TEXT:  
   
   
   
   
  
   
  1 
  CREDITS 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Cover Photographer: Jill Wellington 
  Interior Illustrators: Cartography Stock Art by Elven Tower 
  Cartography, Author Photo by Andrew Perez, Additional art 
  from Pixabay by: Yvion, Gladatony, Ambady Sasi, Pedram 
  Ahmadi, Inna Sherman, Vinotecarium, Skeeze, Janos Bencs, 
  Christel S 
  Special Thanks: Big thanks to Ashley Warren, the whole RPG 
  Writers’ Workshop Team, the Discord Fam, and my playtesters 
  who got a whole lot more chaos than they bargained for. 
  Playtesters: Rowan Hall, Tyler Fetzek, Vince Caso, Ash Ignis, 
  Noura Ibrahim, Richard Quiner, Alexandra Hensley, Andrew 
  Sheffield, Cordelia Von Cupcake 
   
   
  ON THE COVER 
  Cover Photo Alt Text 
  In the right foreground, dappled sunlight illuminates a purple 
  bunch of grapes nestled in bright green leaves. Behind them, out 
  of focus, stretch two rows of green grapevines on either side of a 
  pale dirt path.  
    
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards 
  of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
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  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 
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  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  All other original material in this work is copyright 2020 by Kailey Bray and published under the Community Content Agreement for Dungeon Masters Guild. 
   
  
   
  2 
  TABLE OF CONTENTS  
  Credits ..................................................................................... 1 
  Table of Contents .................................................................. 2 
  A Vital Vintage ....................................................................... 3 
  Introduction ................................................................................... 3 
  Background .................................................................................... 3 
  Adventure Overview ..................................................................... 3 
  Adventure Hooks .................................................................. 3 
  Tavern Hook ............................................................................. 3 
  Winery Hook ............................................................................ 3 
  Apothecary Hook ..................................................................... 3 
  LOCATIONS AND NOTABLE CHARACTERS ............................. 4 
  1. The Ample Arbor Inn .......................................................... 4 
  2. The Cork and Cask .............................................................. 4 
  3. Mountebank Winery ........................................................... 4 
  4. Nestor’s Nectars and Niceties .......................................... 4 
  5. A simple farmhouse ........................................................... 4 
  Marley Mason .......................................................................... 4 
  Jenny Clay ................................................................................. 4 
  Clementine Clay ...................................................................... 4 
  Alaric Mountebank ................................................................. 4 
  Abigail Nestor .......................................................................... 4 
  A Pause for Refreshment ...................................................... 5 
  Chapter Overview .......................................................................... 5 
  The Inn ...................................................................................... 5 
  The Cork and Cask Tavern .................................................... 5 
  A Rude Awakening .................................................................. 6 
  Chapter 1 Monster Stats: ....................................................... 7 
  Breakfast at the Farm ............................................................. 8 
  Development .................................................................................. 8 
  A Bitter Note .......................................................................... 9 
  Chapter Overview .......................................................................... 9 
  Getting on the List ........................................................................ 9 
  Mountebank Winery ............................................................... 9 
  Nestor’s Nectars and Niceties ............................................ 10 
  Development ........................................................................ 11 
  Something Rotten ................................................................ 12 
  Chapter Overview ........................................................................ 12 
  Getting Inside .............................................................................. 12 
  Mountebank Manor .............................................................. 12 
  The Wine Cellar ..................................................................... 13 
  Mountebank’s Office ............................................................ 13 
  Development ....................................................................... 14 
  Final Battle Monster Stats .................................................. 15 
  Final Battle Monster Stats Cont… ...................................... 16 
  Conclusion ............................................................................ 17 
  Mountebank Defeated .......................................................... 17 
  Abigail Defeated .................................................................... 17 
  Author Bio: .......................................................................... 18 
   
   
   
  
   
  3 
  A VITAL VINTAGE 
   
  INTRODUCTION 
   
   
  A mysterious benefactor, known only as the Squire, has 
  invited you to meet them in Versan, a local tourist spot 
  known for its exquisite winery. They wish to hire you for 
  an important task, but they will only give the details in 
  person, simply saying it is a risky undertaking with rich 
  rewards. Upon arriving in Versan, you find that the Squire 
  has been delayed, but they’ve given you the full run of the 
  town while you wait, no expense spared. It sounds like a 
  dream vacation for weary adventurers, but the longer you 
  spend in Versan, the more questions you have about the 
  winery and its magnetic proprietor. Something dark is 
  brewing below the idyllic surface, and it isn't the wine...or 
  is it? 
   
