfling Monk, neutral good 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8  
  16 
  13 
  10 
  15 
  13 
   
  Skills:​ Acrobatics +5, Insight +4, and Persuasion 
  +3 Stealth +5 
  Languages:​ Common and Halfling 
  Tool Proficiencies:​ Cook’s Utensils, Dice Set, and 
  Playing Card Set 
  Equipment:​  A shortsword, 10 darts, a backpack, a 
  bedroll, a mess kit, a tinderbox, 10 torches, 10 
  days of rations, a waterskin, 50 feet of hempen 
  rope, a pentagonal holy symbol made of stone, 
  cook’s utensils, a dice set, a playing card set, 5 
  sticks of incense, monastic vestments, a set of 
  common clothes, and a belt pouch containing 18 
  gp. 
  Background Feature:​ Shelter of the Faithful 
  (Acolyte) 
   
  Halflings are creatures of extraordinary luck. Win 
  against a halfling, be blessed for a day. Cheat a 
  halfling, be cursed for a lifetime. Things usually go 
  well for your kind. There is a monastery where such 
  things as fate, probabilities, and the possible 
  reasons why a halfling is so lucky are studied in 
  depth. It is here where you born - beneath a 
  rainbow - somehow present in the night sky. You 
  know you have an important destiny. You don’t 
  know what it is, and neither do your fellow monks. 
  However, all of you are in agreement that you won’t 
  know what it is unless you go out into the world and 
  let it find you. So, out into the world you went. The 
  monks gave you their blessing and an amulet - a 
  symbol of your devotion to the Order. Not too long 
  after your departure, it just so happened, by 
  chance, while enjoying a game of cards at a local 
  tavern, a young soldier of the King’s Army entered 
  in, proclaiming that he needed brave adventurers to 
  root out the origins of a dark omen at a nearby 
  windmill. You roll one of your dice, looks like fate 
  wants you to go with him… 
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  ALEA ARCANA: The Windmill
  14 
  
  The Vengeful 
  Fariborz Tannaz 
  Medium male black dragonborn Paladin, neutral 
  good 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17  
  12 
  13 
  10 
  8 
  15 
   
  Skills:​ Athletics +5, Insight +1, Intimidation +4, 
  Investigation +2 
  Languages:​ Common and Draconic 
  Tool Proficiencies:​ Land and Water Vehicles 
  Equipment:​  Chain mail, a greatsword, a whip, 5 
  javelins, a shield, a backpack, a bedroll, a mess 
  kit, a tinderbox, 10 torches, 10 days of rations, a 
  waterskin, 50 feet of hempen rope, your wife’s 
  favorite necklace (holy symbol), a shovel, an iron 
  pot, a set of common clothes, and a belt pouch 
  containing 20 gp. 
  Background Feature:​ Rustic Hospitality (Folk 
  Hero) 
   
  You had a wife. You had two children. Now … 
  you have nothing! You were just a villager, fishing 
  and farming as each day came, but one day your 
  daughter found an intricate metal object hovering 
  above the shoreline. Nobody in the village knew 
  what it was, so you did what was expected. You 
  went to the capital in search of someone more 
  knowledgeable. You came back with an 
  investigator; however, when you came back your 
  village was gone - decimated by fire and the telltale 
  signs of an attack by orcs. The metal object was 
  gone, and the bodies of your people - and your 
  family - lay dead in pools of blood and carnage. You 
  had lost everything! You didn’t know what to do. 
  Then the investigator said that he could follow the 
  orcs, and vengeance filled your heart. You followed 
  the murderers. They were attacking another village. 
  You were unarmed and untrained, but your goal 
  was clear - End These Villains! With vengeance in 
  your heart, you were unstoppable. You killed the 
  entire orc war party for what they had done. 
     Now, you have no village - no home. Many 
  commoners call you a hero for your actions, 
  welcoming you into their homes - but it’s not the 
  same. Your rage calls you to the battlefield against 
  the orcs, but the army turns you away, calling you 
  reckless and unable to follow orders. However, one 
  man has come to you with a quest, and it may 
  involve fighting those evil orcs… 
   
   
   
  The Unwanted Officer 
  Lieutenant Ka Omez 
  Medium male human Ranger, lawful good 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11  
  16 
  15 
  13 
  14 
  9 
   
