TEXT: 1
  
  2
  Credits
  Narrative Design: Collette Quach, Colin 
  Valkenet, Luciella Elisabeth Scarlett, Steve 
  Orr
  Cover Art: Joseph Weide
  Original Interior Art: Amelia Ng, Apollo 
  Spiva, Steve “Jaspor” Orr, Timothy McCown 
  Reynolds 
  Cartography: Brenden Sparks, Fernando 
  Salvaterra, Joseph Weide
  Editing: Erik Scott de Bie
  Layout: Cat Evans, Alicia Furness
  Production: Alicia Furness & Cat Evans
  Team Leads: Liz Gist (Art), Alison Huang 
  (Community Management), R.P. Davis 
  (Editing), Cat Evans (Layout)
  Special Thanks: The ENTIRE Eat the Rich 
  community, who’ve stuck with us through 
  thick and thin. Everybody who bought Volume 
  1 and proved to us that people really do 
  want adventures like these! 
  Additional Interior Art: Adobe Stock, 
  Pixabay (used under CC0 licence) 
  All original material in this work is 
  copyright 2020 by its respective authors and 
  artists.
  ProduCers’ Notes
  WE’RE BACK, COMRADES! Eat the Rich started 
  life as a set of 4 adventure anthologies to 
  be sold... elsewhere. We got Volume 1 out, 
  it rocketed to #1 on the site’s bestseller 
  list (not for long, admittedly), and then it 
  was decided that we were too political and 
  too controversial. It’s been a long journey 
  to find a home and a new format for the rest 
  of our kickass adventures but WE’RE HERE! 
  We’ll be bringing you a set of 3-5 
  adventures with strong anticapitalist themes 
  every month until... well, until we run out 
  of adventures, probably. It’d be nice if 
  you liked them. We hope you do. We hope you 
  run them, too. But if you don’t... the real 
  plutovorian banquet was the friends we made 
  along the way. Or something. 
  -- Cat Evans
  If you had asked me in November, I would not 
  have expected to be here, writing this note 
  now, under these circumstances. This project 
  has been a wild ride, let me tell you. Who 
  knew that the word anti-capitalist was TOO 
  SPICY for a certain platform?
  Now that we have had time to adjust our 
  thinking, I am excited about the new format 
  of Eat the Rich. What’s more anti-capitalist 
  than a low-cost, profit-sharing, zine?
  We are kicking off the new format with, I 
  think, an important and appropriately timed 
  theme: Revolution. The world is one fire, 
  and people are pushing back. Good. Burn the 
  old world to the ground, and let’s build 
  our post-capitalist, inclusive, and anti-
  establishment dream world! The contributors 
  in this issue are doing just that, and 
  we are doing it as a diverse group, with 
  different experiences and perspectives that 
  come together to make the world better. No 
  fascists or racists allowed though. 
  I hope you enjoy the hopeful note we are 
  starting off on here. Remember that a better 
  world is possible, and it starts with eating 
  the rich. 
  In solidarity, 
  -- Alicia Furness
  
  3
  table of CoNteNts
  aNarChy Mode bread heist 
  7
  a MiNer requieM 
  21
  aidiNg the iNsurreCtioN 
  33
  MooNCake revolutioN 
  45
  
  How To Use This Zine
  You can run all of the 
  adventures Eat the Rich 
  using only the 5e SRD. If 
  statistics aren’t shown in the 
  adventure, you can find them at 
  https://5thsrd.org/ 
  New creatures, items, and maps 
  are provided at the end of each 
  adventure.
  Now go forth and set the world 
  to rights.
  These adventures 
  contain READ OUT 
  TEXT (in orange 
  boxes) and 
  SIDEBARS (red 
  boxes), for the 
  DM’s info only 
  
  revolution
  
  6
  Amelia Ng
  
  7
  Anarchy Mode 
  Bread heist
  Level 1
  Luciella Elisabeth Scarlett
  Luciella Elisabeth Scarlett (she/they) is an aromantic and asexual writer 
  and illustrator based in Naarm (Melbourne, Australia) who obnoxiously 
  publishes under a name the length of an entire alphabet. She is best 
  known for 5E modules such as Yeryl’s Super Happy Fun Murder Dungeon and 
  as a contributor to the ENnie nominated Uncaged Anthology.
  Luciella currently writes a mixture of cheerfully nonsensical comedy, 
  dismal horror and platonic takes on trashy romance tropes, fuelled mostly 
  by spite and coffee. Every day she becomes queerer. You can follow 
  Luciella on Twitter @luciellaes or at https://luciellaes.itch.io/.
  A DM-less heist mission in which the 
  party play as former servants of a 
  nobleman who have decided to steal a 
  chunk of his vast fortune.
  This adventure is optimized for 
  a party of four to six 1st-level 
  characters.
  adveNture baCkgrouNd
  Y
  ou and your companions have 
  worked for Luther Caldwell 
  for several years before the 
  fateful day that you dared band 
  together to seek a wage increase 
  and were shamefully thrown out onto 
  the streets. New servants work in 
  the mansion now: some of them are 
  flesh and blood like you, while 
  others are metal constructs, built 
  by priests of Gond to need neither 
  wages nor food nor a maximum eight-
  hour working day. Months have 
  passed since then as you struggled 
  to find new employment, some with 
  more luck than others, while the 
  thought of Luther’s vast riches 
  never quite left your mind. Even 
  a small fraction of that wealth 
  would have the power to change 
  your entire life. With a slightly 
  larger fraction, you could eradicate 
  poverty in the city. And, if a thief 
  was particularly stealthy, you doubt 
  your former master would even notice 
  anything missing...
  adveNture suMMary
  T
  he goal of the adventure is 
  to steal treasure from the 
  nobleman Luther Caldwell. All 
  party members are familiar with the 
  mansion and have conducted some 
  research into its current state, 
  though they cannot accurately 
  predict every detail of who or 
  what they may encounter inside. To 
  reflect these facts, players may 
  view both the map and the entirety 
  
  8
  of the adventure content, but must 
  discover additional elements through 
  improvisation and random rolls. 
  Print or draw a copy of the map and 
  share it with all players at the 
  table.
  Since the adventure runs without 
  a Dungeon Master, the following 
  additional rules apply:
  • 
  Establishing Truths. At certain 
  times in the game, players will be 
  prompted to ask each other questions 
  (or can do so at will). The answers 
  to these questions become truths 
  about their characters or the game 
  world.
  • 
  Passing the Baton. Players 
  take it in turns to have their 
  character lead the way into each 
  room. Whichever character is in 
  charge is the “baton holder”. Choose 
  an item to act as a marker. You can 
  collectively decide whether to pass 
  the baton clockwise or to designate 
  particular areas to particular 
  characters based on their abilities 
  or interests. The important thing is 
  that everyone has a chance to hold 
  the baton if they wish to do so. 
  Note: While it may seem logical to 
  have the party “face” or “leader” 
  hold the baton all or most of the 
  time, passing it around will create 
  better story and a more varied 
  experience.
  • 
  Player Roles. The baton-holder 
  reads/paraphrases any boxed text, 
  asks any suggested questions, and 
  narrates any favorable rolls. The 
  person to the right of the baton-
  holder manages any encounters and 
  acts on behalf of Luther Caldwell. 
  Both also play as their respective 
  characters, and can provide 
  suggestions to other players on how 
  to proceed. If you ally with new 
  characters along the way, discuss 
  and agree who will play each.
  • 
  Encounters. Some areas have 
  suggested random encounter rolls, 
  though these can be ignored or 
  changed if you think it’ll result 
  in a better story. The person to 
  the right of the baton holder (or 
  any other player) can also suggest 
  consequences for noisy actions, such 
  as rolling for surrounding rooms.
  • 
  Safety and Consent. Use 
  any safety tools you feel most 
  comfortable with, such as an X-card 
  or pause button at minimum. In 
  addition, the following phrases 
  can be used to facilitate power-
  sharing and ensure that everyone can 
  participate:
  • 
  It looks like Poochie has 
  something to say. Do you? Use this 
  phrase if you notice that one player 
  is being talked over or has not 
  spoken for a while.
  • 
  Shut it, “Steve”. Used when 
  “the Steve” keeps talking over 
  marginalized voices (such as women 
  and minorities) at the table. 
  “The Steve” (or “the Karen”, if 
  preferred) is a fictional character, 
  not to be confused with any real 
  life Steves at the table (unless the 
  shoe fits).
  • 
  Skipety-doo-dah. Used by 
  players who feel uncomfortable in 
  the limelight and wish for someone 
  else to step in.
  • 
  This is democracy manifest. 
  Time for a vote. This is a good 
  method of resolving disputes. If 
  the result is tied, remove the vote 
  of whoever called for the vote to 
  determine the result.
  • 
  Halt, peasants! Used to pause 
  the game for an out-of-character 
  discussion.
  
  9
  The adventure consists of three 
  parts:
  • 
  Setup. The characters establish 
  their backgrounds and plan the 
  heist.
  • 
  Heist. The party makes its way 
  into the mansion and heads towards 
  the vault.
  • 
  Conclusion. The party either 
  completes the heist, are defeated or 
  are forced to flee.
  Part 1: setuP
  P
  lan for this session like you 
  do any other game, but allow 
  for a collaborative building 
  process that will take place once 
  everyone has gathered. Particularly, 
  you should take turns introducing 
  your character by answering as 
  many of the questions listed under 
  “Hooks” as you wish.
  Character Creation
  F
  or this adventure, all player 
  characters are former servants. 
  Since your departure from the 
  mansion, you have each gathered 
  equipment or trained in your own 
  way, but you remain short on both 
  funding and connections within 
  the city. Create your characters 
  with this limitation in mind; for 
  example, characters should have only 
  basic equipment and no more than 2 
  gp.
  Hooks
  E
  stablish your character’s 
  background by answering 
  the following questions and 
  discussing them with the other 
  players. Go around the table and 
  have each player answer some of 
  these for their character, while the 
  others can be kept secret initially:
  • 
  What was your job in the 
  mansion?
  • 
  Who do you know outside of the 
  mansion, and what do they know of 
  your plans?
  • 
  How did you learn how to 
  fight, and where did you get your 
  equipment?
  • 
  What is your greatest grudge 
  against your former master?
  • 
  Of all of Luther Caldwell’s 
  treasures and expenses, which do you 
  find most insulting?
  • 
  Why do you fear Luther 
  Caldwell, and have you told any of 
  your companions?
  • 
  Why did you decide to join the 
  heist?
  Once complete, ask the others if 
  anyone has any further questions for 
  you. Your answers to those questions 
  become truths.
  
  10
  The Plan
  Once everyone has spoken, discuss 
  your plans for the heist. (See the 
  “What You Know” sidebar.) Decide on 
  the following:
  • 
  Which path will you take?
  • 
  When will you approach the 
  manor?
  • 
  What preparations have you 
  made?
  • 
  How will you pass the baton, 
  and who will take it first?
  • 
  Do you have a Plan B if things 
  turn sour?
  At the end of this discussion, you 
  should have a pretty good sense of 
  at least how your infiltration will 
  start. You don’t need to plan every 
  detail because you’ll be able to 
  improvise as you go, and of course 
  things will go sideways.
  What you kNoW
  If you want to avoid an encounter 
  with your former master, your best 
  chance is the middle of the day, 
  when he is normally out conducting 
  business or visiting other nobles. 
  If you’d prefer to confront him 
  directly, a nighttime visit is the 
  better option. The Watch will be 
  suspicious of your presence at any 
  time, day or night, though it would 
  be easiest to slip away in the 
  darkness.
  You are familiar with your target 
  and his house. All characters have 
  advantage on Dexterity (Stealth) and 
  Intelligence (Investigation) checks 
  inside Caldwell Manor. Though you 
  don’t know exactly where they’ll be 
  found, you know that Luther Caldwell 
  protects his home with the following 
  things:
  • 
  Traps. Traps are placed at the 
  edges of the manor and close to any 
  valuables. Your former master may 
  well have moved, changed, or added 
  to those traps in your absence.
  • 
  Locks. Inside the manor, most 
  doors are unlocked, though several 
  can be barred or barricaded from 
  inside. The outside gates and doors 
  have locks.
  • 
  Workerbots. These metal 
  constructs (see Appendix A) were 
  built at the temple of the god 
  of artificers. They follow Luther 
  Caldwell’s orders exactly and can’t 
  be reasoned with. They’re dangerous 
  in combat, but you’ve noticed that 
  they move differently when it rains.
  • 
  Servants. Living servants 
  (commoner) are rare in the Caldwell 
  Manor these days, but a few do 
  remain. Some are loyal to their 
  master, while others are rebellious. 
  Some can be persuaded to join your 
  side, or at least to turn a blind 
  eye to your passage. None are 
  permitted to carry weapons, except 
  for any objects lying nearby.
  • 
  Luther Caldwell. Luther (noble) 
  does not fight unless cornered, and 
  then, he prefers to lead the PCs 
  into a fight with his workerbots 
  while he escapes.
  • 
  Honored Guests. Luther is 
  currently hosting a noble or 
  merchant (noble, or choose alternate 
  stats if desired) with whom he is 
  conducting business. You may or 
  may not know this person’s name or 
  identity.
  • 
  The Watch. Members of the Watch 
  (guard) do not normally interfere 
  with the affairs of the nobility, 
  but they may be called to act in 
  extraordinary circumstances.
  
  11
  What you doN’t kNoW
  Along the way, you may face either 
  random encounters or improvised 
  elements. If there are a set of 
  suggested questions to establish 
  truths, the baton holder asks these 
  of any player(s) of their choice 
  (or choose randomly with a die). If 
  there is an encounter table, roll 
  once on your first arrival, and roll 
  a second time if you spend more 
  than ten minutes in the area.
  The person to the right of the 
  baton holder adds complications 
  and manages encounters. Use the 
  following guidelines to ensure an 
  interesting but not overly deadly 
  challenge:
  • 
  Challenge Rating: 1 CR 1/8 
  creature per 1 player character 
  -OR- 1 CR 1/2 creature per 2 player 
  characters -OR- 1 CR 1 creature per 
  4 player characters.
  • 
  Skill Check Difficulty: DC 10 for 
  a moderate challenge, DC 15 for a 
  hard challenge.
  • 
  Damage: 1d8 for a moderate 
  trap/effect, 2d8 for a dangerous 
  trap/effect.
  If you are not sure how to proceed 
  with an encounter, ask the other 
  players for help.
  Part 2: eNteriNg the 
  CaldWell MaNor
  D
  ecide on the first baton holder, 
  and narrate as follows:
  Caldwell Manor looms behind a 
  tall iron fence topped with wicked 
  spikes. The main entrance is an 
  ornate archway flanked by a pair 
  of unmoving metal guardians. The 
  servants’ entrance is a smaller 
  affair off to the side, easily missed 
  if you did not know where to look. 
  A thick padlock holds the humble 
  gateway closed.
  Front Gate. Two workerbots guard the 
  front gate. They do not move from 
  their positions except to defend 
  against any who try to force their 
  way through, then return to their 
  places once any would-be intruders 
  are incapacitated or out of sight.
  Servant’s Entrance. The padlock is 
  equipped with a magical trap that 
  deals 1d10 lightning damage to 
  any creature within 5 feet (DC 12 
  Dexterity save for half damage) if 
  any object other than a servant’s 
  key is inserted into the lock. The 
  trap rearms after 1 minute. The lock 
  can be opened with a DC 12 Dexterity 
  (Thieves’ Tools) check or broken 
  with a DC 20 Strength (Athletics) 
  check, though either method sets off 
  the trap if it is armed.
  Fence. The fence requires a 
  successful DC 12 Strength 
  (Athletics) check to climb. 
  Characters that fail by more than 5 
  points take 1d4 piercing damage from 
  the spikes.
  