  BACKGROUND 
  Versan seems the quintessential tourist town. The winery, 
  Versan’s top attraction, dominates the landscape, 
  surrounding the humble homesteads with twisting, 
  fragrant vineyards, the manor looming over the square in 
  gothic splendor. The townspeople support the winery with 
  pride. Since the crops began to fail, it’s the only source of 
  income for most of Versan. Little do they know the two are 
  intimately related. Alaric Mountebank, founder of the 
  winery, has made a pact with an Archfey Lord (or so he 
  thinks). His patron helped him trap a Treant below his 
  manor to funnel the vitality of the land into his grapes, 
  stealing the life force from his neighbours and selling it 
  back to them in beautifully labelled casks and bottles. A 
  few of the citizens have gotten suspicious, but they’ll need 
  help to break the hold Mountebank has on Versan. Luckily, 
  an adventuring party has just taken up residence in the 
  local inn. Perhaps a few well-placed clues will awaken 
  their thirst for intrigue, and Versan will be restored to its 
  former glory. 
  ADVENTURE OVERVIEW 
   
  The quaint town of Versan has a lot going on beneath the 
  surface. Literally. The crops are failing, the famous wine is 
  definitely not normal, and the winemaker is clearly hiding 
  something. Our party stumbles into this quagmire at the 
  behest of an anonymous quest giver, the Squire. As they 
  explore the town and discover more clues, they must 
  choose a side. Will they choose the side of the struggling 
  farmers? The suspicious apothecary who promises great 
  rewards? Or the dapper vintner who knows exactly how to 
  bribe a mercenary group? 
   
   
  Whatever their choices, they’re sure to find that things are 
  not as simple as they appear. The wine may be the reason 
  the crops are failing, but the winemaker’s patron is no Fey 
  Lord. A Night Hag has taken up residence in the town, 
  moonlighting as the local apothecary as she waits for her 
  unwitting victim to fall into her trap. Will the adventurers 
  get tangled in her plot? Or will they break the curse and 
  free Versan once and for all?  
  ADVENTURE HOOKS 
  The mysterious Squire has hinted that there are a myriad 
  of amusements available in Versan for those with a taste 
  for adventure, encouraging them to explore all that the 
  town has to offer...especially the wine. The innkeeper can 
  direct them to all the places the wine is sold. As soon as 
  they taste it, it’s obvious that it is more than just wine, but 
  no one in town can explain what makes it so unique. 
  TAVERN HOOK 
  Their first taste of wine is sold to them by a friendly, but 
  tired looking half-elf woman. She’s happy to talk wine 
  with the party, but mentions that ever since the winery 
  opened, her wife has had to work harder and harder to 
  grow any of their crops, and something about that just 
  doesn’t quite sit well with her. She can’t offer much, but if 
  the adventurers find something that can help revitalize the 
  crops, the whole town would be in their debt. 
  WINERY HOOK 
  The winery has an open tasting room for tourists that does 
  a bustling trade. When the party comes in, they meet Alaric 
  Mountebank, the owner. He plies them with wine, but 
  suspiciously brushes off any mention of the wine’s magical 
  properties, insisting that it’s simply normal wine. He’s 
  concerned that the local apothecary is snooping around 
  and trying to put him out of business. He offers his finest 
  bottle to the party if they can get her off his back. 
  APOTHECARY HOOK 
  The local apothecary sells the Versan wine by the bottle to 
  eager travelers. She’s the only one in town who 
  acknowledges that the wine has special properties, and 
  she’s eager to know Mountebank’s secret. She’ll reward 
  anyone who can obtain it for her. 
  
   
  4 
  LOCATIONS AND 
  NOTABLE CHARACTERS 
  1. THE AMPLE ARBOR INN 
  The comfortable inn where the party is meant to meet the 
  Squire. A respectable place, popular with tourists in town 
  for the winery. Clean linens and crackling fires welcome 
  each new visitor, as does Marley Mason, the innkeeper.  
  2. THE CORK AND CASK 
  The tavern just across the square from the Ample Arbor. 
  Very much a tourist trap, it’s built to look like a barrel. 
  Despite its tacky veneer, the Arbor has a delicious drink 
  menu.  
  3. MOUNTEBANK WINERY 
  A stylishly imposing manor that dominates the square, 
  with a public tasting room that is the toast of Versan. An 
  ancient-looking tree (actually the crown of a trapped 
  Treant) shades the front windows and a winding path out 
  back leads further into the sprawling vineyards that 
  surround the town. Staffed by disguised dryads and 
  guarded by patrolling Yeth Hounds, it’s a secret within a 
  secret. 
  4. NESTOR’S NECTARS AND NICETIES 
  The polar opposite of Mountebank’s polished 
  establishment. The shop looks cobbled together from 
  natural wood and ivy, a plume of multicoloured smoke 
  always drifting from the stone chimney. You can buy 
  nearly anything from peculiar Abigail Nestor, even 
  Mountebank Wine, but she recommends her own elixirs 
  instead. Sample at your own risk.  
   
