TEXT:  
  1 | Scourge of the Nightingale: A Song of Revenge 
   
   
   
  
   
  2 | Scourge of the Nightingale: A Song of Revenge 
   
  Scourge of the Nightingale 
  Part Two: A Song of Revenge 
   
  Version 1 
   
  Background: Nimgyu 
   
  Cartography: Dark Realm Maps, Elven Tower, Jeff C. Stevens 
  @DarkRealmMaps      @ElvenTower 
   
  Cover Art: Omercan Cirit 
  @OmercanCirit 
   
  Editor: Hiten Dave 
  @HitD7  
   
  Internal Art: Luiz Prado, EvgenyM, George Sutherland, Mara Art 
  @LuizPradoArt   @EvgenyM_art   @Acr0ssthe3P0nd   @mara_draws 
   
  Layouts: Jeff C. Stevens 
   
  Written By: Jeff C. Stevens & JVC Parry 
   
  Playtesting: Carson Cooper, Jesse Peterson, Michael Lewis, Dalton Schubert, William Edwards, Will Trapp, Mason Anderson, Brittnee 
  Boilot, Christopher Boilot, Keldon Boilot, Hiten Dave, Sarah Hollywood, Jerrica Mulgrew, Laura Johnson, Nathan Brubaker, Steven 
  Roesch 
   
   
   
   
   
   
   
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  All other original material in this work is copyright [2019] by Jeff C. Stevens and published under the Community Content 
  Agreement for Dungeon Masters Guild
  
   
  3 | Scourge of the Nightingale: A Song of Revenge 
   
  The events that transpired during A Song of Love implicate Hobart Taggart, 
  a tavern owner in Hillsfar, with dealing with the strange, masked menace 
  who kidnapped the performer known as Devon Artis. The adventurers are 
  tasked with finding Hobart Taggart and gathering information about this 
  unique Moonsea villain. However, the villain has spies in Hillsfar, sent 
  there to protect her identity.
   
   
   
  
   
  4 | Scourge of the Nightingale: A Song of Revenge 
   
  Introduction 
  Welcome to A Song of Revenge, the second adventure 
  in the Nightingale Trilogy of adventures. 
   
  This adventure is designed for three to seven 
  3rd–10th level characters and is optimized for five 
  characters with an average party level (APL) of 8.  
   
  The adventures in the trilogy include: 
   
  A Song of Love: (Character level 1st – 10th) 
  Introduces Nightingale as a new foe in the 
  Moonsea region, though her motives are not yet 
  known.  
  A Song of Revenge: (Character level 3rd – 10th) 
  Information about Nightingale’s backstory is 
  learned, as well as the potential reason why she is 
  creating chaos in the Moonsea region.  
  A Song of War: (Character level 5th – 10th) 
  A war is brewing as Nightingale gathers her troops 
  and mercenaries at the camp of a hobgoblin 
  warlord, who she hopes to secure as an ally in her 
  war. The adventurers are tasked with securing 
  forces to protect Hillsfar, confronting Nightingale 
  at the hobgoblin stronghold. 
  Placing the Adventure 
  The adventure occurs in the Moonsea region of the 
  Forgotten Realms but can easily be adapted to fit 
  most campaigns. 
   Eberron: The Lhazaar Principalities seem like a 
  good place to set the adventure. Orcs and goblins 
  may have travelled from the south to aid Nightingale 
  in her quest. Other beasts can be substituted as you 
  see fit. You may rename the city of Hillsfar to a city of 
  your own, also renaming the Red Plume guards as 
  needed. 
  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.  
   
  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. 
  Adjusting Ability Check & Saving Throws 
  The adventure is written for Average Party Level 8. 
  You may want to adjust some of the DCs per the 
  following suggestions: 
   
  APL 1-3: reduce DC by 3 
  APL 4-5: reduce DC by 2 
  APL 6-7: reduce DC by 1 
  APL 8-9: as written 
  APL 10: increase DC by 2   
  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. 
  • 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.  
  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.  
  The Nightingale 
  Although Nightingale does not appear in this 
  adventure, her stat block is included in the event you 
  wish to continue the story on your own. 
   
   
  
   
  5 | Scourge of the Nightingale: A Song of Revenge 
   
  Complete the saga with the below adventures 
   
  Already Released  
                                                Releasing January 2020 
   
   
  
   
  6 | Scourge of the Nightingale: A Song of Revenge 
   
  Adventure Primer 
  A need for revenge can burn long and hot. Especially if 
  every glance in a mirror reinforces it. 
   
   
  Suzanne Collins, Mockingjay 
  The Story of the Nightingale 
  The events leading up to these adventures occurred 
  10 years ago, when a group of young villagers went 
  to the cliffs of the Moonsea for a late-night gathering. 
  The attendees included several young men and 
  women from neighboring villages, all of different 
  careers and backgrounds.   
   
  Lorelai Song, a rather beautiful young bard with long 
  blonde hair, fell victim to an unjustified prank. 
  Several Ladies of the Night had become irritated at 
  Lorelai, as their customers often talked of her while 
  in their company. It was true that the woman was a 
  rare beauty, but they didn’t care to hear about her 
  while working. 
   
  A few of the ladies took this gathering as an 
  opportunity to embarrass Lorelai. They waited until 
  she was in the middle of a song, then they walked 
  over to her, faked a fall, and spilled their full mugs of 
  liquor all over the bard. The guests laughed as the 
  alcohol splashed into Lorelai’s eyes, disrupting her 
  balance as she fell into the campfire, which ignited 
  her alcohol-covered body. The flames traveled 
  quickly across her clothes, face, and hair, causing 
  and the poor bard to run off in agony and 
  accidentally fall off the cliff and into the Moonsea 
   
  The attendees of the party covered up the mishap as 
  best they could. When asked about the missing bard, 
  they simply stated that she never made it to the 
  party and that they hadn’t seen her in the days 
  following.  
   
  Lorelai’s body was found the next morning by a 
  group of exotic pirates, who plucked her from the 
  shore and took her away on their ship. She endured 
  a life as a slave for several years until she was 
  rescued in a foreign land by another pirate of 
  mysterious background. This pirate prince, known 
  as Harrier, was a master of many exotic skills. He 
  saw promise in Lorelai as a minion and taught her 
  the monastic ways, while encouraging her to 
  continue her bardic studies. Years of practice, 
  training, and combat, along with a horrible stint as a 
  slave has changed the bard.  
   
  Now known as Nightingale, the monastically trained 
  bard has been given permission by Harrier to tend to 
  past matters. She has now returned to the Hillsfar 
  region, looking to exact revenge on those who 
  caused her to endure so much.   
  Adventure Background 
  Two weeks ago, during a rescue mission to save a 
  kidnapped performer known as Devon Artis, a 
  mysterious woman wearing a red and black 
  checkerboard mask was seen leaving the goblin fort 
  where Devon was found. In addition, a letter 
  recovered from the fort (signed with a single N) 
  implicated a tavern owner in Hillsfar.  
   
  Since that time, several villages and hamlets have 
  reported seeing the same woman leading raids in 
  this part of the Moonsea region. She’s accompanied 
  by red-faced hobgoblins and humans trained in the 
  monastic ways. 
   
  Hillsfar prepares to send Red Plumes to the outlying 
  villages to offer protection, but they require help 
  retrieving information about the tavern owner 
  implicated in the letter. There’s no doubt an 
  investigation by the Red Plumes would be met with 
  hostility, so the First Lord of Hillsfar has asked 
  factions and other trusted colleagues to task 
  adventurers with the mission. 
   
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
  Hillsfar. A gated city in the Moonsea region where non-
  humans are not very welcome. 
  Diamond in the Dung. An upscale tavern located in one of 
  the low-scale areas of the city. 
  Hobart Taggart. The owner of the Diamond in the Dung 
  tavern. Hobart has ties to the thieves’ guild in Hillsfar, and 
  information about the mysterious woman with the red mask. 
  Ingrid. A thieves’ guild member who has been cursed with 
  lycanthropy and now hides in Hillsfar’s sewers as a wererat. 
  Ingrid has ties to the mysterious woman with the red mask. 
  Clatter. A kenku tinkerer who has a secret shop hidden in 
  the sewers. 
  Kestrel.  One of Nightingale’s secret agents and 
  lieutenants. Kestrel hides in Hillsfar as she helps protect N’s 
  identity. She’s also looking for Ingrid.
  
   
  7 | Scourge of the Nightingale: A Song of Revenge 
   
  Newlyweds 
  If you are continuing from A Song of Love, it’s possible the 
  adventurers come across Gildus and Devon, who married 
  quickly after Devon was rescued. They are preparing to make 
  their way to Waterdeep for a long honeymoon in the City of 
  Splendors. 
  Gildus Strong (GIL-dus Strong). Gildus is a strong, military 
  man with a broad body and red hair. He’s been known to 
  enjoy games of chess, red wine, and cheese.     
  Devon Artis (dev-ON ART-us). Devon was captured and 
  ransomed during A Song of Love. He has long, black hair and 
  green eyes. He’s been known to enjoy dancing, singing, 
  strong ales and unique meads, as well as games of chess. 
  Adventure Overview 
  The adventure is broken down into five parts: 
  Part 1. The first small challenge is entering the 
  main gate of Hillsfar; some of the city guards try to 
  exploit non-human adventurers. After dealing with 
  the guards, the party proceeds to the Diamond in the 
  Dung where they meet Hobart Taggart – the man 
  implicated in the letter found during A Song of Love. 
  Hobart asks that they complete a short mission in 
  exchange for more information about the letter and 
  the mysterious N signature. 
  Part 2. The party must procure a way to remove a 
  lycanthropic curse, which is to be used to cure 
  several members of the thieves’ guild Hobart 
  belongs to. One of these members may have 
  additional information about the N signature. 
  Part 3. The party enters a section of Hillsfar’s 
  sewers where, to uphold their agreement with 
  Hobart, they must confront a group of wererats. 
  Part 4. After dealing with the wererats, the party 
  returns to the Diamond in the Dung where they are 
  to receive more information, but they are ambushed 
  by one of Nightingale’s spies before they can enter. 
  Part 5. Having dealt with the ambush, the party 
  enters the Diamond in the Dung only to find Hobart 
  Taggart sitting in his chair, dead. 
  Adventure Hooks 
  This adventure starts with a faction representative 
  giving each of the adventurers a copy of a note that 
  was recovered (Player Handout #1) during A Song of 
  Love. 
   
  At this point of the series, the name Nightingale is 
  not known by the factions or adventurers, but both 
  Nightingale and her real name are learned during 
  this adventure. 
   
  The adventure starts with all those who have been 
  summoned to meet at a broken wagon which sits 90 
  feet from the main Hillsfar gate. 
   
  Story Hook – Continuing from A Song of Love:  
  The party receives a letter or message from a courier 
  sent by the First Lord of Hillsfar. 
   
  Read or summarize the below as needed: 
   
  Included with this notice is a letter, painstakingly 
  copied by our expert scribe to resemble the original. 
  Take this notice and the letter to Hillsfar and locate 
  one Hobart Taggart – a tavern owner implicated in the 
  letter as having ties to a mysterious Moonsea villain 
  referred to as “N.” 
   