  12
  1. Gardens
  The roses are in full bloom, while 
  the calm blue and purple wisteria 
  petals are just beginning to fall 
  from the trellises. Carefully 
  trimmed hedges demarcate the rest of 
  the space. Even now, you spot a few 
  constructs roaming the gardens with 
  shears in lustrous hands.
  Main Door. The door to Area 2 
  is guarded by two workerbots 
  (programmed like the ones at the 
  front gate) and is locked. Opening 
  the door requires either a DC 12 
  Dexterity (Thieves’ Tools) check to 
  open the lock or a DC 20 Strength 
  (Athletics) check to force the 
  door. The latter has a 50% chance 
  of attracting the attention of 1d4 
  servants and any nearby constructs.
  Kitchen Door. The door to Area 9 is 
  unlocked and unguarded.
  Cellar. The door to the cellar has a 
  rusty padlock, which can be picked 
  with a DC10 Dexterity (Thieves 
  Tools) check or broken (AC 10, 2 hit 
  points). 
  Treasures. The cellar holds high-
  quality foodstuffs in rat-proof 
  containers, as well as Luther 
  Caldwell’s prized wine collection. 
  The wines range in value from 10 to 
  150 gp per bottle.
  Windows. Each room at the perimeter 
  of the mansion except for the 
  kitchens and servants’ wing is 
  appointed with extravagant glass 
  windows. If you choose to break 
  one, there is a 1 in 2 chance of 
  attracting the attention of 1d4 
  workerbots and any nearby servants.
  Walls. The mansion walls are tall, 
  smooth, and unclimbable except by 
  magical means. The second floor is 
  more than 20 feet above ground, 
  and can’t be reached even with a 
  grappling hook (there’s nothing for 
  the hook to latch onto), though it 
  may be possible to attach a rope and 
  climb down from inside a room high 
  up.
  Lavatory. A 1-foot square chute can 
  be opened from outside to remove 
  night soil. The lavatory has not 
  been cleaned since its last use.
  Encounters
  D100
  Result
  1-40
  Your path is clear.
  41-60
  There are traps hidden 
  in the grass.
  61-80
  2 workerbots are 
  trimming the hedges.
  81-90
  Someone is watching from 
  the window.
  91-00
  A servant is wandering 
  the gardens. They seem 
  troubled.
  
  13
  2. Entrance Hall
  The entrance hall is a long, wide 
  passage flanked by grand portraits of 
  Caldwells past and present. Their 
  cold, painted eyes gaze down on you 
  and judge your passage.
  Doors. The hall connects to the 
  parlour (Area 3) on the left and the 
  tearoom (Area 4) and trophy room 
  (Area 5) on the right. All doors 
  are open. At the end of the hall is 
  a pair of beautiful stained-glass 
  double doors leading to the foyer 
  (Area 6). These doors are closed but 
  unlocked.
  Establishing Truths
  • 
  Whose portrait catches your 
  eye, and why?
  • 
  Something has changed since you 
  were last here. Why does it worry 
  you?
  Encounters
  D100
  Result
  1-40
  The place holds nothing 
  but a faint sense of 
  unease.
  41-60
  A treasure is hidden 
  here. What memory does it 
  invoke?
  61-90
  Someone or something 
  stalks the party from the 
  shadows. Are they friend 
  or foe?
  91-00
  The hall holds a trap you 
  were not aware of. How do 
  you escape? 
  3. Parlour
  Soft lounges are scattered around 
  the space. A gorgeous black and 
  white piano sits on a dais opposite 
  the fireplace, clean and clear from 
  any dust, though you know full 
  well that your former master never 
  deigned to take lessons. Of more 
  interest is the whiskey cabinet, 
  filled with expensive liquors 
  and topped with a set of silver 
  ornaments.
  Treasures. Both the whiskey and the 
  ornaments appear valuable. There are 
  also a few valuable ornaments on the 
  mantelpiece.
  Piano. The instrument is beautiful, 
  but playing it now is sure to draw 
  attention.
  Doors. Open doors connect the 
  parlour with the hall and foyer.
  Encounters
  D100
  Daytime
  Nighttime
  1-40
  There is no one in the room.
  41-70
  There is no 
  one in the 
  room.
  A workerbot 
  is cleaning 
  the parlour.
  71-90
  A servant is 
  gazing at the 
  mantelpiece.
  A servant 
  runs their 
  hands 
  silently over 
  the piano 
  keys.
  91-00
  Luther Caldwell is 
  entertaining a guest.
  
  14
  4. Tearoom
  A round table sits at the centre of 
  the tearoom, offering the mirage of 
  equality between Luther Caldwell and 
  his guests. You were never permitted 
  to sit in such a place, of course.
  Doors. Area 4 connects to Areas 2 
  and 5.
  Encounters
  During tea time, Luther Caldwell is 
  attended to by two constructs and 
  one servant, with a 1 in 10 chance 
  of a guest. At other times, there 
  is a 1 in 10 chance of encountering 
  a servant (during the daytime) or 
  workerbot (at night).
  5. Trophy Room
  The walls are covered with the 
  stuffed heads of animals Luther 
  Caldwell did not hunt and with 
  cabinets of awards that Luther 
  Caldwell did not fairly earn. Two 
  constructs stand at attention, 
  protecting this gaudy parade of 
  vanity.
  Doors. Area 5 connects to Areas 2, 
  4, and 6.
  Guards. Two workerbots guard the 
  trophy room.
  Treasures. Many of the medals 
  are made of good quality gold 
  and silver, though it would be 
  difficult to find a buyer. The entire 
  collection is worth 50 gp just for 
  the metal.
  Traps. Each character who touches 
  the display has a 4 in 10 chance of 
  triggering a trap.
  6. Foyer
  The foyer is lit with floating golden 
  driftglobes. A glamorous, carpeted 
  staircase fans out toward the first 
  floor and splits in two as it climbs 
  to the second. Beneath the stairs 
  and off to the sides, you spot doors 
  leading off to the lavatory, kitchens 
  and servants’ quarters. At the top 
  of the stairs, past the balcony, you 
  see hints of framed artworks and the 
  doors to the dining hall.
  Doors. Closed doors on the first floor 
  lead to Areas 2, 3, 5, 7 and 8. The 
  lavatory door can be barred from 
  inside. Upstairs, open doors lead to 
  Area 10.
  Encounters
  D100
  Daytime
  Nighttime
  1-60
  The foyer 
  is empty.
  The foyer 
  is empty.
  61-80
  The foyer 
  is empty.
  A workerbot 
  is sweeping 
  the floor.
  81-90
  A servant 
  is dusting 
  the 
  artworks.
  A servant 
  is 
  returning 
  from the 
  lavatory.
  91-00
  Luther 
  Caldwell is 
  ascending 
  the stairs.
  The foyer 
  is empty. 
  
  15
  7. Lavatory
  The lavatory of the Caldwell manor 
  is enchanted to smell of roses. 
  Beneath that benign scent, you note 
  that the privy hasn’t been emptied 
  since its last use.
  Establishing Truths
  • 
  What kind of roses does the 
  enchanted smell in the lavatory 
  remind you of?
  • 
  There are actually two 
  lavatories, but one is marked “out-
  of-order”. Why might that be?
  • 
  Do you have the time to waste 
  here?
  8. Servants’ Quarters and 
  Laundry
  By far the least glamorous part 
  of the Caldwell Manor, an old and 
  undecorated hallway opens to a set 
  of small chambers: your former home. 
  The hallway opens to the laundry 
  on one end and the kitchen on the 
  other, allowing easy access to a 
  servant’s duties.
  Laundry. The laundry is open access, 
  with no doors. It smells of soap and 
  bleach.
  Doors. This area connects to Areas 
  6 and 9. The doors to individual 
  chambers can be barred from the 
  inside but are otherwise unlocked.
  Establishing Truths
  Which chamber did you live in? Do 
  you miss it now?
  Who do you know who still works in 
  the manor? How do you feel about 
  them now?
  You find a small item you left behind 
  when you were forced out. What is 
  it, and why is it important to you?
  Encounters
  Daytime. Two workerbots are in the 
  laundry.
  Nighttime. Eight servants are in 
  their chambers.
  9. Kitchen
  A wave of familiar scents welcomes 
  you to Caldwell Manor’s kitchens. 
  The place was once home to a whole 
  host of servants throughout much of 
  the day and night, but now seems 
  sadly quiet.
  Doors. Unlocked doors lead to Areas 
  2, 6, and 8.
  Dumbwaiter. A dumbwaiter connects 
  the dining hall and the kitchen. It 
  is 2 by 2 feet and cannot carry more 
  than 10 pounds of weight.
  Supplies. The kitchen is full of 
  meats, cheeses, and strings of 
  garlic, chilis, and herbs, as well 
  as various sharp knives and heavy 
  cooking implements.
  Encounters
  At any time from early morning to 
  late night, 1d4 servants are in the 
  kitchen preparing the next meal. 
  They are badly understaffed, and 
  struggle to serve Luther Caldwell’s 
  demanding tastes. At night, any 
  smoke or loud noises draws fearful 
  servants from their quarters to the 
  kitchen.
  
  16
  10. Dining Hall
  A grand mahogany table stretches out 
  before you, festooned with an ornate 
  silver centrepiece and surrounded 
  by finely-crafted chairs with plush, 
  burgundy cushions.
  Doors. Unlocked doors lead to Areas 
  2, 5, and 7.
  Dumbwaiter. A dumbwaiter connects 
  the dining hall and the kitchen. It 
  is 2x2 feet and cannot carry more 
  than 10 pounds of weight.
  Encounters
  During meal time, Luther Caldwell 
  is attended by two workerbots and 
  one servant, with a 1 in 10 chance 
  of a guest. At other times, there 
  is a 1 in 10 chance of encountering 
  a servant (during the daytime) or 
  workerbot (at night) in this room.
  11. Guest Bedrooms
  A luxurious four-poster bed 
  dominates each space, draped with 
  delicate white lace. A few smaller 
  chairs and several chests of drawers 
  stand to the side.
  Doors. There are a pair of adjoining 
  doors between the guest bedrooms 
  which can be locked from either 
  side.
  Establishing Truths
  • 
  What can you see on the 
  dresser?
  • 
  Have you ever wanted to jump on 
  the bed?
  • 
  Who was the last noble to visit 
  Caldwell Manor?
  Encounters
  Daytime. There is a 1 in 10 chance 
  of encountering a workerbot.
  Nighttime. There is a 1 in 20 chance 
  that a guest (noble, no weapons) is 
  staying in this room.
  
  17
  12. Library
  The library and study of the 
  Caldwell Estate is clean, tidy 
  and largely untouched, filled 
  with a small fortune’s worth of 
  encyclopedias, atlases, travel 
  journals and tomes of magic.
  Encounters
  D100
  Daytime
  Nighttime
  1-60
  The library is empty.
  61-80
  A servant is 
  tidying and 
  dusting the 
  shelves.
  The library 
  is empty.
  81-00
  A servant 
  furtively 
  studies, 
  and flees if 
  spotted.
  A workerbot 
  is sweeping 
  the floor. 
  13. Master Bedroom
  The largest and grandest room in 
  the estate holds a bed almost 
  large enough for a hill giant. The 
  closet alone is larger than your 
  former chambers. A dazzling crystal 
  chandelier hangs precariously above 
  the foot of the bed.
  Doors. Hidden inside the closet 
  is a thick steel door leading to 
  the vault (Area 14). It requires 
  a passphrase known only to Luther 
  Caldwell, but you know Caldwell was 
  forgetful and hid the code somewhere 
  in the room.
  Treasure. The books are quite 
  valuable (worth 10 gp each, and 
  there are 4d10 of them), as is the 
  chandelier (though it would be 
  difficult to take down and transport).
  Establishing Truths
  • 
  Who among you has seen the 
  vault open? And when?
  • 
  Where might Luther Caldwell 
  have hidden the passcode?
  Finding the Passcode. Finding the 
  passcode if Luther Caldwell is not 
  present requires either a successful 
  DC 12 Intelligence (Investigation) 
  check or an uninterrupted search of 
  at least 10 minutes.
  Encounters
  1-2 workerbots are in the room at 
  all times. At night, Luther Caldwell 
  sleeps in this room. The passcode’s 
  location is protected by an arcane 
  trap.
  14. Vault
  d
  oors. The only door to the vault 
  is the one connected to Luther 
  Caldwell’s bedroom (Area 13).
  Establishing Truths
  • 
  What do you see when the vault 
  is opened?
  • 
  Is the treasure you seek 
  inside?
  • 
  What happens when you attempt 
  to escape?
  Part 3. CoNClusioN
  T
  he adventure has several 
  possible conclusions. For 
  example:
  • 
  You succeed on your heist.
  • 
  You are defeated.
  • 
  You abandon your mission.
  Discuss what the outcome means by 
  taking turns asking questions. For 
  example:
  • 
  What do you do with your 
  newfound riches?
  • 
  What happens to those who 
  joined or opposed you?
  • 
  Is your quest complete, or is 
  it only just beginning?
  
  18
  aPPeNdix a: MoNsters & 
  NPCs
  Workerbot
  Medium construct, unaligned 
  Armor Class 
  13 (natural armor)
  Hit Points 
  11 (2d8 + 2)
  Speed 
   
  30 ft.
  Condition immunities Charmed, Exhausted, Frightened, 
   
   
   
  Petrified, Poisoned
  Senses   
  darkvision 120’, 
   
   
   
  passive Perception 10
  Languages  
  Common
  Challenge   
  2 (450 XP)
  Lightning Absorption. Whenever the worker-
  bot is subjected to lightning dam-
  age, it takes no damage and instead 
  regains a number of hit points equal 
  to the lightning damage the effect 
  would have dealt.
  Magic Resistance. The workerbot has advan-
  tage on saving throws against spells 
  and other magical effects.
  Water Vulnerability. Whenever the workerbot 
  is wet, it moves at half speed and 
  has disadvantage on Dexterity saving 
  throws.
  CON
  12 
  (+1)
  DEX
  11 
  (+0)
  STR
  14 
  (+2)
  INT
  4 
  (-3)
  WIS
  10 
  (+0)
  CHA
  5 
  (-3)
  Actions
  SLAM. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 6 
  (1d8 + 2) bludgeoning damage.
  