  5. A SIMPLE FARMHOUSE 
  A home, built lovingly by Jenny Clay and her wife 
  Clementine, just on the edge of town. It’s surrounded by a 
  struggling plot of farmland. 
  MARLEY MASON 
  The chatty innkeeper of The Ample Arbor. Marley is the 
  picture-perfect hostess, generous to a fault. Her warm 
  demeanor is matched only by her delicious baked goods, 
  which she’s happy to share with anyone who stops in, 
  often with an extra helping of the day’s spiciest gossip.   
  JENNY CLAY 
  All food and drink at The Cork and Cask is served by Jenny 
  Clay, a friendly half-elf with a dry sense of humour. She 
  used to help her wife on the farm, but as the crops began to 
  fail, they needed to make some extra coin, so she started 
  working at the Tavern. She’s not blind to the fact that her 
  hardships began just as the Winery opened, giving her 
  some reservations about Mountebank. 
  CLEMENTINE CLAY 
  Warm, empathetic Clementine does her best to cultivate 
  their small plot of crops, vegetables, and flowers, but, 
  since the winery came to town, the yields have gotten 
  leaner and leaner. Still, she loves to entertain and often 
  invites new friends over for a home-cooked meal. She 
  dotes on her wife, and worries constantly now that Jenny’s 
  new job makes her keep late hours. 
  ALARIC MOUNTEBANK 
  The charming proprietor of Mountebank Winery. He came 
  into Versan like a whirlwind and put it on the map with his 
  unique wines. He claims that he owes his success to a 
  secret family technique, but really, he made a pact with a 
  mysterious Archfey Lord. The Lord never identified 
  themselves, but offered to make him rich in exchange for 
  his most valuable treasure. They haven’t yet come to 
  collect. 
  ABIGAIL NESTOR 
  The eccentric owner of Nestor’s Nectars and Niceties. 
  Actually a disguised Night Hag, she pretended to be an 
  Archfey Lord to forge a pact with Mountebank. She is the 
  source of his power and the Winery’s success. Lately, that 
  private joke has been wearing thin, and she’s looking for 
  new sources of entertainment.   
   
   
   
  
   
  5 
  A PAUSE FOR 
  REFRESHMENT 
  CHAPTER OVERVIEW 
   
  Upon arriving at the Ample Arbor Inn, the players will 
  learn of the Squire’s delay. Marley, the innkeeper, will 
  send them over to the Cork and Cask Tavern for a drink 
  while their rooms are being prepared, giving them the 
  opportunity to taste Mountebank’s Wine. After enjoying 
  themselves, they find that their vacation is short lived, the 
  bartender has gone missing, taken by some kind of 
  creature, and must be rescued. 
   
  THE INN 
   
   
  When asked about the Squire, she shoves the tray into the 
  hands of the nearest adventurer, and pulls a note from the 
  pocket of her apron with a flourish, dusting the whole 
  group with flour. 
   
   
   
   
  If the players ask, Marley will confirm that they essentially 
  have the full run of Versan. The Squire’s coin is good at any 
  of the local businesses, within reason, and she’ll 
  encourage them to take advantage of everything the town 
  has to offer.  
   
  The Squire has left enough coin with Marley for room and 
  board at the Inn and Tavern for two days. The players can 
  also attempt to use their name at the Winery and Shop for 
  more perks, but they’ll need to be a little more convincing.  
   
  THE CORK AND CASK TAVERN 
   
  Upon hearing that the party has not tried Mountebank 
  Wine yet, Jenny immediately pulls out a bottle and begins 
  to pour. She passes out the goblets and stares at the party 
  expectantly  
  
   
  6 
  . 
  Any character who drinks the wine gains 10 temporary hit 
  points until their next rest. When the food arrives, 
  however, it is strangely tasteless and unsatisfying. Jenny 
  notices the party’s reaction to the meal: 
  If questioned further, Jenny reveals that the crops have 
  been declining since the Winery was established. Her wife 
  has done her best on their little plot of land, but no matter 
  how hard she tries, hardly anything grows. The only thing 
  that seems to flourish now are the grapes in the vineyard, 
  and something about that is starting to feel...wrong. After 
  that confession, she shakes off the gloom and changes the 
  subject, offering more wine and food, encouraging the 
  party to take advantage of The Squire’s hospitality. When 
  they’ve had enough, she’ll send them back to the Inn to 
  sleep off the drink.  
   
  If the players choose to sneak around town after dark, 
  they’ll find the winery patrolled by two uniformed Elven 
  guards (disguised Dryads). If they snoop too long, they 
  may also discover two Yeth Hounds guarding the property. 
  Any attempt to break in will result in melted Thieves’ 
  Tools and a very loud alarm bell, summoning the Dryads 
  and the Hounds (allow the players to escape them here 
  without alerting Mountebank, just yet).  
   
  If they want to inspect Nestor’s, it will also be locked up 
  tight. Any attempt to break in will summon Abigail. She 
  can then give them the quest to obtain Mountebank’s 
  secret that is detailed in the Nestor’s Nectars and Niceties 
  section of Chapter 2. 
   
  A RUDE AWAKENING 
   
  Not long before dawn, Marley shakes the party awake, a 
  concerned look on her face. Jenny hasn’t made it home yet, 
  and they were the last people to see her. She takes them 
  down to meet Clementine, Jenny’s wife, who begs them to 
  help find her. 
   