  Find out what Mr. Taggart knows about the letter, the 
  mysterious N signature, and what additional motives N 
  might have. A reward of 200 gp awaits you if you are 
  successful. You may use this letter to verify your 
  identity at Hillsfar’s gates. 
   
  Attached replica of the original letter – fantastically 
  written using calligraphy (Player Handout #1). 
   
  Story Hook – Haven’t Completed A Song of Love  
  The party receives a message from a courier sent by 
  the First Lord of Hillsfar. Summarize the below as 
  needed: 
   
  Your service is needed yet again. Included with this 
  notice is a letter, painstakingly copied by our expert 
  scribe to resemble the original. Take these to Hillsfar 
  and locate one Hobart Taggart – the owner of the 
  Diamond in the Dung tavern implicated in the letter as 
  having ties to a mysterious Moonsea villain referred to 
  as “N.” 
   
  Find out what Mr. Taggart knows about the letter, the 
  mysterious N signature, and what additional motives N 
  may have. A reward of 200 gp each awaits you if you 
  are successful. You may use this letter to verify your 
  identity at Hillsfar’s gates. 
   
  Attached replica of the original letter – fantastically 
  written using calligraphy (Player Handout #1). 
  
   
  8 | Scourge of the Nightingale: A Song of Revenge 
   
  Part 1. The Diamond in the 
  Dung 
  Estimated Duration: 30 minutes 
   
  The adventure begins at the gates of Hillsfar, where 
  they must gain access to the city. They then travel to 
  the Diamond in the Dung tavern, where they are to 
  interrogate Hobart Taggart about his association 
  with the ransom and letter sign with a ”N.” 
   
  The characters have the chance to converse with 
  Hobart Taggart, who gives them the opportunity to 
  gather more information about the letter’s 
  mysterious ”N” signature.  
  Passing the Main Gate 
  As the party nears the city, read or summarize: 
   
  As you make your way closer to the walled city, you 
  notice a single gate. The gate is guarded by half a 
  dozen guards in gleaming armor and red-plumed 
  helmets.  
   
  The city of Hillsfar was, until recently, a xenophobic 
  fortress well-equipped to deal with any non-humans 
  trying to access the city. Although the Great Law of 
  Humanity has been suspended by the new First 
  Lord Vuhm Yestral, many of its formerly-racist 
  traditions are still present within the city. 
  Non-Human Harassment 
  As the characters approach the main gate, the six 
  Red Plume guards in charge of admittance begin to 
  chatter among themselves. If there are any 
  nonhuman members of the party, especially 
  monstrous races such as lizardfolk or tabaxi, the 
  guards are seen pointing at them and snickering. 
   
  “Here, this toll gate won’t pay for itself. Entry to Hillsfar 
  is five gold pieces.”  
   
  If there are nonhuman characters: 
   
  “Make that 10 gold pieces for the like of you…  Hurry it 
  up!” 
   
  The guardsman then holds out his hand, expectantly. 
   
  Any character can see through the conniving guard’s 
  malicious lies with a successful Wisdom (Insight) 
  check contested by the guard’s Charisma 
  (Deception) check. If the one or more of the 
  characters are from the Hillsfar region or have the 
  Soldier background, they have advantage on the 
  check. 
   
  Whether by paying or denying the guard, the 
  characters are permitted entry to the city. Once 
  inside, it shouldn’t take the characters long to locate 
  the inn they are looking for. 
  The Diamond in the Dung 
  Diamond in the Dung General Features 
  The Diamond in the Dung has the following general features: 
   
  Building. The tavern is nicer than the other buildings in 
  this area of Hillsfar – well-maintained and with obvious 
  upgrades. The building is 45 feet deep, 35 feet wide, and 30 
  feet tall. A set of stairs located on the rear, exterior wall allow 
  access to the roof. 
   Layout. The main tavern is 30 feet deep and 35 feet wide, 
  with a wooden bar along the back wall. There are two doors 
  at the back of the bar. The door on the left leads to a 
  restroom, and the door on the right leads to Hobart Taggart’s 
  private quarters.  
  Interior. The tavern has a grand interior with finely-crafted 
  furniture, a performer’s stage, and a beautiful wooden bar.  
  Light. Oil lamps and candles provide ample bright light in 
  the tavern, with only minor shadowed areas in the corners.  
  Smells and Sounds. The sounds of laughter and lute music 
  are prevalent here. The smell of mead and freshly-baked 
  bread also permeates the tavern. 
   
  Once the party gets past the Hillsfar gates and enters 
  the city, read or summarize: 
   
  Right on the corner of the main city street is a large inn 
  with a stable attached to the rear. A sign hangs over 
  the entrance proclaiming the place to be the “Diamond 
  in the Dung.” As the name might suggest, the tavern 
  seems in better condition than the surrounding 
  buildings and is clearly rather busy. 
   
  Inside, the tavern is brimming with patrons and 
  staff. The large building is the main port of call for 
  adventurers and travelers through the Moonsea and 
  the Dalelands. The place seems comfortable and 
  clean, and the staff quiet but friendly. 
  Asking for Hobart 
  If they ask for Hobart Taggart, the waitstaff state 
  that he’s in a meeting and can’t be disturbed right 
  now. They go to inform Hobart that he has visitors 
  
   
  9 | Scourge of the Nightingale: A Song of Revenge 
   
  and then notify the adventurers when Hobart is 
  ready to meet them. It should not be very long – 
  allow the adventurers to mingle in the tavern in the 
  meantime. 
  Food & Accommodations 
  The prices for food and lodging are double the 
  amount listed in chapter 8 of the Player’s Handbook 
  (Modest or Comfortable lifestyle). Alcohol can be 
  purchased for the regular price. 
  Kestrel – Nightingale’s Spy 
  While in the tavern, the characters are spied upon by 
  one of Nightingale’s companions, Kestrel (see 
  sidebar).  
  Kestrel – Spying on the Party 
  After the adventurers take their seat, waiting for 
  Hobart to finish his meeting, Kestrel approaches 
  their table disguised as a member of the waitstaff. 
  She assumes the role of a friendly waitress named 
  Janine, asks them what they’d like, and starts up a 
  friendly conversation, attempting to extract any 
  information she can about them. She acts fascinated 
  by their stories and coaxes for more: 
   
  • 
  “Welcome to Diamond in the Dung!” 
  • 
  “Diamond in the Dung has been ranked as 
  number 1 tavern by the local 
  Dungsweeper’s Guild for the last five years! 
  Betcha didn’t know that!” *cute giggle* 
  • 
  “You all look new to town.” 
  • 
  “What brings you to the Diamond in the 
  Dung?” 
  • 
  “You look like adventurers! Any good stories 
  to tell?” 
  • 
  “Oh! Are you on a mission now?” 
   
  Throughout the conversation, she attempts to learn 
  the party’s motives. If they mention the kidnapping, 
  letter, goblin fort, Devon Artis, or anything about the 
  masked woman seen in A Song of Love, she takes 
  note but doesn’t let on. After a few of her questions 
  are answered, she states she’ll be back with their 
  orders soon, but then slips out of the tavern. Later 
  that evening, Kestrel ambushes the party. 
   
  Shortly after Kestrel leaves their table, another 
  waitperson greets the party and asks them similar 
  questions. This is an actual employee. If the party 
  mentions that they just spoke with Janine, the 
  waitperson has no idea who they are talking about.  
   
   
  Kestrel 
  Kestrel (NE female Mulan human master thief) is a close 
  companion of Nightingale and an elite warrior who fights on 
  her behalf.  
   
  Kestrel has been working with Nightingale to ensure that her 
  identity is kept a secret, and to prevent those she has worked 
  with from leaking information about her. Kestrel has been 
  tasked with watching Hobart Taggart and the other members 
  of the Rogue’s Guild in Hillsfar. She has several contacts 
  within the Clan of Broken Bones: a hobgoblin host who 
  Nightingale previously trained with and hopes to hire as 
  mercenaries. 
   
  At your discretion, Kestrel can ambush the characters at 
  dramatic moments throughout the adventure but should be 
  given ample opportunity to escape if the tide of battle turns 
  against her. 
  Hobart Taggart 
  The tavern is owned by Hobart Taggart (LN male 
  Damaran human master thief (CR 5; VGtM, p 216) 
  with 120 hit points and an initiative bonus of +8), a 
  rough-looking chap with tawny skin and close-cut 
  black hair. He has a broad smile, accentuated by a 
  scar near the corner of his bottom lip that slices into 
  his well-groomed beard. Hobart can be found behind 
  the bar during the day, and will arise to meet anyone 
  looking for him during the night. 
  Hobart is a prominent member of the Rogue’s Guild 
  of Hillsfar. Although he doesn’t often see active 
  service, his tavern acts as a safehouse for his fellow 
  scoundrels. Hobart uses profits from the tavern to 
  pay off the Red Plumes, enabling him to fence stolen 
  goods and launder money through the 
  establishment. 
  
   
  10 | Scourge of the Nightingale: A Song of Revenge 
   
  Tavern Knowledge about Hobart 
  The following information about Hobart can be 
  found out by conversing with the tavern patrons or 
  waitstaff:  
   
  • Hobart has been the owner of the Diamond in the 
  Dung for many years. He also has a few side 
  hustles. (Characters who speak Thieves’ Cant 
  quickly understand that this means Hobart is a 
  member of the Rogue’s Guild.) 
  • There’s been some conversations in town about a 
  kidnapping in the nearby village of Dampfshire, 
  but nothing major. Goblin attacks are relatively 
  common. 
  • Since First Lord Torin Nomerthal was replaced by 
  Vuhm Yestral, the city has relaxed its laws on 
  racial mixing. Despite this, there are still tensions 
  between the old Hillsfarians and their new 
  neighbors. Hobart himself sees no need for the 
  strife and welcomes anyone willing to spend some 
  coin. 
  Gathering Information 
  Once the characters find Hobart, they may not wish 
  to immediately reveal the information that they have 
  about him; instead, they may question him in a 
  subtler manner. 
   
  Any character attempting to surreptitiously gather 
  information from Hobart must succeed on a 
  Charisma (Deception or Performance) check 
  contested by Hobart’s Wisdom (Insight) check. If a 
  character fails this check, Hobart loses his normally 
  jovial attitude and asks why the characters are really 
  in his tavern. Any attempt at intimidation is met with 
  the threat of violence, as Hobart grabs a loaded 
  heavy crossbow from beneath the bar and places it 
  on the countertop. Hobart isn’t concerned about 
  dead bodies. He has ways of disposing them. 
  Meeting with Hobert Taggart 
  If the characters show Hobart Taggart the note they 
  have been given, Hobart is willing to trade them 
  some information for a favor. He asks the characters 
  to come to a back room, where they can discuss this 
  privately.   
   
  If the characters agree, Hobart leads them to his 
  office behind the bar and locks the door behind them 
  before talking further. 
   
  Hobart reveals that he is a member of the Thieves’ 
  Guild in Hillsfar. Most people already know this, so 
  he’s not fussy about who he tells in private.  
   
