TEXT:  
   
   
   
  School Magic 
   
  Porin Vorisch the Headmaster of the Moonsea School for Homeless Children has requested aid. 
  Adventurers seek to find the cause of fey disturbance and unrest in and around the School.  
  A Two Hour Module for Characters Level 1-4 
   
   
  Drew Wood 
  Author 
  Adventure Code: KUMORI 02-02 
  Optimized For: APL 3 
  Version: 1.0 
   
   
  Development and Editing: Drew Wood 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Bill Benham, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick, Lyssa Chen, Amy Lynn Dzura 
   
   
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  KUMO -02-02 School Magic 
   
   
  2 
   Introduction 
  Welcome to School Magic, a D&D CCC adventure. 
   This Adventure is set at the Moonsea School for 
  Homeless Children. A Boarding School for Orphans 
  and other Displaced Children Built by the Vorisch 
  Family of Phlan in the Border Forest. 
   This adventure is designed for three to seven 1st -
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
   This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  ● Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  ● Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  ● Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
   You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  KUMO -02-02 School Magic 
   
   
  3 
  Adventure Primer 
  Adventure Background 
   
  The Moonsea School for Homeless Children is a 
  relatively new site built in the Western Foothills of 
  the Dragonspine Mountains, north of the River Tesh, 
  about half way between Teshwave and Dagger Falls. 
  The School was imagined, founded, and built by 
  Serana Vorisch. Serana was the eccentric, lone 
  daughter of her aristocratic family. She survived the 
  Conquest and Reclamation of her home City of Phlan. 
  After disaster also befell Mulmastser, Hillsfar, and 
  the Sword Coast Serana chose to use her wealth to 
  provide shelter, education, and opportunity to the 
  many displaced and suffering children of the region. 
   
  Serana died shortly after the School was 
  opened, leaving the running of her legacy to Porin, a 
  child of her eldest brother.  
   
  The School has flourished, the number of 
  displaced, orphaned, or refugee children seemingly 
  endless. Porin has proven to be an effective and 
  caring administrator, but now they face an unusual 
  problem. The local fey have taken an interest. The 
  school was unwittingly built on the site of a Fey 
  Realm’s Portal to the surface. Queen Snowhair of 
  Underhill wants something in return and has been 
  sending subjects in increasing numbers to make her 
  wants known. Porin has called on adventurers to 
  resolve the issue.  
   
  Location and NPC Summary 
  The following NPCs and locations feature prominently in 
  this adventure.  
  The Moonsea School for Homeless Children: A Boarding 
  Schools established a short year ago by Serana Vorisch. It 
  is home to about four dozen orphans, refugees and the like 
  from Phlan, Mulmaster, Hillsfar, and even the western end 
  of the Black Road. It is a predominately wooden multi-
  storey structure sitting atop a hill surrounded by orchards, 
  and gardens, with a commanding view of the surrounding 
  woods. 
   
  Serana Vorisch: Founder of the school and eccentric 
  spinster daughter of the Vorisch family of Phlan. She used 
  her wealth, contacts, and charm to build the school despite 
  her brothers’ misgivings. Serana died just 3 months ago.  
  Porin Vorisch: Serana’s half-elven nephew, Porin took 
  over the job of Headmaster upon her death. He is an 
  affable, handsome man entering middle age, whose non-
  conformist outlook and disposition led him to take up the 
  mantle of Serana’s vision.  
  Underhill: The overlooked, fey domain upon which The 
  Moonsea School for Homeless Children was built. 
  Underhill most often is reached only by portals linked to 
  the seasons and moon.  
  Snowhair: Queen of the realm of Underhill. She is 
  childless, vain, and prone to tantrums. Currently she feels 
  slighted that Serana Vorisch, and the Moonsea School for 
  Homeless Children did not consult with her, nor include 
  Underhill in its dedication.  
  Marta: A young Duergar girl living and studying at the 
  MSfHC. She was trapped ‘above’ when her parents died in 
  skirmishes with adventurers while running from the 
  horrors of the Demonic influence which spread to Hillsfar. 
  She has no clan name and refuses to claim anything until 
  she ‘earns’ it.  
  Teva Firecrest:  A young halfling from Hillsfar who has 
  grown up at the School.  She has helped in and around the 
  kitchen for the last year.  Cheerful, exuberant, and usually 
  loud she has become quiet and shy over the last tenday. 
  Tom: A young human boy from Phlan, Tom came to the 
  school recently. He was found as an urchin on the streets 
  and offered a chance for a better start in life by a Proctor 
  of the Vorisch household.  
   
  Adventure Overview 
  School Magic is broken into three parts: 
  Introduction, Investigation, and Negotiation.  
   Part 1. (30 minutes) The adventurers arrive at the 
  Moonsea School for Homeless Children and meet 
  with Headmaster Porin Vorisch. Porin shares what 
  information they have, and offers access to their 
  library, and to students seemingly singled out by the 
  fey.   
   Part 2. (70 minutes) The adventurers make their 
  way to Underhill and face a series of trials and tests 
  to be granted an audience with Snowhair.  
   Part 3. (20 minutes) Negotiations. The 
  adventurers must appease Snowhair, and forge a 
  pact between school and Underhill.  
  Adventure Hooks 
   
   For the Children: Adventurers who have witnessed 
  the last few years in the Moonsea Region may jump 
  at the chance to aid those hoping to make life better 
  for orphans, homeless and displaced children.  
  Looking for adventure and employment;  
  Factors of the Vorisch family throughout the 
  Moonsea region are glad to direct adventurers to the 
  Moonsea School for Homeless Children to help 
  resolve the issues there.  
  