  19
  aPPeNdix b: MaP
  Caldwell Manor
  
  20
  
  21
  A Miner Requiem
  Level 5
  Colin R. Valkenet
  Colin Valkenet is an RPG enthusiast in the same way a corgi is a sausage 
  enthusiast; their enthusiasm stems from a desperate and optimistic 
  hunger. If you want to see what other garbage comes out of his head, 
  check him out on Twitter at @ColinItLikeISee or download his games at 
  https://thephantomrollbooth.itch.io/. Colin was told that there was no 
  way to put a picture of his corgi in the writer’s bio but was given about 
  a hundred words to work with and so will instead describe him. Colin’s 
  corgi is a chunky tri-color corgi that you should love, sight unseen.
  Torme Englesmith, an outspoken 
  member of the Miner’s Collective 
  in the town of Marksholme, has 
  been killed by a gang of Redcaps 
  under curious circumstances. As 
  the adventurers dig into Torme’s 
  untimely demise, they discover a web 
  of complicity and conspiracy which 
  will upend the status quo.
  This dungeon is designed for four 
  5th-level characters.
  Content Warnings: This adventure 
  contains a not insignificant number 
  of references to cannibalism 
  and being eaten alive. DMs are 
  encouraged to mention the existence 
  of these elements up front 
  and temper their descriptions 
  accordingly.
  adveNture baCkgrouNd
  m
  arksholme has always existed 
  in a delicate equilibrium. 
  Torme Englesmith threatened to 
  disrupt that status quo, gaining 
  traction in the Miner’s Collective 
  for his unswerving ambition to 
  expand the miners’ voice in 
  Marksholme. Despite his relative 
  popularity, Torme’s belligerence 
  unnerved some moderate members 
  of the Collective, who quietly 
  speculated that his ideology was too 
  optimistic, and that his methodology 
  threatened the Collective’s influence 
  in Marksholme.
  Whatever his ambition, whatever his 
  aims, Torme met an abrupt end at the 
  hands of a gang of goblinoids called 
  Redcaps who have been troubling 
  Marksholme. 
  The adventurers answer a call to 
  action from Wulfena and Yohne, 
  Torme’s bereaved sister and husband 
  respectively.
  
  22
  adveNture suMMary
  I
  n the first part of the adventure, 
  the heroes meet with Wulfena 
  and Yohne about Torme’s death 
  at the hands of the Redcaps. They 
  want revenge and answers in equal 
  measure, and share different 
  suspicions regarding the truth 
  behind their loved one’s murder.
  From there, adventurers must locate 
  the Redcaps and have the chance 
  to follow-up on either Wulfena or 
  Yohne’s suspicions. During the 
  investigation, House Tallaecker’s 
  representative attempts to dissuade 
  the heroes from violent reprisal 
  against the Redcaps and/or buy them 
  off.
  Ultimately, the heroes confront 
  the Redcaps at their lair and 
  find evidence implicating House 
  Tallaecker and someone within the 
  Collective.
  With this evidence, the adventurers 
  have the opportunity to confront 
  the power structures of both House 
  Tallaecker and the Collective, 
  allowing them to suss out the true 
  threat and malign influence in 
  Marksholme.
  hooks
  I
  f any of the heroes are dwarves, 
  they may receive a missive from 
  Yohne Englesmith, who fears for 
  his husband’s life, though they 
  arrive too late to prevent the 
  ambush that ends in Torme’s death.
  Other factors that might draw 
  adventurers include stories about a 
  growing goblin threat in the woods 
  near Marksholme, the poor reputation 
  of House Tallaecker, or the good 
  reputation of the Miner’s Collective 
  and the quality of its metalworking 
  material.
  In a pinch, an obtuse dream might 
  presage the influence of The Hunger: 
  nightmare images of many-fanged 
  maws, domestic scenes turned into 
  gory abattoirs, and a man with a 
  deer-head feeding on himself.
  the toWN of MarksholMe
  m
  arksholme is situated in the 
  hinterlands, where an expansive 
  forest meets a rough piedmont: 
  a town of modest size, with a 
  bustling heart full of tradesfolk 
  of all kinds. A number of beautiful 
  estates, many built and appointed 
  in an elven aesthetic, ring the 
  town. A cluster of mine shafts and 
  a quarry lie an easy hour’s walk 
  from Marksholme, from which the 
  town extracts a good portion of 
  its wealth. Behind the apparent 
  industry of the town, most of the 
  tradesfolk are deeply in debt to 
  House Tallaecker and barely make 
  ends meet.
  faCtioNs of MarksholMe
  T
  here are four major factions 
  at work in this adventure, 
  summarized below in terms 
  of their leaders, ambitions, and 
  resources:
  The Town Council. A group of elected 
  officials who run Marksholme. The 
  town is ostensibly democractic, but 
  it’s an open secret how deeply the 
  council is in House Tallaecker’s 
  pocket. The Council appoints a 
  bailiff to keep the peace, but 
  they are only nominally in charge 
  of the mercenary guards that House 
  Tallaecker employs.
  The Miner’s Collective. A labor 
  organization spearheaded by those 
  who work in the Marksholme mines, 
  run by crew bosses or those 
  nominated to speak for them. Some 
  of its leaders hold progressive 
  views, believing the Miner’s 
  Collective needs a greater presence 
  on the Marksholme Council, while 
  its moderate members fear losing 
  what influence in Marksholme the 
  Collective currently has. The late 
  
  23
  Torme Englesmith was emblematic of 
  the progressives, while Compton 
  Cerwynd (noble) is emblematic of the 
  moderates.
  House Tallaecker. A very rich and 
  very influential extended family 
  of elves, many of whom live in 
  Marksholme or have business 
  interests there. Tallaecker money 
  props up a number of businesses 
  in Marksholme, with the notable 
  exception of the mines; were it 
  not for the formation of the 
  Collective some decades ago, the 
  mines too would have fallen under 
  their umbrella. Boetious Thaddius 
  Tallaecker (mage) is the patriarch 
  of this wing of House Tallaecker; 
  most of House Tallaecker’s 
  representatives in Marksholme are 
  related to Boetious by blood or 
  marriage.
  The Hunger. An eldritch 
  entity from the Far Realm 
  with consumptive ambitions 
  in the Prime Material 
  Plane, it has no 
  discernable political 
  philosophy and seems to 
  want little else than to 
  feed. Its machinations more 
  closely resemble a chef carefully 
  preparing a meal; in a pinch it 
  doesn’t hesitate to gracelessly 
  gorge itself. Its influence in 
  Marksholme is subtle, but it aims 
  to create a systemic pipeline 
  towards its maw: it seeks 
  shepherds willing to turn the 
  people of Marksholme into 
  sheep for the slaughter.
  
  24
  Part 1: a dialeCtiC, 
  or, MiNer logiC
  T
  he heroes arrive to meet 
  Wulfena and Yohne Englesmith 
  at the Miner Collective 
  Headquarters.
  The Miner Collective 
  Headquarters
  T
  his building is central to the 
  operation of the mines below 
  Marksholme, and consequently 
  sees brisk traffic. At any given 
  time, a score of people can be found 
  in and around the headquarters, 
  including miners, pit bosses, 
  merchants, and day laborers. There 
  is no formal guard (notably, not a 
  single House Tallaecker mercenary), 
  which has never been a problem. The 
  miners take care of their own.
  The heroes can gain access to one 
  of the administrative meeting rooms 
  if they explain who they are there 
  to meet. Yohne, the late Torme’s 
  husband, is a trans man with a 
  singed beard and hands scarred by 
  alchemical burns. Wulfena, Torme’s 
  sister, is dressed in practical 
  miner’s attire and keeps both her 
  hair and beard in a single braid. 
  Both share an anxious anger but 
  comport themselves politely.
  Yohne and Wulfena take turns 
  explaining the circumstances of 
  Torme’s death.
  • 
  Yohne: Torme left in the middle 
  of the night to answer a note whose 
  contents he did not share with Yohne 
  but to indicate only that “there may 
  be hope for Marksholme after all”. 
  The note was delivered by a courier 
  who did not recognize the dwarf who 
  gave them the note.
  • 
  Wulfena: A local hunter 
  found Torme in the forest outside 
  Marksholme, stabbed and gnawed. 
  Signs in the area point toward a 
  short, violent struggle, and the 
  hunter spotted tracks consistent 
  with goblins. The ambush took place 
  on the edge of Redcap territory. He 
  was found without the ornate knife 
  he nearly always carried; the knife 
  was a gift from Wulfena, and Yohne 
  confirms that it was on him when he 
  left that night.
  Yohne and Wulfena are open and 
  honest if the heroes ask questions, 
  and can offer the following 
  additional information:
  • 
  Torme had plans to call a 
  meeting of the Collective, to the 
  purpose of a general strike. The 
  intention was to halt trade with 
  Marksholme until the Collective was 
  given a formal seat on the town 
  council. Compton Cerwynd vocally 
  opposed this plan at every turn, and 
  Torme expected a heated debate.
  • 
  Torme was seeking mercenary 
  help outside the guards provided 
  by House Tallaecker, primarily to 
  resist Redcap activity interfering 
  with mine operations. Boetious 
  Tallaecker repeatedly sought to 
  dissuade Torme from his course, but 
  Torme would not take meetings with 
  the elf patriarch.
  Yohne and Wulfena are desperate 
  for help. They wish primarily for 
  vengeance to be visited on the 
  Redcaps for Torme’s murder. Further, 
  they wish for the adventurers to 
  discover who sent Torme the note 
  that lured him out. 
  Neither believes that the Redcaps 
  acted alone, but they disagree on 
  who they suspect is behind Torme’s 
  murder. Yohne blames moderates 
  like Compton Cerwynd, and Wulfena 
  adamantly holds that it was House 
  Tallaecker.
  
  25
  Part 2: these violeNt 
  delights
  A
  nyone in Marksholme can 
  explain what they know of the 
  Redcaps, or fill in what was 
  not mentioned by Yohne and Wulfena. 
  The Redcaps (named for their red 
  leather skullcaps) are a growing 
  group of goblinoid raiders united by 
  promises of a return to preeminence 
  of all goblinkin, and have long been 
  an issue for Marksholme. Over the 
  last few years, their presence in 
  the area has escalated from robbery 
  of supply wagons to vandalism of 
  local farms. In the past months, the 
  Redcaps are believed to be behind 
  several disappearances in the woods, 
  a fire which destroyed a windmill, 
  and, of course, Torme’s murder.
  Mingling in Marksholme
  S
  ome asking about town 
  (especially with tradesfolk 
  living near the forest) and 
  a successful DC 14 Charisma 
  (Investigation or Persuasion) check 
  will find a goblin hunter in town 
  named Rhaznek who claims their 
  friend (Bhilf) joined the Redcaps. 
  They explain that Bhilf was last 
  seen with two Redcaps heading into 
  the forest. Rhaznek asks the heroes 
  to promise that if they find the 
  Redcaps, they will make some effort 
  to recover Bhilf or at least return 
  with their body. On a failed check, 
  the adventurers only find the general 
  direction of the Redcap territory. 
  Consensus in town is that the 
  Redcaps number anywhere from 20-30 
  goblins, led by a strange hobgoblin 
  named Grabber Dough-Mould.
  Regardless of the outcome of their 
  information gathering, unless 
  the adventurers leave Marksholme 
  immediately, they encounter a trio 
  of guards and the bailif Gavin 
  Tallaecker (veteran). Like nearly 
  all the Tallaeckers, he is a tall 
  and pale elf with the expression 
  of having just smelled sour milk. 
  With a remarkable lack of subtlety, 
  Gavin suggests that Boetious 
  Tallaecker doesn’t believe it is in 
  Marksholme’s interest to antagonize 
  the Redcaps. He suggests that 
  attacking the Redcaps “validates 
  their ideology” and that unless 
  they are brought into open debate 
  and dialogue, the heroes would 
  be “no better than they are.” He 
  has no interest in answering the 
  adventurers’ questions, deflecting 
  with condescension.
  The bailiff hesitates to let the 
  heroes speak directly to Boetious, 
  but acquiesces if pressed.
  The main Tallaecker estate is 
  ostentatious in a way few buildings 
  in Marksholme are, and Boetious 
  receives them in a beautiful garden 
  while snacking on a dizzying buffet 
  of finger-foods. He will repeat the 
  bailiff’s sentiment, that violence 
  is not the answer to the Redcap 
  problem, and that he is seeking a 
  diplomatic solution even now (though 
  he is wholly unable to provide any 
  concrete details). This is not 
  technically a lie, as he prefers to 
  avoid violence if possible.
  A successful DC 16 Wisdom (Insight) 
  check from anyone scrutinizing 
  Boetious reveals that he is eating 
  an inordinate amount of food for 
  someone so emaciated. A DC 16 Wisdom 
  (Perception) check notes that makeup 
  has been applied around his mouth, 
  and that his gums appear very raw—
  almost bloody. (These are signs of 
  his continuing relationship with 
  The Hunger, though there is no way 
  for the heroes to know that at 
  this point.) Boetious concludes 
  the meeting with a crass attempt 
  to purchase the heroes’ inaction, 
  offering an insultingly paltry amount 
  of coin.
  
