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  Screams at Sunset 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Screams at Sunset 
  2 
  Screams at Sunset 
   
  Reviewed by: 
  Ken Carcas 
  Jean Headley 
  JVC Parry 
   
  Artist: Daniel F. Walthall 
  The sword, scimitar, and dagger images are stock art by Daniel F. Walthall.  A link to Daniel’s work and can be 
  found in Free! Fantasy Stock Art by Daniel F. Walthall 
  Free! Fantasy Stock Art by Daniel F. Walthall is licensed under the Creative Commons Attribution 4.0 
  International License. (CC BY 4.0) 
  Cartography: Jeff C. Stevens 
   
  Written by: Jeff C. Stevens 
   
  I’d like to thank Ken Carcas for all his help in fleshing out this adventure.  Ken’s love and 
  knowledge of the game is tremendous.  His thoughts and suggestions helped make this 
  the adventure that it is. 
   
   
   
   
   
   
   
  
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  Screams at Sunset 
  3 
  Running the Adventure 
  This adventure starts very quickly.  There is no 
  hook to set – only screams and the rolling of dice.  
  This can be a challenging adventure as the party 
  will most likely have to split during one encounter.   
   
  Feel free to change whatever you want in this 
  module.  This module is only a guide to be used 
  with your personal DM’ing style. 
   
  It is suggested that you read this module at least 
  once before running it so that you understand the 
  encounters and hazards it includes.  This will also 
  allow you to make any adjustments that you feel 
  are necessary for your adventuring party.  That 
  being said, be prepared to be unprepared as 
  players will be players and everything may not go 
  as intended. 
  Text in textboxes is to be read to the players.  You 
  may summarize the text or make changes if you 
  wish. 
  Text in grey boxes is for your information and 
  should not be read to the players. 
   
  The stat blocks for the creatures in this module 
  can be found in the 5th Edition Monster Manual. 
   
  A Battle Stat Tracker is included at the end of this 
  module.  I include this to make preparation time 
  easier for the DM. 
   
  Unless otherwise noted, assume all NPCs have the 
  stats of a commoner (MM, p 345). 
  Adventure Overview 
  This adventure could start several ways.  Either in 
  the evening with the player characters traveling 
  along a road, or after the party makes camp and 
  just as the sun is setting.  Regardless of how you 
  start the adventure, the party will begin to hear 
  screams.  They will be able to follow the screams 
  to a house that is in a clearing just off the road. 
  A group of humanoid raiders, led by the bugbear 
  Nars Bra’gark, has come down from the hills to 
  pillage the isolated farms and homesteads.  The 
  raiders wish to gather supplies and valuable items 
  that they can trade with bandits, barbarians, and 
  other raiders.  Additionally, Nars has them looking 
  for something unique.   
   
  The local militia has been gathered to protect the 
  homesteads, but the militia is mostly made up of 
  commoners and cannot defeat the raiders.   
   
  It will be up to the adventuring party to deal with 
  the raiders and their leader.  And, perhaps, learn 
  the real meaning of the raids. 
  Adventure Setup 
  The adventure begins with the party making camp 
  or beginning to make camp.  A light drizzle and 
  frequent rain showers have been pestering the 
  adventuring party all day.  They are wet, the road 
  is muddy, and they are tired of the annoying 
  drizzle.  The drizzle has just stopped when the 
  adventure begins. 
   
  To create an ominous feel, rain, mud, and 
  thunderstorms will be mentioned throughout the 
  adventure.  Keep this in mind as you run the 
  adventure.  Most of the encounters occur during 
  rain, in mud, and during thunder storms.  
  The Screams 
  Jacob and Bella Eltson live with their son, Eli, in a 
  small farmhouse that sits in a clearing.  Jacob is a 
  peach farmer and his orchard lays just behind the 
  house.  Bella screams for help as the family is 
  being attacked by raiders.   
   
  The house is several hundred feet off the main 
  road and surrounded by trees.  The party is 
  currently 75 feet from the opening to the 
  driveway.  When they hear the screams, they may 
  venture into the forest to find the source of the 
  screams or they may venture forward to the 
  driveway opening. 
   
  
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  Screams at Sunset 
  4 
  Have the party roll a Wisdom (Perception) check 
  and consult the below table.   
   
  1-10 
  The screams are coming from deeper within 
  the forest on the right. 
  11-20 
  You believe that the screams are from a 
  woman.  Although they appear to be coming 
  from the forest, you believe that the trees 
  are muffling the true source and the true 
  origin is further up the road.   
   
  While venturing through the forest or further up 
  the road, the party will continue to hear screams 
  which will confirm that they are on the correct 
  path. 
   
  When the party gets closer to the house (either 
  via the road or by breaking through the tree line) 
  they will notice fresh footprints in the muddy 
  road.  A successful DC 12 Wisdom (Survival) check 
  will reveal that they are goblinoid footprints.  A 
  result of 15 or higher will also reveal the footprint 
  of a bugbear. 
   
  The Farmhouse 
  The sun will have almost set by the time the party 
  reaches the farmhouse.  A heavy rain begins to fall 
  as the party breaks through the tree line or comes 
  up the road.  Thick, black clouds make visibility 
  slightly challenging, but not so much as to hinder 
  their sight.   
   
  A quaint little farmhouse sits in a large clearing.  
  The front door, ripped from its top hinge, leans 
  haphazardly in its jam.  The body of a man lays at 
  the foot of the porch steps.  Through the thunder 
  and rain, more screams can be heard from an 
  open second floor window. 
  A storm has opened again and fat rain droplets 
  pelt you.  The sky has darkened and occasional 
  streaks of lightning can be seen in the distance 
  and the sound of thunder rolls across the sky. 
   
  The screams are much louder now and definitely 
  from a woman.  She sounds very desperate. She 
  yells out and you faintly hear, “Oh, Tymora!  
  Please help us!” 
  A Bugbear (CR 1, MM, p 33) stands on the front 
  porch.  His back is turned, he holds a javelin in his 
  right hand, and he is yelling, in goblinoid, into the 
  house.  Any characters that speak goblinoid will 
  hear the below.  If no one in the party speaks 
  goblinoid, just yell out a bunch on silly sounding 
  words. 
  A small, quaint house rests in a large clearing that 
  is fenced in by the large trees of the forest.  
  Several smaller trees, perhaps fruit bearing, can 
  be seen peeking out from the behind the house. 
   
  The body of a man lays at the base of the porch 
  steps and a beastly, hairy creature stands in the 
  doorway, yelling into the house. 
     
  “Hurry up!  This is taking too long.  A meek 
  woman and child.  Take care of them and then 
  loot the house!” 
  The bugbear will remain with his back to the party 
  unless he hears them approach.  If they are being 
  stealthy, have each character roll a DC 10 
  Dexterity (Stealth) check.  Each character will 
  have advantage on the roll due to the storm.  A 
  success means that they can sneak up to the base 
  of the porch.  A failure alerts the Bugbear, causing 
  him to turn around and attack with his javelin. 
   