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  KUMO -02-02 School Magic 
   
   
  4 
   
  Kumoricon CCC Adventure Hooks: 
   
   02-01 Vacant: Having made your way out of the 
  Storm and Thorp ‘There’s a light up above’. The 
  Moonsea School for Homeless Children is a beacon 
  on a hill promising refuge, and possible employment. 
   02-03 Little Girl Lost: Weathering sudden fierce 
  storms and more within the Border Forest, you find 
  the light and shelter offered by the School on the hill 
  welcome.  
      02-04 To Be the Very Best: The Wild Monster 
  Capture Festival takes place upon the grounds of the 
  Moonsea School for Homeless Children. Having 
  proven your abilities there, Headmaster Porin 
  Vorisch comes to you with a request for aid.   
    
   
   
  
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  KUMO -02-02 School Magic 
   
   
  5 
  Part 1: Arrival and 
  Introductions 
  Estimated Duration: 30 minutes 
  After a ride of days from the Moonsea, the Black 
  Road, or other locales, the adventurers find 
  themselves walking onto the grounds of the 
  Moonsea School for Homeless Children.  The school 
  is a multi-storey wood and stone building built atop 
  a prominent bluff.  The bluff is mostly clear of trees, 
  offering a well-manicured lawn with jutting rocks. 
  The school dominates the hill. 
  General Features 
  The School is obviously recent construction, and while 
  simple and austere in construction it is still inviting.  
   
  Weather. It is fall, and while bright sunny days are 
  possible, storms can be seen building and flowing from the 
  Moonsea, and the North. Light breezes are refreshing upon 
  the hill, but can quickly turn to strong winds which tug and 
  hoods, cloaks, capes, and any carried objects.   
   
  Light. Outside, the light moves from bright sunlight, to 
  gloom and shade with the flow of clouds. The moon is 
  large and waxing making the nights nearly as bright when 
  the clouds are gone.  
  Inside, lanterns line the halls and stairs, and dominate at 
  least one table in each room. Candles are used as well in 
  dorms, studies, and storage spaces.  
   
  Smells and Sounds. The school still smells somewhat of 
  new wood, soap and herbs used in cleaning, and the pines 
  of the forest.  The smell of rain often is blown in as storms 
  move past or over the school. The school can change from 
  nearly deathly quiet to sudden explosions of footsteps, and 
  children’s voices as the students move from study to play,  
  rushing up and down stairs and halls.    
  . 
  1. The Headmaster’s Office 
  Upon arrival, the characters will be met on the 
  grounds by one of the older students, Marta, a young 
  grey skinned dwarf which the astute will realize is a 
  duergar. She will greet and then lead the party into 
  the school and down a hall to the headmaster’s 
  office. Knocking once, she will wait for an answer, 
  and then open the door and usher the new arrivals 
  in.  
  ‘Your visitors Master Vorisch.’  
  Marta then curtseys, and after a nod from Porin 
  moves past the party and through a door into an 
  adjoining room. A short burst of conversation can be 
  heard from this room as she enters.  
   
  Roleplaying Porin Vorisch: Porin is calm, agreeable, and 
  friendly, if busy and concerned. Moving constantly while 
  talking, picking up books, waving out windows, and in the 
  direction of current topics. To the forest, up to the dorms 
  or classrooms, westward to the gardens and so on. Porin 
  gets to the point answering questions to the best of their 
  ability and directing the adventurers to the most likely 
  source of answers. Porin is handsome with muted elven 
  features and a sly smile.  
  Obviously proud of the School and Aunt Serena, yet self -
  effacing enough to know that the school is not truly 
  ‘important’ to the Moonsea Region; at least not yet.  
  Porin sought the aid of the adventurers purposely.  
  ‘It is good for the rash to see consequences’.  Is their  
  favorite quote from Serana.  
   
   
   
  Headmaster Porin Vorisch addresses the party "Thank 
  you very much for coming. You are welcome to sit or stand 
  as you wish.”  They place a bookmark in a book and stand 
  from behind their desk.  “There is water, tea, wine and 
  some middling spirits on the table.” A wave to a buffet next 
  to a window overlooking the eastern slope of the school’s 
  hill reveals the truth of this, and of a small collection of 
  cheeses, fruits, nuts, and cold meats.  “Let me tell you what 
  I can, and answer questions as best I can, then introduce 
  you to the three in the next room. I hope this will be 
  enough to solve the School’s current issues.” 
  Porin will introduce themselves, and ask for names from 
  the visitors, thereafter addressing people by name when 
  appropriate.  
  The office is nicely appointed, but not extravagant or too 
  richly appointed. A bookshelf dominates the wall behind 
  Porin’s desk, and two more are on the room’s walls. One 
  fills the wall across from the door, the other shares space 
  with a fireplace. There are padded chairs, and small tables 
  in the center of the room, forming a semi-circle in front of 
  the hearth.  
  What Porin will tell the Party: 
  • 
  The Moonsea School for Homeless Children 
  is their Aunt Serana’s Legacy and something 
  they are proud to represent. Construction 
  If you have run or intend to run KUMORI 02-04  
  There can also be seen the tents, ropes and 
  activity of a festival.  
  