  26
  Hunting the Hobs
  I
  t takes three successful DC 12 
  Wisdom (Survival) checks to locate 
  the Redcap lair. If the heroes 
  begin their search near where Torme 
  was murdered, they gain advantage on 
  the first check. If they successfully 
  got Rhaznek’s help in regards to 
  where they last saw Bhilf, they 
  gain advantage on the second check. 
  Failed checks may be attempted again 
  with disadvantage.
  After the first successful check, 
  the heroes will be close enough 
  to Redcap territory to be at risk 
  of meeting a patrol or two. Check 
  by rolling 1d20 after each long 
  rest; on a result of 18+, the 
  adventurers encounter a patrol 
  comprised of 1d6+2 goblins and 1d2 
  goblin bosses. All the goblins 
  share similar strange features and 
  wear the distinctive red caps from 
  which they take their name. A patrol 
  doesn’t attempt to fight if they 
  meet much resistance. Survivors who 
  are interrogated provide directions 
  (poorly), granting advantage on 
  further checks to find the lair.
  The lair itself is an unassuming 
  hole in the ground near a shale 
  escarpment collapse. Its entrance 
  is always guarded by 1d4 goblins, 
  one of whom carries a dented cowbell 
  to alert those inside. (It requires 
  an action to sound the alarm, which 
  echoes throughout the lair.)
  Features of the Area
  T
  he lair is laid out in a cross, 
  with a single central corridor 
  terminating in Grabber Dough-
  Mould’s “throne room”, which also 
  serves as a common area. The left 
  and right side-warrens are cramped 
  and filled with offal, blankets, 
  hobgoblin paraphernalia, and poorly 
  written diatribes about involuntary 
  celibacy. The air is thick with the 
  coppery scent of blood and the acrid 
  sourness of the habitually unwashed. 
  In the center of the “throne room” 
  is a pile of debris and bones 
  roughly shaped into a chair.
  The walls are lined with makeshift 
  restraints in which the Redcaps’ 
  victims once hung, though only bones 
  are there now. There is no sign of 
  cooking equipment anywhere in the 
  lair; the victims were consumed raw 
  where they had been tied up. The 
  gathered remains account for those 
  kidnappings attributed to the Redcaps 
  already: if Rhaznek gave them a 
  description, the heroes are able to 
  identify what was once Bhilf. 
  Creatures
  If alerted, 2d6+4 goblins wait in 
  ambush where the central corridor 
  meets the side-warrens. Otherwise, 
  they mill about in the side-warrens 
  in their own discussions about how 
  to make Marksholme great again under 
  their rule.
  Another 3d6 goblins and 1d4 goblin 
  bosses are there with Grabber 
  Dough-Mould himself. If alerted, 
  they cluster around Dough-Mould 
  protectively; if not, they are split 
  between eating and listening to 
  Dough-Mould pontificate about his 
  own intelligence and capability. 
  Dough-Mould is a tall, repulsive 
  goblin with an enormous body and 
  uncommonly small hands, dressed 
  in a crude facsimile of hobgoblin 
  armor. Use the statblock for a 
  hobgoblin captain. Additionally, as 
  a reaction, Dough-Mould can glut 
  himself on a nearby goblin, dealing 
  1d4+2 damage to that goblin and 
  regaining as many hit points. 
  Tactics
  Dough-Mould does his best to remain 
  out of combat, consuming Redcaps to 
  try and heal any damage he suffers. 
  The Redcaps seem perversely amenable 
  to being consumed in this manner and 
  respond with glee and encouragement.
  
  27
  Development
  If taken alive, there is nothing 
  Dough-Mould won’t promise and no 
  way he won’t debase himself if he 
  believes it will keep him alive. Any 
  promises (truthful or otherwise) 
  that he will live if he cooperates 
  will grant advantage on social 
  checks to secure his help. Beyond 
  his oddly small hands, of note is 
  his curiously wide mouth, with a 
  second set of teeth behind the first.
  Rewards
  Amid the fetid pile which Dough-
  Mould calls his throne is a small 
  wooden chest and Torme’s knife. 
  Inside is a knotted bundle of 
  papers, grubby but readable. All 
  the notes are unsigned and direct 
  Grabber Dough-Mould to burn them 
  after reading them:
  • 
  There are two types of paper 
  and handwriting; one on expensive 
  paper in cursive, the other on 
  coarse paper in blocky print. A 
  successful DC 14 Intelligence 
  (Investigation) or DC 16 Perception 
  (Wisdom) check reveals that the 
  stationery corresponds respectively 
  to House 
  Tallaecker’s 
  office and the 
  Collective.
  • 
  The 
  expensive 
  paper letters 
  promise 
  Dough-Mould 
  things like 
  land, title, 
  and victims 
  to eat. The 
  coarse paper 
  letters are 
  not directed to Dough-Mould but 
  detail the movements of certain 
  persons and caravans through 
  Marksholme. A successful DC 12 
  Intelligence (Investigation) or DC 
  14 Perception (Wisdom) check will 
  reveal that the coarse paper letters 
  are transcribed from work-documents 
  within the Collective, and are 
  unlikely to have been stolen.
  Difficulty Adjustments
  Make the following adjustments if 
  the party is weak or strong:
  • 
  If the party is weak, have the 
  Redcaps begin to flee as things turn 
  against them, shouting about the 
  “intolerant leftovers” oppressing 
  them.
  • 
  If the party is strong, a 
  patrol of 1d6+1 goblins and 1d2 
  goblin bosses returns to the lair, 
  reinforcing the goblin inhabitants.
  
  28
  Part 3: We feW, We 
  haPPy feW
  B
  y now the party should 
  have some kind of evidence 
  implicating someone within 
  House Tallaecker and within the 
  Collective, validating both Yohne’s 
  and Wulfena’s suspicions at the same 
  time. If he survived, Grabber Dough-
  Mould is exceedingly unhelpful: 
  all correspondence was handled via 
  dread-drop and the megalomaniacal 
  creature exhibited remarkable 
  incuriousness. He cared only for 
  what he was getting, not why or from 
  whom.
  If the heroes have been put through 
  a wringer, they should have some 
  time to rest, recuperate, and plan 
  before returning to Marksholme. If 
  they’re still fresh and ready for a 
  fight, consider confronting them with 
  a group of Tallaecker mercenaries: 
  The Sinners Gilt. All members wear 
  gold-cloth armbands and ostentatious 
  armor (worth twice its listed 
  value).
  • 
  Two scouts, two priests, four 
  thugs.
  • 
  Two guards from Marksholme, 
  still in uniform.
  The heroes must decide where to go 
  with the information gleaned from 
  Dough-Mould’s lair. The Collective 
  is an obvious choice but not the 
  only one, and some may prefer to try 
  and confront Boetious Tallaecker 
  directly.
  Res Ipsa and Res Judicata
  I
  f the heroes bring their 
  information to the Collective, 
  Wulfena calls an emergency meeting 
  of the Collective, believing they 
  need to take direct action against 
  House Tallaecker to save Marksholme. 
  It is possible but difficult to 
  dissuade her, requiring a successful 
  DC 18 Charisma (Persuasion) check.
  A successful DC 12 Intelligence 
  (Investigation) check reveals all 
  the information in the letters 
  came from Compton Cerwynd’s office. 
  Confronting Compton reveals that his 
  hand-writing doesn’t match those in 
  the letters, but his clerk’s does. 
  The young dwarf clerk, Daefydd Rhys, 
  quickly admits that he has been 
  taking House Tallaecker money to 
  inform on the Collective generally 
  and Torme specifically. Daefydd is 
  not motivated (entirely) by greed; 
  he feels the situation in Marksholme 
  is wholly untenable, and wanted the 
  money to move his family out.
  If Wulfena calls an emergency 
  meeting, she proposes that the 
  Collective storm Marksholme and 
  sanitize it of Tallaecker influence: 
  new elected officials, removal of the 
  mercenaries, etc. At present, only 
  about a quarter of the Collective is 
  willing. Wulfena calls the heroes 
  to leverage their opinions, and 
  each has an opportunity to speak. 
  You are encouraged to have them 
  outline their opinion or rhetoric, 
  as how they position themselves will 
  determine what check is called for: 
  typically Charisma (Persuasion), but 
  potentially Deception, Intimidation, 
  or other skills. The heroes may make 
  use of the following arguments, 
  which may be invoked once each to 
  gain advantage on a check:
  • 
  Bringing up Daefydd’s testimony 
  regarding Tallaecker’s plans to take 
  over the Collective.
  • 
  Bringing up Tallaecker’s active 
  complicity in Torme’s death and 
  Redcap activity.
  • 
  Promising their own help in any 
  aftermath.
  Getting two or more successes nets 
  about half the Collective’s help, 
  while four or more successes sways 
  almost all the Collective’s help.
  
  29
  Invisible Hands
  U
  pon their return from their 
  meeting with the Collective, 
  the heroes find Marksholme 
  placed under martial law by 
  House Tallaecker, complete with 
  a mercenary-enforced curfew. The 
  townsfolk are extremely unhappy but 
  largely helpless.
  Ultimately, the confrontation with 
  Boetious Tallaecker will be a social 
  or violent confrontation, possibly 
  both.
  • 
  Boetious is interested in 
  preserving the veneer of legality, 
  and has the heroes arrested and 
  tried in the market square. It is 
  a kangaroo court, with the charges 
  vague but ominous (“inciting 
  social division”, “conspiracy to 
  destroy property and camaraderie”, 
  “maladjusting community morals”); 
  the heroes may speak in their 
  defense but the verdict is a 
  foregone conclusion. Any social 
  checks on the heroes’ part (DC 14) 
  instead track how much bravery they 
  inspire in the assembled crowd 
  of Marksholme residents. If they 
  get three or more successes, they 
  inspire bravery in the crowd (see 
  below).
  • 
  If the heroes did as Rhaznek 
  asked and inform him of Bhilf’s 
  unfortunate end, he attempts to 
  help rally the crowd, giving the 
  adventurers advantage on a social 
  check.
  • 
  If the adventurers fail to 
  inspire the crowd, they lose the 
  trial and are condemned to exile. 
  Boetious accompanies the bailiff 
  in escorting the heroes out of 
  Marksholme a short distance before 
  trying to kill them.
  • 
  If the heroes secured nearly 
  all the support from the Collective, 
  their representatives intercede, 
  stirring up the crowd to battle. 
  Similarly, if the adventurers 
  secured half or more of the 
  Collective’s help and inspired 
  bravery in the crowd, the crowd 
  disrupts the trial and it turns into 
  a battle. 
  • 
  Boetious abandons the veneer 
  of legality if the crowd and/or the 
  Collective intercede in the market 
  square, directing his forces to 
  attack the adventurers directly.
  Creatures
  • 
  Boetious Tallaecker (elf mage), 
  and Gavin Tallaecker (elf veteran)
  • 
  If Boetious is reduced to 0 or 
  fewer hit points, he transforms into 
  The Glutmonger (see Appendix A). It 
  is not a pretty sight, as his body 
  more or less inverts itself: what is 
  inside comes out and what is outside 
  is sucked in. The result is a 
  grotesque pile of flesh that quickly 
  sprouts mouth-tipped meat-limbs. 
  Transforming into the Glutmonger 
  removes all conditions (good or bad) 
  which had been affecting Boetious.
  • 
  2d6 Tallaecker guards. If the 
  heroes secured the help of the 
  crowd and/or more than half other 
  Collective, then only 1d6 guards 
  are available to fight (the rest are 
  preoccupied).
  Tactics
  Gavin and any guards begin the 
  encounter trying to protect 
  Boetious. Once he transforms into 
  the Glutmonger, they flee for 
  their lives instead. Boetious/the 
  Glutmonger fights intelligently, first 
  targeting magic-users and those who 
  evince healing powers.
  Rewards
  If the heroes prevail, they more or 
  less have the run of Marksholme. 
  They can, if they’re the sort, 
  partake in pillaging the Tallaecker 
  estate (which will be largely 
  abandoned by Boetious’ fickle 
  mercenaries). If they do, they can 
  secure a CR 3 treasure hoard, and 
  Boetious’ personal papers, which 
  if consulted fill in some as yet 
  undiscovered details.
  • 
  Boetious was introduced to The 
  Hunger some years ago by a druid who 
  served it.
  
  30
  • 
  Boetious planned to solidify 
  his hold on Marksholme by 
  eliminating Grabber Dough-Mould with 
  The Sinners Gilt.
  • 
  Boetious has enacted The 
  Hunger’s plan to transform 
  Marksholme into a cannibal’s 
  paradise; through Boetious, the 
  voracious entity would quite 
  literally feed on the townsfolk at 
  its leisure.
  • 
  Boetius lured Torme out at the 
  dead of night with a forged letter 
  from the Marksholme Mayor, promising 
  to turn on the Tallaeckers.
  CoNCludiNg the adveNture
  I
  f the heroes failed or abandoned 
  Marksholme, the town slumps 
  further into House Tallaecker’s 
  grasp, and Boetious initiates more 
  and more of his family into The 
  Hunger’s ranks. In shockingly little 
  time, the Tallaeckers turn the 
  town at large into a cattle-yard, 
  abducting and eating alive townsfolk 
  as they wish. The Collective 
  collapses from within, and its 
  members suffer the same fate as the 
  rest of Marksholme.
  More likely, with Boetious gone 
  the heroes will—with the help of 
  the Collective—gain control of 
  Marksholme. In the resulting power 
  vacuum, the Collective steps in to 
  organize town meetings to discuss 
  the future going forward. Those of 
  House Tallaecker who survive retreat 
  to a temporary camp in the forest. 
  Wulfena and Yohne are both 
  exceedingly grateful, and happily 
  follow through on delivering their 
  promised rewards (if they haven’t 
  already).
  CoNtiNuiNg the adveNture
  T
  he town and the Collective 
  look to the adventurers to 
  help resolve the question of 
  “what next?”, which is far from 
  easy. Not all of House Tallaecker 
  was complicit in Boetious’ schemes, 
  the elves’ money is still essential 
  to running the town, and few in 
  Marksholme have their logistical and 
  diplomatic experience. How many of 
  the Tallaecker cronies can remain in 
  office? How much influence should the 
  Collective have on the Town Council? 
  It may be possible to spin out the 
  political aftermath into another 
  adventure entirely.
  The defeat of the Glutmonger is 
  not a defeat of The Hunger; would 
  that it were so simple. For now 
  at least, it is no longer an 
  immediate threat to Marksholme. 
  Instead The Hunger looks for other 
  disadvantaged communities and places 
  with a marked disparity in power or 
  economics. Wherever one segment of a 
  population might metaphorically feed 
  on another, The Hunger will seek 
  to literalize that. It remains an 
  implacable, insidious foe.
  