  When they search the Tavern, they’ll find evidence that 
  she closed up as normal and began a walk home. A Survival 
  check of 10 or higher will allow the party to track her 
  towards the edge of town, where her trail ends. Another 
  Survival check of 10 or higher reveals the sign of a 
  struggle, and a body being dragged north towards the 
  woods, the lack of blood indicates that Jenny may still be 
  alive. A Survival or Nature check of 15 or higher reveals the 
  tracks of some kind of large wolf or hound. 
   
  The players will need to follow the trail to what looks to be 
  the creature’s den. Upon encountering it, they’ll see a Yeth 
  Hound. As soon as it senses the party, it will attack. If the 
  players choose to stealth their way in, they’ll see it about 
  to attack an unconscious Jenny, prompting combat that 
  way.  
   
   
   
   
   
   
   
  
   
  7 
   
   
   
   
   
   
  CHAPTER 1 MONSTER STATS: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Large fey, neutral evil 
  Armor Class 14 (Natural Armor) 
  Hit Points 51 (6d10 + 18) 
  Speed 40 ft., fly 40 ft. (hover) 
  Initiative +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  17 (+3) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  7 (-2) 
  Damage Immunities Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks that aren’t Silvered 
  Condition Immunities Charmed, Exhaustion, Frightened 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Common, Elvish, Sylvan understands but can’t speak 
  Challenge 4 (1,100 XP) 
  Keen Hearing and Smell. The yeth hound has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
   
  Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is 
  transported to the Ethereal Plane. While sunlight shines on the spot 
  from which it vanished, the hound must remain in the Deep Ethereal. 
  After sunset, it returns to the Border Ethereal at the same spot, 
  whereupon it typically sets out to find its pack or its master. The 
  hound is visible on the Material Plane while it is in the Border Ethereal, 
  and vice versa, but it can’t affect or be affected by anything on the 
  other plane. Once it is adjacent to its master or a pack mate that is on 
  the Material Plane, a yeth hound in the Border Ethereal can return to 
  the Material Plane as an action. 
  Telepathic Bond. While the yeth hound is on the same plane of 
  existence as its master, it can magically convey what it senses to its 
  master, and the two can communicate telepathically with each other 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 +4) piercing damage, plus 14 (4d6) psychic damage if the target is 
  frightened.  
  Baleful Baying.: The yeth hound bays magically. Every enemy within 
  300 feet of the hound that can hear it must succeed on a DC 13 Wisdom 
  saving throw or be frightened until the end of the hound’s next turn or 
  until the hound is incapacitated. A frightened target that starts its turn 
  within 30 feet of the hound must use all its movement on that turn to 
  get as far from the hound as possible, must finish the move before 
  taking an action, and must take the most direct route, even if hazards 
  lie that way. A target that successfully saves is immune to the baying of 
  all yeth hounds for the next 24 hours 
  Medium Beast, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
  Initiative +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  3(-4) 
  12 (+1) 
  6 (-2) 
  Skills Perception +3, Stealth +4 
  Senses Passive Perception 13 
  Challenge 1/4 (50 XP) 
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
   
  Pack Tactics. The wolf has advantage on attack rolls against a 
  creature if at least one of the wolf’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 
  +4) piercing damage. If the target is a creature, it must succeed on a DC 
  11 Strength saving throw or be knocked prone. 
  
   
  8 
  When the Yeth Hound is on its last few hit points, pause 
  combat and allow the sun to rise. When the sunlight 
  reaches the hound, it will let out a baleful howl and vanish 
  into the Ethereal Plane, leaving the party safe to revive 
  Jenny. 
   
  With the Yeth Hound gone, the party can escort Jenny 
  home, to the obvious relief of Clementine. She insists that 
  they join them for breakfast at their home as a sign of 
  gratitude, not taking no for an answer.  
   
  BREAKFAST AT THE FARM 
   
  Breakfast is a hearty affair, beautifully prepared, but, just 
  like in the Tavern, strangely unsatisfying. Clementine 
  apologizes for the quality of the food. She reveals that 
  Versan used to be known for its rich and bountiful crops. 
  So much so that they would often share the bounty with 
  neighbouring villages.  
   
  However, since Mountebank established his winery, the 
  yields have diminished. Even Clementine’s Druidic 
  abilities haven’t been able to bolster their harvest. Only the 
  vineyards are thriving. She’s asked Mountebank to let her 
  examine them, to see if they can tell her what’s been 
  happening to the land, but he refused. She’s unsure of how 
  to restore the farmland, and she worries that soon, the 
  only things left growing will be grapes. A town can’t live on 
  wine alone.  
   
  She asks the adventurers, if they don’t mind, to keep an 
  eye and an ear out for anything that can help. If it’s not too 
  much to ask. They don’t have much, but if there is 
  anything that the group can do to help with the crops, the 
  whole town would be in their debt. 
   
  DEVELOPMENT 
  With the new information about the failing crops, and that 
  mysterious taste of the Mountebank’s wine, the players 
  are now aware that there is something strange happening 
  in Versan. They’ll need to explore the town a little more to 
  get to the bottom of it.  
   