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  KUMO -02-02 School Magic 
   
   
  6 
  finished last Spring, Serana died Last 
  Winter.  
  • 
  Workers were brought in from Phlan, 
  Yulash, and Dagger Falls.  
  • 
  The Grounds were a family holding 
  inherited by Serana.   
  • 
  Serana sought to ease the suffering of 
  children impacted by recent calamities 
  around the Moonsea, and to provide them 
  with skills, knowledge, and purpose.  
  • 
  There is a stone archway at the base of the 
  hill the school is built on. It faces North,and 
  has some very faint carvings on it. 
  • 
  Since Greengrass there have been 
  increasingly frequent disturbances by, and 
  sightings of, fey. Missing personal items and 
  small pieces of clothing, small pranks, 
  (snuffed candles, windows opened, ties 
  undone, food spilled, and the like).  
  • 
  Within the last Tenday, three separate 
  notes, have been delivered to three of the 
  students. These three are in the next room. 
  Marta, the young duergar who escorted the 
  party to the office, Teva Firehair, an 
  excitable young halfling, and Tom, a young 
  boy from Phlan.  
   
  Adventuresome Spirits: 
  When the characters are done with questions or 
  seem eager to move on, Porin will move across the 
  room and open the door to the adjoining chamber. 
  The silence which follows is deafening.  
  The three are no longer in the room, an open 
  window on the North Wall indicating how they left.  
  A paperweight holds down a small stack of papers 
  on a table in the center of the room. These are: 
  Marta’s Note, Teva’s Note, Tom’s Note, and An 
  Explanation. 
  Give the appropriate Handouts to the players. 
  2,3,4, and 5. 
  Characters who investigate the window can see 
  small footprints heading from the School to the 
  North Edge of the Hill. These can be tracked trivially 
  by anyone with Survival until nightfall.  
  Porin will read the notes, hand them to the 
  characters, and speak quietly.  
  I will pay you to resolve the matter I called you here 
  for, and to make sure these three are safe. I and the 
  school cannot let them down.  
  • 
   
  Developments and Treasure 
      Payment: Headmaster Porin Vorisch offers to pay 
  the adventurers 30gp EACH for bringing about peace 
  between the school and Snowhair, and ensuring the 
  safety of Marta, Teva, and Tom. 
   
  Allow the following skill checks to piece together 
  the information form Porin the Notes, and the 
  books available in Porin’s study:  
   
   An INT History check DC14 will reveal that the 
  woodsmen of the area told the original Vorisch 
  family explorers of the area that the bluff had a 
  Spring Door and an Autumn Door to a magical realm.  
  An INT Arcana check DC 14 reveals that an 
  eccentric mage who once resided near the hill and 
  studied the moon boasted of great secrets he had 
  pried from Underhill.  These checks can be made 
  with advantage if a member of the group has the 
  Researcher feature or Sage background. Remember 
  these skills and DCs are suggestions, any appropriate 
  or thoughtful suggestion by the group should grant 
  them the ability to find something. For each of these 
  successful checks, allow the characters advantage on 
  a roll to open the gate to Underhill.  
  The Gate to Underhill: 
  The characters are going to have to go to the gate on 
  the North side of the hill and open it to get to 
  Underhill.  This should be obvious after the 
  conversations with Porin and the children.  
   
  Part 2: Going Underhill 
  Expected Duration 70 minutes 
  Following the Introduction and conversation with 
  Headmaster Porin the party should surmise they 
  must get to Underhill and to do that they need to 
  open the gate at the base of the hill.  
   
  1. The Gate 
   
    
  At the base of the hill, on the Northern Slope hidden 
  beneath heavy vines, and behind two scrub oak trees 
  
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  KUMO -02-02 School Magic 
   
   
  7 
  is the gate. The gate is three heavy dark stones 
  placed into an arch. The arch is built up against a 
  smooth wall of rock with only a fraction of an inch 
  separating it. There is a strong sense of age, and 
  power that can be felt by anyone. The archway and 
  stone face behind it glow with strong magic if Detect 
  Magic is cast. Faint carvings are cut into the cap 
  stone. Runic Writings around a roughcut circle about 
  a spread hands-width in diameter. Players’ Handout 
  6. (This should be cut apart along the lines and 
  placed in a random set up upon the table. The party 
  can move the pieces to solve the puzzle. Consider 
  printing an extra copy on cardstock and keeping it 
  for further use.) 
   
  The writing is in very archaic Sylvan.  If the party is 
  able to read this whether by knowledge or magic 
  read the following:  
   
  Where do you head traveler?  
  Place this goal in your heart. 
  When do you trod your path? 
  Keep this close. 
  What lantern lights your way? 
  Let this light surround you.  
   
  If touched the circle will glow outlining the symbols 
  in blue white witchlight. And allowing each segment 
  to be moved with a mere touch.  
   
  The Answer lies in the three rings of the circle:  
  • 
  The heart or center is either Underhill or 
  Overhill for whichever is on top. In this case 
  Underhill, the dark spot under the hill.  
  • 
  The second ring has symbols for seasons. A 
  sheaf of grain for Highharvestide, a Sun for 
  Midsummer/Shieldmeet, a flower for 
  Greengrass, and a Snowflake for Midwinter.  
  Highharvestide should be moved to 
  topmost.  
  • 
  The third ring has the four quarters of the 
  Moon. It is currently full, and this symbol 
  should be place on the top.  
  DC 14 INT Nature checks should make the symbols 
  for season and moon obvious.   
  DC 14 INT Arcana or History should reveal that the 
  center ring represents Underhill and the outside 
  world.  
  Moving the three rings into the proper alignment 
  causes a faint moonlight like glow to appear within 
  the arch, and a sound like a large fist knocking on 
  stone three times can be heard, and the fey passage 
  is opened.  
  2. Underhill 
  General Features 
  Underhill feels and looks very much like a cavern. There is 
  a sense of weight above, and of depth everywhere.   
   