  31
  aPPeNdix a:MoNsters & NPCs
  The Glutmonger
  Medium aberration (shapechanger), chaotic neutral 
  Armor Class 
  18 (natural armor)
  Hit Points 
  127 (17d8 + 51)
  Speed 
   
  30 ft.
  Skills   
  Arcana +5, Perception +7
  Damage Resistances acid, cold, fire, lightning, 
   
   
   
  thunder
  Senses   
  blindsight 60 ft., darkvision 60 
   
   
   
  ft., passive Perception 17
  Languages  
  Deep Speech, Telepathy 60 ft.
  Challenge   
  9 (5,000 XP)
  Innate SpellcastinG. The Glutmonger’s in-
  nate spellcasting ability is Charis-
  ma (spell save DC 14). The Glutmon-
  ger can innately cast the following 
  spells, requiring no material compo-
  nents:
  At will: detect magic, detect 
  thoughts, invisibility (self only) mage 
  hand, major image
  2/day each: fear, fly, fireball, tongues
  1/day: plane shift (self only)
  Magic resistance. The Glutmonger has advan-
  tage on saving throws against spells 
  and other magical effects.
  Magic Weapons. The Glutmonger’s weapon at-
  tacks are magical.
  Regeneration. The Glutmonger regains 10 
  hit points at the start of its turn 
  if it has at least 1 hit point.
  CON
  16 
  (+3)
  DEX
  17 
  (+3)
  STR
  17 
  (+3)
  INT
  13 
  (+1)
  WIS
  8 
  (-1)
  CHA
  14 
  (-2)
  Actions
  Multiattack. The Glutmonger makes three 
  attacks: one with its bite and two 
  with its claws or greatsword. 
  CLUB. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 6 
  (1d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 8 
  (1d10 + 3) slashing damage.
  taCtiCs
  If it feels truly threatened, The 
  Glutmonger uses its plane shift 
  spell to escape; doing so removes 
  the Hunger’s influence over the 
  writhing pile of meat, which 
  collapses into a lifeless slurry. 
  The Glutmonger counts as native 
  to this plane for the purposes of 
  spells like banishment.
  
  32
  Timothy McCown Reynolds
  
  33
  Aiding the 
  Insurrection
  Level 7
  Steve “Jaspor” Orr
  Steve “Jaspor” Orr is a homebrewer, retired punk rock guitarist, writer, 
  and software developer. Steve has been playing and DMing D&D games for 
  many years, and has been publishing on the Dungeon Masters Guild since 
  February 2019. One day he might even learn how to draw more than just 
  stick figures.
  Twitter: @AgentJaspor
  When a town is held captive by the 
  oppressive grasp of a corrupt mayor, 
  it’s up to the adventurers to aid 
  a rising insurrection and set the 
  citizens free.
  This dungeon is designed for four to 
  six 6th-8th level characters and is 
  optimized for five characters with an 
  average party level (APL) of 7. 
  adveNture baCkgrouNd
  T
  he town of Rezinville lives 
  under martial law at the order 
  of the vile Mayor Kadgol. A 
  small group of rebels has gathered 
  evidence to expose the mayor’s 
  corruption in hopes of sparking 
  an uprising. The mayor caught 
  wind of their efforts and raided 
  their hideout, killing most of the 
  rebels and capturing their leader, 
  Lilvari. With Lilvari scheduled to 
  be executed in the coming days, 
  the secrets she learned about the 
  mayor’s dealings are at risk of 
  dying with her. One surviving rebel 
  seeks help rescuing Lilvari from her 
  fate, allowing the rebels to use the 
  pivotal secrets in her head to set 
  Rezinville free from the mayor’s 
  tyrannical grasp.
  adveNture suMMary
  A
  iding the Insurrection is an 
  adventure about providing 
  key support to a fledgling 
  rebellion as it attempts to free 
  the town from unjust oppression. 
  The party is approached by Gogan 
  Stez, a member of the rebellion who 
  escaped a recent raid by the mayor’s 
  forces. He asks that the group help 
  rescue the rebel leader, Lilvari, 
  from execution. Lilvari holds 
  crucial knowledge about the location 
  of evidence that can be used to 
  overthrow the mayor.
  Planning the rescue attempt requires 
  some scouting, intelligence 
  gathering, and other preparations. 
  
  34
  There are several potential 
  approaches that could work to save 
  Lilvari, and the success of the 
  heroes’ plan depends upon their 
  creativity and skill.
  Carrying out the rescue effort leads 
  to an exciting scene with high 
  stakes. The town guards are on the 
  lookout for other rebels who might 
  interfere with their plans for 
  the prisoner, and the adventurers 
  have to deal with them one way or 
  another. 
  After the rescue attempt, the 
  climax of the adventure is a race 
  to recover the implicating evidence 
  and incite the citizens to rise up 
  against the corrupt Mayor Kadgol.
  hooks
  D
  rawing the party into 
  this adventure should be 
  straightforward. Gogan is 
  desperate for help, but he keeps to 
  the shadows so he isn’t captured. A 
  few suggested hooks for connecting 
  the characters to this story 
  include:
  • 
  The characters arrive in town, 
  where Gogan approaches them. The 
  surprising arrival of well-armed 
  outsiders offers hope at a desperate 
  time—if only he can enlist their 
  assistance.
  • 
  The rebel group has a loose 
  alliance with a faction to which one 
  of the party members belongs. The 
  faction has asked the party to help 
  their allies in their time of need.
  • 
  One or more of the characters 
  has an existing connection to the 
  town. Perhaps they were born in 
  Rezinville, or a close family member 
  has lived here for some time. 
  aidiNg the iNsurreCtioN
  R
  ezinville is desperate for 
  change. This once prosperous and 
  cheerful small town has fallen 
  into despair under the tyranny of 
  Mayor Kadgol. A small group of brave 
  rebels has attempted to collect 
  the evidence needed to incite an 
  uprising, but that rebellion was 
  almost snuffed out by a violent raid 
  on their hideout. A lone survivor 
  escaped and hopes to find the 
  assistance needed to finish what his 
  group started.
  Part 1. a toWN iN 
  distress
  A 
  tangible aura of misery and 
  gloom surrounds the town of 
  Rezinville. Seldom does one 
  see a smile in the streets or hear a 
  laugh. The only tavern in town, the 
  Dancing Goat, has seen better days. 
  As the party enters the tavern, they 
  notice a handful of patrons, all 
  of whom keep to themselves as they 
  drink their sorrows away.
  The bartender is an older human with 
  a sour disposition. He serves up 
  beverages without a word and swipes 
  away the payment with a grunt. As 
  the heroes quench their thirst, the 
  bartender comes over to them again, 
  silent as before, but this time with 
  a message. Read or paraphrase the 
  following:
  The bartender slides a folded piece 
  of paper across the bar towards you. 
  When you open the paper, it reads, 
  “Please have a drink with me. I need 
  your help.” The bartender grunts and 
  nods towards a shadowy table in the 
  far corner of the room. You see a 
  lone figure sitting there.
  
  35
  The figure is Gogan Stez (CG elf 
  veteran man), a member of the 
  uprising that was recently thwarted 
  by the mayor. He invites the party to 
  take seats. Gogan is a bit jittery, 
  and looks around nervously as he 
  speaks. He takes a long sip from his 
  mug, then explains what happened:
  The elf leans forward and speaks in 
  a hushed voice. “I’m glad you’re 
  here. The town needs your help. 
  Mayor Kadgol is a foul creature. We 
  were about to expose him… that’s 
  when our hideout was raided by his 
  goons. I was the only one who got 
  away. Our leader, Lilvari, was 
  captured and is scheduled to be 
  hanged in the town square the day 
  after tomorrow. We need to save her. 
  Will you help?”
  Gogan describes Lilvari (CG tiefling 
  veteran woman) as a charismatic, 
  confident, and capable leader who 
  knows when to be serious but also 
  understands how to unwind and bond 
  with her colleagues on a personal 
  level. While the raid on the rebel 
  hideout effectively extinguished 
  the rebellion, the mayor wants to 
  send a message to other citizens 
  considering opposing him. Gogan 
  explains that Lilvari was able to 
  discover incriminating evidence 
  against Kadgol that she is certain 
  will unify the citizens against him 
  and lead to an uprising to remove 
  him from power.
  Unfortunately, Lilvari was unable 
  to describe this evidence in more 
  detail before she was arrested. 
  The raid on their hideout occurred 
  just as she was about to reveal the 
  details. Gogan fears if Lilvari is 
  executed, the knowledge about this 
  evidence dies with her, and the 
  cause will fail. Although Gogan 
  does not have much in terms of a 
  reward to offer the party for their 
  assistance, he assures them they 
  will be compensated should the 
  insurrection be successful. 
  Part 2. PulliNg 
  together a PlaN
  O
  nce the heroes have agreed to 
  help, they can begin planning 
  the mission. Gogan provides 
  basic information about the town, 
  its citizens, the mayor’s guards, 
  and the execution site. He also 
  encourages the party to do their own 
  information gathering. The heroes 
  should design their own plans for 
  rescuing Lilvari. If they are having 
  trouble coming up with ideas, Gogan 
  can chime in with advice.
  There are three places where the 
  adventurers can attempt to save 
  Lilvari: the prison, along the route 
  from the prison to the town square 
  (where the execution is to take 
  place), and at the execution site. 
  Each option presents some advantages 
  and challenges. The characters can 
  explore the town and speak with NPCs 
  to learn information which can help 
  them plan.
  The Guards
  T
  own guards (veterans) patrol 
  regularly, ostensibly to 
  protect the people but mostly 
  to keep the citizens in line. They 
  avoid socializing and are reluctant 
  to answer questions. They wear a 
  standard uniform made up of gray 
  pants, a navy blue trench coat, and 
  a matching cap. There is a 1 in 10 
  chance that a guard has a keyring in 
  their possession that unlocks the 
  prison doors. 
  Avenues and Alleyways
  T
  he streets and alleyways of 
  Rezinville are kept clean and 
  are well lit at night. The 
  guard patrols make their way through 
  the streets over the course of their 
  shift. If they witness suspicious 
  
  36
  business, they intervene. Offenders 
  committing what the guards consider 
  to be crimes are subdued and hauled 
  off to prison.
  The party can travel through the 
  streets and observe the possible 
  routes that could be used to escort 
  Lilvari from the prison to the 
  town square for her execution. A 
  successful DC 12 Wisdom (Survival 
  or Perception) or Intelligence 
  (Investigation) check reveals there 
  are only two paths from the prison to 
  the town square. The eastern route is 
  shorter, but contains more alleyways 
  and turns, providing good hiding 
  spots for an ambush. The western 
  route is mostly a straight path, but 
  longer, giving the party more time to 
  execute a rescue. It is unclear which 
  path the guards will take on the day 
  of the execution, though the PCs 
  might be able to force them down one 
  route or the other. 
  The Citizens
  T
  he citizens of Rezinville 
  aren’t a social lot, being 
  mostly resigned to their 
  life of tedious daily tasks. The 
  best sources of information are 
  tradespeople and shopkeepers, 
  though even they hesitate to speak, 
  particularly about the uprising. 
  Characters who engage with NPCs 
  for information can attempt DC 14 
  Charisma (Deception) or Charisma 
  (Persuasion) checks to find out what 
  they know. The citizens are more 
  scared of the mayor and his guards 
  than the characters, so Charisma 
  (Intimidation) checks are against DC 
  17. Useful tidbits of knowledge the 
  party may learn from the citizens 
  include:
  • 
  Guards alternate which route 
  they take from the prison to the 
  town square on execution days. Last 
  time, they took the western, longer 
  route.
  • 
  The rebels gave many citizens 
  hope that the mayor could be dealt 
  with, but after Lilvari’s capture, 
  the people hesitate to stand by her 
  publicly.
  • 
  There have been rumors of 
  something big living in the sewers 
  beneath the town. The guards have 
  ignored the rumors and refuse to 
  investigate, but more than one 
  credible source swears they saw a 
  set of big yellow eyes staring back 
  at them!
  The Prison
  Features of the Area
  Location. The prison sits on the 
  north side of town, a medium-sized 
  building with stone walls and two 
  locked entrances. Town guards come 
  and go, though they rarely bring 
  in new prisoners; the months of 
  suppression have beaten the town 
  into submission, and the citizens 
  rarely risk committing even the most 
  petty offenses. 
  Entrances. The main and prisoner 
  entrances are both secured with 
  solid steel doors that remain locked 
  at all times. It takes a successful 
  DC 17 Dexterity (Thieves’ Tools) 
  check to pick the lock on these 
  doors. 
  Sneaking In. It requires a 
  successful DC 19 Dexterity (Stealth) 
  check to open the locked door 
  without any of the guards noticing. 
  A failed check means the guards 
  detect the door opening. 
  Key Ring. A key ring hangs on the 
  wall of the main room, behind the 
  counter separating the guards from 
  any visitors. It’s in plain sight, 
  and requires a successful DC 18 
  Dexterity (Sleight of Hand) check 
  to grab without any of the guards 
  noticing. If another character can 
  create a distraction or block line 
  of sight between the guards and the 
  key ring, award advantage on this 
  check. 
  
  37
  Creatures
  Inside, 1d4 + 2 veterans stand guard 
  over the prisoners. The guards are 
  on high alert, given the sensitivity 
  of their current prisoner. 
  The guards give unexpected visitors 
  a brief warning before physically 
  attempting to remove them from the 
  prison. A successful DC 18 Charisma 
  (Deception or Persuasion) or DC 
  20 Charisma (Intimidation) check 
  is required to prevent the guards 
  from attacking. If the party has 
  managed to disguise themselves in 
  guard uniforms, the characters have 
  advantage on these skill checks.
  Tactics
  Fighting the guards is a viable 
  approach towards freeing Lilvari, 
  though risky. The guards engage with 
  the party at melee range once their 
  warnings to leave have been ignored. 
  The guards plan on protecting the 
  prisoner at all costs. They try to 
  keep the characters from getting 
  to the inner section of the prison 
  and form a perimeter protecting the 
  doorway leading to the prisoner cells. 
  Development
  When there is one guard 
  remaining, that guard attempts 
  to flee the prison and bring back 
  reinforcements. If they successfully 
  get away, reinforcements arrive 
  in the form of 1d4 + 1 guards 
  (veterans) in 1d4 rounds.
  Rewards
  The guards have some loose coins 
  worth 50 gp in total.
  If the characters get past the 
  guards, they find Lilvari in one of 
  the holding cells. If they have the 
  key ring, they can unlock the cell. 
  The lock is opened on a successful 
  DC 15 Dexterity (Thieves’ Tools) 
  check.
  The Town Square 
  The square is located in the center 
  of town, right in front of the 
  town hall (see map). The town hall 
  is a large, two-story building on 
  the northern side of the square. 
  In front of the town hall is a 
  raised platform for ceremonies 
  and presentations. Single-story 
  buildings are located around the 
  edge of the square. Several trees of 
  assorted types and sizes adorn the 
  area as well. 
  In the center of the square stands 
  an elevated platform with the 
  hangman’s gallows. Stairs lead up 
  from the ground. A rope with a noose 
  hangs from the scaffold over a square 
  trap door. A lever controlling the 
  opening mechanism of the trap door 
  is connected to the floor of the 
  platform. 
  A citizen can explain that when 
  an execution is scheduled, the 
  guards march the prisoner from the 
  prison to the gallows. The prisoner 
  climbs the stairs and has the noose 
  tightened around their neck. When 
  the mayor gives the signal from his 
  position on the platform outside the 
  