  Hobart doesn’t know Nightingale’s plans. As long as 
  he’s getting paid, he doesn’t care. However, since 
  suspicions of her seem to have spread to city 
  officials, as evidenced by the adventurers inquiring 
  about her, he’s comfortable with helping. He wants 
  to stay on the winning side of whatever is going to 
  happen, so he might as well play nice for both sides.   
   
  Kestrel During the Meeting 
  Kestrel is eavesdropping on the characters’ meeting 
  with Hobart, standing outside near a rear tavern 
  window. Characters with a passive Wisdom 
  (Perception) score of 20 or higher notice the shadow 
  of a figure move past the window just as Hobart 
  finishes explaining his deal. 
  Hobart and the Letter 
  If asked about the letter which was given to the 
  adventurers at the beginning of this adventure, 
  Hobart relays the below information.  
  Hobart’s been asked to act as a liaison for 
  Nightingale. He’s been paid well with extravagant 
  rugs, tapestry, jewels, and pottery. Although most of 
  these items have already been sold, one piece still 
  
   
  11 | Scourge of the Nightingale: A Song of Revenge 
   
  hangs on the back wall of his office, which he points 
  out. 
   
  “I recognize this beautiful penmanship, as well as the N 
  signature. I’ve dealt with this mysterious figure in the 
  past to ship fenced goods. My dealings with this person 
  have been quite lucrative. I’ve received payment in the 
  form of artwork and jewelry, the likes of which I’ve 
  never seen before. Just look at this tapestry!"  
   
  On the tapestry is a picture of a setting sun with 
  several bird silhouettes: a nightingale (right), a 
  kestrel (center), and a loon (left). A DC 10 
  Intelligence (Nature) check identifies the birds on 
  the tapestry. 
   
  Read or summarize: 
   
  “My guildmates probably know more about the 
  identity of this figure than me. I might be able to 
  wrangle up more information from the guild, but I 
  need you to do something for me first.” 
   
  Proceed with Hobart’s Mission below.  
   
   
  Hobart’s Mission 
  Recently, his guildmates found themselves in a spot 
  of bother when they uncovered a previously 
  collapsed redoubt across town from their guild 
  house. At first, the chambers seemed all clear, but 
  several of the excavators were suddenly beset by a 
  swarm of rats. Although they cleared the rats out 
  with ease, it quickly became clear that these vermin 
  had been harboring a lycanthropic curse, which has 
  rapidly spread through the ranks of the guild. 
  You can convey this information using the following 
  quotes: 
   
  • Five members of the thieves’ guild were infected 
  with the curse of wererat lycanthropy after 
  uncovering some diseased rat swarms in an old 
  redoubt. 
  • One of these members – a blonde-haired woman 
  named Ingrid – received a suspicious letter 
  marked with an N, same as the letter you have 
  shown me.  
  • She and the other infected members then 
  volunteered to assist with guild operations in the 
  sewers, which is quite odd; no one likes it down 
  there! 
  • Those members underwent a hideous 
  transformation and now lurk somewhere in the 
  city sewers. 
  • I’m not sure how to cure them of their 
  lycanthropy. The wizards of the Thayan Enclave or 
  the priests of Tyr at the Vault of Swords may be 
  able to assist. I’ve already asked them for too 
  many favors, but you are fresh faces here; they are 
  more likely to acquiesce to requests from you.  
  • Once you have obtained a cure, track down my 
  guildmates in the sewers, relieve them of their 
  curse, and bring them back here.  
  • I want all my guildmates cured, but if you need to 
  kill any of them to subdue Ingrid, so be it.  
   
   
   
   
  
   
  12 | Scourge of the Nightingale: A Song of Revenge 
   
  Part 2. Remove Curse 
  Estimated Duration: 30 minutes 
   
  To fulfill their end of the bargain with Hobart, the 
  characters must find a cure for the five infected 
  wererats, locate them, and cure them of their 
  affliction. 
  Characters who succeed on a DC 15 Intelligence 
  (Nature) check recall that lycanthropes who are not 
  natural born can be cured of their condition with a 
  remove curse spell. This knowledge can also be 
  obtained at the Thayan Enclave and Vault of Swords. 
  The characters then have several options: 
   
  • Get one of the party members to cast the remove 
  curse spell, if the know the spell or have it 
  prepared. 
  • Buy one of the five potions of remove curse (see 
  sidebar) from the Thayan Enclave for 50 gp 
  apiece. 
  • Enlist the assistance of a cleric of Tyr hireling from 
  the Vault of Swords named Jojoseph (see sidebar). 
  Jojoseph doesn’t want to accompany the 
  adventurers, but the ranking members of the 
  order believe it will be good for the novice acolyte 
  to receive some field training.  
  • Throw mercy out the window and elect to kill the 
  wererats. 
   
  Potion of Remove Curse 
  Potion, rare 
   
  Crafted by the Thayan wizards of Hillsfar, this potion is one of 
  the organization’s recent wonders. However, it doesn’t seem 
  to have the same durability as other potions.   
   
  A creature drinking this potion is cleansed of all curses, as if 
  targeted by the remove curse spell.  
   
  The potion has a lifespan of 60 days since it is first brewed. 
  After this time, the potion becomes ineffective and tastes like 
  maple syrup. 
  Dead Jojoseph 
  If Jojoseph happens to perish during the adventure, 
  the Vault of Swords is understanding. They feared 
  Jojoseph wasn’t up for the challenge of being a field 
  cleric and his death proves it.  
   
  If the body is returned, the Vault of Swords 
  resurrects Jojoseph and gives him a new occupation. 
   
  Jojoseph 
  Jojoseph is a new cleric in the church of Tyr, having only 
  started their training six months ago. They are being trained 
  as a special combat medic, with a focus on healing and 
  restorative spells.  
   
  Jojoseph is used to living like a noble and is hesitant to enter 
  the sewers. Though, priests of Tyr are often brave and 
  courageous, Jojoseph was forced into the order by their 
  parents. If taken into the sewers, they constantly complain 
  about the smell, filth, and possibility of disease. 
   
  Jojoseph has the statistics of an acolyte (CR ¼; MM, p 342) 
  and carries four scrolls of remove curse. 
   
   
  
   
  13 | Scourge of the Nightingale: A Song of Revenge 
   
  Part 3. The Sewers 
  Estimated Duration: 90 minutes 
   
  Once characters have decided on their course of 
  action, they head to the sewers in search of the 
  wererats. 
   
  Hillsfar Sewers General Features 
  The sewers have the following general features. 
  Terrain. Two feet of waste-laden water covers the bottom 
  of the tunnels here, making the ground difficult terrain. A 
  thin, 2-foot-wide ledge runs along each side of the tunnels, 
  allowing for some characters to avoid having to walk in the 
  sewage. A Medium creature must squeeze to fit along this 
  ledge. 
  Weather. The air here is humid and warm, and the walls 
  are damp with sewage. 
  Light. There is no light here, save for that which the 
  characters brought with them. 
  Smells and Sounds. The sewers stink to high heaven. Each 
  creature that starts its turn in the sewers must succeed on a 
  DC 12 Constitution saving throw or become poisoned until 
  they leave or are cured by magic. A creature that succeeds on 
  the saving throw is immune to the stench of the place for the 
  next 24 hours. 
    
  Sewer Entrance 
  When the characters near the sewer entrance, read 
  or summarize: 
   
  The overwhelming stench of excrement becomes thick 
  in the air as you head toward the sewer entrance near 
  the docks. The entrance consists of a large stone tunnel 
  which is cut into the cliff face. The tunnel looks dark 
  and dank, and is filled with wastewater.  
   
  Characters may want to search the entrance for 
  signs of the wererats. A successful DC 12 Wisdom 
  (Survival) check allows a character to spot rodent-
  like footprints running along the ledges. These 
  tracks head down the central and left-hand tunnels. 
  If the check succeeds by 5 or more, the character 
  notices that the tunnel on the left is more heavily 
  treaded. 
   
  The following locations correspond to the Sewer 
  Map in Appendix B.  
   
   
   
  Area 1 
  As you enter this area, you are greeted with an odd 
  view. A kitten, its yellow and white fur damp from the 
  sewer water, clings to a long, thin tree root that has 
  grown through a crack in the ceiling. The water below 
  it swirls as rats swim across the murk, climbing on top 
  of one another to create a mound of vermin as they 
  attempt to reach the kitten.  
   
  The poor kitten, having slipped down a sewer drain, 
  had been wandering the sewers searching for a way 
  out when a swarm of rats happened upon it. The 
  kitten leaped from the stone sidewalk and grabbed 
  hold of the dangling root when the rats attacked it.  
   
  Three swarms of rats (CR ¼; MM, p 339) are piling 
  on top of one another to reach the kitten. At the base 
  of the mound are two giant rats (CR 1/8; MM, p 
  327), their noses peeking out of the water on the 
  other side of the mound, though they are obscured 
  from view due to the rats on their backs. 
   
  If rescued, the kitten takes a liking to a random 
  character. She wears a pink, leather collar with the 
  name Turnip punched into it. She’s roughly six 
  months old but, being the runt, she won’t grow any 
  larger than she is now – a 5-inch-long body with a 3-
  inch-long curly-cue tail. 
  Area 2 
  As the party nears this enters this section of the 
  sewer, read or summarize: 
   
  From ahead, you hear the splashing of water. It begins 
  to fade to a trickle…and then to a drip. 
   
  As the party reaches the entrance to the room, read 
  or summarize: 
   
  Several short pipes protrude one inch from the ceiling. 
  Their ends are crusted with a black residue. The pipe 
  closest to the west wall drips water from its end.  
   
  As the party stands here, one of the other pipes 
  activates (see “Sewage from Above” for which pipe 
  activates), giving the adventurers a view of what 
  they must travel through.  
  Sewage from Above 
  Several pipes from overhead empty sewer water 
  from buildings in Hillsfar into this room. These 
  sewer lines are used very often, creating the 
  
   
  14 | Scourge of the Nightingale: A Song of Revenge 
   
  possibility for the adventurers to be drenched in 
  sewage.  
   
  When a character passes through this room, roll a d6 
  to see if any pipes activate:  
   
  • 
  1: no pipes activate 
  • 
  2-5: one of the sewer lines empties into the 
  room and creates a 5-foot-radius splash of 
  sewer water. Roll another d6 to determine 
  which sewer line drains. Any creature 
  passing through this area must succeed on a 
  DC 15 Dexterity saving throw to avoid being 
  splashed and covered with sewage. 
  • 
  6: all pipes activate at the same time. Any 
  creature passing through this area must 
  succeed on a DC 15 Dexterity saving throw 
  to avoid being splashed and covered with 
  sewage. 
   
  Suggestions for what comes out of the pipes are: 
   
  1. Wet, sticky paper 
  2. Pieces of dark fecal matter 
  3. Chunks of fruits or vegetables 
  4. Watermelon seeds 
  5. A couple of dead goldfish 
  6. Whatever you come up with 
  Area 3 
  As the party enters this area, they come upon a pile 
  of stone, pipe, brick, and wood planks that block 
  access to Area 5. Read or summarize: 
   
  Although it looks like this tunnel should continue to the 
  east, a mass of rubble consisting of stone, pipes, brick, 
  and wood planking stands in the way. 
   