   
  
   
  9 
  A BITTER NOTE 
  CHAPTER OVERVIEW 
   
  A new day gives the party a chance to explore the town, 
  including the famed winery. The conversation with Jenny 
  and Clementine at breakfast should have sparked their 
  curiosity about the wine and its maker. If it didn’t, have 
  Marley run into them and ask about their plans for the day. 
  She can then recommend a wine tasting or a visit to 
  Nestor’s to get the players in the exploring mood. If they 
  ask questions about the creature they faced, Marley can 
  definitely recommend Nestor’s as a place to find 
  information about strange beasts or magical workings.  
   
  This section is all about information gathering and poking 
  at secrets. Players will have to decide whether to side with 
  Jenny, Clementine, and Abigail, or support Mountebank 
  instead. Either way, they’ll need to get access to 
  Mountebank’s manor to get to the bottom of the mystery. 
  They need an invitation to his Full Moon gathering 
  tonight. 
   
  GETTING ON THE LIST 
  The players can easily convince Mountebank to invite 
  them to the gathering, either by using the Squire’s 
  influence or by agreeing to help him with Abigail’s 
  meddling. However, if they make him angry by asking too 
  many prying questions, he’ll rescind the invite. They may 
  be able to mollify him by offering something about Abigail 
  or her elixirs that will give him an edge over her. 
   
  If they choose to go to Nestor’s first, they can ask for her 
  help in getting an invite. She may offer a sample of an 
  elixir to keep him happy with the party, or suggest they try 
  to convince one of his loyal customers to bring them along.  
   
  Players can scout the winery for likely stooges and 
  persuade them to bring them as plus ones to the gathering. 
  They can also wait until the evening and attempt to break 
  into the manor. For further details on the obstacles they’ll 
  face, go to Chapter 3.  
   
  MOUNTEBANK WINERY  
   
  Whatever answer the party gives, he’ll smile knowingly 
  and pull a small round bottle from his jacket pocket. 
  If any player attempts to investigate the beverage before 
  drinking and Mountebank notices, he will raise a brow, 
  pour his own glass and drink it down with a wink. Any 
  player who also drinks the wine gains the benefits of a 
  Heroes’ Feast spell for the next hour. Any questions about 
  these effects will get brushed off by Mountebank as just an 
  aspect of his unique varietals. He’ll categorically deny that 
  his wines have any magical properties. If the players want 
  to purchase any wine, it’s 10gp for a standard bottle. He 
  won’t allow them to purchase the port or any of his special 
  reserves, as he’s saving them for his Full Moon Gathering 
  this evening. 
   
  If any player has the ability to detect the presence of fey 
  creatures or fey magic, the wine will immediately give off 
  an indistinct fey energy. The player will also become aware 
  of the disguised Dryads working around them. Any player 
  who investigates the staff closely will notice that they’re 
  oddly silent, an investigation check of 15 or higher will 
  reveal their true nature. If Mountebank is questioned about 
  them, he’ll pretend not to know what the players mean. If 
  they continue to press about the staff or the wine, he’ll get 
  
   
  10 
  angry and ask them if Abigail Nestor has sent them, as 
  she’s been spreading nasty rumours about him. 
    
  He’ll turn on dime then, all charm, and ask for their help to 
  get her to leave him alone, promising an extra special 
  bottle if they succeed. If the players agree, he’ll send them 
  to Abigail’s shop (Nestor’s Nectars and Niceties), warning 
  them against trying any of her “elixirs” if they value their 
  tastebuds. 
   
   As they leave, he’ll invite them to return that evening for 
  his exclusive Full Moon gathering. Normally, it’s just for 
  his most loyal clients, but if they have news of their 
  progress, they’ll get the chance to sample his private 
  collection.  
   
  If the players refuse or continue to ask questions about his 
  operation, he’ll summon security (3 disguised Dryads with 
  barkskin armour) to escort them out of the building. 
   
  If the players have already been to Nestor’s and accepted 
  Abigail’s request,  any mention or implication of 
  Mountebank’s “Most Valuable Possession” will cause him 
  to freeze, face white, and order them out of the Winery. If 
  they resist, he will summon security. 
   
  NESTOR’S NECTARS AND NICETIES 
   
  She beckons the party back to the counter, towards the 
  part of the store that looks much more like an apothecary’s 
  workshop. Dried herbs and other components hang from 
  the rafters (bumping the heads of taller party members), 
  and a large cauldron bubbles over the fireplace in the 
  corner. She dips a ladle in the cauldron and fills a 
  mismatched porcelain teacup for each party member, then 
  sets them on the counter before them. 
   