  38
  town hall, the executioner pulls the 
  lever, opening the trap door beneath 
  the prisoner and sending them to 
  their death.
  Part 3. the exeCutioN
  H
  aving spent two days planning 
  the rescue attempt, the time 
  has now come to put the plan 
  into motion. If the heroes rescued 
  Lilvari from the prison at some 
  point in those two days, skip ahead 
  to Part 4. 
  The execution is scheduled for noon, 
  and citizens hoping to get a good 
  vantage point begin arriving in the 
  town square up to an hour earlier. 
  An hour before noon, guards begin 
  to take position in the town 
  square. The perimeter of the 
  square is secured by 10 guards. 
  The platform in front of the town 
  square is guarded by two veterans, 
  while two snipers are perched on 
  nearby rooftops to provide cover 
  from above. For the snipers, use 
  the scout stat block and add the 
  following ability:
  Sniper’s Eye. As a bonus action, 
  the scout can add 1d10 to its 
  next attack or damage roll with a 
  longbow.
  Fifteen minutes before noon, the 
  executioner (knight) makes their way 
  through the crowd and takes their 
  spot upon the gallows. Mayor Kadgol 
  (LE human noble man) appears on 
  the town hall platform soon after. 
  Shortly before noon, six veterans 
  escort Lilvari from the prison to 
  the town square. They take the 
  shorter, eastern route to make their 
  way there. 
  If the characters attack the escort 
  while it’s on its way to the square, 
  four of the guards fend off the attack 
  while two of them attempt to move 
  Lilvari back to the prison. Those 
  guards and Lilvari move at half speed 
  as she struggles against them. 
  If the escort makes it to the town 
  square without incident, they walk 
  Lilvari to the gallows. A large 
  crowd has assembled to witness the 
  execution. Two of the guards join 
  her as she walks up the stairs. The 
  other four take position on the 
  ground around the platform. The 
  executioner places the rope around 
  Lilvari’s neck, tightens the noose, 
  and looks to Kadgol. The mayor steps 
  forward and addresses the crowd:
  “We gather here today to witness 
  justice, as we condemn to death a 
  treacherous conspirator who was 
  leading other scum in an attempt to 
  spread anarchy! But fear not. Their 
  rebellion has been quashed, and we 
  shall continue to live peacefully 
  and securely. And let this be a 
  reminder: we deal harshly with any 
  threats to this town. I am committed 
  to keeping you all safe! And with 
  that, let the traitor hang.” The 
  mayor looks at the executioner and 
  nods.
  On the mayor’s signal, the 
  executioner pulls the lever. If 
  the mechanism hasn’t been tampered 
  with, the trap door swings open, 
  and Lilvari falls through to hang 
  by her neck. Unless the noose is 
  removed, Lilvari suffocates and dies 
  in 3 rounds from when the lever was 
  pulled.
  During combat, the guards fight 
  back, but are cautious of harming 
  innocent bystanders. The crowd flees 
  in a panic, causing the square to 
  be difficult terrain for the first 
  two rounds as people bump into one 
  another and run to safety. Creatures 
  targeted by ranged attacks during 
  these first two rounds benefit from 
  half cover, providing a +2 bonus to 
  AC and Dexterity saving throws.
  Once battle begins, the guards 
  have two purposes. First, they do 
  whatever it takes to keep the mayor 
  safe. Several of them converge 
  
  39
  around the platform. If the mayor is 
  threatened, more rush to his side. 
  If things look bleak, they rush him 
  into town hall and lock the door 
  behind them. Their secondary goal is 
  to prevent Lilvari from escaping. 
  Guards not immediately threatened 
  by violence or rushing to protect 
  the mayor gather around the gallows 
  to stop any rescue attempts. The 
  executioner remains on the gallows 
  while Lilvari is there, and only 
  leaves the platform to pursue her if 
  she escapes. 
  Chaos erupts as the crowd scatters 
  and guards take up the defense. 
  Since the guards likely outnumber 
  the party by a good number, consider 
  having some of the guards take up 
  strictly defensive positions around 
  the mayor and only attack in self-
  defense. 
  As the battle ends, likely with 
  the party fleeing the scene with or 
  without Lilvari, Gogan appears from 
  where he was hiding in the shadows 
  and directs the group to follow him 
  down an alleyway towards a hidden 
  safe house.
  Part 4. retrieviNg the 
  evideNCe
  G
  ogan leads the group to the 
  basement of an abandoned 
  butcher’s shop. A small window 
  from the basement is boarded up, but 
  allows characters to peek out onto 
  the street. They see guards running 
  around, yelling about finding the 
  criminals as quickly as possible, 
  but none of the patrols give the 
  shop a second look.
  If the party failed to rescue 
  Lilvari, there is still hope. Gogan 
  explains he managed to get her 
  attention from a distance, and she 
  was able to communicate with him 
  using signals with her hands, a sort 
  of code similar to thieves’ cant. 
  She signaled two words: “weapons” 
  and “sewer.” Gogan believes this 
  will lead them to the place where 
  Lilvari stashed the evidence. The 
  clues are directing them to the 
  sewer closest to the only weapon 
  shop in town.
  If the party succeeded in saving 
  Lilvari and she is with them, she 
  thanks the heroes for saving her 
  life and explains she has hidden 
  the evidence in the sewers nearest 
  the local weapon shop. In either 
  scenario, the sewers are the next 
  stop.
  The group uses their hidden basement 
  location to monitor and track the 
  guards, which helps them reach the 
  sewer undetected. A successful DC 12 
  Dexterity (Stealth) check gets them 
  there without being spotted by the 
  guards, while a failed check results 
  in 1d4 + 1 guards recognizing the 
  group and attacking. If they wait 
  for nightfall, the check is made 
  with advantage.
  Finding the sewer grate nearest the 
  weapon shop is trivial once they get 
  there, but navigating the sewers 
  themselves is a bit trickier without 
  a guide. If Lilvari is with the 
  party, she knows the path and leads 
  the way. If she isn’t, a successful 
  DC 13 Wisdom (Survival) check 
  reveals the correct path. A failed 
  check means the group gets lost for 
  1d4 hours and suffers one level of 
  exhaustion before finding the correct 
  path. 
  The room where the evidence is 
  hidden is 20 feet by 30 feet with a 
  small table and chair in one corner 
  and a crate in another. There is 
  also an unexpected visitor in this 
  room at the moment. A DC 12 Wisdom 
  (Perception) check reveals something 
  moving in the shadows against the 
  far wall. Lurking in the shadows, 
  confused and hungry, is a mutated 
  sewer horror (Appendix A). Creatures 
  who failed the check or have a 
  passive Perception below 12 are 
  surprised when combat begins. The 
  monster is hostile and attacks as 
  
  40
  soon as a creature approaches within 
  10 feet of it. It fights to the 
  death.
  Once the creature is dealt with, 
  opening the crate reveals the 
  evidence Lilvari collected to 
  implicate the mayor. The crate also 
  contains some magic items, and the 
  rebels take this opportunity to 
  reward the heroes with a stone of 
  good luck, ring of shooting stars, 
  and figurine of wondrous power 
  (serpentine owl).
  Part 5. seeds of 
  disCoNteNt
  There are two 
  important 
  documents in 
  the crate. 
  The first is a 
  list labeled 
  “Silent 
  Supporters.” 
  Among the 
  names are 
  several 
  prominent 
  citizens of 
  Rezinville, 
  including the 
  bartender at 
  the Dancing 
  Goat and 
  the captain 
  of the town 
  guard. Second 
  is a pair 
  of letters. 
  The first is 
  addressed to 
  the mayor:
  “Mayor Kadgol. I am satisfied with 
  your progress so far. However, 
  I have heard rumblings of some 
  troublemakers. The Master will 
  be quite displeased if you allow 
  them to disrupt our plans. Please 
  convince me you can deal with them 
  or I shall find another servant more 
  worthy of this honor. - Z ”
  The second letter is the mayor’s 
  response:
  “I assure you the problem will be 
  dealt with swiftly. The dimwitted 
  citizens of this town do not have 
  the backbone to stand up to me. Once 
  I’ve quashed their little rebellion, 
  they will fall back into line and 
  become even more subservient. And 
  then the experiments on them can 
  begin.  - Kadgol ”
  Lilvari and Gogan are convinced 
  that making these letters public 
  would spark enough outrage to get 
  widespread support to oust the 
  mayor. Now it’s up to the 
  heroes and rebels to quietly 
  but quickly spread the word. 
  The list 
  of “Silent 
  Supporters” is 
  a good place 
  to start for 
  spreading the 
  information 
  and fanning 
  the flames of 
  rebellion. 
  The heroes can 
  act this out 
  with social 
  interactions 
  and Charisma checks, or they 
  can let the rebels take care of 
  it off-stage. 
  To the Barricades!
  As word spreads, citizens take 
  to the streets and storm town 
  hall. With pitchforks and torches in 
  hand, they chant “Down with Kadgol!” 
  Once Kadgol realizes what is going 
  on, he attempts to flee. The party 
  has an opportunity to confront, 
  capture, or kill Kadgol before he 
  can escape from the protesting 
  citizens.
  Kadgol attempts to escape by 
  slipping away through a back door 
  of the town hall and going to the 
  adjoining stables where his horses 
  
  41
  and carriage are kept. He expects to 
  be escorted by eight veterans who 
  serve as personal guards. 
  However, the party has an 
  opportunity to thin out the ranks of 
  his bodyguards by applying pressure 
  and convincing them they are on 
  the wrong side of this fight. Each 
  member of the party may perform a 
  check to try and scare away the 
  bodyguards, persuade them to join 
  the other side, or deceive them into 
  believing they are being ordered to 
  stand down by a higher authority. 
  Characters can choose which tactic 
  they employ and make a DC 13 
  Charisma (Deception, Intimidation, 
  or Persuasion) check. Characters who 
  make an active attempt to leverage 
  the gathered crowd to support their 
  actions have advantage on the check. 
  For each successful check, one of 
  the veterans abandons the job of 
  protecting Kadgol and the party 
  has one fewer opponent to deal 
  with. A critical success results in 
  two veterans leaving their post. 
  When the last of his bodyguards 
  has abandoned him or fallen in 
  combat, Kadgol gulps a potion of 
  invisibility and attempts to slip 
  away undetected.
  If Kadgol is captured, Lilvari or 
  Gogan (if Lilvari is dead) presents 
  him to the citizens to determine his 
  fate. Bound and gagged, Kadgol is 
  escorted to the platform in front 
  of town hall. Lilvari explains 
  the incriminating contents of the 
  letters to the assembled crowd. As 
  she conveys Kadgol’s crimes, several 
  in the crowd yell, “Hang him!” 
  Lilvari looks at the party for a 
  decision, explaining aloud that 
  without the help of the heroes, she 
  would be dead and the town woud 
  still be under Kadgol’s control. (If 
  Lilvari did not survive, Gogan is 
  visibly upset and barely controls 
  his anger at the man who executed 
  his partner.) Ultimately, the rebels 
  leave it to the characters to decide 
  Kadgol’s ultimate fate. As long as 
  he is not allowed to go free, the 
  citizens are content with whatever 
  decision the heroes make.
  CoNCludiNg the adveNture
  W
  ith Kadgol overthrown and 
  the town free, a celebration 
  begins! The finest wines 
  from the cellars of the wealthy 
  are brought while cooks prepare 
  vast meals. Instruments that have 
  gone unplayed for months fill the 
  air with music while people dance. 
  Smiles and laughter have returned to 
  Rezinville, the weight has lifted, 
  and the citizens are truly grateful 
  to have been saved from a much worse 
  fate.
  CoNtiNuiNg the adveNture
  A
  lthough Mayor Kadgol has 
  been ousted and the town of 
  Rezinville set free from his 
  oppressive grasp, several questions 
  remain:
  • 
  Is there a connection between 
  the sewer creature and what the 
  mayor was involved in?
  • 
  Who is the mysterious  “Z” the 
  mayor was conspiring with? What are 
  the experiments mentioned in the 
  letter?
  If the mayor escaped, how do the 
  rebels and heroes track him down to 
  bring him to justice?
  
  42
  aPPeNdix a: MoNsters & 
  NPCs
  Mutated Sewer Horror
  Large monstrosity, unaligned 
  Armor Class 
  16 (natural armor)
  Hit Points 
  168 (17d10 + 85)
  Speed 
   
  40 ft.
  Saving Throws 
  Strength +7, Constitution +9
  Damage Immunities  Acid, Poison
  Condition Immunities Charmed, Frightened, Poisoned
  Senses   
  darkvision 120 ft., 
   
   
   
  passive Perception 11
  Languages  
  --
  Challenge   
  9 (5,000 XP)
  Magic Resistance. The horror has advantage 
  on saving throws against spells and 
  other magical effects.
  CON
  20 
  (+5)
  DEX
  12 
  (+1)
  STR
  22 
  (+6)
  INT
  9 
  (-1)
  WIS
  12 
  (+1)
  CHA
  7 
  (-2)
  Multiattack. The horror makes two at-
  tacks with its tentacles. Up to two 
  of these attacks can be replaced by 
  its tail attack, one replacement per 
  tentacle grappling a creature.
  Tentacle. Melee Weapon Attack: +10 to 
  hit, reach 20 ft., one target. Hit: 
  19 (3d8 + 6) bludgeoning damage, 
  and the target is grappled (escape 
  DC 16) if it is a Medium or small-
  er creature. Until
  the grapple ends, the creature 
  can’t use this tentacle.
  TAIL. Melee Weapon Attack: +10 to hit, 
  reach 10 ft., one target. Hit: 15 
  (3d6 + 6) bludgeoning damage.
  Acid blisters. When the horror takes dam-
  age, it can use its reaction to make 
  its acid blisters explode. Creatures 
  within 20 ft of it must make a DC 14 
  Dexterity saving throw, taking 15 
  (3d10) acid damage on a failed save, 
  or half as much damage on a success-
  ful one. 
  Actions
  ReActions
  
  43
  aPPeNdix C: MaPs
  Town Square
  
  44
  Amelia Ng
  
  45
  Mooncake 
  Revolution
  Level 8
  Collette Quach
  Collette is a writer and narrative designer, focusing on analog games 
  and tabletop RPGs. She has a passion for creating fantasy worlds based 
  on non-European cultures and using games as a way to tell stories from 
  marginalized communities. Her work can be found in Uncaged, Book of 
  Seasons:Solstices, and Unbreakable Anthology. Follow her on twitter      
  @collettequach.
  W
  elcome to the Shallow Valley, 
  with its pristine rivers, 
  picturesque lakes, and rich 
  metals deep within the mountains. 
  It’s a prime location for a vacation 
  or to build your next estate… except 
  for the revolution brewing deep in 
  the woods and in the tunnels. The 
  people of the valley have long since 
  been exploited by the invaders from 
  outside, and they call upon the 
  adventurers to help them with their 
  plans.
  This dungeon is optimized for four 
  8th-level characters.
  adveNture baCkgrouNd
  W
  hen the Baihua came to Shallow 
  Valley, they displaced the 
  native peoples in order to 
  access a precious resource buried 
  beneath the valley caves. While the 
  Baihua people accumulate wealth, 
  those native to the land gain 
  nothing and must survive on the 
  scraps. In secret, a revolution has 
  been brewing, one that will need 
  the aid of seasoned adventurers if 
  the natives are to have any hope of 
  reclaiming the valley as their own.
  Major NPCs/faCtioNs
  Qianguren (pronounced chiang-goo-
  ren): Literally “people of the 
  shallow valley”, these are the 
  people native to the region. After 
  the Baihua occupation, many of the 
  people have been displaced, if they 
  survived.
  Baihua (pronounced buy-how): A 
  growing nation from outside the 
  valley, which some time ago expanded 
  into Shallow Valley to appropriate 
  its valuable resources. Many Baihua 
  people have exploited the land and 
  the people, either knowingly or 
  unknowingly, to the point where many 
  live in relative comfort.
  