  The mass is 5 feet thick and extends to the ceiling. A 
  secret passage is hidden within the mass, obscured 
  by a well-placed wooden plank. A creature 
  succeeding on a DC 13 Wisdom (Perception) or 
  Intelligence (Investigation) check notices the secret 
  entrance. 
  3A – Someone’s Watching 
  As the adventurers stand in Area 3, have them roll a 
  DC 15 Wisdom (Perception) check. On a success, 
  they notice a small, cloaked figure peeking around 
  the corner (3A), watching them. When noticed, or if 
  spoken to, the creature runs away, heading to Area 
  5.  
  This is Clatter the Kenku tinker (kenku; CR ¼; MM, 
  p 194). She’s been searching the sewer for more 
  odds and ends and has stumbled upon the 
  adventurers. She’s curious but doesn’t want to 
  engage them. 
  Area 4 
  The tunnel leads to the lair of the wererats, though it 
  is filled with debris and obstructed. A cleared, 
  narrow trail allows passage through the debris (see 
  Area 3 for more information). 
   
  When the party nears Area 4, read or summarize: 
   
  This large, candlelit room is filled with five empty, 
  cushioned chairs placed along the east wall. A black-
  haired wererat sits in the center chair. 
   
  The other wererats (CR 2; MM, p 209) hide in the 
  room – out of view and along the wall near the net 
  trap and entrance – with Ingrid along the northwest 
  wall. They attack when the net trap is activated. 
  The Net Trap 
  “T” on the map marks the location for the net trap’s 
  trip wire. 
   
  Poison Net Trap 
  Strung across the 12-foot-wide entrance to the wererat lair is 
  a tripwire rigged up to a net in the ceiling, which has been 
  fitted with poisoned barbs. The wererats and their rat allies 
  know of its existence and easily step or scurry underneath it. 
  Detection and Disabling. A successful DC 15 Wisdom 
  (Perception) check reveals the trip wire and net. A successful 
  DC 15 Dexterity check using thieves’ tools disables the 
  tripwire without causing the net to drop or the bell to ring; 
  failing the check causes the trap to activate. 
  Trigger. If the trip wire is broken, the net falls on intruders. 
  An iron bell is also rigged to the trip wire. It rings when 
  activated, alerting the wererats within. 
  Effect. A net covering a 10-foot-by-10-foot area centered 
  on the trip wire falls to the floor as a bell rings. Any creature 
  wholly within this area must succeed on a DC 15 Dexterity 
  saving throw or be restrained. A creature can use its action to 
  make a DC 10 Strength check to try and free itself or another 
  creature in the net. Dealing 5 slashing damage to the net (AC 
  10, 20 hp) also frees a creature without harming them. 
  The first time a creature is restrained by the net or fails an 
  attempt to escape using a Strength check, the creature must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save or half as much on a 
  successful one. This effect can only activate eight times 
  before the poison is used up. 
  
   
  15 | Scourge of the Nightingale: A Song of Revenge 
   
  XP Award 
  If the characters detect and avoid the net trap, award 
  each character 100 XP. 
  Reasoning with the Wererats 
  The wererats are content with their lycanthropic 
  curse and aren’t interested in having it removed. 
  However, if negotiations ensue, the other wererats 
  agree to let the adventurers cure and take Ingrid if 
  the others are guaranteed to be left alone.  
  Wererat Combat 
  If combat breaks out in this area, the wererats emit a 
  screeching call, summoning all the nearby vermin. 
  On round 2 of combat, swarms of rats (CR ¼; MM, p 
  339) join the fight, on round 3 of combat, giant rats 
  (CR 1/8; MM, p 327) join the fight - emerging from 
  cracks in the sewer walls (see the “Scaling the 
  Encounter” sidebar).  
   
  Scaling the Encounter 
  APL 3-4 
  • Wererats (4): AC 12, 25 hp, Init +2 
  • Swarm of Rats (1): AC 10, 18 hit points, Init +0 
  APL 5-6 
  • Wererats (4): AC 12, 35 hp, Init +2 
  • Swarm of Rats (2): AC 10, 24 hit points, Init +0 
  APL 7-8 
  • Wererats (5): AC 12, 54 hp, Init +2 
  • Giant Rats (2): AC 12, 7 hit points, Init +2 
  • Swarm of Rats (2): AC 10, 24 hit points, Init +0 
  APL 9 
  • Wererats (5): AC 12, 54 hp, Init +2 
  • Giant Rats (4): AC 12, 7 hit points, Init +2 
  • Swarm of Rats (2): AC 10, 24 hit points, Init +0 
  APL 10 
  • Wererats (6): AC 12, 54 hp, Init +2 
  • Giant Rats (4): AC 12, 7 hit points, Init +2 
  • Swarm of Rats (2): AC 10, 24 hit points, Init +0 
  Ingrid, the Wererat Rogue 
  Ingrid is easy to pick out in the group; she’s the only 
  wererat with blonde hair and fur. If subdued, Ingrid 
  doesn’t want to return to the city, not until 
  Nightingale is vanquished from this land. She fears 
  for her life. She shares the following information 
  with the adventurers: 
  • 
  “I recognized the handwriting immediately,” 
  she says as she pulls a letter from her vest 
  and opens it. 
  • 
  “My note – it reads “Revenge for your dark 
  and dirty deeds,” and it’s signed with an N.” 
  (see Player Handout #2) 
  • 
  “It was like getting a letter from a ghost!” 
  • 
  “This woman – her name was Lorelai Song, a 
  young bard in a village not far from here.” 
  • 
  “We were young, jealous, and stupid.”  
  • 
  “We were jealous girls who thought 
  pranking the beautiful and innocent Lorelai 
  would make her look foolish.” 
  • 
  “It was during a late-night gathering on a 
  cliff along the Moonsea.”  
  • 
  “Faking a spill, we tossed our drinks on her. 
  We only wanted to mess up her clothes and 
  hair.” 
  • 
  “When she got up, I guess the alcohol got in 
  her eyes, and she couldn’t see.” 
  • 
  “She tripped and fell into the fire, which 
  ignited her clothes.” 
  • 
  “She ran blindly. The flames covered her 
  face and clothes. I’ve never forgotten her 
  screams.”  
  • 
  “Before we could stop her, she ran right off 
  the cliff, falling into the Moonsea.” 
  • 
  “We didn’t know what to do, so we covered 
  it up.” 
  • 
  “We thought she was dead.” 
  Treasure 
  Searching the bodies of the wererats yields 54 gp, 
  and two small emeralds worth 50 gp each. 
  Area 5 
  While most of the sewers’ permanent inhabitants 
  are bestial vermin, there is one who makes her home 
  down here who considers it her picking ground. 
  Clatter the kenku is a tinkerer who has a small 
  workshop of her own creation down in the sewers. 
  The characters might encounter Clatter after hearing 
  her at work in the shop, or perhaps they notice her 
  out of the corner of their eye scavenging through the 
  waste for pieces of discarded metal and the like. 
  Either way, if the characters follow her back to her 
  home, read or summarize the following: 
   
  
   
  16 | Scourge of the Nightingale: A Song of Revenge 
   
  You follow the hooded figure/sound through the 
  twisting labyrinth of the sewers until you find a small 
  hole that has been cut into the tunnel wall. It looks like 
  it might be a squeeze, but the hammering noise from 
  within lets you know it’s inhabited. 
  Clatter’s Home 
  If the characters enter Clatter’s home:  
   
  • 
  They find themselves in a small chamber, 
  split down the middle by a hanging sheet 
  that must have once been a lavish rug, but is 
  now covered in mildew and damp.  
  • 
  Working at a bench in one half of the 
  chamber is a small humanoid figure wearing 
  a dark, hooded robe, which is covered with 
  sewn-on patches and pockets filled with 
  strange odds and ends. 
   
  If the characters enter politely, asking for Clatter’s 
  permission first, she welcomes them into her home 
  and proceeds to show them her creations: 
   
  • 
  A bottle filled with small marbles. When 
  shook, it makes a loud jingling sound. 
  • 
  A yellowed human skull adorned with small 
  metal spikes. 
  • 
  A bamboo tube that contains several small 
  stones. When the tube is tilted, the stones 
  slide down the tube, creating a rain-like 
  sound. 
  • 
  A wand made from metal tubes, a small 
  skull, a few metal gears, a metal handle, and 
  several metal nails. This wand is Clatter’s 
  Wand of Wonders (Player Handout #3). 
  Although it looks like a bunch of junk, there 
  does seem to be something special about the 
  item. A creature succeeding on a DC 13 
  Intelligence (Arcana) check realizes that the 
  item is magical. 
   
  Clatter’s speech is garbled and interspersed with the 
  sounds of hammering, clattering, and rattling that 
  she mimics. 
   
  Clatter and the Wererats 
  If the characters ask Clatter about the wererats, she 
  holds out an expectant claw and says something like: 
   
  • 
  Information (cha-ching) 
  • 
  Bit & pieces to trade?  
   
  If the characters have given her 25 gp worth of 
  assorted odds and ends, she tells the adventurers 
  about the secret entrance to the wererat lair, 
  explaining that the wooden plank is the secret 
  entrance. 
   
  The wererats trouble her.  She doesn’t feel safe in 
  the sewers any longer with them down here. If the 
  adventurers can rid the sewers of the wererats, 
  Clatter promises to give them her latest creations – 
  Clatter’s wand of wonders (see sidebar).  
  Attacking Clatter 
  If the characters attempt to attack Clatter or anger 
  her by messing with her tools or barging into her 
  home uninvited, she pulls a wand out from beneath 
  her robe and threatens the characters, warning them 
  not to mess with her by making ‘pew, pew, pew’ and 
  explosion sounds while she waves the wand at them. 
   
  The wand looks like a twisted piece of piping capped 
  by a glass bottle filled with a glowing yellow liquid. 
  Flashing red and orange ribbons float chaotically 
  within. 
   
  The wand is useless. Clatter loves the pretty glow 
  and lights it creates, so she carries it with her.  
  
   
  17 | Scourge of the Nightingale: A Song of Revenge 
   
  Clatter’s Wand of Wonders 
  This wand has 7 charges. While holding it, you can use an 
  action to expend 1 of its charges and choose a target within 
  120 feet of you. The target can be a creature, an object, or a 
  point in space. Roll a d10 and consult the following table to 
  discover what happens. 
   
  If the effect causes you to cast a spell from the wand, the 
  spell's save DC is 15. If the spell normally has a range 
  expressed in feet, its range becomes 120 feet if it isn't 
  already. If an effect covers an area, you must center the spell 
  on and include the target. If an effect has multiple possible 
  subjects, the GM randomly determines which ones are 
  affected.  
   