  Any player who’d like to inspect the drinks will find that 
  they’re not poisoned (Abigail will huff at their suspicion). 
  They will look distinctly magical, but no defined school of 
  magic can be detected. Any player who drinks the beverage 
  will need to roll on the Wild Magic Surge Table. If there is 
  an objectionable effect, Abigail will apologize for the bad 
  batch and offer a discount on an item from the store. If 
  there is a positive effect, she’ll gleefully note the recipe for 
  the latest elixir down in a worn book, with a pointed “I told 
  you so” at the raven, who ignores her. Regardless of 
  outcome, she’ll slyly thank the party for helping her test 
  the latest round of elixirs, praising them for helping loosen 
  Mountebank’s hold on Versan.  
   
  If the party says yes, she’ll tell them that she’s working on 
  a spell to reveal whatever secret he’s hiding. There’s just 
  one problem. She needs one more, vital component: His 
  most valuable possession. She’s convinced it’s either in his 
  office or his private wine cellar, perhaps even his wine 
  collection. She just needs them to borrow it for a while, 
  bring it to her, and she’ll finally have the upper hand. If 
  they succeed, she’ll brew them any two potions that they’d 
  like, free of charge.  
   
  If they need more convincing, she can start by offering the 
  potions, or an item from her shop. Whatever you think will 
  be attractive to your players. She can also appeal to their 
  compassion, reminding them that the crops are still 
  dwindling and that Mountebank must be behind it. 
   
  If they have already been to the winery, they can choose to 
  reveal that Mountebank has tried to hire them to get her to 
  leave him alone. If they do, she’ll do her best to convince 
  them to help her instead, making the same offer of free 
  potions and magical items. 
   
  If the party agrees to help Abigail, she’ll tell them that the 
  best way to find what she needs to is to gain access to the 
  Manor. Luckily, tonight is his exclusive Full Moon 
  Gathering, where he invites his most loyal clientele into 
  his home to sample his private collection. She’s not 
  invited, of course, but she’d bet some crafty adventurers 
  could wrangle an invite. 
   
  If they say no, despite Abigail’s best efforts, she’ll back off. 
  But not before warning them that they may regret taking 
  Mountebank’s side.  
   
  
   
  11 
  If the party has decided to side with Mountebank, the 
  information that Abigail is looking for his most valuable 
  possession will be enough to get them into the Full Moon 
  Gathering. 
   
   
  DEVELOPMENT 
  After forming a strategy to access the manor, and choosing 
  a side, the party needs to prepare for the evening’s 
  gathering. 
   
   
  
   
  12 
  SOMETHING ROTTEN 
   
  CHAPTER OVERVIEW 
   
  All of the adventurers’ efforts thus far have been leading 
  up to tonight, Mountebank’s Full Moon Gathering. 
  Whatever way the party chooses to enter the manor, 
  whether by invitation or stealth, they’ll quickly notice that 
  something is strange about the whole affair. Magically 
  charmed guests, “enhanced” wine, fey servants, and a 
  hidden door all suggest that there is more to 
  Mountebank’s operation than meets the eye. Further 
  investigation through that hidden door reveals the secret 
  to his ill-gotten success: a pact with a mysterious Archfey 
  Lord.  
   
  In return for Mountebank’s service, the Lord trapped a 
  Treant deep beneath the manor. Mountebank uses its 
  unique ties to the land to funnel all the vitality of Versan 
  into the vineyard, killing the crops to make the wine. When 
  his secret is discovered, he’ll do his best to convince the 
  party to keep it to themselves. He’ll try to bribe them with 
  some of his rarest and most powerful bottles, if that 
  doesn’t work, he’ll attack. The players will need to decide 
  whether to accept his offer or try to free the Treant by 
  force.  
   
  If it looks as though the players are avoiding combat with 
  Mountebank, Abigail reveals herself as his Pact Master and 
  attempts to claim her prize: his most valuable possession. 
  Which, of course, for such a self-centered individual, is his 
  life. Something that Mountebank is very keen to hold on to. 
  GETTING INSIDE 
   
  If the players accepted Mountebank’s invitation to the 
  Gathering, they can spend rest of the day preparing 
  however they’d like (outfit shopping montage *cough* 
  cough*), and enter the Manor as valued guests.  
   
  If the players decide to break in instead, they’ll find the 
  manor heavily patrolled by armed guards (more disguised 
  Dryads), and the two Yeth Hounds. It will take some 
  ingenuity, but by avoiding the guards and the crowd in the 
  wine cellar, they should be able to make their way inside. It 
  will then be up to them to find the hidden door in 
  Mountebank’s office. 
  MOUNTEBANK MANOR 
   
  If the players received Mountebank’s invite, they can 
  check in with the elf at the door. The elf will look at the 
  party silently until they give their names, then check them 
  against their list.  
   
  Any party member who noticed the Dryads at the Winery 
  will recognize this individual as another disguised Dryad. 
  After confirming that everyone in the group is on the list, 
  they will let the party through.  
   