  46
  Gu Long (pronounced goo-long): 
  Translated as “valley dragon”, the 
  Qiangu freedom fighters are named 
  after a folktale where a dragon 
  carved the valley for the people to 
  live and prosper in. They oppose the 
  Baihua occupation. Knowledgeable of 
  the land, they reside in the natural 
  cave systems, using the elaborate 
  tunnels to covertly move throughout 
  the valley. While most are native 
  Qianguren, their ranks include some 
  Baihua who recognize the impact they 
  have in Shallow Valley and assist 
  the rebels.
  adveNture suMMary
  T
  his adventure takes place in 
  4 parts: an introduction and 
  three acts.
  The introduction establishes the 
  setting and provides context to the 
  situation in Shallow Valley, hooking 
  the players emotionally into the 
  adventure.
  The first act tasks the adventurers 
  to infiltrate an estate to deliver 
  secret messages hidden in mooncakes. 
  The adventurers might talk their 
  way through, disguise themselves, 
  or find some other creative way to 
  accomplish their mission.
  The second act takes place at the 
  start of the revolution. Tasked 
  with breaking into and reclaiming 
  the natural history museum, the 
  adventurers seek to establish a 
  symbolic and iconic foothold for the 
  rebellion.
  In the final act, the Baihua law 
  enforcement push back the rebellion. 
  If the party is still with the 
  rebels, they are asked to put their 
  own bodies in front of the rebels 
  and risk their lives so that justice 
  is served.
  rePutatioN
  H
  ow the party deals with the 
  tasks given to them will affect 
  how the public perceives them, 
  as word spreads to the general 
  populace. Outright violence causes 
  the public to become wary of the 
  revolution, while compassion and 
  empathy prompt the public to 
  sympathize. Not everything is black 
  and white, however: violence out of 
  self-defense can be understood, while 
  actionless displays of compassion can 
  come off as impartial and complacent.
  There are set points in the 
  adventure where reputation is 
  affected and tested (especially 
  in Part 3), but be aware of how 
  the adventurers act throughout. 
  Unexpected moments can deeply affect 
  the world. A positive reputation 
  built on justice and trust is defined 
  as 5 or higher, whereas a reputation 
  for violence is 4 or lower.
  hooks
  P
  layer characters might be 
  from Shallow Valley or have 
  relatives or companions who 
  hail from the region. They might 
  intend to visit family and see the 
  Baihua’s oppression first hand.
  The adventurers might have come 
  to Shallow Valley in response to 
  a letter requesting their aid, 
  either from the revolutionaries 
  or potentially from the Baihua 
  occupiers, looking for increased 
  protection. Once they see the state 
  of the place, though, they should 
  quickly be inspired to side with the 
  native Qianguren. 
  Finally, adventurers may be in 
  Shallow Valley by chance: perhaps 
  they heard rumors of scenic lands to 
  explore, or useful natural resources 
  for a cunning speculator to claim. 
  In this case, they should witness 
  the Baihua exploiting the land or 
  the natives directly.
  
  47
  Prelude: WelCoMe to 
  shalloW valley
  T
  he adventurers probably arrive 
  in Shallow Valley one of 
  two ways, depending on the 
  hook that brings them. Determine 
  which works best for your table, 
  or improvise something similar if 
  neither seems quite right.
  Hook A: Entering the Valley 
  Independently
  A
  s the adventurers enter the 
  valley, they are stopped by 3 
  Baihua Guards (thug) asking 
  for an entry permit, which is 
  issued by the Baihua occupational 
  government. More than likely, 
  the party doesn’t have one and 
  will be turned away. During the 
  conversation, 5 rebels (scout) 
  spring from the brushes to ambush 
  the guards. They do not target the 
  adventurers (unless attacked, in 
  which case they attempt to escape) 
  and always do nonlethal damage, 
  reminding each other loudly not to 
  kill anyone. The guards, on the 
  other hand, immediately assume the 
  adventurers are with the rebels and 
  attack the adventurers as part of 
  putting down the ambush.
  Once the guards are dealt with, the 
  rebels acknowledge the skills of 
  adventurers who took part in the 
  combat, and may also recognize the 
  party for their accomplishments in 
  other parts of the world. The rebels 
  plead with the adventurers to aid 
  them in resisting the occupying 
  Baihua; if the adventurers agree, 
  the rebels guide them through a cave 
  system to meet their leader.
  If the party doesn’t agree to aid 
  the rebels at this point, they 
  should see further abuses of the 
  native people at the hands of 
  the occupying Baihua, and they 
  should eventually find themselves 
  involved in Part 1. An interesting 
  take on the adventure might see 
  the adventurers cast as unlikely, 
  hesitant heroes caught up in a 
  revolution they never asked to join 
  but can’t abandon.
  Hook B: Invited to Aid the 
  Rebels
  The party meets up with the rebels, who escort 
  them across the border through a secret cave 
  system avoiding the border guards. They meet 
  with their rebel contact in a secluded spot 
  near the border, have a brief interaction where 
  the rebel confirms they aren’t Baihua spies or 
  sympathizers, then head through the caves.
  Into the Caves
  T
  he cave system is a winding 
  tunnel that is hard to navigate 
  without a guide. Light peeks 
  through the cracks in the rock, 
  providing some light. Along the way, 
  the party can see other people using 
  the tunnels, too, to support the 
  rebels with weapons, food, medical 
  supplies, and the like.
  The Rebel Hideout
  T
  he tunnels eventually open up 
  to a larger cavern populated 
  with a hundred people using 
  it as a makeshift settlement. Tents 
  occupy every possible open space, 
  even on ledges off the ground.
  The rebels take the party to a large 
  tent at the far end of the cave. 
  Inside, maps and papers are strewn 
  across a large table, over which 
  stands the leader of the Gu Long, 
  
  48
  Xifeng (pronounced she-fung), a 
  human woman of Asian descent. She 
  and other important members of the 
  Gu Long wear Cloaks of the Valley 
  Dragon (Appendix B). Depending on 
  the party’s notoriety and morality, 
  she may know the adventurers by 
  reputation; otherwise, she has done 
  her research and learned of them 
  through other means.
  Xifeng explains the situation of the 
  Shallow Valley and formally requests 
  the adventurers’ aid. She believes 
  the adventurers, because they are 
  outsiders and/or famous, will have 
  more freedom of movement than the 
  Qiguren in the valley, especially 
  those of Gu Long affiliation. A 
  pragmatic woman, she hopes the 
  adventurers will assist the Gu Long 
  out of the goodness of their hearts, 
  but if they require payment, she 
  will offer what the Qiguren can spare 
  (300 gp per adventurer), as well as 
  the promise of further reward should 
  the revolution succeed.
  Part 1: a sCeNiC 
  lakeside estate
  O
  ne of the rebels guides the 
  adventurers through another 
  tunnel system which takes them 
  to a lakeside estate. Alternatively, 
  if they have not agreed to aid the 
  rebels, they might arrive here by 
  coincidence on their own.
  The lake is calm, expansive, 
  and crystal blue, free of any 
  impurities. Dotted across the shore 
  are large homes, three of which can 
  be seen in the near distance. The 
  area used to be heavily wooded, but 
  no Perception check is required to 
  see the signs of deforestation.
  Objective
  T
  he goal for this part is to 
  deliver mooncakes containing 
  secret messages to rebel agents 
  working in the estates. Xifeng tells 
  the adventurers they can identify 
  the rebels by a small stitch on 
  their clothes, which requires a 
  successful DC 15 Wisdom (Perception) 
  check. At least 15 of the 60 or 
  more servants at the three estates 
  are hidden rebels, five agents at 
  each estate. Giving the cakes to 
  the wrong person increases the 
  chance of exposing the 
  rebellion. Further, 
  Xifeng requests 
  the adventurers 
  deliver the cakes 
  discreetly, as 
  the servants may 
  be punished 
  for accepting 
  sweets while 
  on duty, while 
  the adventurers 
  themselves 
  will suffer no ill 
  treatment. Stealth checks oppose the 
  guards’ passive Perception, though 
  these checks have disadvantage if 
  
  49
  the guards are alert (see below).
  When first entering an estate, they 
  are stopped by a  Baihua Guard 
  (thug) who inquires as to their 
  reason for visiting. Assuming they 
  can provide a suitable excuse, or 
  make a successful DC 15 Charisma 
  (Deception) or Charisma (Persuasion) 
  check, the adventurers have the 
  privilege of moving freely through 
  the area, as they are perceived 
  to be tourists or visitors. They 
  have advantage on this check if any 
  of them have the Noble or similar 
  background. If they fail this check 
  or any of the adventurers are 
  observed acting suspiciously (such 
  as handing off a cake), the guards 
  allow them into the estate but keep 
  a close eye on them thereafter, and 
  the adventurers have disadvantage 
  on subsequent attempts to elude 
  detection or deceive a guard at any 
  of the three estates.
  If a guard is attacked or knowingly 
  affected by a spell, they call four 
  more Baihua Guards (thug). These 
  guards attempt to capture the party 
  for questioning, requiring clever 
  roleplay and skill use to talk their 
  way out or the payment of a fine (100 
  gp) for disruptive mischief.
  Typically, the adventurers should 
  be able to spot several Gu Long-
  affiliated servants, but must 
  engineer the opportunity to pass 
  them a mooncake unobserved. Design 
  encounters that will require them 
  to use their skills and wits to 
  accomplish the task subtly and 
  completely. They might have to sneak 
  off to follow an agent into the 
  garden, impress a family member with 
  their knowledge to distract their 
  attention, or hide in a closet until 
  a guard or Baihua family member 
  moves past.
  During their infiltration, the 
  party should witness multiple acts 
  of snobbery, petty cruelty, and 
  callousness regarding the natives 
  of the valley. Use this scene as 
  an opportunity to enflame their 
  sympathies for the natives’ plight 
  and the Gu Long’s aims.
  Estate Layout
  Each of the three estates are laid 
  out similarly to one another. The 
  main entrance leads to an open 
  courtyard. The eastern side of the 
  estate contains the kitchen, dining 
  room, and sitting room, all of which 
  the adventurers may visit freely. 
  Upstairs are the private quarters 
  for the heads of the house and their 
  family. The adventurers are not 
  permitted to go upstairs.
  The servants affiliated with the 
  Gu Long are scattered around the 
  estates as groundskeepers, cooks, 
  maids, and the like. They can be 
  in any part of the estate except 
  the private bedrooms, though a maid 
  may on occasion go into one to tend 
  to a member of the family or clean 
  the room when no one else is there 
  (providing a harrowing scene if the 
  adventurers must follow the servant 
  into one of the off-limits rooms).
  Features of the Area
  Servant’s Quarters. On a successful 
  DC 14 Wisdom (Perception) check, an 
  adventurer notices that the servants 
  coming into and out of the three 
  estates have similar uniforms. There 
  is a small building right near the 
  gate to the estate which is the 
  servant’s quarters. Inside are spare 
  uniforms that the adventurers can 
  borrow to easily navigate the three 
  estates. Have the adventurers make 
  a DC 13 Intelligence (Disguise Kit) 
  check (though the check doesn’t 
  actually require a disguise kit, 
  having one grants advantage on 
  the check) to disguise themselves 
  successfully, though if they 
  interact directly with an estate 
  family member, they must make 
  opposed Charisma (Performance) 
  checks against the observer’s 
  Intelligence (Investigation) check.
  
  50
  iNterlude
  O
  nce the party has delivered all 
  three of the mooncakes (whether 
  to the correct rebel agents or 
  not), their first task is completed, 
  and they have a window of time to 
  rest before the main revolution 
  begins. This period can be as little 
  as a couple of hours or as much as 
  a day, based on the desired pacing 
  and engagement of your table. During 
  this time, the adventurers may 
  explore the cave system, the town 
  nearby, or simply rest.
  Cave System
  A
  dventurers that decide 
  to explore the caves are 
  cautioned when exploring to 
  avoid detection by the Baihua Ren. 
  Many already used the cave system 
  as a mode of transportation prior 
  to the rebellion, so their risk of 
  detection was fairly low, but the 
  adventurers are a different matter, 
  especially if they hail from outside 
  the valley.
  Features of the Area
  Limited illumination. While the 
  caves have some light, vision 
  is reduced. Creatures lacking 
  darkvision have their vision reduced 
  to 30 feet.
  Navigation. The cave system has few 
  discernible landmarks or signs. A DC 
  15 Wisdom (Survival) check allows 
  the adventurers to find their way 
  back to the rebel base; if they 
  have a way to keep track of their 
  movements, they have advantage on 
  this check.
  Room: Glittering Cave
  One tunnel leads to a large 
  glittering room, illuminated by 
  glittering crystals of various blue 
  and green colors. This is a cave of 
  precious metals found only in the 
  valley, though the or is unrefined.
  Over the course of four hours, 
  adventurers can mine 1d4 crystals 
  with a DC 20 Strength (Athletics) 
  check, with advantage if they have 
  and are proficient with mason’s 
  tools. On their own, the crystals 
  don’t look like much, nor are they 
  very valuable, but once refined, the 
  crystals are worth 80gp each. Only 
  the Qianguren have knowledge of the 
  refinement process.
  Encounter: Fleeing Rebels
  While wandering the tunnels, the 
  adventurers hear the sound of 
  hurried footsteps. These turn out 
  to be a number of rebels fleeing 
  4  Baihua Guards (thug). The 
  adventurers can fight the guards, 
  elude them with a successful group 
  Dexterity (Stealth) check opposed by 
  the guards’ passive Perception, or 
  find some other means of dealing with 
  them. In any case, the rebels will 
  not lead the guards back to their 
  headquarters. 
  Town
  There is a nearby town, which offers 
  general goods and supplies, as 
  well as persons of interest that 
  adventurers can encounter; these 
  NPCs view the revolution in various 
  ways, exposing the nuance in this 
  conflict.
  Features of the Area
  Person of Interest: An Indifferent 
  Qianguren
  A Qianguren shopkeeper has a pretty 
  successful shop in the town. They’ve 
  benefited from the tourism and extra 
  commerce coming in from the Baihua 
  occupation. They are keeping on 
  the sidelines in this revolution, 
  believing that the Baihua occupation 
  is benefiting Shallow Valley. They 
  can sell the party common supplies 
  at the DM’s discretion.
  