  There is a Hobgoblin (CR ½, MM, p 186) inside the 
  house and on the first floor.  Each round the party 
  fights the bugbear, roll a Perception check (DC12) 
  
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  Screams at Sunset 
  5 
  for the hobgoblin.  On a success, the hobgoblin 
  hears the scuffle and comes to the aid of the 
  bugbear. 
   
  The Body 
  Jacob Eltson lays at the base of the porch steps.  
  His body is badly beaten and blood flows from a 
  wound to his head.  If the body is investigated, a 
  successful DC 10 Wisdom (Medicine) check will 
  reveal that Jacob is currently unconscious and at 1 
  hit point.  Jacob could be revived with a potion of 
  healing, cure wounds spell, or other similar action. 
   
  Jacob told his wife and son to lock themselves in 
  their room while he held the front door.  He was 
  able to hold the door for a short time, but 
  eventually the strength of the bugbear won him 
  over. 
   
  The First Floor 
  The first floor (see Farmhouse Map) consists of a 
  small kitchen on the left, a small family area with 
  a fireplace to the right, a set of stairs that leads to 
  the 2nd floor, a small room in the back-left corner, 
  a storage closet, and a door that leads outside and 
  to the orchard.   
   
  If the hobgoblin from this area came to the aid of 
  the bugbear, read: 
  The first floor has a small kitchen to the left, a 
  small family area to the right, a set of stairs that 
  lead to the 2nd floor, and a small room in the back-
  left corner.  Several splinters and chunks of the 
  door to that room lay on the floor.  
   
  From the stairwell on the right, you hear more 
  banging coming from upstairs; and cries of “Eli! 
  Eli!” 
   
  If the hobgoblin did not come to the aid of the 
  bugbear, read: 
  You enter the house and you see a humanoid in 
  the back-left corner of the room.  He is hacking 
  away at a door with his longsword.  From that 
  room, you hear whimpering and cries of 
  ‘momma”. 
   
  From the stairwell on the right, you hear more 
  banging coming from upstairs; and cries of “Eli! 
  Eli!” 
  A hobgoblin (CR ½, MM, p 186) stands outside of 
  the small room.  He had been trying to open the 
  door by hand, but has now resorted to beating 
  the door in with his longsword. 
   
  Soft sobbing and cries of ‘momma’ are heard 
  coming from the small room that the hobgoblin is 
  trying to enter.  Louder screams (Eli! Eli!) are 
  heard coming from upstairs. 
  Eli became confused when his father was yelling 
  at them and locked himself in his own room.  He’s 
  a strong, eleven-year-old farm boy and he was 
  able to move his chest of drawers in front of the 
  door.  Bella thought that Eli was already upstairs.  
  The two are now separated and very scared. 
   
  When Eli is found, he will be cowering in the 
  corner, knees tucked to his chest, and holding a 
  large boar tusk.  He is confused and will be 
  difficult to deal with until he sees his mother or 
  father (in good health, of course).  A successful DC 
  13 Charisma (Persuasion) check will calm Eli, but 
  he will constantly ask for his mother or father. 
  The Second Floor 
  The storm and walls muffle the sounds of any 
  combat occurring outside or on the first floor.  
  The creatures on the 2nd floor will not come to the 
  aid of any battles outside or on the 1st floor. 
   
   
  
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  Screams at Sunset 
  6 
  The second floor has a storage closet near the top 
  of the stairs and a large bedroom at the front of 
  the house.  Two Goblins (CR ¼, MM, p 166) are 
  currently rummaging through the closet and 
  stuffing items into a dingy cloth sack.   
   
  Unless the party uses stealth (DC 12), the goblins 
  will hear the adventurers approaching as they 
  climb the stairs and will attack once the party 
  reaches the top of the stairs. 
   
  If the party succeeds in stealthily climbing the 
  stairs, read: 
  Two goblins are at the top of the steps.  One holds 
  a filthy bag while the other rummages through a 
  closet and tosses valuables into the bag.   
   
  To the left, you see a mangled door and hear 
  screams coming from the room.  A hobgoblin 
  stands with his longsword at the ready and is 
  about to enter the room.   
  Bella has seen her husband’s bloody body in the 
  yard and is now extremely terrified for her son’s 
  safety.  She continues to scream out Eli’s name 
  and yell at the beast on the other side of the door. 
   
  A Hobgoblin (CR ½ MM p 186) has been wailing 
  away at the bedroom door with his longsword.  
  He has just broken through the door and is about 
  to enter the room.  If the party is engaged in 
  combat with the goblins, he will come to their aid 
  and join the fight. 
   
   
   
   
   
   
   
   
   
   
  The Aftermath 
  If the party is victorious, each of the goblins, 
  hobgoblins and the bugbear, in addition to their 
  standard equipment, carry 2 GP, 2 SP, and 10 CP.   
   
  The rain continues and the Eltson’s invite the 
  party to stay in the house for the evening.  Bella 
  will be very open about her concern for their 
  safety.  She will make a hot, fresh chicken pot pie 
  for dinner and open a jar of peaches and make a 
  cobbler for desert.  All the Eltson’s will sleep 
  upstairs that evening.  The adventurers may sleep 
  in the family area and Eli’s room. 
   
  If asked about the attack, the Eltson’s will state 
  that this has never happened before.  They’ve 
  never even seen these creatures in this area.  The 
  worst that they have ever encountered is a pack 
  of wild boars rooting through the garden and 
  peach tree orchard.  Some clever traps took care 
  of that problem and provided them with some 
  nice boar meat (and Eli’s boar tusk). 
   
  Bella will prepare a breakfast of boar sausage, 
  biscuits and gravy, and give the party the extra 
  biscuits (6) for their travels.  Jacob will offer the 
  party 5 gold pieces for their help.  The Eltson’s do 
  not have a lot of gold.  Have the PCs roll a DC 8 
  Intelligence (Insight) or Wisdom (Perception) 
  check.  On a success, the character will notice that 
  Bella appears slightly sad when Jacob offers them 
  the reward.  Jacob will also give the party a 
  medium sized sack of peaches (1 GP value).  If the 
  party refuses the gold, Jacob will insist that they 
  take the peaches. 
   
   
   
   
   
  
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  Screams at Sunset 
  7 
  The Eltsons 
   
  Jacob Eltson is a man in his mid-thirties.  His 
  skin is tan and leathery from spending so 
  much time in the sun tending to his crops.  He 
  wears tan, fabric pants and a long sleeved 
  white shirt that are stained from hard work.  
  He, also, is very friendly and will be very 
  grateful that the party arrived when they did.  
  He is trim, has short black hair, and brown 
  eyes. 
   
  Bella Eltson is a petite, young half-elf woman 
  in her late twenties.  She is moderately 
  attractive and very friendly. She wears a 
  modest blue long-sleeved dress, has long 
  brown hair that she wears in a ponytail, and 
  brown eyes.  She has a nervous habit of 
  rubbing the small, silver holy symbol of 
  Tymora that she wears around her neck.  
   