  Once inside, another elf will guide the party through the 
  front tasting room downstairs to Mountebank’s private 
  wine cellar. If the players promised to help Mountebank 
  with Abigail’s meddling, he’ll meet them at the foot of the 
  stairs. 
  If the party answers in the affirmative, he’ll smile slyly 
  and gesture to the closed door in the northwest corner. 
  If they say no, he’ll look disappointed for a moment, but 
  then launch right back into host mode.  
  If the players have decided to break into the Manor, when 
  they make it close enough to the entrance of the private 
  cellar, allow them to overhear Mountebank’s request to 
  avoid his office. This should point them in the right 
  direction. 
  
   
  13 
  THE WINE CELLAR 
   
  Any player that’s curious about the atmosphere in the 
  room can roll a Perception or an Insight check, a 12 or 
  higher will reveal that people seem charmed rather than 
  drunk. Any characters with a Passive Perception of 13 or 
  higher will notice that the more people drink, the more 
  complimentary they are of the Mountebank. After a few 
  minutes of tasting, the conversations are tantamount to 
  hero worship.  
   
  If any of the players choose to taste the wine, they’ll need 
  to make a Wisdom save (DC 10). Anyone who fails is 
  considered charmed by Mountebank for the next hour. A 
  spell like Lesser Restoration can end the effect. 
   
  After making their own round of the cellar, the party 
  should be able to head into Mountebank’s office. If 
  Mountebank is expecting them, the door is unlocked. If he 
  asked them to avoid it, or they broke in, it will require 
  Thieves’ Tools (DC 13).  
   
  MOUNTEBANK’S OFFICE 
   
  If the players have found their way into the office without 
  Mountebank’s permission, allow them to investigate the 
  space. If he is expecting them, he will join them very 
  quickly, giving them very little time to search. 
   
  A search of the desk (Investigation DC 8) will reveal 
  several order slips for food and supplies from Waterdeep at 
  great expense, suggesting that he obtains his provisions 
  from outside Versan. 
   
  Anyone who searches the walls will find one section out of 
  place, the four bottles on the center shelf are empty. If a 
  player attempts to take any of them, they’ll see they’re 
  attached to it. A secondary Investigation check (DC 13) will 
  reveal tiny hinges at the base of all the bottles. They look 
  like levers. The bottles, from left to right, are labelled Red, 
  Sparkling, Port, White. The party will need to pull the levers 
  in the correct order to unlock the secret door. The correct 
  sequence is the traditional order wines are served in 
  tastings: Sparkling, White, Red, Port. As soon as they pull 
  the final lever, the wall swings open, exposing a dark, 
  narrow wooden staircase leading downwards. 
   
  If Mountebank enters the office before they can search it, 
  and he’s expecting them, he’ll ask for their intel on Abigail 
  Nestor. The players will need to offer him something of 
  value about her, something he can use against her. 
  Whatever they decide, they’ll need to roll a Persuasion or a 
  Deception check to convince him (DC 15). If they have 
  physical evidence, like an elixir sample, they can make the 
  check at advantage. They can also choose to reveal that 
  they know what she’s looking for. 
   
  On a success, Mountebank will take a moment, considering 
  the group. 
  With that, he’ll reach over to the center shelf and pull the 
  hidden levers in sequence, opening the secret door and 
  beckoning the group downstairs. 
   
  If Mountebank catches them searching his office without 
  permission, his eyes will flick noticeably to the hidden 
  levers in the center shelf. He’ll do his best to keep his 
  composure and escort them out, handing them glasses of 
  wine and insisting that they drink. If they refuse to leave, 
  or to drink the wine, or get confrontational in any way, 
  he’ll pause for a moment, then shove them back into his 
  office, closing the door behind them. 
  And then he’ll open the secret door and head down the 
  stairs. 
   
  
   
  14 
  If Mountebank isn’t with the party already, he appears 
  now, flanked by 3 Dryads. Either way, he still says the 
  following text: 
  If Mountebank willingly led the party down here, he’ll 
  offer the following item as a reward for their dedication to 
  him. If he caught them down here, he’ll offer it as a bribe 
  to keep his secret. 
   
  He holds the bottle out to the party for inspection, if they 
  so desire. If they roll Insight (DC 15) on Mountebank, it 
  will be clear that he’s hiding something about the bottle. A 
  Persuasion or Intimidation Check of 20 or higher will find 
  that he’s telling the truth about the bottle’s powers, 
  however, they come at a terrible price. Anywhere they 
  recharge the bottle will be rendered barren and desolate in 
  a 1d10 mile radius. Any player who casts Identify on the 
  bottle will also be able to know those consequences, and 
  that it has as many uses per charge as there are party 
  members. 
   
  The players must decide whether to accept the bribe, 
  attempt to leave, or attempt to free the Treant.  
   
  If they try to leave or approach the Treant, Mountebank 
  and his Dryads will attack to preserve his fortune. 
   
  If they agree to accept the bribe, they’re cut short by a 
  crash as Abigail Nestor bursts in from the stairwell, 
  looking very different than she did when last they saw her. 
  Her skin is now a shadowy blue, her eyes are white, and 
  long thin horns are peeking through her hair. She’s been a 
  Night Hag, hiding in plain sight.  
   