  51
  Person of Interest: A Sympathetic 
  Baihua
  If the adventurer succeeds on a DC 
  15 Wisdom (Perception) check, they 
  notice a Baihua woman on the street 
  who wears a small indicator on her 
  collar of her affiliation to the Gu 
  Long. When she was young, she was 
  one of the first Baihua to enter 
  the Shallow Valley, and has grown 
  up among its people and forged her 
  identity here. Though the Shallow 
  Valley has made her wealthy, she 
  acknowledges she has taken benefits 
  away from the Qianguren and wishes 
  to support their cause.
  Place of Interest: Propaganda Board
  The adventurers pass by a newsboard 
  full of ads and propaganda that are 
  pro-Baihua occupation. There is an 
  ad for the museum and its natural 
  history exhibit. Another is a fear-
  mongering propaganda piece about 
  staying away from the natural caves.
  If adventurers decide to tear down, 
  deface, or vandalize the propaganda, 
  they gain 1 reputation (refer to the 
  Reputation section in the Adventure 
  Background)
  If adventurers decide to comically 
  deface or parody the propaganda, 
  they gain 2 reputation points.
  Encounter: Demonstration
  At the center of the town, a group 
  of demonstrators is protesting the 
  occupation. Signs posted around 
  them deliver information about 
  the displacement of the Qianguren 
  due to the Baihua occupation. 
  Some signs detail abusive working 
  conditions, while others speak of 
  the environmental impact of the 
  Baihua’s mining operations to get 
  the precious gems.
  Shortly after the adventurers 
  encounter the demonstration, a 
  group of Baihua sympathizers 
  arrive to harass and agitate 
  the demonstrators. While the 
  demonstrators try to de-escalate 
  and ignore the harassment, the 
  sympathizers advance menacingly, 
  clearly planning to attack.
  If the adventurers intervene, they 
  gain 1 reputation point. 
  How the adventurers deal with 
  the demonstration determines 
  additional reputation gain or loss. 
  For example, if adventurers de-
  escalate the situation or defend 
  the demonstrators by making sure 
  they do not get harmed, they gain 1 
  reputation point. If they forcibly 
  remove the agitators or respond with 
  violence, the adventurers lose 1 
  reputation point. 
  
  52
  Part 2: a triP to a 
  MuseuM
  T
  he time has come for the 
  revolution to move in full 
  force. Xifeng requests the aid 
  of the adventurers at the Shallow 
  Valley Regional Museum, the journey 
  to which takes about 40 minutes of 
  travel through the caves and then by 
  road. Once there, the adventurers 
  find a large group of Gu Long rebels 
  amassed, with more approaching at a 
  distance.
  Messages in the Mooncakes
  If adventurers never gave any 
  mooncakes to the wrong people, skip 
  this section. If they did, the 
  plot is discovered on a roll of 2 
  or lower on a d20; for each wrong 
  mooncake delivered, increase the 
  chance by 2.
  If the plot was revealed, 8 Baihua 
  Guards (thug) appear to try and stop 
  the revolution. They are initially 
  non-hostile but eventually turn 
  hostile, though they use non-
  lethal tactics meant to stop the 
  revolutionaries, not kill.
  Objective
  Xifeng tasks the adventurers to 
  break into the museum and remove 
  the director, who took cultural 
  pieces and artifacts from their land 
  and displays them behind glass in 
  the museum. Taking over the museum 
  would be a huge victory for morale, 
  as it returns artifacts rightfully 
  belonging to the Qianguren and 
  symbolizes the people taking back 
  their history. Xifeng also plans to 
  use the museum as their future base 
  of operations in the revolution.
  Area 1: Museum Grounds
  The main road leads to the entrance 
  of the museum. A 25-foot-tall stone 
  wall encloses the museum grounds. 
  There is one main gate in the front 
  with two guards.
  The grounds are well maintained. 
  Three trails, one from each gate, 
  converge at the center before moving 
  up towards the front door of the 
  museum.
  Features of the Area
  Patrolling Guards. Two pairs of  
  Baihua Guards (thug) patrol the 
  grounds. They patrol in opposite 
  areas before switching sides. With 
  a successful DC 18 Wisdom Check 
  (Perception) check, an adventurer 
  notices a tiny window of time (3 
  rounds) during which the pair has 
  their backs to each other. Slipping 
  through at that key moment will 
  allow the adventurers to bypass the 
  guards without combat.
  Side Gates. Two smaller gates 
  on the sides of the museum wall 
  lead into the grounds. They are 
  locked, requiring a DC 16 Dexterity 
  (Thieves’ Tools) check to open 
  discreetly or a DC 21 Strength 
  (Athletics) check to force open 
  loudly. 
  Creatures
  There are a total of six Baihua 
  Guards (thug) outside the museum 
  building: one pair is at the main 
  gates and the other two patrolling 
  the grounds.
  Tactics
  The guards at the main gates refuse 
  to let the adventurers in and use 
  force if they refuse to leave. The 
  other guards inside the grounds 
  attack the adventurers on sight.
  Area 2: Museum 
  The museum has three floors with two 
  wings on the first floor. The third 
  floor only houses the director’s office.
  
  53
  Area 2a: 1st Floor
  The first floor houses the Shallow 
  Valley mining exhibit and the 
  natural history of the valley. In 
  the west wing is a reproduction of 
  one of cave systems, though much 
  simpler and easier to navigate than 
  the ones the adventurers have gone 
  through.
  There are two Baihua Guards (thug) 
  posted around the area, patrolling 
  the halls. If the adventurers did 
  not enter the museum discreetly 
  (such as engaging in combat or 
  opening one of the fences by 
  force), have the guards roll DC 
  12 Wisdom (Perception) checks. If 
  they succeed, the guards are alert 
  and actively searching for the 
  adventurers.
  Features of the Area
  Mining Exhibit. The mining exhibit 
  is a reproduction of a cave system 
  within the Shallow Valley. At the 
  end is a large glittering crystal in 
  a locked case. The inscription on a 
  plaque notes it as the largest ever 
  to be mined in the caves. A DC 25 
  Dexterity (Thieves’ Tools) check is 
  needed to open the case. While worth 
  1000 gp, taking it will cause the 
  party to lose 4 reputation points, 
  as the Qianguren consider this a 
  precious treasure for them.
  Natural History Exhibit. The 
  natural history exhibit contains 
  reproductions of native flora and 
  fauna. There’s a one way path 
  that wraps around and through the 
  exhibit. The flora and fauna is 
  a diverse mix of temperate and 
  tropical climates, similar to the 
  area of Taiwan.
  Area 2b: 2nd Floor
  The 2nd floor houses the exhibit on 
  Qianguren art. There are statues, 
  paintings, sculptures, fabrics and 
  various forms of art displayed 
  throughout the floor.
  There are four Baihua Guards (thug) 
  posted around the area, patrolling 
  the halls. If the adventurers did 
  not enter the museum discreetly 
  or caused commotion on the first 
  floor (such as engaging in combat 
  or opening one of the fences by 
  force), have the guards roll DC 
  12 Wisdom (Perception) checks. If 
  they succeed, the guards are alert 
  and actively searching for the 
  adventurers.
  Area 3: Director’s Office
  Climbing up a grand staircase, the adventurers 
  arrive at two grand double doors. Inside is the 
  director’s office, which is filled with elaborate 
  pieces of art. 
  Features of the Area
  Closer look. With a successful DC 
  13 Wisdom (Perception) check, the 
  adventurers notice that many of the 
  pieces here resemble those they have 
  seen in the other wings. With a DC 
  15 Wisdom Check (Perception) check, 
  they notice that these are the 
  genuine pieces.
  Back room. There is a locked door 
  in the back right of the office. 
  Inside is a large room, filled with 
  Qianguren artifacts.
  When he encounters the adventurers, 
  the director is not really surprised 
  to see them, and he assumes that 
  they are here to further the cause 
  of revolution. He wants to talk 
  rather than fight. Read or summarize 
  the following text:
  
  54
  “I knew it would come to this. The 
  Gu Long—is that what they’re called? 
  They care so much about their home. 
  I admire them.
  “I only ask for a moment, if you 
  will indulge me. I didn’t want to 
  steal these pieces from them. I 
  always wanted to study the valley. 
  But when the Baihua came to this 
  valley, they had no care for what 
  was here before besides the wood 
  and the gemstone. I felt like I 
  needed to do something about it. 
  I’m preserving these pieces so that 
  future generations can understand 
  the importance of this valley that 
  isn’t just its resources.
  “All I’m asking is that you 
  understand what I am doing. I am 
  not the villain here. I am helping 
  them.”
  At this point, adventurers can deal 
  with the director however they wish.
  If they ask the director to leave 
  peacefully so the Gu Long occupy 
  the building, adventurers will need 
  to succeed on a DC 22 Charisma 
  (Persuasion) check, with adjustments 
  based on the adventurers’ argument: 
  If the party has been mostly 
  peaceful/high reputation, the party 
  has advantage on this check; if 
  they have been violent, they have 
  disadvantage.
  Killing the director loses 5 
  reputation points. Any direct 
  violence only loses 1.
  Part 3: a Walk doWN 
  MaiN street
  H
  owever the adventurers handle 
  the director, the Gu Long are 
  setting up their new base in 
  the museum below. When they return 
  to Xifeng, who is overseeing these 
  efforts, she informs the adventurers 
  that while they’ve been in the 
  museum, the Gu Long barricaded 
  around the museum. On the other side 
  of the barricade, Baihua forces have 
  gathered around the museum, ready to 
  attack. 
  Reputation
  T
  he actions of the adventurers 
  have not gone unnoticed. People 
  both Baihua and Qianguren have 
  been hearing about the revolution 
  and either fear the Gu Long or are 
  inspired by them. At this point, the 
  reputation points they’ve earned so 
  far come into play.
  Reputation check. If the adventurers 
  helped gain the Gu Long a positive 
  reputation (4 or higher), residents 
  come out in solidarity. If 
  reputation is low (3 or lower), then 
  no residents come out.
  The guards are reluctant to harm the 
  citizens. Residents who take to the 
  streets in support the revolution 
  can use the Help action to assist 
  the adventurers.
  Objective
  T
  he adventurers must defend 
  the museum from the police 
  force. There are three waves 
  of police, with 3 Baihua Riot Guards 
  (Appendix A) and 7 Baihua Guards 
  (thug) that can be divided up into 2 
  groups in the initiative order. 
  Tactics
  The guards try to arrest the 
  adventurers and the Gu Long either 
  through non-lethal damage, a grapple 
  check, or any other methods of 
  incapacitation.
  The riot guards use their spells to 
  suppress the adventurers and the 
  other protestors so the regular 
  guards can incapacitate them.
  
  55
  Difficulty Adjustments
  Make the following adjustments if 
  the party is weak or strong:
  • If the party is very weak, reduce 
  the amount of guards to 5
  • If the party is weak, remove 1 
  guard.
  • If the party is strong, add 1 riot 
  guard.
  • If the party is very strong, add 
  an extra wave of 1 riot guard and 
  3 guards.
  CoNCludiNg the adveNture
  I
  n the wake of the battle, Xifeng 
  and the rest of the Gu Long thank 
  the party for their help and 
  putting their bodies in front of 
  them. The adventurers have given 
  them hope that they can succeed.
  CoNtiNuiNg the adveNture
  O
  nce the situation with the Baihua 
  forces has been resolved, the 
  greater struggle still isn’t 
  over. Even if the guards have 
  retreated, they are likely to strike 
  again in the future. 
  If the adventurers have a good 
  reputation, Xifeng asks them to stay 
  to help with the revolution in hopes 
  of driving the Baihua from the town. 
  At that point, the movement develops 
  a strong foothold from which to 
  continue resisting the occupation 
  and/or build a structure for native 
  sovereign rule.
  Alternatively, if the adventurers 
  have a reputation for violence and 
  untrustworthiness, Xifeng asks them 
  to leave, in which case they are 
  free to go their own way. Without 
  them, however, the revolution might 
  fall apart, and they might receive 
  a desperate call to come back and 
  provide aid.
  
  56
  aPPeNdix a: MoNsters & 
  NPCs
  aPPeNdix b: iteMs
  Cloak of the Valley Dragon
  Wondrous item, uncommon (requires 
  attunement)
  A thin grey garment, while plain in 
  appearance, close inspection reveals 
  specks of blue and green, similar to 
  the crystals found deep within the 
  mountains of the Shallow Valley. 
  You gain a +1 bonus to AC while 
  wearing this cloak. In forests and 
  rocky areas, you have advantage on 
  Dexterity (Stealth) checks and you 
  ignore natural difficult terrain. 
  baihua riot guard
  Medium humanoid (human), lawful neutral 
  Armor Class 
  15 (studded leather, shield)
  Hit Points 
  24 (5d8+5)
  Speed 
   
  30 ft.
  Saving Throws 
  Dexterity +3
  Skills   
  Athletics +5, Perception +2
  Senses   
  passive Perception 10
  Languages  
  Common
  Challenge   
  2 (450 XP)
  SpellcastinG. The riot guard is a 5th 
  level spell caster. Their spell 
  casting ability is Intelligence 
  (spell save DC 12, +4 to hit with 
  spell attacks). 
  Cantrips (at will): mage hand, ray 
  of frost, shocking grasp
  1st level (3 slots): fog cloud, 
  hideous laughter, sleep
  2nd level (2 slots): mirror image, 
  misty step 
  3rd level (1 slots): counterspell, 
  dispel magic
  CON
  13 
  (+1)
  DEX
  12 
  (+1)
  STR
  16 
  (+3)
  INT
  14 
  (+2)
  WIS
  11 
  (+0)
  CHA
  9 
  (-1)
  Actions
  CLUB. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 8 
  (2d4 +3) bludgeoning damage. After  
  making a club attack, the guard 
  may use Shield Bash as a bonus ac-
  tion.
  shield bash. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 
  Shove the target 5 feet away.
  
  57
  aPPeNdix C: MaPs
  The Museum
  .
  
  58
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  The 
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  Come back next month for 4 
  adventures about how capitalism 
  screws up...
   
  THE ENVIRONMENT
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Eat the Rich Revolution.pdf