  Eli Eltson is eleven years old and a fun little 
  lad.  Although he was frightened during the 
  attack, he warms up to the adventurers nicely 
  and will ask them about their adventures.  He 
  wears tan pants and a brown shirt.  He wields 
  his boar’s tusk like a sword whenever the 
  opportunity arises. 
   
  Onward 
  The storm passed over during the night, but 
  ominous, dark clouds can be seen in the distance.  
  The sunshine will most likely be short-lived.  
   
  As the party reaches the main road, they hear 
  horses riding up from the south.  A group of local 
  militia, four badly beaten and bloody humans on 
  horseback (Guard, CR 1/8, MM, p 347), will ride 
  up and ask the adventurers what they are doing in 
  this area. The militia have been battling goblins 
  and hobgoblins all night, so they are only slightly 
  suspicious of the adventuring party. 
  “Hey – you there!  What are you doing?” 
   
  “We’ve been fighting back goblins and the like.  
  Have you seen any?” 
  The militia will also ask the party if they have seen 
  any goblins or hobgoblins in the area.  They 
  explain that there have been many attacks in the 
  recent days and the militia has been gathered to 
  protect the area.   
   
  The militia has a base nearby and the party will be 
  asked to follow them to the base.  The militia tells 
  them that Captain Hovak may have a mission for 
  them if they are inclined to join the fight. 
   
  The militia may also mention a reward for helping.  
  They know that Captain Hovak is anxious to have 
  this trouble dealt with and they imagine he would 
  pay for the extra professional help. 
   
  The Militia Base 
   
  The base is in a clearing several miles up the road 
  and made up of several dingy, canvas two-man 
  tents.  A larger four-man tent sits in the center 
  and is corralled by several of the two-man tents.   
   
  Roughly twenty militia members (human, dwarf, 
  half-elf) move about the camp, performing tasks 
  such as cleaning dishes, tending to the horses and 
  wounded, sharpening blades, and repairing 
  armor.  They are all bloody and appear to be very 
  tired. 
   
  Fifteen civilians are in the camp.  Nine are 
  volunteers and are helping in any way that they 
  
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  Screams at Sunset 
  8 
  can.  Six of these civilians came here because they 
  were injured and require medical help.   
  You enter the militia base and see wounded of all 
  sorts.  Horse, men, women and even a few 
  children.  These raiders must have attacked 
  several locations during the night and this is the 
  product of the attacks.   
       A gnome woman with a bruised left cheek sits 
  on a stool just outside of the medical tent.  Her 
  young son, his right arm in a sling, rests on her 
  knee. The boy watches you with wide-eyes as you 
  pass.   
   From behind you, you hear, “Momma, are those 
  adventurers?  Are they here to help us?” 
  The gnome woman (Reva) and her son (Jamish) 
  escaped their home and headed for the militia 
  base while her husband (Jogs) fended off the 
  raiders that attacked their farm.   
   
  Jogs came to the camp this morning, but quickly 
  set out with a militia patrol. 
   
  Militia Base Encounters  
  The Injured:  There are ten injured militia 
  members and six injured civilians (including two 
  small children).  Many could use the assistance of 
  a doctor or healer.  The camp has one volunteer 
  healer, Piera (L/G, Gnome Commoner, MM, p 
  345) and she can be seen walking around camp.  
  Supplies are short, but the camp does have three 
  medical kits.  Any assistance given by the party 
  warrants and extra 100 XP, a heartfelt ‘thank you’, 
  and a donation of five gold pieces to the helper’s 
  church. 
   
  If the party engages in conversation with the 
  wounded, they will tell them of battles with 
  goblins, hobgoblins, and bugbears.  “There’s just 
  too many of them.  I hope they finish and leave 
  soon.” 
   
  Piera is an elderly gnome woman that has 
  dabbled in the healing arts since she was very 
  young.  She wears a black smock over linen pants 
  and shirt.  “Black – that way that can’t see the 
  blood.”  She finds great joy in helping others and 
  she has a very good demeanor around the 
  wounded.  She speaks to them with a joyful and 
  hopeful tone. 
   
  The Weapons:  Many of the militia weapons are 
  old, untrue, and dull.  An adventurer could gain 
  Inspiration if they helped sharpen the weapons or 
  donated extra weapons.   
   
  A young, blacksmith apprentice, Billy (N/G, 
  Human Commoner), is doing the best that he can 
  to keep up with repairs and maintenance of the 
  weapons.  His blacksmith, Mr. Carcas, has been 
  out fitting the raiders and is now resting in one of 
  the tents.  
   
  Billy is a pimple faced, teenage human boy who 
  wears a leather apron over a woolen tunic.  Billy is 
  struggling to keep up with weapon repairs.  He 
  would gladly accept the help of a smith, someone 
  who knows how to sharpen weapons, or a 
  fletcher.  “Gosh, golly gee, I just don’t know how 
  to keep up with all of this.  Sharpen this, fix that, 
  make more arrows tips…” 
   
  The Horses:  The camp has ten horses that are 
  tied to a wooden fence near the road.  Three of 
  the horses are wounded and could use the 
  attention of a druid or someone adept at Animal 
  Handling.  Anyone helping with the horses could 
  gain Inspiration. 
   
  The Morale:  The spirit in the camp is dire.  The 
  militia and civilians could use some cheering up.  
  The look of despair and fatigue can be seen on 
  many faces in the camp.  Perhaps a bardic 
  performance is due! 
   
  The Food:  Several men and women of various 
  races work to prepare food for the camp.  They 
  
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  Screams at Sunset 
  9 
  have ample fruits and vegetables from their 
  gardens, but fresh meat is scarce as the hunters 
  are all part of the militia.  They work frantically to 
  prepare the next meal and could use an extra set 
  of hands to peel the potatoes.   
   
  The Elk:  A young woman, Vera (L/G, Half-elf 
  Commoner) is working to clean an elk that she 
  has recently killed.  The elk became spooked by 
  goblins in the forest and bolted right out in front 
  of her.  Luckily, she had her bow with her.  She is 
  unskilled at cleaning the elk and could use 
  assistance.  A successful DC 12 Wisdom 
  (Intelligence) check will masterfully clean and 
  butcher the elk.  A failure will result in the hide 
  being ruined and only worth ¼ of its market value. 
   
  Vera is a young, half-elf woman, who wears tan, 
  leather pants and a green poet’s shirt.  She hasn’t 
  hunted much at all and was very lucky to land this 
  elk.  She seems flustered and could be heard 
  mumbling to herself as she looks at the elk, trying 
  to figure out where to begin.  “How’s this go?  I 
  cut right into the stomach first?” 
   