  Weather. Despite feeling cave like, there are breezes 
  and even occasional rain. The wind carries a sense of age 
  and of the Season outside.  
   
  Light. A diffuse light seems to permeate large portions 
  of Underhill, concentrating on where one stands. Fading to 
  dim light after 40 feet.  
   
  Smells and Sounds. Woodsmoke, loam, ripening fruit, 
  heady wine, and fresh water. Faint laughter, hushed 
  singing, and instruments and dance steps all linger just 
  past clear hearing.  
  Upon passing through the portal the party is met by 
  faint footsteps and a disembodied voice.  
  “Welcome to Underhill. Queen Snowhair has been 
  expecting you. She has arranged some entertainment 
  for you it seems. Three contests await you. Win one 
  and she will grant you audience. Prevail in two and 
  she will guarantee you safe passage back home. Best 
  all three and she will be impressed.” And then in a 
  quieter voice, “I do not recommend winning all three. 
  She tends to get testy when her champions all come up 
  short.   … Three others are here waiting to speak to 
  our Queen. You may speak to them now if you wish.  
   
  A soft light will then shine upon an alcove to the left 
  revealing Marta, Teva, and Tom. 
   
  Once revealed by the light the three will look 
  momentarily sheepish, and then erupt into excited 
  conversation. Talking over each other, rambling 
  from topic to topic, generally being impressed with 
  themselves for getting to Underhill, and with the 
  adventurers for following them, and being 
  disappointed that Snowhair wants the party to take 
  on the challenges rather then them.  
   
   
  Marta: 
  • 
  Headmaster Vorisch has been very kind to 
  her in letting her stay.  
  • 
  A small pale, well grey, man gave her the 
  note just last night.  Players’ Handout 2. 
  
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  KUMO -02-02 School Magic 
   
   
  8 
  • 
  No, he wasn’t a gnome, or a duergar, or a 
  derro, or anything like that.  
  • 
  She has been meeting this man and others 
  like him for just over the last tenday. They 
  are teaching her manners, and how to drink 
  tea. You have to be quiet.  That is very 
  important. 
  Teva Firecrest: 
  • 
  She used to live in Hillsfar, but men with 
  Feathers took her family, she hid, and was 
  very quiet, is that what Marta meant? 
  Madame Vorisch found her and brought her 
  here to the school. 
  • 
  Yes, she got a note too. Players’ Handout 3. 
  • 
  It is written in red,and was stuck to the 
  garden gate with a sickle.  She was in the 
  garden picking squash.  She saw a short man 
  with a red hat but, not a red feather, stick it 
  there. He was angry looking.  
  • 
  There have been dead animals in the 
  gardens. Not dead like they died, or were 
  sick, but dead like someone stabbed them. 
  Who would do that?   
  • 
  The little man scared me. Are you scared? 
   
   
  Tom: 
  • 
  One of the weird, sticky, slippery men 
  tacked the note to my wardrobe. Players’ 
  Handout 4. 
  • 
  They steal things from everyone in the 
  dorm. It doesn’t matter if you lock it in a 
  chest or wardrobe. They reach through 
  things. (wiggles his fingers through his 
  other hand).  I know how to open some of 
  the wardrobes with a hat pin, but the sticky 
  men don’t even open the doors.. 
  • 
  Wow, all these notes came from small 
  people.  Does that mean something? Are all 
  the fey small?  
  • 
  Why did they give the notes to us? There are 
  lots of kids at the school.  
  • 
  Do you think all the little people have 
  homes? Are some of them orphans? 
   
   
  Once the children and the party have finished talking 
  the voice will again speak up.  
   
  “The challenges await. These three may accompany 
  you, but they may not participate.  This way please.”  
   
   
   
  3. Challenges:  
   
  • Dark Tea 
   
  The Party will first be led to what feels and looks like 
  a dining room of sorts. Soft light illuminates a low 
  table with places for each member of the party plus 
  one. 
   
  For this encounter consider using actual cups and 
  saucers, or a play set for the tea service. However 
  you perform the tea, work to emphasize the care and 
  silence of Voor. 
   
  The voice will once again speak.  
  “This is Voor he will be testing you. Follow the cues, 
  and be welcomed in the Dark Tea Society, or 
  disappoint your host and the Queen.” 
   
   
  With that a single figure, a short grey man in 
  impeccable clothes will stand before the party.  
  He places a single finger to his lips, bows almost 
  imperceptibly, and turns to lead them to the table.  
  As he does, a small cart with a tea service can be 
  seen being silently pushed toward the table by 
  another small grey man. The greeter will move to the 
  head of the table and then wave a hand around it 
  silently inviting each to seat. Once they are seated he 
  takes a tray loaded with empty cups and saucers 
  from the cart. From this tray he places a cup and 
  saucer before the character on his left, nods and 
  hand the tray to this person, motioning for them to 
  continue around the table. Once all participants have 
  cups and saucers, he takes a pot from the cart, and 
  pours tea for the person on his left, and again 
  motions around the table. When all have been 
  served he will raise his cup, nod to the table and 
  bring the cup to his lips.  
  When all have had a sip he will smile, softly clap his 
  hands twice, and move to speak.  
   