  The wand regains 1d6 + 1 expended charges daily at dawn. If 
  you expend the wand's last charge, roll a d20. On a 1, the 
  wand crumbles into dust and is destroyed. 
   
  d10 Result: 
    1 – you cast the pyrotechnics spell (available in Xanathar’s 
  Guide to Everything). 
    2 – the end of the wand fizzles and pops with sparks, but 
  nothing else happens. 
    3 – you cast the magic missile spell at 3rd level. 
    4 – the wand backfires. Make a DC 15 Constitution saving 
  throw. On a failure, you take 2d6 fire damage and drop the 
  wand. On a successful save, you take half damage and do not 
  drop the wand.  
    5 – you cast the fireball spell at 4th level. 
    6 – the wand emits a blinding flash that extends from its end 
  in a 30-foot radius. You and each creature in the area that 
  can see must succeed on a DC 15 Constitution saving throw 
  or be blinded for 1 minute. 
    7 – the wand transforms you and your belongings into a fire 
  elemental for 2d4 minutes. If you are reduced to 0 hit points 
  in this form, you revert to your normal form and are dying.  
    8 – the wand transforms into a flame tongue shortsword 
  which you can wield for 1d4 minutes. Use your spellcasting 
  ability for the attack and damage rolls.  
    9 – the wand casts the fireball spell, centered on you. 
    10 – you, your belongings, and the wand become a lava-like 
  ooze for 1d4 hours. Your statistics are that of a gray ooze 
  with the following changes: 
       Your speed is 10 ft. and you cannot climb. 
       Your Corrode Metal ability remains but is renamed to Melt 
  Metal. 
       Your attacks deal fire damage instead of acid damage. 
  This effect can be reversed by the remove curse or greater 
  restoration spells. 
   
   
   
   
   
   
   
  
   
  18 | Scourge of the Nightingale: A Song of Revenge 
   
  Area 6 
  Two crocodiles (CR ½; MM, p 320) lair in a broken 
  underwater section of the west wall, their snouts 
  obscured by floating debris. They attack anyone in 
  the water. 
  Area 7 
  As the party approaches Area 7, read or summarize: 
   
  This tunnel gradually slopes down, and the walls and 
  floor are thick with sludge and slime which clings to 
  your boots and clothing. 
  You emerge into an octagonal chamber filled with 
  putrescent sludge. Every now and then, viscous ripples 
  break the surface as bubbles erupt from the depths. 
   
  Hiding beneath the sewage is an otyugh (CR 5; MM, 
  p 248) that attempts to ambush the characters and 
  drown them in the filth. The otyugh is half-
  submerged in the sewage, granting it half cover. 
   
   Scaling the Encounter 
  APL 3-4 
  • Otyugh: AC 13, 65 hp, +5 to hit, Init +0 
   
  APL 4-5 
  • Otyugh: AC 14, 90 hp, Init +0 
   
  APL 7-8 
  • Otyugh: AC 14, 168 hp, Init +0 
  • Alert: +5 to Initiative, can’t be surprised 
   
  APL 9-10 
  • Otyugh: AC 14, 168 hp, Init +0 
  • Alert: +5 to Initiative, can’t be surprised 
  • Magic Resistance: Advantage on saving throws against 
  spells and other magical effects. 
  Treasure 
  A character that spends 30 minutes searching the 
  sewer and succeeds on a DC 15 Intelligence 
  (Investigation) check discovers a bloated, rotting 
  corpse that the otyugh has been saving for dinner. 
  The corpse has a belt pouch containing 95 gp. 
  Area 8  
  When the party enters this room, read or 
  summarize: 
   
  The upper half of a human skeleton peeks out from the 
  dark water. Its torso clad in purple leather armor. 
   
  The floor of this room of the sewer has given-way, 
  creating a 10-foot-deep pool throughout the 
  octagonal room. Beneath the surface of the black 
  water, in the area closest to the entrance, hides a 
  gelatinous cube (CR 2; MM, p 450). It attacks 
  anything that steps into the room from the narrow 
  tunnel.  
   
  One of the wererats entered this room, fell into the 
  water, and was attacked by the gelatinous cube. 
  Needless to say, the cube won. 
  Treasure 
  Searching the pool yields 5 gp and a hand crossbow. 
  In addition, the purple leather armor is nice and 
  clean and can be removed from the skeleton.  
   
   
   
   
  
   
  19 | Scourge of the Nightingale: A Song of Revenge 
   
  Part 4. Kestrel’s Ambush 
   Estimated Duration: 60 minutes 
   
  The characters head to fulfill their end of the deal 
  with Hobart but are ambushed on the way by 
  Nightingale’s spies.  
  Kestrel’s Preparations 
  Kestrel plans her ambush at night, when most of the 
  city as asleep. However, she attacks during the day if 
  she must. 
   
  To avoid the Red Plume guards interfering with her 
  ambush, Kestrel paid several thieves to create a 
  diversion near the Arena (Area 8). A small patrol of 
  two guards remained behind and enter the combat 
  after 10 rounds.  
   
  Any merchants and townsfolk in the area run from 
  Kestrel’s ambush once combat begins. 
   
  Kestrel and her troops are intelligent. Though they 
  have devoted the lives to Nightingale’s plans, they 
  may flee the area if they suffer heavy casualties. If 
  they do, they return to Nightingale. 
  The Ambush 
  As the characters return to the Diamond in the Dung, 
  they are ambushed by Kestrel and her associates, all 
  loyal to Nightingale. Please reference DM Handout 
  #1 for the score to the music.  
   
  Read or summarize the following: 
   
  As you near the Diamond in the Dung, the sounds 
  of a precisely played lute echo off the city’s 
  buildings. From the alley along the side of the 
  tavern comes the following lyrics. 
   
  Revenge shall be had said the lady to the prince, 
  Revenge shall be had on the liars and the cheats, 
  Revenge shall be had for their dark and dirty 
  deeds, 
  Revenge shall be had for taking my life…from…me 
   
  If the adventurers spoke with Ingrid before the 
  ambush, and if she read them the note she received 
  from Nightingale, a creature succeeding on a DC 12 
  Wisdom (Insight) or Intelligence (Investigation) 
  check realizes that the lyrics sung by the lute player 
  match the words in the letter. 
   
  • 
  Kestrel is stationed at the far end of the 
  alley, playing her lute and luring the 
  adventurers toward her.  
  • 
  Along the alley, stationed atop the buildings, 
  are several hobgoblin Iron Shadows (CR 3; 
  VGtM, p 162) and other forces. They lay in 
  wait, ready to attack when the adventurers 
  have entered the alley. 
  • 
  On the other side of the main road, archers 
  (CR 3; VGtM, p 210) have made their way to 
  the top of the buildings and prepare to pick 
  off the adventurers while they battle Kestrel 
  and the other enemies. 
  • 
  Characters who are not incapacitated and 
  have a passive Wisdom (Perception) of 18 
  or higher notice figures scurrying along the 
  rooftops toward Kestrel in the alleyway (see 
  “Setting Up the Encounter” sidebar for exact 
  numbers). 
  Kestrel and Ingrid 
  If Ingrid is with the party, Kestrel taunts her: 
   
  • 
  “So, little miss has come outta hidin’ has 
  she? Miss Nightingale’ll be happy to know 
  we found ya!” 
   
  Kestrel and her associates want to capture Ingrid 
  alive for Nightingale; as such, their attacks against 
  her are non-lethal.  
   
   
   
   
   
  
   
  20 | Scourge of the Nightingale: A Song of Revenge 
   
  Death from Above 
  When the characters arrive in the alley, some of the 
  enemies leap down from the rooftops and engage in 
  melee attacks, while others attack with ranged 
  weapons or spells. The DM may choose which of the 
  enemies engage in melee attacks and which remain 
  on the rooftop.  
   
  Several hooded figures leap down from the 
  rooftops behind you. They whip down their hoods 
  with a flick of the neck, revealing their bright-red 
  skin, pointed ears, and sharp, yellow teeth.  
   
  With this, the group attacks and Kestrel fights with 
  frenzy. The group uses lethal force against the 
  characters. 
  Developments 
  The fight with Kestrel can end one of two ways: the 
  characters are killed by the assassins, or they 
  manage to fend off or kill Kestrel and her cronies. If 
  Kestrel falls, the remainder of the henchmen attempt 
  to flee. 
  Heroes Fail 
  Should the adventurers fail to defeat Kestrel, she 
  makes her way to Nightingale who then tells Kestrel 
  to return to her homeland and prepare for another 
  transfer of valuables. This may allow Kestrel to 
  appear in your ongoing campaign again. 
  Heroes Prevail 
  If the characters defeat the henchmen and subdue 
  Kestrel for questioning, Kestrel grows concerned for 
  her life and reveals that Nightingale planned to use 
  the ransom money to hire a goblinoid host; the Clan 
  of Broken Bones. She plans to use them to attack 
  settlements around the Moonsea and, eventually, to 
  attack Hillsfar. 
   
  If the characters kill Kestrel, it will be difficult to 
  uncover this information. However, Kestrel carries a 
  note, written in the same calligraphic hand as the 
  ransom note, which reads: 
   
   
  Kestrel, 
  The deal with the Clan of Broken Bones is nearly complete. 
  If these interfering picaroons learn too much, take care of it. 
  There’s too much at stake. Use whatever means necessary. 
                                                                                         N 
   
  If nothing else, this connects Kestrel to Nightingale 
  and mentions the Clan of Broken Bones. 
   
  The characters might also notice the following, 
  depending on the adventure hook used in this 
  adventure: 
   
  • 
  Kestrel’s attire matches that of the masked 
  woman they may have seen in A Song of 
  Love. 
   
  Kestrel was accompanied by hobgoblins, a strange choice of 
  ally given the racist attitude of many in Hillsfar. Sharing this 
  information with the faction representatives causes them to 
  send out search parties, looking for hobgoblins in the area 
  which may be associated with Nightingale. The search 
  successfully locates the war camp of the Clan of Broken 
  Bones, which leads to the next adventure: A Song of War. 
  Treasure 
  Kestrel carries two +2 arrows, one set of +1 studded 
  leather armor, 24 darts, 250 gp, three medium-sized 
  rubies worth 50 gp each, one set of thieves’ tools, 
  and one disguise kit. 
   
  In addition, Kestrel has a small leather pouch 
  containing two sending stones, one of which is 
  engraved with a bird symbol. This stone can be used 
  to contact Nightingale. If it is used, Nightingale 
  knows Kestrel is dead; she’s the only person who 
  uses this stone. Her reply to any message is: 
   
  “Meddlers! You’ll soon witness my wrath. Expect 
  revenge for Kestrel’s death. War is coming!” 
   
  After she sends her message, Nightingale tosses her 
  stone. Exactly where she tosses her stone is up to 
  you. You may wish to place it somewhere the 
  adventurers can find it. 
   