  Favored Enemies: ​Kobolds and Orcs 
  Favored Terrain: ​Forest 
  Skills:​ Athletics +2, Investigation +3, Nature +3, 
  Perception +4, and Survival +4 
  Languages:​ Common, Dwarvish, Elvish, and Orc 
  Tool Proficiencies:​ Cartographer’s Tools 
  Equipment:​  Scale mail, a shortsword, a longbow 
  and two quivers each with 20 arrows, a backpack, 
  a bedroll, a mess kit, a tinderbox, 10 torches, 10 
  days of rations, a waterskin, 50 feet of hempen 
  rope, an insignia of rank, both pieces of a broken 
  arrow from a contest you won, a deck of cards, a 
  set of common clothes, cartographer’s tools, and 
  a belt pouch containing 5 gp. 
  Background Feature:​ Military Rank (Soldier) 
   
  Once you were old enough, you joined the King’s 
  Army, intent on proving your skill and mettle - just 
  as your father had done when he was your age. 
  Growing up, he taught you how to fight and how to 
  survive. You know well how to use a sword, a 
  shield, tactics, and strategy, but your skills really 
  shine with the bow and arrow. You won every 
  contest at the Capital Academy and even broke a 
  record at archery. The other officers believe that 
  you don’t deserve your station as Lieutenant, but 
  you intend to prove them wrong and put your skills 
  to work… 
   
    Note: You are best friends with the PC barbarian, 
  Jedrek Magar. The PC fighter, Tugdyl Ferrumheart, 
  is a trusted family friend. 
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  ALEA ARCANA: The Windmill
  15 
  
  Protégé Assassin 
  Lady Cordelia Hawke 
  Medium female human Rogue, lawful neutral 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9  
  16 
  15 
  13 
  11 
  14 
   
  Skills:​ Acrobatics +7, Athletics +1, Deception +4, 
  Perception +2, Sleight of Hand +5, and Stealth +7 
  Languages:​ Common, Dwarvish, and Elvish 
  Tool Proficiencies:​ Forgery Kit and Thieves’ Tools 
  Equipment:​  Leather armor, a shortsword, 2 
  daggers, a shortbow and a quiver of 20 arrows, a 
  backpack, a bag of 1,000 ball bearings, 10 feet of 
  string, a bell, 5 candles, a crowbar, a hammer, 10 
  pitons, a hooded lantern, 2 flasks of oil, 5 days of 
  rations, a tinderbox, a waterskin, 50 feet of 
  hempen rope, thieves’ tools, a set of fine clothes, 
  a signet ring (of the King’s House), a scroll of 
  pedigree, and a purse containing 25 gp. 
  Background Feature:​ Position of Privilege (Noble) 
   
  You are the perfect weapon. Raised by your 
  parents - King Agannor’s personal assassins - to 
  accomplish the impossible and to be feared by the 
  most powerful. You are young, bu up to this point, 
  you have completed every training exercise that 
  your parents have given you. Now, they have been 
  sent elsewhere, and you are your own - to sharpen 
  your skills, refine your techniques, and put your 
  abilities to the test. As luck would have it, an 
  opportunity has come up, and it even comes with a 
  paycheck… 
   
   
   
   
  The Untamed 
  Brianna Lefeu 
  Medium female human Sorcerer, chaotic neutral 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11  
  15 
  14 
  13 
  9 
  16 
   
  Sorcerous Origin:​  Wild Magic 
  Skills:​ Arcana +3, Deception +5, Intimidation +5, 
  and Persuasion +5  
  Spells​: 
  Cantrips: ​Dancing Lights, Fire Bolt, Ray of Frost, 
  and Shocking Grasp 
  1st level (2 slots): ​Mage Armor and Silent Image 
  Languages:​ Common, Dwarvish, and Elvish  
  Tool Proficiencies:​ Playing Card Set 
  Equipment:​  A spear, 2 daggers, an indestructible 
  orb filled with roiling energy (arcane focus), a 
  backpack, a crowbar, a hammer, 10 pitons, 10 
  torches, a tinderbox, 10 days of rations, a 
  waterskin, 50 feet of hempen rope, a set of dark 
  common clothes including a hood, and a belt 
  pouch containing 17 gp. 
  Background Feature:​ Bad Reputation (Pirate) 
   
  Magic courses through your blood. Sometimes 
  you control it, and every now and then - you don’t. 
  Because of these things, most people think your a 
  danger, and others think your a tool they can use. 
  But you are nobody’s pet - you do what you want! 
  Sure, sometimes it puts you in lockup, but 
  apparently even they know that sometimes your 
  magic goes a little haywire. Turns out ​accidently 
  destroying public property isn’t a crime, and they 
  had no choice but to let you go. Now, people stay 
  out of your way, let you have the things you want, 
  and generally try to stay on your good side. 
  However, one guy, Ka Omez (the PC ranger), isn’t 
  afraid of your skills and asks for your help. He offers 
  payment, so it couldn’t be too bad of a gig... 
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  ALEA ARCANA: The Windmill
  16 
  