  If at any time during this slow mime any characters 
  speak, ask questions, or make any noise beyond 
  sitting and serving, Voor will raise a hand and cast a 
  withering glare at the offender. Following with a 
  single upraised finger. A second interruption meets 
  the same fate but two fingers. A third causes him to 
  
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  KUMO -02-02 School Magic 
   
   
  9 
  shake his head sorrowfully and pull a small bell from 
  his coat and ring it. Characters may make a CHA 
  Persuasion DC 14 to undo one faux pas. Nobles and 
  Courtiers may make the roll at advantage. A second 
  infranction can be offset by a CHA Persuasion DC 
  14 at disadvantage. Nobles and Courtiers again have 
  advantage on the roll. 
  If the bell is wrung the characters have failed this 
  challenge. 
   
  Developments: 
   The Dark Tea Society will share the following 
  information with appropriately mannered 
  parties 
  ● Snowhair is angry that she was not asked to aid in 
  the construction, founding, or purpose of the 
  School  
  ● Snowhair has no children of her own,   
  ● Snowhair expects visitors or envoys to act civilly 
  and politely.  
  ● Snowhair enjoys teaching.  
  ● Marta is an excellent student. 
   
  Rewards: Each character receives a black silk 
  kerchief marking them as members of the Black Tea 
  Society if they can complete the tea ceremony to 
  their host’s satisfaction.  
  No ringing bell, no more than two infractions.  
  Snowhair will recognize the courtesy and decorum 
  of the characters. She will give up one demand if the 
  request is polite, civil, and made with deference.  
   
  If the Party fails the challenge:  
  • 
  Voor will greet and wish Marta well. 
  • 
  He will instruct the characters to work on 
  manners and following directions.  
  • 
  The Voice will admonish the party, sounding 
  disappointed. “Well at least you won’t make 
  her testy now will you…” 
  Rewards: The Voice will produce a Spell Scroll of 
  Silence which is ‘handed’ to the lead character.  
  “You may need this in the future…” 
  Note this reward is only for parties which fail the 
  challenge.  
  • Boggle the Mind 
   
  After tea the party will be led to a set of rooms set up 
  in the middle of a cavern. They will be led through 
  one half of the structure. A mirror of these rooms 
  leads off in the opposite direction. The first room has 
  an open trap door in the floor revealing a small 
  cubby into which two statuettes are being placed.  
  The second room has cupboards on three walls,  
  each has  two more statuettes.  The third room has a 
  single, freestanding hutch in the center, it has eight 
  statuettes on shelves within.  
  A single door leads from the final room.  The party 
  will be led out and around the rooms on the outside 
  and back to the beginning.  Here a group of small 
  dark figures stand talking amongst themselves 
  conspiratorially. 
   
  “The contest here is quite simple. Be the first team to 
  get most of their trophies out the last door.  Without 
  bloodshed. “ 
  Tom will smile and wave at the small men, and 
  comment.  
  “Remember they can reach through things..” 
   
  The party is up against a group of boggles. One for 
  each member of the party. 
  The boggles have a plan in place and will follow it 
  barring major disruption. The first two will move 
  into the first room, one opening the door to the 
  hatch, the other grabbing a statue and dashing for 
  the exit.  The following round the other will grab the 
  second statue and move on to the exit.  Additional 
  boggles will move through the first room and to the 
  door of the second. Here they will use Dimensional 
  Rift. They will spend the next round reaching to the 
  bookcases and getting one statue each before 
  dashing to the final door. If there are more than four 
  boggles the remaining ones will move on to the last 
  doorway and once there use Dimensional Rift to 
  attempt to reach the final cache of statues. 
  Unfortunately for them, the cupboard is just out of 
  reach. They will have to move into the room and 
  push the cupboard toward the door, and try again. 
  As Boggles reach the last door, they will drop 
  statuettes, and work to empty the final cache.  
   
  The trapdoor in the first room is unlocked. The 
  bookcases in the second room also unlocked but 
  attached to the wall.  The final cupboard is free 
  standing. A smart party will realize that they can 
  carry the cupboard out the final door, (combined 
  STR of 15 is sufficient to carry the cupboard at a 
  regular pace). The cupboard holds most the 
  statuettes itself, and getting it out the door first will 
  win the challenge.  
   
   
   
  
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  KUMO -02-02 School Magic 
   
   
  10 
  Developments 
    
   If the Party is successful: 
  • 
  The boggles will grudgingly come to 
  congratulate the party. Offering sticky hands 
  to shake.  
  • 
   Tom is given a statuette by the boggles.  
  • 
  The Voice congratulates the on their success 
  “Well done”  
    
  If the Party fails the challenge:  
  • 
  The boggles celebrate by taking statuettes 
  from the Party’s store, and high fiving each 
  other.  
  • 
  Tom is waved to somewhat sheepishly if 
  present.  
  • 
  The Voice will admonish the party with a 
  pithy “Can’t win them all”  
  • 
  or “You really need to try harder” if they 
  have lost both challenges so far.  
   
  Rewards:  
  If successful Snowhair will recognize the characters’ 
  wits and skills. She will grant a concession during 
  The Negotiation if the characters point out this 
  success or call upon wits, skill, or ingenuity.  
  They may each also keep 1 statuette each. These are 
  carved stone figures of dancing fey. 10gp value. 
   
  The Final Challenge 
   
  C. RED 
   
  The Voice again leads the party through passages 
  and to a small cavern.  The center is filled with a 
  small pond surrounded by moss and toadstools, 
  which form rings around the pool.  Upon one 
  particularly large mushroom sits a small, wiry 
  bearded figure.  He is wringing dark liquid from a 
  thick woolen hood.  Seeing the party approach, he 
  dons his cap and jumps down smiling wickedly.  
   