   
   
   
   
  
   
  21 | Scourge of the Nightingale: A Song of Revenge 
   
  Kestrel’s Sending Stone 
  The below sending stones are included in the pouch:  
  Tiger’s Eye Quartz – used to contact the thieves near the 
  Arena. 
  Engraved Bird – unique in that it and its pair can be used 3 
  times per day.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Setting up the Encounter 
  APL 3 
  • Kestrel: AC 17, 60 HP, Init +3 
  • Area A: Bard: AC 15, 30 HP, Init +2 
  • Area B: Hobgoblin Iron Shadow (1): AC 15, 22 HP, Init +3 
  • Area C: Scout AC 13, 16 HP, Init +2 
  APL 4 
  • Kestrel: AC 17, 70 HP, Init +3 
  • Area A: Bard: AC 15, 44 HP, Init +2 
  • Area B: Hobgoblin Iron Shadow (2): AC 15, 32 HP, Init +3 
  • Area C: Scout AC 13, 16 HP, Init +2 
  APL 5-6 
  • Kestrel: AC 17, 84 hp, Init +4 
  • Area A: Bard: AC 15, 44 HP, Init +2 
  • Area A: Martial Arts Adept (2) AC 16, 60 HP, Init +3 
   
  Remove additional effects from Unarmed Strike  
   
  Add Pack Tactics 
  • Area B: Hobgoblin Iron Shadow (3): AC 15, 32 HP, Init +3 
  • Area C: Archer AC 16, 75 HP, Init +4 
  • Area D: Scout AC 13, 16 HP, Init +2 
  APL 7-8 
  • Kestrel: AC 17, 115 hp, Init +4 
  • Area A: Bard: AC 15, 44 HP, Init +2 
  • Area A: Martial Arts Adept (2) AC 16, 60 HP, Init +3 
   
  Remove additional effects from Unarmed Strike  
   
  Add Pack Tactics  
  • Area B: Hobgoblin Iron Shadow (5): AC 15, 32 HP, Init +3 
   
  Remove Spellcasting  
   
  Add Pack Tactics 
  • Area C: Archer (2) AC 16, 75 HP, Init +4 
  • Area D: Scout AC 13, 27 HP, Init +2 
  APL 9-10 
  • Kestrel: AC 17, 130 hp, Init +4 
  • Area A: Bard: AC 15, 44 HP, Init +2 
  • Area A: Martial Arts Adept (3) AC 16, 60 HP, Init +3 
   
  Remove additional effects from Unarmed Strike  
   
  Add Pack Tactics 
  • Area B: Hobgoblin Iron Shadow (5): AC 15, 50 HP, Init +3 
   
  Remove Spellcasting  
   
  Add Pack Tactics 
  • Area C: Archer (2) AC 16, 75 HP, Init +4 
  • Area D: Archer (2) AC 16, 75 HP, Init +4 
   
  Pack Tactics. The creature has advantage on an attack roll 
  against a creature if at least one of its allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
   
   
   
   
  
   
  22 | Scourge of the Nightingale: A Song of Revenge 
   
  Part 5. Returning to 
  Hobart 
   Estimated Duration: 30 minutes 
  The heroes return to the Diamond in the Dung, 
  completing their mission for Hobart Taggart. 
  The Death of Hobart Taggart 
  Hobart Taggart is dead, killed by one of Kestrel’s 
  hobgoblins during the ambush. After witnessing him 
  talking with the adventurers, she relayed the 
  information to Nightingale, who ordered the ambush 
  and Hobart’s death. 
   
  If the adventurers enter the Diamond in the Dung 
  and ask for Hobart, or if they walk to his office door 
  and knock, the waitstaff state that he’s not come out 
  for some time, which is unusual unless he’s in a 
  private meeting. However, no one came to see him 
  today.  
  Hobart’s Office Door 
  The office door is locked. Continued knocking on the 
  door makes the waitstaff uneasy. They can provide a 
  key to his office if asked. The lock can be picked with 
  a successful DC 14 Dexterity check using thieves’ 
  tools. 
  Hobart’s Office 
  When the office is entered, read or summarize: 
   
  Hobart Taggart’s body sits sprawled in his chair. A 
  dagger piercing a piece of parchment rests in his 
  chest.  
   
   The parchment contains a single word – Betrayer.  
   
  In addition, the tapestry is missing. The gift was 
  taken away after Nightingale learned of Hobart’s 
  double-cross. 
  Lost Information 
  Ever prepared, Hobart left an envelope with Jasmine, 
  his tavern manager. After Hobart is found dead, 
  Jasmine produces the envelope. It contains several 
  letters from Nightingale: 
   
   
   
   
  Hobart Taggert,  
  It is a pleasure to do business with you. I thank you for the 
  information regarding the whereabouts of Devon Artis and 
  Gildus Strong. After the ransom has been gathered, I’ll send it 
  to you to clean, in case there are any marked or magical coins 
  which could be traced to me. 
  For your efforts, you may keep 200 gp. 
   
   
   
   
   
  N 
   
  Mr. Taggart,  
  Please accept this tapestry as a token of my appreciation for 
  your involvement in my affairs. I understand your dealings 
  with me may create unwanted attention. I hope these 
  appease any misgivings you may have.  
   
   
   
   
   
  N 
   
  Mr. Taggart,  
  As a thank you for your help, please be aware that an attack 
  on Hillsfar is imminent. I suggest you take to hiding once you 
  hear the sounds of battle near the city’s walls. 
   
   
   
   
   
  N 
  Treasure 
  Hobart’s Desk holds a hidden switch that opens a 
  small hatch in the floor below his desk. The switch 
  and the hatch can be found by searching the desk 
  and succeeding on a DC 14 Wisdom (Perception) 
  check. 
   
  Flipping the switch opens the floor hatch, which 
  contains 400 gp, four potions of healing, a +1 dagger, 
  and a large diamond worth 500 gp. The hatch can 
  also be opened with a successful DC 14 Strength 
  (Athletics) check. 
   
  In the event of Hobart’s death, a local thieves’ guild 
  stakes claim to the Diamond in the Dung. They 
  produce a signed document showing transfer of title 
  in the event of Hobart Taggart’s death.    
  Returning with Ingrid 
  If Ingrid returns to the Tavern with the adventurers, 
  she’s beside herself with fear when she learns of 
  Hobart’s death. She claims if they were able to get to 
  Hobart, they’ll certainly be able to get to her. She 
  feels the safest place for her is the sewers, which she 
  requests to return to. 
   
  
   
  23 | Scourge of the Nightingale: A Song of Revenge 
   
  The Red Plumes and the First Lord 
  While the characters are still in the tavern, five Red 
  Plume guards (CR 1/8; MM, p 347) approach them. 
  They’ve seen evidence of the ambush and are aware 
  that a diversion was created near the Arena.  
   
  The Red Plumes ask the adventurers for any 
  information they’ve gathered. If the adventurers 
  deny this request, the Red Plume’s suggest that they 
  speak with the First Lord of Hillsfar. This foreign 
  threat has the First Lord worried and he’s taken to 
  hiring mercenaries to help find and destroy her. 
   
  If asked about a Tiger’s Eye quartz stone, the Red 
  Plumes deny finding such a stone at the diversion. 
  However, one of the Red Plumes named Jako 
  approaches the adventurers later. Jako found and 
  pocketed the stone and requests 50 gp if they wish 
  to buy it. Jako is unaware that the stone is a magical 
  sending stone. 
  After the Adventure 
  The information is then shared with the First Lord of 
  Hillsfar, who then sends scouts out into the region to 
  look for the Clan of Broken Bones’ war camp. The 
  camp is successfully found, but the Red Plumes are 
  spread thin. This leads to the third adventure – A 
  Song of War. 
  Added Event 
  If you’d like, you may add the Uncovering the Clan 
  encounter.  
   
   
   
  
   
  24 | Scourge of the Nightingale: A Song of Revenge 
   
  Optional Encounter: Uncovering the 
  Clan 
  The First Lord and the Red Plumes believe this 
  masked villain is recruiting mercenaries from 
  outside the city to bolster her ranks. They request 
  the adventures make their way to the Arena and 
  speak with Black Blade, a hobgoblin gladiator. She’s 
  more likely to speak with adventurers than she is 
  Red Plumes guards. 
   
  Read or paraphrase the following: 
   
  You make your way across the city to the Arena. 
  This area of the city has a strange, more 
  oppressive atmosphere than the center. Gangs of 
  shady-looking humans hang around on street 
  corners, gambling at small tables, or simply 
  leering at passersby. 
   
  Eventually you find the Arena, a huge, oval-
  shaped building made of solid granite blocks, with 
  tall banners waving from the upper structure. 
  Although it is currently empty, there is still a 
  sizable crowd milling around. Some appear to be 
  selling tickets, others peddle wooden swords and 
  shields or flags bearing the names of favored 
  gladiators. 
   
  After searching around for a few minutes, you find 
  a building to the side of the Arena which acts as 
  the living quarters for the gladiators. Peering 
  through the windows, you see a handful of battle-
  scarred misfits and prisoners, including a female 
  hobgoblin with a bright blue nose who is covered 
  in tattoos. She is clearly the person you’re looking 
  for. 
   
  Black Blade is a rough individual. She has spent 
  almost two decades fighting in the Arena, most of 
  which occurred before the Great Law of Humanity 
  was revoked. She was sold into slavery by her kin, 
  and has no respect for them. Because of this, she is 
  willing to inform the characters about the Clan of 
  Broken Bones in the Desertsmouth Mountains, but 
  not before they help her out. 
  Gladiator’s Pact 
  Black Blade is scheduled for a gladiatorial bout d in 
  two days. Despite the city itself becoming more 
  racially inclusive, the prejudice has not yet abated in 
  the Arena. Because of this, the other gladiators 
  refuse to fight with Black Blade. Without allies in the 
  Arena, she will be forced to concede, which will 
  leave her without pay for at least a month, and will 
  likely incur the wrath of her ‘owner’. Although 
  slavery is now frowned upon in Hillsfar, certain 
  loopholes are effective for the purchasing, trading, 
  and ‘owning’ of gladiators. In return for her 
  information about the goblinoid host, Black Blade 
  asks the adventurers to join her in this fight. She 
  needs four able-bodied companions at her side. She 
  explains that the use of magic or magic items is 
  forbidden, and that all gladiators must battle only 
  with what is provided to them.  
   
  If the characters agree to her terms, they have two 
  days to prepare themselves for the fight. While they 
  cannot cast spells or use magic items within the 
  arena, any lasting effects from before the start of the 
  fight will not be dispelled. 
   
  Hillsfar Arena General Features 
  The Arena has the following general features. 
  Architecture. The Arena is made up of three main areas: 
  the pit, the stands, and the tunnels beneath. The stands are 
  open to the public during games, and take the form of 
  circular, tiered seating. The pit is a circular, sandy arena, 100 
  feet in diameter with 20-foot-high walls to prevent escape. 
  The tunnels are a labyrinth of subterranean passages that 
  cannot be accessed by anyone except the Red Plumes. 
  Guards. When the games are in session, the Arena is 
  patrolled by nearly a hundred Red Plume guards. Because of 
  the size of the arena, only around a dozen guards can be seen 
  at any one time. 
  Light. The Arena is unlit, but the games take place during 
  the morning and evening, providing plenty of natural bright 
  light.  
  Raucous Audience. When games are in session, the Arena 
  is always filled to capacity. The roaring, chanting, jeering 
  crowd is so loud that it makes it almost impossible even to 
  hold a conversation without shouting. Characters have 
  disadvantage on Wisdom (Perception) checks that rely on 
  hearing. Sometimes, a particularly rowdy crowd might throw 
  stones or sandals at the participants (+3 to hit, 1d4 + 1 
  bludgeoning damage). 
   