  Six other civilian women roam the camp, helping 
  however they can.  A DC 12 Wisdom (Perception) 
  check will reveal that many of the women are 
  missing the sleeves of their shirt or dress.  A result 
  of 15 or higher reveals that those missing their 
  sleeves are either human or half-elf. 
   
  If asked about their missing sleeves, the women 
  will all tell a similar story of a raider (goblin, 
  hobgoblin, or bugbear) coming up to them, 
  tearing off their sleeves, and then examining their 
  arms.  After that, the raider quickly took a few 
  things from the house and then left. 
   
   
   
   
   
   
   
  Captain Hovak 
  Captain Kelin Hovak (Bandit Captain, MM, p 344) 
  is a fat, gruff old man with a white beard, bald 
  pate, and shiny plate mail armor.  It does not 
  appear that he has seen any battle recently.  
  When the party meets him, Captain Hovak is 
  sitting in a large rocking chair, eating cheese and 
  drinking red wine from a silver goblet.  He speaks 
  with a pompous attitude.  He knows that he needs 
  the adventurers help, so he will not be too 
  condescending toward them. 
   
  In his youth, Captain Hovak was a skilled 
  adventurer.  But the years have caught up with 
  him and he now mostly lingers in his home or 
  local tavern, enjoying food and beverage in 
  excess.  He offered to become captain of the local 
  militia for the extra income.  This is a relatively 
  quiet land and he never thought that he would 
  actually have to lead a militia. 
   
  Captain Hovak is anxious to return to the comforts 
  of his home.  He will offer each party member 50 
  gold pieces if they join the militia for the day and 
  help around the camp and deal with any raiders 
  that may come near the camp. 
   
  If negotiations ensue, Captain Hovak could be 
  persuaded (DC 12) to give up more than 50 gold 
  pieces to each party member. 
   You enter the largest tent and find a plump man 
  with a white beard and balding pate sitting in a 
  rocking chair.  He holds a block of cheese in his 
  left hand and a silver goblet in his right.  He was 
  just about to take a drink when you entered.  You 
  must have startled him because he jerks the 
  goblet from his lips and spills some of the red 
  liquid on his shiny plate mail armor. 
    
  Continued next page… 
   
   
  
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  Screams at Sunset 10 
  He quickly sets his goblet and cheese down on a 
  side table, stands, and clears his throat. 
   
   “Yes.  What is it?” he says as the red liquid 
  cascades down his armor.  “Well now, you don’t 
  appear to be part of the regular militia.” 
  After conversing with the party for a while, 
  Captain Hovak will make them an offer: 
   “You all look like fine adventurers!  You are 
  certainly more experienced than the … uh … 
  members of the militia.  Care to earn a little extra 
  gold?” 
   “My troops are in bad shape – and they are 
  inexperienced.  They are no match for these 
  raiders.  If the raids don’t stop soon … well … I 
  think we will be overrun.” 
   Captain Hovak puts his hands on his hips and 
  says, “I’ll pay you each 50 gold pieces from my 
  personal coffers if you will stay and provide 
  assistance in any way that you can.  We have 
  wounded that need tending, blades that need 
  sharpened, and spirits that need lifted.  Do what 
  you can until my scouts return.  Hopefully we will 
  find the nest of these raiders soon.  When we do, I 
  hope I can count on you to dispatch them from 
  this land.” 
  Please refer to the Militia Base Encounters if the 
  party accepts the request to stay and help.  
   
  The Scout Returns  
   You’ve spent four hours in the camp now, helping 
  however you can.  More men, women, children 
  and militia stumble into the camp.  Though none 
  are badly hurt, they look distraught and defeated. 
    
  Continued next column… 
  A scout on horseback gallops into camp.  He rides 
  up to Capt. Hovak’s tent and dismounts the horse 
  before it even has time to stop. 
   
  He dashes for the tent flap and throws it open.  
  Before the flap closes, you hear, “Capt. Hovak, sir!  
  I’ve found…” 
  Evan (Scout, CR ½, MM, p 349) has been scouting 
  the area south of the militia base.  He set out last 
  night after the attacks began.  
   
  If the adventurers do not go to Capt. Hovak’s tent 
  when they see the scout arrive, Capt. Hovak will 
  send someone to bring them to the tent. 
   
  Evan will tell the party the following: 
  “I’ve found a group of ‘em.  They’re hanging out in 
  some old ruins a couple hour’s horseback from 
  here.  There’s a mess of ‘em, sir.” 
   
   “If you want me to take you there, we’d better 
  get started soon.  That storm is rolling in.” 
   
   Captain Hovak clears his throat and says, “That 
  is excellent news.  Good work, Evan!  Now, if you 
  adventurers are so inclined to follow Evan to the 
  nest of raiders, I’ll gladly loan each of you a horse 
  if you need one.” 
  Evan is anxious to set out.  He believes the storm 
  will begin in a few hours. 
   
  Journey to the Ruins 
  Evan will lead the party to the ruins.  It is a full 
  day’s walk or half a day’s ride by horse.  The scout 
  will show them the ruins and then leave the party.  
  He is a scout, not a melee fighter.    
   
  While they travel, Evan will tell the adventures 
  what he saw at the ruins. 
  
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  Screams at Sunset 11 
   “I don’t know if I saw everything, but I can tell 
  you I saw three of them bearmen and a couple of 
  them green gobbies milling about.  But that was a 
  few hours ago.  I’m not sure what’s there now.  
  Oh, and one of them bearmen was a lot bigger 
  than the others.” 
  The Stupd Whomn 
  Roughly one hour into the journey to the ruins, 
  the party will come upon a man hanging from a 
  tree.  A rope is tied under his arms and his feet 
  are two feet above the ground.  He sways slightly, 
  he is wounded with a twisted ankle.   “Stupd 
  Whomn” is childishly scribbled on a piece of 
  parchment that is pinned to his shirt. 
   
  Burka (Commoner, MM, p 345) is a scout.  He will 
  tell the party that he has seen a lot of goblins and 
  other creatures in the area.  He also saw a group 
  of them transporting a woman and young boy 
  through the forest a few hours ago.  The woman’s 
  sleeve was torn away and he noticed a bruise on 
  her arm.  He explains that he wanted to help, but 
  he knew that he was outnumbered. 
   
  A few hours ago, Burka encountered a couple of 
  goblins and a worg in the forest.  The worg was 
  too fast.  It chased him down and pounced on 
  him.  That’s how he sprained his ankle.  The 
  goblins didn’t want to deal with an injured 
  prisoner, so they had a bit of fun by hanging him 
  in the tree and pinning the note to his shirt. 
   “It happened just a few hours ago, while I was 
  scouting the forest.  I heard a commotion.  A 
  pretty lady and a little boy were being led through 
  the forest by some goblins.  Her dress was torn 
  and it looked like her arm was bruised, so they 
  might have roughed her up a bit.  
  Continued next column… 
   “I wanted to help – but I knew I was 
  outnumbered.  I wouldn’t have had a chance. 
   “They did fight pretty hard.  That little boy 
  wasn’t going to give up.  He pulled this from his 
  pocket and jabbed one of the goblins with it,” he 
  says as he reaches into his boot and pulls out a 
  boar’s tusk. 
   “He drew blood – but not enough.  That goblin 
  picked up a stick, smacked the little fella across 
  the head, and he was out. 
   “The woman became a little crazy, so that same 
  goblin went up to her and walloped her, too. 
   “He then reached down and pulled a necklace 
  or something off her.  Thieving little goblin!” 
   