  Teva will quietly tell the closest member of the party 
  that this is the man she saw in the garden.   
   
  “This is Red. He is the final challenge. He will accept 
  a single challenger to combat.  He fights to kill, 
  Snowhair would prefer if you not kill any of her 
  subjects.  Will one of you accept the challenge?  Or 
  do you forfeit?”  
   
   If they accept:  
  Run the combat as a single combat. Red, a Redcap, 
  versus the chosen party champion. Red fights simply 
  and brutally.  He prefers to charge using Ironbound 
  Pursuit, then wait for the next round to use multi-
  attack. Red will appear to consider striking an 
  unconscious foe, but will pull the blow and walk 
  away muttering about the Queen saying “no killin. 
  YET.” 
  If the champion falls, courtiers will stabilize them 
  within 2 rounds, or wrap the body for transport back 
  to the surface if dead.  
  If the Champion Wins Red or The Voice will offer up 
  Red’s Slippers as a reward.  
   
   If they forfeit:  
  The Voice will speak briefly before leading them to 
  the audience chamber. 
  “Not all challenges are as they appear. Snowhair will 
  be glad to see you now.  This way.”   
   
  Developments: 
  If the party accepted this challenge and did anything 
  but win by using diplomacy or non-deadly magic 
  Snowhair will insist on A Fair Bargain. There is no 
  other means to reach peace.  
   
   
   
  Part 3: Negotiation 
   
  The Audience Chamber of Underhill appears 
  almost suddenly ahead. The room feels 
  immense yet the walls can be seen a short 
  distance away. A white, thick carpet or furs cuts 
  the room in half directly before the party. On 
  either side courtiers and denizens of the realm 
  mingle. The colors, sounds, and smells are near-
  overpowering yet pleasant and familiar; the 
  smells of holidays and home. The carpet leads 
  to and covers a three tiered dias which 
  dominates the room. But most striking of all is 
  Snowhair. She sits on a throne of alabaster, her 
  long flowing hair the color of an unblemished 
  snowfield cascades over the throne to merge 
  with the carpet. She has an ageless beauty, and 
  a commanding presence. It is impossible to see 
  her and not know she rules the realm.  
  If the Party has won no challenges: 
  
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  KUMO -02-02 School Magic 
   
   
  11 
  A DC 15 CHA Persuasion must be made to 
  convince Snowhair to grant an audience. 
  If the Party won one or two challenges:  
  Proceed with The Bargain.  The party may 
  have advantages from the challenges they one. 
  Grant advantage to any character with the 
  following backgrounds: Noble or 
  Waterdahvian Noble. 
  Characters with the Warlock Fey Pact can have 
  advantage on skill check during The Bargain, 
  and will then know that any further actions will 
  be at disadvantage as Snowhair recognizes the 
  connection to their patron. 
  If the Party won all three challenges: 
  Snowhair will demand a gift or trinket from 
  each member of the party. This should be 
  something with meaning to the character rather 
  than something with intrinsic value.  
  The Bargain: 
   In this audience the party must resolve the 
  sources of Snowhair’s anger.  
  • 
  She feels slighted that the school was 
  built on top of Underhill, without 
  consulting or speaking with her.  She 
  demands that the school be rebuilt with 
  the aid of Underhill, or renamed to 
  honor her. 
  • 
  She enjoys teaching and is miffed that 
  her considerable knowledge and skill 
  was unasked for. She demands that she 
  be allowed to teach a class each season. 
  The subject is of her choosing.  
  • 
  She is childless, and the nearness of so 
  many motherless children causes her 
  pain. She demands that the school 
  accept no more students.  
  To resolve these the party must prove 
  persuasive, diplomatic and resourceful. Each of 
  the notes left with the children provide some 
  guidance, thought Red’s is less helpful. 
  Information gained in the library, and from the 
  challenges all should aid the party.  The party 
  needs to address the issues above to build a 
  peace between the Moonsea School for 
  Homeless Children and Underhill.  
  The party must agree to each of Snowhair’s 
  demands, or find a way to persuade her 
  otherwise.  The challenges offer them some 
  avenues to do this depending on success or 
  failure.  The party may also accept A Fair Trade 
  to resolve any two of the demands. They may 
  have no choice but this depending on events in 
  the challenges.  
  Consider any apology, or well phrased appeal.  
  Negotiations should require a DC 16 CHA 
  Persuasion, Deception, or Intimidation check 
  to succeed.  
   
  If the Party succeeds ( 3 successful checks) : 
  • 
  Snowhair is mollified, and offers to 
  become a Patron of the School. She will 
  provide aid and support in the form of 
  instructors, gold, knowledge, and 
  otherwise. 
  • 
  She will limit the excursions and 
  activities of her subjects. Greatly 
  reducing the nuisance they have been of 
  late.  
  Whether the Party succeeds or not: 
  If Unsuccessful: 
  “You may yet bring about peace between my 
  Realm and the School.” 
  If Successful: 
   “Let me offer one last choice.” 
  Snowhair offers a bargain 
  “I would share my hospitality with the homeless. 
  Let one Child spend a year in my Realm starting 
  at each Midwinter. I would be Patron and Parent, 
  they would be as one of mine. What say you?” 
  The party can decide now, or wait to consult 
  with the Headmaster. Snowhair will provide 
  safe passage home in either case. Accepting the 
  bargain earns the party the Fair Trade story 
  Award, and counts as successful negotiation, 
  bringing peace.   
  