   
   
   
  
   
  25 | Scourge of the Nightingale: A Song of Revenge 
   
  The Melee 
  Before the fight, characters are stripped of all but 
  their underclothes, and are given the choice of the 
  following gladiatorial ‘equipment packs’: 
   
  • 
  Dimachaerus – two shortswords, leather 
  armor (11 + Dex AC). 
  • 
  Hoplomachus – a spear, shortsword and 
  small hoplon shield (+1 AC), a manica and 
  helmet (+2 AC). 
  • 
  Murmillo – a shortsword and large 
  scutum shield (+2 AC), a manica and 
  helmet (+2 AC). 
  • 
  Retiarius – a net, trident, dagger, and 
  leather armor (11 + Dex AC). 
  • 
  Thraex – a scimitar and small parmula 
  shield (+1 AC), a manica and helmet (+2 
  AC). 
  • 
  Velites – three javelins and a shield (+2 
  AC), leather armor (11 + Dex AC). 
   
  The characters’ items are safely stored in a vault 
  beneath the Arena, where they can be retrieved after 
  the battle. If a character dies, the items are returned 
  to their closest associates (in this case, the rest of the 
  party). 
   
  When the characters enter the Arena, read or 
  paraphrase the following: 
   
  You take your first steps out into the Arena with 
  Black Blade at your side. She is brimming with 
  confidence, despite the jeering and booing of the 
  crowd in her direction. Across the pit you see your 
  five adversaries; a grizzled, ginger dwarf wielding 
  a scimitar and dagger, a hulking goliath woman in 
  hide armor with a many-notched greataxe, a male 
  half-orc with a vicious spear and a shield 
  decorated with a bloodshot eye, a dark elf with a 
  shortsword and shield, who has a thick, white scar 
  across her face and, lumbering at the far end of 
  the pit, a four-armed, piscine humanoid with 
  beady, jet black eyes that track your every move. 
   
   
   
   
   
   
  The five gladiators that the characters must fight 
  are: each have some variant traits described in the 
  “Gladiator Traits” sidebar).  
   
  Bronzebelly (N male shield dwarf bandit captain 
  (CR 2; MM, p 344) with 75 hit points and the 
  Dwarven Resilience trait) 
   
  Bearkiller (LN female goliath berserker (CR 2; MM, 
  p 344) with the Stone’s Endurance trait) 
   
  Tusk the Gutpiercer (CE male half-orc gladiator 
  with the Relentless Endurance and Savage Attacks 
  traits) (CR 5; MM, p 346)  
   
  Urmelena ‘Shadow’ Teken’tlar (NE female drow 
  elite warrior without the Sunlight Sensitivity trait) 
  (CR 5; MM, p 128) 
   
  The Shark (LE male sahuagin baron) (CR 5; MM, p 
  264) 
   
  The characters are accompanied by Black Blade (LN 
  female hobgoblin gladiator with Martial Advantage) 
  (CR 5; MM, p 346). 
   
  Gladiator Traits 
  The gladiators of the arena have a number of racial traits that 
  make them even deadlier combatants, these traits are listed 
  below. 
  Dwarven Resilience. You have advantage on saving throws 
  against poison, and you have resistance to poison damage. 
  Martial Advantage. Once per turn, the hobgoblin can deal an 
  extra 7 (2d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the 
  hobgoblin that isn't incapacitated. 
  Relentless Endurance. When you are reduced to 0 hit points 
  but not killed outright. you can drop to 1 hit point instead. 
  You can't use this feature again until you finish a long rest. 
  Savage Attacks. When you score a critical hit with a melee 
  weapon attack, you can roll one of the weapon's damage 
  dice one additional time and add it to the extra damage of 
  the critical hit. 
  Stone’s Endurance. You can focus yourself to occasionally 
  shrug off injury. When you take damage, you can use your 
  reaction to roll a d12. Add your Constitution modifier to the 
  number rolled, and reduce the damage by that total. After 
  you use this trait, you can’t use it again until you finish a 
  short or long rest. 
   
  The opposing gladiators work as a team as often as 
  possible. The Shark and Shadow couple together, the 
  drow darting in and out against an otherwise 
  
   
  26 | Scourge of the Nightingale: A Song of Revenge 
   
  distracted foe. Bearkiller and Tusk pair up as well, 
  trying to flank an opponent whilst Bronzebelly hurls 
  his daggers at them. 
   
  After three rounds of combat, a large trapdoor in the 
  center of the Arena is opened to release a chuul (CR 
  4; MM, p 40). This beast attacks either the closest 
  creature, or the last creature that attacked it. Read or 
  paraphrase the following: 
   
  The clanking of chains fills the Arena, momentarily 
  distracting you from the attacks of your 
  gladiatorial foes. A large trapdoor swings open in 
  the center of the pit and disgorges a skittering 
  aberration; a nightmare of chitinous plates, 
  crushing claws, and rasping tentacles. 
  Immediately, the frenzied beast launches into the 
  fray. 
   
  As Black Blade only requires up to four characters to 
  assist her in the arena, which might leave some 
  characters, particularly spellcasters who might feel 
  useless, left out. However, not all is lost for the 
  watching party members. They can impact the fight 
  in numerous ways. Characters in the crowd might 
  attempt any of the following: 
   
  • 
  Cast Spells. Casting spells from the crowd 
  without drawing attention requires a DC 15 
  Dexterity (Stealth) check or Dexterity 
  (Sleight of Hand) check, depending on the 
  components required by the spell.  
  • 
  Throw Useful Items. Characters succeeding 
  on a  a character, requiring a successful DC 
  15 Dexterity (Sleight of Hand) check can 
  quietly throw useful items into the Arena.  
  • 
  Taunt a Foe. A successful DC 15 Charisma 
  (Intimidation) check against a rival 
  gladiator grants them disadvantage on their 
  next attack roll.  
  • 
  Other Class Features. Features like Bardic 
  Inspiration can be freely used, at the 
  discretion of the DM.  
   
  If characters fail these checks, they might end up 
  being chased or reprimanded by several of the 
  dozens of Red Plume guards who police the Arena. 
   
  Remember too that the characters not only need to 
  win the fight to gain the information from Black 
  Blade, but they must also keep her alive. If the party 
  seem to be dominating in the Arena, have the rival 
  gladiators or the chuul chase down and attack Black 
  Blade, forcing the characters into to use defensive 
  tactics. 
  Victory! 
  If the characters and Black Blade win, they are 
  rewarded with 500gp, to be split among the 
  participants (including Black Blade). After the fight, 
  the hobgoblin tells them amount the Clan of Broken 
  Bones. This particular goblinoid host is notoriously 
  avaricious, willing work for anyone who can pay 
  their price. Black Blade was born in this host, but her 
  blue nose marked her out as a hobgoblin of 
  potential, one that could threaten their lucrative way 
  of life. Black Blade can provide the characters with 
  the following information: 
   
  • 
  “The closest goblinoid host are the Clan of 
  Broken Bones in the Desertsmouth 
  Mountains.” 
  • 
  Black Blade can draw up a rough map of 
  which peaks to look out for when 
  searching for the host, but tells the 
  characters that the host does not disguise 
  their presence, and should be easy to find. 
  • 
  “The Warlord of the Host is called Grath of 
  the Axe, though many call him Golden 
  Grath. He is known to be a cutthroat 
  mercenary, maintaining his potentially 
  fractious host with a steady supply of 
  coin. He is also known for riding a wyvern 
  into battle.” 
  • 
  “The goblinoid host that Grath lords over 
  is made up of three hobgoblin banners, 
  half a dozen bugbear gangs, and a 
  sprawling tribe or two of highly 
  disposable goblins.” 
  • 
  “Taking on the host without an army 
  would be impossible, but an organized, 
  effective strike force might be able to take 
  out the various leaders within the host, 
  thus crippling the entire operation.” 
   
  Black Blade has no knowledge of Nightingale, but if 
  the villain is looking for allies, Black Blade would be 
  a formidable one. 
  Returning to the Red Plumes 
  After this information is relayed to the Red Plumes 
  and the First Lord, the adventurers are rewarded 
  with 50 gp each. In addition, they are asked to stay 
  near, as their services may be needed soon. 
  
   
  27 | Scourge of the Nightingale: A Song of Revenge 
   
  Rewards 
  Experience 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Wererat  
   
   
  450 
  Swarm of Rats 
   
   
  50 
  Giant Rat 
   
   
  25 
  Gelatinous Cube  
   
  450 
  Otyugh  
   
   
  1,800 
  Archer  
   
   
  700 
  Bard 
   
   
   
  450 
  Martial Arts Adept 
   
  700 
  Kestrel  
   
   
  1,800 
  Hobgoblin Iron Shadow 
   
  450 
  Scout 
   
   
   
  100 
   
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Each wererat cured 
   
   
  100 
  Each wererat returned to Hobert 
   
  500 
  Treasure 
  Treasure Awards 
  Item Name/Encounter 
   
  GP Value 
  Hobart’s Reward  
   
  250 
   
  Wererats: 
   
   
   
  Gold 
   
   
   
  54 
  Two small emeralds  
   
  50 each  
   
  Gelatinous Cube: 
  Gold 
   
   
   
  5 
  Purple Leather Armor 
   
  5 
   
   
  Otyugh: 
  Gold 
   
   
   
  80 
   
   
  Kestrel’s Ambush: 
  Gold 
   
   
   
  250 
  Three medium rubies 
   
  50 each 
  48 darts  
   
   
  1 
  Studded leather armor 
   
  22 
  Set of thieves’ tools 
   
  12 
  Disguise kit 
   
   
  12 
   
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   
  Turnip the Kitten. The kitten named Turnip has 
  found you to be quite agreeable, and she finds places 
  to hide within your armor, clothing, or backpack. 
  She’s fond of resting at the spot between the neck 
  and backpack, burrows into rolled bedrolls, sleeps in 
  the unworn hood of a cloak or anywhere else she can 
  find. She’s the runt of the litter and is very timid. 
  Though she is unable to provide you any assistance, 
  she makes for an excellent companion. 
   
  If needed, Turnip has the statistics of a cat, which 
  are found in the Monster Manual. 
   
  
   
  28 | Scourge of the Nightingale: A Song of Revenge 
   
  Appendix A. Dramatis 
  Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   
  Hobart Taggart (HO-bart TAG-ert). Owner of the 
  Diamond in the Dung tavern. A rough-looking chap 
  with tawny skin and close-cut black hair. He has a 
  broad smile which is accentuated by a scar near the 
  corner of his bottom lip that slices into his well-
  groomed beard. 
  Hobart is high up in the thieves’ guild of Hillsfar, 
  and although he doesn’t often see active service, his 
  tavern acts as a safe house for his fellow scoundrels. 
  Hobart uses profits from the tavern to pay off the 
  Red Plumes, enabling him to fence stolen goods and 
  launder money through his establishment. 
   
  Turnip (Turn-ip). A small kitten found in the 
  sewers of Hillsfar. 
   
  Ingrid (Ing-rid). A member of the thieves’ guild in 
  Hillsfar and an acquaintance of Hobart Taggart. 
  Ingrid has been cursed and is now a wererat, but 
  Hobart hopes the adventurers find her and remove 
  the curse. Ingrid has knowledge about Nightingale. 
   
  Clatter (Klat-er): A kenku tinkerer that lives in 
  the sewers of Hillsfar. She may have a magic item for 
  the adventurers if they can clear out the wererats. 
   