   “I came up on a couple of goblins and a big ole 
  beast – maybe a worg.  I saw them, and they saw 
  me.  That worg chased me down and pounced on 
  me.  That’s how I hurt my ankle. 
   “Them little greenies didn’t want me slowing 
  them down.  I thought they were going to kill me.  
  Instead…well…you see what they did. 
   “Them little greenies took the dagger that my 
  wife gave me, too.  It wasn’t anything fancy, but it 
  meant a lot to me.  I always carried it.  She even 
  had the handle inscribed with her name – Nicole.”   
  Burka will not travel with the party.  He knows 
  that Capt. Hovak and the others need him at the 
  base.  He is overdue to return and needs to report 
  his findings to Capt. Hovak.  His horse is tied to a 
  tree in the forest and not too far from here.  He 
  can make it on his own. 
   
  The Goblins and the Worg 
  Another hour passes and the party will notice 
  fresh tracks in the muddy road.  A set of goblin 
  footprints and a larger set of beast prints can be 
  seen exiting the forest and continuing down the 
  road.  A successful DC 12 Intelligence 
  (Investigation) or Wisdom (Animal Handling) 
  
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  Screams at Sunset 12 
  check will reveal that the beast prints are from a 
  worg. These tracks are from the goblins and worg 
  that Burka encountered.   
   
  The party will come up on the worg (CR ½, MM, p 
  341) and two goblins (CR ¼, MM, p 166) just 
  before the turnoff into the forest that leads to the 
  ruins.  
  Ahead of you, you see a goblin mounted on a 
  huge beast (worg).     
   
  Another goblin walks alongside the mount.  He 
  appears to be holding something to his eye and 
  inspecting the road with it as he walks.  
  If captured, the goblins have no other information 
  about anything else that has occurred during the 
  night.  They could mention that their leader, Nars 
  Bra’gark (bugbear), is located in a nearby ruin and 
  has a large compliment of goblins and hobgoblins 
  with him.  “Nars Bra’gark get you.  Yes, he get 
  you!”   
   
  Treasure: In addition to their base equipment, 
  each of the goblins carries 3 SP and 5 CP.  The 
  goblin riding the worg has a small garnet 
  gemstone worth 10 GP and a dagger with ‘Nicole’ 
  inscribed in the handle.   
   
  The walking goblin carries the below cursed item 
  – The Magic Magnifier. 
   
   
   
   
   
   
   
   
   
   
   
  The Magic Magnifier 
  Wondrous item, uncommon 
  Originally published in 18 Cursed Magic Items 
   
  A six-inch diameter magnifying glass held in a ring 
  of brass attached to a six-inch wooden handle. 
  Curse: Whoever touches this magnifying glass (no 
  save) will be cursed.  You will believe that this 
  magnifying glass helps you locate clues and secret 
  passages. Whenever you perform a Perception or 
  Investigation check you will always bring the 
  magnifying glass to your eye.  Failure to do so 
  gives you disadvantage on the roll. 
   
  In addition, the magnifying glass is always in your 
  possession and you will not want to give it away, 
  sell it, or leave it.  The curse remains in effect until 
  you are targeted by the remove curse spell or 
  similar magic.   
   
  Evan will leave the party after they encounter the 
  goblins and the worg.  He tells the party to travel 
  into the woods from here and they are sure to 
  find the ruins.  Which, of course, they do after 30 
  minutes. 
  The Ruins – Level 1 
  Bella and Eli are being held in the lower level of 
  the ruin.  The Bugbear chief – Nars Bra’gark – has 
  finely found the ‘unique’ thing that he has had his 
  raiders out searching for in this land. 
   
  The thunderstorm is now directly overhead and 
  flashes of lightning give brief glimpses of a 
  crumbling, roofless stone building.  In addition, 
  the flashes reveal two goblins that are standing 
  guard outside of the ruins, where the door would 
  be if it still existed. 
   
  Several of the walls have partially collapsed, 
  creating access points other than the main 
  entryway. 
   
  The light of two small fires, covered by makeshift 
  lean-tos, can be seen in Sections C & G. 
  
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  Screams at Sunset 13 
  Please refer to the map section at the end of the 
  adventure.  Unless the party makes stealthy 
  attacks, the other creatures will come to the aid 
  of one another when the battle starts.  The 
  thunderstorm does cover some of the sounds of 
  battle.  If a battle lasts more than two rounds, the 
  other creatures on Level 1 will swarm to attack 
  the party. 
  Treasure:  Aside from the standard items, each of 
  the hobgoblins and goblins carry 2 GP, 2 SP, and 2 
  CP. 
   
  Section A: Two goblins at the door 
  Two goblins (CR ¼, MM, p 166) are standing 
  watch, one goblin on either side of the entrance.  
  They aren’t doing a very good job and are talking 
  back and forth.  The conversation cannot be heard 
  due to the storm 
   
  A small, wooden cart (3ft. X 3ft.)  can be seen in 
  the bushes on the left of the entrance.  It is 
  serviceable and could be used to provide half 
  cover (+2 bonus to AC and Dexterity saving 
  throws). 
   
  Section B: An empty muddy foyer 
  The stone foyer is covered in a thin sheet of mud 
  that has been carried in by the raiders that now 
  dwell within. 
   
  Firelight from Section C flickers through the 
  collapsing wall.  The collapsing wall is 2-feet tall 
  and considered difficult terrain. 
   
  Section C: The goblin brigade 
  Four Goblins (CR ¼, MM, p 166) and one Goblin 
  Boss (CR 1, MM, p 166) huddle under a makeshift 
  lean-to that faces away from the crumbling 
  interior wall.  They are trying to stay warm and 
  dry next to the fire that the lean-to covers. 
   
  The goblin boss is wearing a small holy symbol of 
  Tymora. 
  The goblin boss beat young Eli and stole Bella’s 
  holy symbol.  He also killed Jacob when he and his 
  goblins went to look for the missing raiding party 
  that had been defeated by the adventurers.  Bella 
  and Eli both witnessed Jacob’s death. 
   
  Section D: Buckets of Excrement 
  Several buckets are found in this area.  They are 
  filled with goblin and hobgoblin excrement, they 
  smell disgusting, and are overflowing due to the 
  heavy rain. 
   
  Section E: The lonely goblin 
  A goblin, covered in a makeshift canvas raincoat, 
  sits on a stool as he guards this section of the 
  crumbling wall.  He is keeping a very close eye on 
  the opening. 
   