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  KUMO -02-02 School Magic 
   
   
  12 
  Developments:  
  • 
  The party is allowed to travel freely 
  back to the surface whether they 
  succeed or not.  
  • 
  If successful they are treated to food 
  and drink both Underhill and at the 
  Moonsea School for Homeless Children 
  upon return. 
  • 
  Porin Vorisch advises against the 
  Bargain, but will accept it if it is the 
  only way to bring peace. He is aided in 
  making this decision by the fact that 
  Marta volunteers enthusiastically, and 
  Teva and Tom are interested.  
  • 
  Porin Vorisch provides the offered 
  payment. 
   
  Rewards:  
  Characters accepting the bargain earn the Fair 
  Trade story award.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  KUMO -02-02 School Magic 
   
   
  13 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who  
  Advancement Checkpoints 
  The Characters gain one AP for each of the 
  following Story Objectives they complete: 
  Getting to Underhill 
  Negotiation 
  Magic Item Unlock: 
  For defeating Red in the challenges the characters 
  unlock the following item: 
  Red’s Slippers  
  Wondrous Item, uncommon 
  Player Handout 7. 
  Consumable Magic Item: 
  Scroll of Silence 
  This item can be found in the Dungeon Master’s 
  Guide.  
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
  A Fair Trade see Players’ Handout 7. 
    
  DM Reward 
  The DM earns Advancement Checkpoints  as earned 
  by the   players.  
   
   
  
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  KUMO -02-02 School Magic 
   
   
  14 
  Appendix. Dramatis 
  Personae 
  The following NPCs are featured prominently in this 
  adventure: 
  Snowhair: Queen of the realm of Underhill. She is 
  childless, vain, and prone to tantrums. Currently she feels 
  slighted that Serana Vorisch, and the Moonsea School for 
  Homeless Children did not consult with her, nor include 
  Underhill in its dedication.  
  Marta: A young Duergar girl living and studying at the 
  MSfHC. She was trapped ‘above’ when her parents died in 
  skirmishes with adventurers while running from the 
  horrors of the Demonic influence which spread to Hillsfar. 
  She has no clan name, and refuses to claim anything until 
  she ‘earns’ it.  
  Teva Firecrest:  A young halfling from Hillsfar who has 
  grown up at the School.  She has helped in and around the 
  kitchen for the last year.  Cheerful, exuberant, and usually 
  loud she has become quiet and shy over the last tenday. 
  Tom: A young human boy from Phlan, Tom came to the 
  school recently. He was found as an urchin on the streets 
  and offered a chance for a better start in life by a Proctor 
  of the Vorisch household.  
  The Voice: The Herald of Underhill a sardonic, somewhat 
  helpful voice and footsteps which guides the party through 
  the vey Realm.  
  Porin Vorisch: Serana’s half-elven nephew, Porin took 
  over the job of Headmaster upon her death. He is an 
  affable, handsome man entering middle age, whose non-
  conformist outlook and disposition led him to take up the 
  mantle of Serana’s vision.  
   
   
   
   
  
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  KUMO -02-02 School Magic 
   
   
  15 
  Appendix. Monster/NPC Statistics 
  Boggle 
  Small Fey, Chaotic Neutral  
  Armor Class 14 
  Hit Points 18 (4d6+4) 
  Speed 30 ft., climb 30ft.  
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   8(-1) 
  18(+4) 
  13 (+1) 
  6(-2) 
  12(+1) 
  7(-2) 
   
  Skills Perception +3, Sleight of Hand +6, Stealth (+6)  
  Damage Resistances fire 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages Sylvan 
  Challenge 1/8 (25xp) 
  Boggle Oil. The boggle excretes nonflammable oil 
  from its pores. The boggle chooses whether the oil 
  is slippery or sticky and can change the oil on its 
  skin from one consistency to another as a bonus 
  action. 
    
  Slippery Oil: While coated in slippery oil, the 
  boggle gains advantage on Dexterity (Acrobatics) 
  checks made to escape bonds, squeeze through 
  narrow spaces, and end grapples.  
    
  Sticky Oil: While coated in sticky oil, the 
  boggle gains advantage on Strength (Athletics) 
  checks made to grapple and any ability check 
  made to maintain a hold on another creature, a 
  surface, or an object. The boggle can also climb 
  difficult surfaces, including upside down on 
  ceilings, without needing to make an ability check. 
  Dimensional Rift. As a bonus action, the boggle can 
  create an invisible and immobile rift within an 
  opening or frame it can see within 5 feet of it, 
  provided that the space is no bigger than 10 feet 
  on any side. The dimensional rift bridges the 
  distance between that space and any point within 
  30 feet of it that the boggle can see or specify by 
  distance and direction (such as “30 feet straight 
  up”). While next to the rift, the boggle can see 
  through it and is considered to be next to the 
  destination as well, and anything the boggle puts 
  through the rift (including a portion of its body) 
  emerges at the destination. Only the boggle can 
  use the rift, and it lasts until the end of the boggle’s 
  next turn.  
  Uncanny Smell. The boggle has advantage on 
  Wisdom (Perception) checks that rely on smell.  
  Actions 
  Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. 
  Hit: 2 (1d6-1) bludgeoning damage.  
  Oil Puddle. The Boggle creates a puddle of oil that is 
  either slippery or sticky (boggle’s choice). The 
  puddle is 1 inch deep and covers the ground in the 
  boggle’s space. The puddle is difficult terrain for all 
  creatures except boggles and lasts for 1 hour.  
   If the oil is slippery, any creature that enters the 
  puddle’s area or starts its turn there must succeed 
  on a DC 11 Dexterity saving throw or fall prone.  
   If the oil is sticky, any creature that enters the 
  puddle’s area or starts its turn there must succeed 
  on a DC 11 Strength saving throw or be restrained. 
  On its turn, a creature can use an actin to try to 
  extricate itself from the sticky puddle, ending the 
  effect and moving into the nearest safe unoccupied 
  space with a successful DC 11 Strength check.  
  Redcap 
  Small fey, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 45 (6d6+24) 
  Speed 25 ft.  
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18(+4) 
  13(+1) 
  18(+4) 
  10(+0) 
  12 (+1) 
  9 (-1) 
   