       Kestrel (KES-trel): One of Nightingale’s 
  associates. She’s been sent to Hillsfar to help protect 
  Nightingale’s identity and plan. Kestrel is an expert 
  lute player and may lure the adventurers into a trap 
  with her song.
  Kestrel 
  Medium humanoid (human), neutral evil 
   
  Armor Class 17 (+1 studded leather)  
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  16 (+3) 
  18 (+4) 
  Saving Throws Dex +7, Int +3, Cha +4, Wis +3 
  Skills Acrobatics +7, Athletics +3, Deception +7, 
  Perception +3, Performance +10, Sleight of Hand +7, 
  Stealth +7  
  Senses passive Perception 16 
  Languages Common, Elvish, Goblin, Thieves’ Cant 
  Challenge 5 (1,800 XP) 
   
  Cunning Action. On each of her turns, Kestrel can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
   
  Evasion. If Kestrel is subjected to an effect that allows 
  her to make a Dexterity saving throw to take only 
  half damage, she instead takes no damage if she 
  succeeds on the saving throw, and only half damage 
  if she fails. 
   
  Lute Expert. Kestrel is an expert lute player and has a 
  advantage on Charisma (Performance) checks when 
  performing with a lute.  
   
  Sneak Attack (1/Turn). Kestrel deals an extra 14 (4d6) 
  damage when she hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally that isn’t 
  incapacitated and Kestrel doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. Kestrel makes three attacks with her 
  rapier. 
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
  Reactions 
  Uncanny Dodge. Kestrel halves the damage that she 
  takes from an attack the hits her. She must be able to 
  see the attacker. 
   
   
  
   
  29 | Scourge of the Nightingale: A Song of Revenge 
   
  Nightingale (Lorelai Song) 
  Medium humanoid (human), chaotic neutral  
   
  Armor Class 18 (+3 leather armor)  
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  20 (+5) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
  Saving Throws Str +5, Dex +9, Con +8 Cha +7 
  Skills Acrobatics +9, Deception +8, Intimidation +8 
  Persuasion +8 
  Senses passive Perception 15 
  Languages Common, Elvish, Goblin, Hobgoblin, Orc 
  Challenge 12 (8,400 XP) 
   
  Cunning Action. On each of her turns, Nightingale can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action. 
   
  Enchanting Presence. Any non-undead creature that 
  starts its turn within 60 feet of Nightingale must make 
  a DC 16 Wisdom saving throw. On a failed save, the 
  creature becomes charmed by Nightingale for 1 
  minute. On a successful save, the creature becomes 
  immune to any Enchanting Presence for 24 hours. 
  Whenever Nightingale deals damage to the charmed 
  creature, the creature can repeat the saving throw, 
  ending the effect on itself on a success. 
   
  Indomitable (3/Day). Nightingale can reroll a saving 
  throw she fails. She must use the new roll. 
   
  Innate Spellcasting. Nightingale’s innate spellcasting 
  ability is Charisma (spell save DC 16). She can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: charm person, Tasha’s hideous laughter, vicious 
  mockery (3d4 damage*) 
  3/day each: confusion, dissonant whispers, suggestion 
  1/day each: dispel magic, Otto’s irresistible dance 
   
  Magic Resistance. Nightingale has advantage on saving 
  throws against spells and other magical effects. 
   
  Flight of the Dove (Recharge 4 - 6). As a bonus action, 
  Nightingale can teleport up to 30 feet to an unoccupied 
  space she can see. To do so, she must be able to 
  whistle. 
  Actions 
  Multiattack. Nightingale makes two melee attacks. She 
  can cast one spell in place of one of these attacks. 
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 
  9 (1d8 + 5) piercing damage 
  Longbow. Ranged Weapon Attack: +9 to hit, range 
  150/600 ft., one target. Hit: 9 (1d8 + 5) piercing 
  damage 
  Unarmed Strike. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning 
  damage. If the target is a creature, Nightingale can 
  choose one of the following additional effects: 
  • 
  The target must succeed on a DC 13 Dexterity 
  saving throw or be knocked prone. 
  • 
  The target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  adept’s next turn. 
  Reactions 
  Parry. Nightingale adds 2 to her AC against one melee 
  attack that would hit her. To do so, she must see the 
  attacker and be wielding a melee weapon.  
   
   
   
   
  
   
  30 | Scourge of the Nightingale: A Song of Revenge 
   
  Nightingale’s Magic Items 
  Mask of the Nightingale 
  Wondrous item, rare (requires attunement by a bard) 
  While wearing this mask, you learn the vicious mockery 
  cantrip, if you didn’t already know it, and deal an additional 
  1d4 psychic damage to a target that fails on its saving throw 
  against the spell. In addition, the mask also has the following 
  property:  
  Mass Vicious Mockery (3/Day). When you cast the vicious 
  mockery cantrip, you can choose to also target each creature 
  in a 20-foot cube originating from you.   
   
  Lyric 
  Weapon (rapier), very rare (requires attunement by a bard) 
  The blade of this rapier whistles as it moves through the air. 
  You gain a +2 bonus to attack and damage rolls made with 
  this magical weapon, which deals an additional 1d6 thunder 
  damage on a successful hit. 
   
  Brass Lute 
  Wondrous item, uncommon (requires attunement) 
  A creature that attempts to play the instrument without 
  being attuned to it must succeed on a DC 15 Wisdom saving 
  throw or take 2d4 psychic damage. 
  You can use an action to play the instrument and cast one of 
  its spells:  
  Hypnotic pattern 
  Shatter (5th level version; 5d8 damage) 
  Thunderwave (3rd level version; 4d8 damage) 
  Once the instrument has been used to cast one of the above 
  spells, it can’t be used to cast that spell again until the next 
  dawn. The spells use your spellcasting ability and spell save 
  DC. 
  In addition, you can play the instrument while casting a spell 
  that causes any of its targets to be charmed on a failed saving 
  throw. If you do so, the target has disadvantage on the save. 
  This effect applies only if the spell has a somatic or a material 
  component. 
   
   
   
   
   
  Ring of Shielding 
  Ring, rare (requires attunement) 
  A platinum ring fashioned in the shape of an exotic bird’s 
  head, with silver and gold overlay used to create the feathers 
  and beak. When activated, the ring’s small ruby eyes pulse a 
  bright red for five seconds. 
  This ring has 4 charges. While attuned to it, as a reaction you 
  can expend 1 charge to cast the shield spell. The ring regains 
  1d4 expended charges daily at dawn.  
   
   
  
   
  31 | Scourge of the Nightingale: A Song of Revenge 
   
  Appendix B. Sewer Map 
   
   
   
  
   
  32 | Scourge of the Nightingale: A Song of Revenge 
   
  Appendix. Sewer Map 
  Section 2 
   
   
   
  
   
  33 | Scourge of the Nightingale: A Song of Revenge 
   
  Appendix. Ambush Map  
   
  
   
  34 | Scourge of the Nightingale: A Song of Revenge 
   
  DM Handout #1 
   
   
  
   
  35 | Scourge of the Nightingale: A Song of Revenge 
   
  Player Handout #1. Notice 
  Letter 
   
  Your service is needed yet again. Included with 
  this notice is a letter, painstakingly copied by our 
  expert scribe to resemble the original. Take these to 
  Hillsfar and locate one Hobart Taggart – a tavern 
  owner implicated in the letter to having ties to a 
  mysterious Moonsea villain calling herself ‘N.’ 
   
  Find out what Mr. Taggart knows about the letter, 
  the mysterious N signature, and what, if any, 
  additional motives N may have. A reward of 200 gp 
  awaits you if you are successful. 
   
   
   
  Attached is a replica of the original letter, 
  fantastically written using calligraphy. 
   
  Grouse – after receiving the ransom, take it to 
  Hillsfar and meet with Hobart Taggart – the owner of 
  the Diamond in the Dung. He’ll know what to do with 
  the gold. 
    
  Then return to me. We have much to plan. 
    
   
   
   
   
  N
  Player Handout #2. 
  Ingrid’s Letter 
   
  Revenge for your Dark and Dirty Deeds… 
   
   
   
   
   
   
  N 
   
   
   
   
  
   
  36 | Scourge of the Nightingale: A Song of Revenge 
   
  Player Handout #3.  
  Clatter’s Wand of Wonders 
   
  Created by a kenku tinkerer named Clatter who 
  lives in the sewers of Hillsfar. Clatter scavenges the 
  sewers and trash heaps in the city, searching for odds  
  and ends which she can use to make her creations. 
  Somehow, Clatter found a few magical shards, pieced 
  them together, and created this wand. 
   
   
   
   
   
   
   
  Clatter’s Wand of Wonders 
  Wand, rare (requires attunement by a spellcaster) 
   
  This wand has 7 charges. While holding it, you can use an 
  action to expend 1 of its charges and choose a target within 
  120 feet of you. The target can be a creature, an object, or a 
  point in space. Roll a d10 and consult the following table to 
  discover what happens. 
   
  If the effect causes you to cast a spell from the wand, the 
  spell's save DC is 15. If the spell normally has a range 
  expressed in feet, its range becomes 120 feet if it isn't 
  already. If an effect covers an area, you must center the spell 
  on and include the target. If an effect has multiple possible 
  subjects, the GM randomly determines which ones are 
  affected.  
   
  The wand regains 1d6 + 1 expended charges daily at dawn. If 
  you expend the wand's last charge, roll a d20. On a 1, the 
  wand crumbles into dust and is destroyed. 
   
  d10 Result: 
    1 – you cast the pyrotechnics spell (available in Xanathar’s 
  Guide to Everything). 
    2 – the end of the wand fizzles and pops with sparks, but 
  nothing else happens. 
    3 – you cast the magic missile spell at 3rd level. 
    4 – the wand backfires. Make a DC 15 Constitution saving 
  throw. On a failure, you take 2d6 fire damage and drop the 
  wand. On a successful save, you take half damage and do not 
  drop the wand.  
    5 – you cast the fireball spell at 4th level. 
    6 – the wand emits a blinding flash that extends from its end 
  in a 30-foot radius. You and each creature in the area that 
  can see must succeed on a DC 15 Constitution saving throw 
  or be blinded for 1 minute. 
    7 – the wand transforms you and your belongings into a fire 
  elemental for 2d4 minutes. If you are reduced to 0 hit points 
  in this form, you revert to your normal form and are dying.  
    8 – the wand transforms into a flame tongue shortsword 
  which you can wield for 1d4 minutes. Use your spellcasting 
  ability for the attack and damage rolls.  
    9 – the wand casts the fireball spell, centered on you. 
    10 – you, your belongings, and the wand become a lava-like 
  ooze for 1d4 hours. Your statistics are that of a gray ooze 
  with the following changes: 
       Your speed is 10 ft. and you cannot climb. 
       Your Corrode Metal ability remains but is renamed to Melt 
  Metal. 
       Your attacks deal fire damage instead of acid damage. 
  This effect can be reversed by the remove curse or greater 
  restoration spells. 
   
   
  
   
  37 | Scourge of the Nightingale: A Song of Revenge 
   
  Looking for more thrilling adventure? 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Scourge of the Nightingale - Pt. 2 A Song of Revenge.pdf