  Section F: The slippery stairwell 
  A piece of canvas covers the opening of a wet and 
  muddy stairwell.  The water and mud make the 
  stairwell slippery.  A successful DC 5 Dexterity 
  check is required to descend the muddy steps 
  safely.  A failure results in the adventurer slipping 
  and falling down the steps and taking 1D6 
  bludgeoning damage.   
   
  A failure also alerts any creatures that remain on 
  the 1st level of the ruins and the goblin that is 
  sleeping at the bottom of the steps. 
   
  Section G: A nest of hobgoblins 
  Five hobgoblins (CR ½ MM p 186) huddle under a 
  makeshift lean-to that faces toward the crumbling 
  interior wall.  They each hold skewers and are 
  roasting small bits of meat over the fire. 
   
  Stealthy movement may keep the party from 
  being noticed.  If the party is not being stealthy, 
  roll a DC 10 Wisdom (Perception) check for the 
  hobgoblins (+0) whenever the party is within 20-
  feet of section G.  On a result of 10 or higher, the 
  hobgoblins run to attack the adventurers as they 
  yell ‘intruders’ and alert the rest of the 1st level of 
  the ruins.  Some will take the open path and 
  others will attempt to climb over the rubble 
  (difficult terrain) to attack the party. 
   
  
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  Screams at Sunset 14 
  Difficult Terrain: Every foot of movement in 
  difficult terrain costs 1 extra foot. 
   
  The interior crumbling wall is 2-feet high and may 
  offer half cover (+2 bonus to AC and Dexterity 
  saving throws). 
   
  Section H: Pinky 
  A goblin (CR ¼, MM, p 166), named Pinky because 
  he always wears a wide-brimmed pink ladies hat, 
  leans against the wall as he guards this section of 
  the crumbling wall.  He is lacking in his duties as 
  he holds a small dagger and a medium sized block 
  of wood.  He is trying to carve a horse, but his 
  carving looks more like a camel.  Any stealth 
  checks made against this goblin are made with 
  advantage. 
   
  The Ruins – Level 2 
  Several oil lamps light the rooms and halls of the 
  lower level. 
   
  The walls and doors of the second level are thick 
  and will muffle any sounds of battle.  If a fight 
  does break, roll a d20 for the creatures in rooms B 
  & C.  A result of 15 or higher results in the 
  creatures hearing the fight.  That creature will 
  then use its movement to join the fight. 
   
  Eli is held in Section G and Bella is held in Section 
  H.  The creatures in section G & H will not leave 
  their assigned areas. 
   
  Section A: The sleeping goblin 
  A goblin (CR ¼, MM, p 166) sits on a wooden 
  chair at the bottom of the steps.  He is supposed 
  to be guarding the entrance, but the sound of the 
  rain hitting the canvas at the top of the stairwell 
  has lulled him to sleep.  A fat line of drool hangs 
  from his lip. 
   
  Section B: The bugbears 
  Two bugbears (CR 1, MM, p 33) are sleeping on 
  musty, straw filled mattresses.  The door to this 
  room sits on old, rusty, squeaky hinges.  If the 
  door is opened, it will squeak loudly and alert the 
  slumbering bugbears. Since they were asleep, the 
  bugbears begin prone and will act last in initiative 
  order. 
   
  One bugbear snores loudly and could be heard 
  with a successful DC 8 Wisdom (Perception) check 
  if anyone listens at the door. 
   
  Section C: Three hobgoblins and their Capt. 
  Three hobgoblins (CR ½ MM p 186) and a 
  Hobgoblin Captain (CR 3, MM, p 186) are sitting 
  around a table, playing cards and drinking.  
  Several empty and half-full bottles of wine can be 
  seen on the floor and table.  The hobgoblins are 
  enjoying themselves.  Their laughter could be 
  heard through the door and in Section A on a 
  successful DC 12 Wisdom (Perception) check. 
  You open the door and see four hobgoblins sitting 
  around a table, playing cards and drinking from 
  wine bottles.  Several empty wine bottles sit on 
  the floor.  A pile of coin sits on the center of the 
  table. 
   
  They see you, stumble out of their chairs, and 
  slowly draw their swords. 
  The party will be noticed if they enter the room.  
  The hobgoblins will stumble out of their seats and 
  attack the party.  Due to their generous 
  consumption of wine, they are considered 
  poisoned and will have disadvantage on attack 
  rolls and ability checks. 
   
  Treasure:  The table holds 23 copper pieces and 
  there are two unopened bottles of very nice wine. 
   
  Section D: The public lavatory 
  This room holds several buckets that are filled 
  with excrement.  The smell, when the door opens, 
  is horrible but bearable.   
  
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  Screams at Sunset 15 
  You open the door and are greeted with a horrible 
  stench.  Three buckets sit along the back wall.  A 
  goblin is sitting on one of the buckets with his 
  pants at his ankles. 
  A single goblin (CR ¼, MM, p 166) is currently 
  sitting on a bucket – and – he is in the middle of 
  doing his business. 
   
  Section E: Storage 
  This room is filled with old tables, chairs, and 
  other various items.  If searched, the party will 
  find a fine, red tapestry (50 gp) and two silver 
  platters (5 gp each) hidden amongst the items. 
   
  Section F: Nars Bra’gark only! 
  A hand-painted sign (in goblin) hangs haphazardly 
  on the door.   
  (If anyone in the party speaks goblin) The sign 
  reads – Nars Bra’gark only! 
  This is the personal lavatory for the bugbear chief.  
  Anyone caught using this lavatory other than Nars 
  is sure to be punished severely. 
   
  The smell in this room is much worse than the 
  smell in Section D.  Nars must have intestinal 
  issues.  Any creature within 5-feet of the door to 
  this room when it is opened must succeed on a DC 
  10 Constitution saving throw.  A failure results in 
  the character being poisoned for one round while 
  they vomit. 
   
  Section G: The prisoners 
  Two goblins (CR ¼, MM, p 166) are keeping watch 
  over the prisoners.  The cells currently hold Eli, 
  another young boy (Davey), and a human woman 
  (Dev).   
   
  Davey is Dev’s son.  They both live in a nearby 
  homestead and Davey and Eli often play together.  
  Dev and Davey were bought here because Dev has 
  a tattoo on her upper left arm.  When the goblin 
  raiders saw the tattoo, a heart with the name 
  Bubba underneath, the goblins thought they had 
  found the woman that Nars wanted.   
   
  The goblins plan to sell Davey and Eli to slavers. 
   
  Section H: Nars Bra’gark 
  Bella stands in the center of the room flanked and 
  held by two goblins.  One goblin presses a dagger 
  to her side.  Behind them stands Nars Bra’gark.  
  Nars holds a +1 scimitar in his right hand.  He does 
  not use a shield, but he does wear a +1 chain 
  shirt. 
  Nars Bra’gark  
  (Bugbear Chief, C/E, CR 3, MM, p 33) 
   
  Nars is not your typical bugbear.  He enjoys 
  studying new cultures and considers himself an 
  educated and polished bugbear.  He speaks very 
  eloquently in common, elvish, dwarven, and 
  goblinoid, yet, with a deep and harsh voice.  He is 
  a collector of art and antiquities and is always 
  excited at the mere mention of a treasure hunt or 
  treasure map. 
   