  Skills Athletics +6, Perception +3 
  Senses darkvision 60ft., passive Perception 13 
  Languages Common, Sylvan 
  Challenge 3 (700xp) 
  Iron Boots. While moving, the redcap has 
  disadvantage on Dexterity (Stealth) checks.  
  Outsize Strength. While grappling, the redcap is 
  considered to be Medium. Also, wielding a heavy 
  weapon doesn’t impose disadvantage on its attack 
  rolls.  
  Actions 
  Multiattack. The redcap makes three attacks with its wicked 
  sickle.  
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 
  5 ft. one target. Hit: 9 (2d4+4) slashing damage.  
  Ironbound Pursuit. The redcap moves up to its 
  speed to a creature it can see and kicks with its iron 
  boots. The target must succeed on a DC 14 Dexterity 
  saving throw or take 20 (3d10+4) bludgeoning 
  damage and be knocked prone.  
   
  
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  KUMO -02-02 School Magic 
   
   
  16 
  Appendix. Map  
   
  T: Trap Door With 2 statuettes 
  C: Cupboards.  Each contain 2 Statuettes 
  B: Hutch holds 8 Statuettes 
   
   
   
  
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  KUMO -02-02 School Magic 
   
   
  17 
  Players’ Handout 1: Gate  
   
   
  Where do you head traveler?  
  Place this goal in your heart. 
   
  When do you trod your path? 
  Keep this close. 
   
  What lantern lights your way? 
  Let this light surround you.  
   
   
   
  
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  KUMO -02-02 School Magic 
   
   
  18 
  Players’ Handout 2: Marta’s 
  note 
   
   
  Underhill is uneasy. This 
  establishment, this school of 
  yours has caused our Queen to 
  be perturbed. We strongly 
  suggest that you send 
  appropriate envoys to offer 
  your apologies and make what 
  amends you can. As always we 
  advise the best manners and 
  decorum.  
  Respectfully,  
   
  V. 
  Master of the Black Tea 
  Society 
  
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  KUMO -02-02 School Magic 
   
   
  19 
  Players’ Handout 3: Teva’s Note 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Yer running out of time 
  prettie. Ya made the Queen 
  upset. I don’t mind when she’s 
  angry, I get to do my job, and 
  my job is killin.  I hear some of 
  ya don’t like killin.  Particula 
  if it is ya that gits kilt. Meh. If 
  ya don wan killin get to the 
  Queen an make her happy.     
   
   
  Red 
  
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  KUMO -02-02 School Magic 
   
   
  20 
  Snowhair is unhappy. You need to make 
  her happy. She likes children, especially 
  smart children. Go to Underhill and give 
  her what she wants. Then maybe we can 
  all be happy again. If you don’t everyone 
  will be unhappy.  
   
  B. 
   
   
   
   
   
   
   
  Players’ Handout 4: Tim’s Note 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  KUMO -02-02 School Magic 
   
   
  21 
  Players’ Handout 5: An Explanation 
   
   
   
   
  Headmaster and Adventurers, we figured out 
  what the notes are talking about.  
  We don’t want anyone getting any madder, 
  and hope you won’t get mad at us, but we 
  are heading to Underhill. We will try to 
  talk to Snowhair and be back by dinner.  
  Don’t worry.  
   
  M. and T. and T. 
  
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  KUMO -02-02 School Magic 
   
   
  22 
   
   
  Players’ Handout 6: Gate Symbol.  
   
   
   
   
   
   
   
  
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  KUMO -02-02 School Magic 
   
   
  23 
   
   
   
   
   
  Player Handout 7: Story Award 
  During the course of this adventure, the characters may earn the following story award. If you are printing these out 
  for your characters, print as many as you may need to ensure that any eligible character receives a copy: 
  Story Award 
   A Fair Trade: You journeyed to Underhill to aid the Moonsea School of Homeless Children. You earned an 
  audience with Snowhair, Queen of Underhill.  Your solution involved a bargain of Patronage. Granting Snowhair the 
  right to Patronage for one student a year. For good or ill you have bargained with a fey and accepted the 
  consequences. Those familiar with the fey, and fey themselves can sense this bargain upon you.  You can feel each 
  season pass and the tug of each phase of the moon that might open the gates to Underhill while the bargain lasts. 
  
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  KUMO -02-02 School Magic 
   
   
  24 
    
  Player Handout 8. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Red’s Slippers (Boots of Elvenkind) 
  Wondrous Item, uncommon 
   While you wear these boots, your steps make no 
  sound, regardless of the surface you are moving 
  across. 
   These ‘slippers’ are crafted of the finest supple 
  deerskin, with iron studs crafted into the soles. 
  Bright red, the color of pouring blood, they present a 
  striking appearance.  
   This item can be found in the Dungeon Master’s 
  Guide. 
   
  
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