  The Not-So-Sane 
  Xenophon 
  Medium male tiefling Warlock, neutral 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  13 
  12 
  9 
  14 
  17 
   
  Otherworldly Patron:​  The Great Old One 
  Skills:​ Deception +5, History +1, Investigation +1, 
  and Perception +4 
  Spells: 
  Cantrips: ​Eldritch Blast, Friends, and Thaumaturgy 
  1st level (1 slot): ​Hellish Rebuke and Hex 
  Languages:​ Common, Elvish, and Infernal 
  Tool Proficiencies:​ Herbalism Kit 
  Equipment:​  Leather armor, a quarterstaff, 2 
  daggers, a light crossbow and a case of 20 bolts, 
  a component pouch, a backpack, a book 
  containing the common legends of kingdom, a 
  bottle of ink, an ink pen, 10 sheets of parchment, 
  a little bag of multicolored gravel, a scroll case 
  stuffed full of encrypted notes from your studies, a 
  winter blanket, a set of common clothes, an 
  herbalism kit, a dead frog that croaks only at just 
  the right moment (and sometimes at just the 
  wrong one), and a purse containing 7 gp. 
  Background Feature:​ Discover (Hermit) 
   
  Everyday you see the fools of this world struggle 
  to wander the broken paths of their existence … But 
  you understand their plight - for unlike you, they 
  don’t have a voice in their head telling them what is 
  real and what is false. Over the years, this voice 
  has shown you so many truths, like that this is the 
  fifth life you have lived, that no one in the Kingdom 
  of Belfast leaves the Kingdom of Belfast - dead or 
  alive, and that even your very body isn’t actually 
  real. You were very doubtful at first, but the voice’s 
  truths can be denied no longer. Its truths have 
  granted you the secrets to so many otherworldly 
  abilities like that you can recall impossible 
  memories - including your own birth, that you can 
  directly share your thoughts with any other 
  individual, and that you can even speak fluent 
  squirrel. You know the voice has major plans for 
  you. Whatever they are, you’re in - completely! 
     The voice has commanded you to sign up for 
  Lieutenant Omez’s quest to the windmill. The 
  energies present there promise to reveal more 
  truths about this crooked and strange world you are 
  forced to remain in… 
   
  The Old Engineer 
  Jinglefoot “Skootz” Tightbuns 
  Small male rock gnome Wizard, neutral good 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8  
  12 
  14 
  17 
  14 
  10 
   
  Skills:​ Arcana +5, History +5, Investigation +5, and 
  Nature +5 
  Spells:​ (Known/​Prepared​) 
  Cantrips: ​Dancing Lights, Fire Bolt, and Mending 
  1st level (2 slots): ​Alarm, Comprehend Languages, 
  Detect Magic, Find Familiar, ​Mage Armor​, and 
  Magic Missile 
  Languages:​ Common and Gnomish 
  Tool Proficiencies:​ Alchemist’s Supplies and 
  Tinker’s Tools 
  Equipment:​  A quarterstaff, a dagger, a component 
  pouch, a thin spellbook, a backpack, a book of 
  scientific theories, a bottle of black ink, a bottle of 
  red ink, a quill, 10 sheets of parchment, a little 
  bag of sand, a letter from a dead colleague 
  posing the questions: Is it possible to capture a 
  lightning bolt? If so, how?, a set of common 
  clothes, and a belt pouch containing 11 gp.  
  Familiar:​ Ruckus, a celestial raccoon 
  Background Feature:​ Researcher (Sage) 
   
  You were an adventurer once before - with King 
  Agannor in fact, but you put that life behind you. 
  You’re getting old. You almost died, and not to 
  mention, during your last adventure, your spellbook 
  got stolen. So … you retired. It has been both a 
  relief and a frustration. The secrets to many spells 
  were once in your old spellbook, and it has taken 
  you years to recall even the simplest of the powerful 
  magics you once wielded from it. You know that a 
  life of meditation and solitude - well semi-solitude 
  since you have your raccoon familiar, Ruckus - is 
  the most expedient way to get that power back, but 
  a visitor named Janessa dropped by your house 
  and told you that something dark is at work within 
  the old windmill just up the hill. Such a thing, so 
  close to your home, dare not disturb your peace… 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  ALEA ARCANA: The Windmill
  17 
  
   
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  ALEA ARCANA: The Windmill
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Alea Arcana - The Windmill Turns.pdf