  The stone, back wall of this room has recently 
  been torn away, exposing a 5ft x 5ft vault.  An 
  intricate set of blue, glowing runes can be seen on 
  the face of the vault.  Nars carries a piece of 
  parchment that depicts the first three runes of the 
  combination.  The last two runes are tattooed on 
  Bella’s arm.   
   
  
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  Screams at Sunset 16 
  Nars acquired the information about the vault and 
  the runes by chance, while raiding another village 
  to the north, where Bella’s uncle lived.  Nars 
  found the parchment with the runes, thought it 
  was something special, and coerced the uncle into 
  telling him more.  He’s using the raids to search 
  for the woman with the final runes required to 
  open the vault. 
   
  Bella’s father, Capri, was a rather vicious elf 
  rogue.  He mostly worked alone, scheming and 
  plotting to steal from the wealthy.  Occasionally, 
  he would work for others.   
   
  Bella’s human mother, Jira, passed soon after 
  Bella was born.  She was attacked by a pack of 
  wolves one evening while walking home from a 
  friend’s homestead. 
   
  One of Capri’s ‘other’ jobs went sour and he was 
  forced to leave his home or else be killed by his 
  employer.  He knew that he had not been a good 
  father, and did not want to take his daughter with 
  him to live a life of hiding.  So, he left Bella at the 
  steps of a young couple’s farmhouse.  He then hid 
  in the woods, watching the door to the 
  farmhouse, until he saw the couple take Bella into 
  their home.   
   
  Capri left his brother, Tamin, in charge of giving 
  Bella an ‘inheritance’ when she turned the age of 
  thirty.  He had been stashing his finer loot in a 
  nearby ruin and had contracted a mage to create 
  a rune lock on the vault.  Capri tattooed three of 
  the required runes on his torso.  The other two, 
  for safekeeping, he tattooed on his baby’s arm. 
   
  Bella’s uncle (Tamin) came through this area 
  several times to keep tabs on his niece.  He didn’t 
  want to lose track of her.  He had often thought of 
  giving Bella the inheritance and telling her about 
  her real father, but the young woman always 
  seemed so happy and he didn’t want to sour her 
  past with the story of her rogue father. 
   
  Bella knew that her parents had adopted her, that 
  fact was obvious since she is a half-elf and her 
  parents are human.  She often wondered about 
  her real parents, and the tattoo on her left arm, 
  but that’s all that ever became of it, just wonder.  
  She was too happy with her life to dwell on the 
  past. 
   You open the door and see Bella, tears running 
  down her cheeks, standing in the center of the 
  room.  Two anxious looking goblins flank her.  
  They hold her by the arms and one goblin presses 
  a dagger to her side.  Bella’s left sleeve has been 
  torn away and her exposed skin reveals a black 
  tattoo on her upper arm. 
   Behind them stands a large, red-haired bugbear. 
  He wears a crisp, blue vest over a fine-looking 
  chain shirt and wields a scimitar.  The hair of his 
  face has grown thick and long and several gold 
  rings, some with jeweled settings, are braided into 
  his dangling beard. 
   It appears that the stone of the back wall has 
  recently been torn away and now reveals a 5ft. by 
  5ft. vault.  An intricate set of glowing, blue runes 
  can be seen on the face of the vault.    
   The bugbear leers at you with a scowl on his 
  face.  “This should not have happened,” he says in 
  excellent common.  “Yet it did, and we all find 
  ourselves in a predicament.  I only needed this 
  woman for a time, yet now, because of you,” he 
  says as he raises his scimitar and points it at you, 
  “she may die.” 
  
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  Screams at Sunset 17 
  The two goblins (CR ¼, MM, p 166) holding Bella 
  appear very anxious and are somewhat concerned 
  about the stalemate that has evolved.  
   
  If the party asks why Nars wants Bella, read or 
  summarize: 
  “Through my ‘dealings’ in this region, I came upon 
  information that a vault was hidden in this ruin.  
  The heir to the contents, a young half-elf woman, 
  was unaware of her birthright.  She had been 
  hidden-away by her father, a rather vicious elf 
  rogue named Capri, who had crossed the wrong 
  man.  Capri had to leave this area or be killed.  So, 
  he left his daughter with a young couple to keep 
  her from a life of hiding.” 
   
   “Capri had a mage create an intricate lock on 
  the vault, one that required pressing the runes in 
  a specific order.  I have ‘acquired’ the first three 
  runes,” says Nars as he taps his vest.  Nars walks 
  up to Bella, slides his hand slowly through her 
  hair, and says, “The young miss here carries the 
  final two runes.” 
   
  “I appreciate the ways of the civilized world so I 
  will make you a proposition.  Leave now, allow me 
  to keep the woman for a time while I open the 
  vault.  When I’ve claimed the contents of the 
  vault, I will let her go.  After I’m certain that I am 
  in the clear, of course.  You may watch as I leave, 
  but do not follow or I will kill her.” 
  Continued next column… 
  “If you don’t like these terms and decide to attack 
  me, I will have my goblins impale the young 
  woman and we will have a grand old fight and spill 
  unnecessary blood.” 
  If the party quickly agrees to Nars’s terms, he will 
  honor the terms and release Bella after he has 
  opened the vault and is safely outside.  The party 
  must stay 60 ft. away from the ruins and may not 
  follow Nars. 
   
  If the party attempts to intimidate Nars (DC15) 
  and fails, Nars will say that his terms stand.  But, 
  Nars will use Bella as a shield when he leaves.  He 
  will not release her once he is outside.  Instead, 
  he decides that he’ll be able to sell her for a good 
  amount of coin to a slaver.   
   
  If the party successfully intimidates Nars (DC15), 
   
  Nars may attempt to bribe the party.  He 
  wishes to see the contents of the vault 
  and will trade his treasure for the 
  opportunity.  A leather pouch sits in the 
  back corner of the room.  It contains 120 
  gp, 75 sp, 200 cp, and two ruby 
  gemstones worth 50 gp each.  These are 
  the spoils from the recent raids and the 
  party may have all the valuables if they let 
  him go with the woman.  This could be 
  negotiated to spare Bella’s life, as well.   
   
   
   
  If the result of the intimidation check is 25 
  or higher, Nars will realize that the 
  situation is grim and will agree to leave 
  the ruin.  He will take Bella with him until 
  he is safely out of the ruin and then he 
  will release her.  He will lose all interest in 
  the vault and its contents. 
   
  Although sincere in his intent of not harming 
  Bella, if the party attacks Nars, he will quickly 
  
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  Screams at Sunset 18 
  command the goblin to impale Bella with its 
  dagger.  The dagger attack gives Bella a bleeding 
  wound and she will perish in three rounds if she is 
  not healed.  Nars and the goblins will attack the 
  party.   
   
   
  As a bonus action, Nars will also let out a 
  vicious yell that alerts any creatures still 
  on the second level.  These creatures will 
  come to his aid in one round. 
   
  The Vault 
  The vault may be opened by pressing the runes in 
  a specific order.  Nars holds a piece of parchment 
  with the first three runes and Bella has the last 
  two runes tattooed on her arm.   
   
  If the runes are pressed in the incorrect order, the 
  vault begins to resonate a low-pitched hum.  The 
  hum increases in pitch each time the runes are 
  pressed in the incorrect order.  If the incorrect 
  combination is entered more than 6 times, the 
  vault lets loose a ball of lightning that effects all 
  creatures within a 10ft. radius.  Each creature 
  within this radius must make a DC 12 Dexterity 
  saving throw.  A creature takes 6d6 lightning 
  damage on a failed save, or half as much damage 
  on a successful save.  This trap resets after it 
  activates.  The trap cannot be completely 
  disarmed.  Casting dispel magic disarms the trap 
  for 10 seconds which should allow time for 4 
  guesses.  
   
  Nars has already attempted to guess the 
  combination twice.  He noticed the vault begin to 
  hum when he entered the first guess.  When it 
  changed pitch after his second guess, he thought 
  it best to try to find the woman with the tattooed 
  arm. 
   
  If the party kills Nars using some means of magic 
  that may affect material objects (magic missile, 
  fireball…), have them roll percentile dice and 
  consult the below: 
   
  1-70: 
  The parchment is undamaged. 
  71-85: The parchment is partially damaged (only 
  one rune remains – DMs choice) 
  86-00: The parchment is destroyed. 
   
  If the party successfully opens the vault, a moral 
  issue may arise.   
   
   
  If Bella is alive, she will be excited to see 
  the contents of the vault.  Nars did 
  proclaim, in front of everyone, that this is 
  her inheritance.  She will offer the party 
  10% of the contents.  Or, she may offer 
  them all the magic items in the vault and 
  she will keep all the coin and gems.  
   
  If Bella is dead, but Eli lives, the vault is his 
  by default.  The young boy has no 
  understanding of the value of the vault’s 
  contents nor does he possess any 
  negotiation skills.  If he is returned to the 
  camp, he will excitedly speak of the 
  contents of the vault if he saw them.  This 
  may lead to questioning by Capt. Hovak or 
  others – what happened to the contents?  
  If Eli didn’t see the contents of the vault, 
  he is none the wiser.    
   
  All of this could become much more 
  complicated if Dev and Davey are in the 
  room or, if the doors are open and they 
  are still in the ruins.  They may have 
  overheard the speech given by Nars.  If 
  the above is true, roll a DC 13 Wisdom 
  (Perception) check.  A success means that 
  the two did hear Nars  
   
  The vault contains: 
  537 GP, 483 SP, two gold rings with diamond 
  settings worth 150 GP each, five loose gemstones 
  (2 rubies, 2 emeralds, and 1 sapphire) worth 50 
  GP each, and a thick gold choker worth 100 GP.   
   
  In addition, several potions sit at the back of the 
  vault.  They are a: 
   Potion of Resistance – Fire (DMG, p 188) 
   Potion of Climbing (DMG, p 187) 
   Potion of Greater Healing (DMG, p 188) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 19 
  If you like, the vault may also contain one of the 
  below items.  You may choose the item or you 
  may roll a d6 to determine the item. 
   
  1. Gauntlets of Ogre Power (DMG, p 171) 
  2. Bracers of Defense (DMG, p 156) 
  3. Boots of Elvenkind (DMG, p 155) 
  4. +1 Ring of Protection (DMG, p 191) 
  5. Stone of Good Luck (DMG, p 205) 
  6. Ring of Water Walking (DMG, p 193)    
   
  If you wish to add a little mystery to the 
  adventure, you could place a ‘piece’ of a map or 
  object in the vault.  The Throne of Bone 
  adventure suggests placing pieces of the key used 
  in that adventure in several locations throughout 
  your campaign. 
   
  Conclusion 
   
  Most the raiders are in the ruins.  There may be a 
  few scouting parties still out and about and you 
  may add an encounter if you wish.  I suggest a 
  scouting party of two goblins and one hobgoblin.  
   
  Once Nars and the creatures in the runes are dealt 
  with, the attacks on the homesteads stop. 
   
  Upon returning to the militia camp, Captain Hovak 
  will pay the party the agreed upon sum and offer 
  them a free night’s lodging in his town if they ever 
  happen to journey through.  In addition, he and 
  the camp/civilians will insist that they keep the 
  horses if they do not already own horses. 
   
  Experience 
   
  Aside from the experience listed in the Battle Stat 
  Tracker, the party will be awarded with: 
   
  Saving the Eltson’s during the first attack – 200 XP 
  Completing Captain Hovak’s request – 200 XP 
  Each of the prisoners saved (Eli, Bella, Davey, and 
  Dev) – 150 XP 
  Returning the boar tusk to Eli – 100 XP 
  Returning the dagger to Burka – 100 XP 
  Returning the holy symbol to Bella – 100 XP 
  Each Militia Camp Encounter completed – 100 XP 
  Replenishing the Militia camp with raider 
  weapons – 200 XP 
  Battle Experience – please refer to the Battle Stat 
  Trackers for the creature XP. 
  Award additional XP as you see fit. 
   
  This is the end of the adventure.  I truly hope you 
  enjoyed it!   
   
  Your ratings and reviews greatly impact my 
  success.  Please return to the DMs Guild and 
  leave a rating and/or review – they really do 
  help! 
   
  If you have any questions, please email me a 
  jcorvinstevens@yahoo.com.   
   
  You can also follow me on the below: 
   
  Facebook: 
  https://www.facebook.com/jcorvinstevens/ 
   
  Twitter:  @jcorvinstevens 
   
   
  If you enjoyed Screams at Sunset, you make also 
  enjoy one of my other adventures: 
   
   
   
   
    
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 20 
   
  Appendix A: Battle Stat Tracker 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 21 
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 22 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 23 
  Appendix A - The Eltson Farmhouse:    
   
   
   
   
   
   
  Main Floor 
  2nd Floor 
  Closet 
  Closet / 
  Goblins 
  Bedroom / 
  Bella 
  Eli’s Room 
  Back door to 
  peach orchard 
  Closet 
  Kitchen 
  Living area 
  Fireplace 
  Front porch / 
  Main entrance 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 24 
  Appendix B – Ruins – with Callouts 
   
   
   
  Level 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cart 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 25 
   
  Ruins 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cart 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 26 
  Encounter Map: 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  Screams at Sunset 27 
   
   
  The Vault: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeff C Stevens/Screams at Sunset v1.pdf