   
   
   
   
   
   
   
   
   
   
  The party can choose to ignore him, but when they try to 
  leave, the Night Hag will summon her own Yeth Hound to 
  attack them, bringing them into the combat.  
  When the main enemy is defeated, either Mountebank or 
  Abigail, any remaining Yeth Hound(s) disappear, the 
  Dryads immediately end all aggression and stand back, 
  waiting.  
  DEVELOPMENT 
  Alone in the wreckage of the manor, in the shadow of the 
  newly liberated Treant, the party needs to regroup and find 
  out what’s to become of Versan, its inhabitants, and its 
  winery. 
   
   
   
  
   
  15 
  FINAL BATTLE MONSTER STATS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Medium fey, neutral  
  Armor Class 11 (16 with Barkskin) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  Initiative +1 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
  18 (+4) 
  Skills Perception +4, Stealth +5 
  Senses Darkvision 60 ft., Passive Perception 14 
  Languages Elvish, Sylvan 
  Challenge 1 (200 XP) 
  Innate Spellcasting. The dryad’s innate spellcasting ability is 
  Charisma (spell save DC 14). The dryad can innately cast the 
  following spells, requiring no material components. 
   
  At will: Druidcraft 
  3/day each: Entangle, Goodberry 
  1/day each: Barkskin, Pass without a Trace, Shillelagh 
   
  Magic Resistance. The Dryad has advantage on saving throws 
  against spells and other magical effects. 
   
  Speak with Beasts and Plants. The dryad can communicate 
  with beasts and plants as if they shared a language 
   
  Tree Stride. Once on her turn, the dryad can use 10 feet of her 
  movement to step magically into one living tree within her 
  reach and emerge from a second living tree with 60 feet of the 
  first tree, appearing in an unoccupied space within 5 feet of the 
  second tree. Both trees must be Large or bigger. 
  Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), 
  reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage or 8 (1d8 + 
  4) bludgeoning damage with shillelagh. 
   
  Medium human, neutral evil  
  Armor Class 11 (14 with Mage Armor) 
  Hit Points 49 (11d8) 
  Speed 30 ft. 
  Initiative +1 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  13(+1) 
  11 (+0) 
  11 (+0) 
  12 (+1) 
  18 (+4) 
  Saving Throws WIS +3, CHA +6 
  Skills Arcana +2, Deception +6, Nature +2, Persuasion +6 
  Senses Passive Perception 11 
  Languages Abyssal, Sylvan 
  Challenge 4 (1m100 XP) 
  Innate Spellcasting. Mountebank’s innate spellcasting ability is 
  Charisma (spell save DC 15). he can innately cast the following 
  spells, requiring no material components. 
  At will: Disguise Self, Mage Armor (self only), Silent Image, Speak 
  with Animals 
  1/day: Conjure Fey 
   
  Spellcasting. Mountebank is an 11th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 14, +6 to with 
  spell attacks). He regains his expended spell slots when he 
  finishes a short or long rest. He knows the following warlock 
  spells: 
  Cantrips (at will): Dancing Lights, Eldritch Blast, Friends, Mage 
  Hand, Minor Illusion, Prestidigitation, Vicious Mockery 
  1st-5th level (Three  5th -level slots): Blink, Charm Person, Dimension 
  Door, Dominate Beast, Faerie Fire, Fear, Hold Monster, Misty 
  Step, Phantasmal Force, Seeming, Sleep 
   
  Dagger. Melee Weapon Attack: +3 to hit (+6 to hit with shillelagh), 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. 
  Misty Escape (Recharge after a Short or Long Rest). In 
  response to taking damage, Mountebank invisible and teleports 
  up to 60 feet to an unoccupied space he can see. he remains 
  invisible until the start of his next turn or until he attacks, make a 
  damage roll, or casts a spell. 
   
  
   
  16 
  FINAL BATTLE MONSTER STATS CONT… 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Medium fiend, neutral evil 
  Armor Class 17 (Natural Armor) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
  Initiative +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  Skills Deception +7, Insight +6, Perception +6, Stealth +6 
  Damage Resistances Cold, Fire; Bludgeoning, Piercing, and 
  Slashing form Nonmagical Attacks that aren’t Silvered. 
  Condition Immunities Charmed 
  Senses Darkvision 120 ft., Passive Perception 16 
  Languages Abyssal, Common, Infernal, Primordial 
  Challenge 5 (1,800 XP) 
  Innate Spellcasting. The hag’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). She can 
  innately cast the following spells, requiring no material 
  components. 
   
  At will: Detect Magic, Magic Missile 
  2/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep. 
  Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
   
  Change Shape. The hag magically polymorphs into a Small or 
  Medium female humanoid, or back into her true form. Her 
  statistics are the same in each form. Any equipment she is wearing 
  or carrying isn't transformed. She reverts to her true form if she 
  dies. 
   
  Etherealness. The hag magically enters the Ethereal Plane from 
  the Material Plane, or vice versa. To do so, the hag must have a 
  heartstone in her possession. 
   
  Nightmare Haunting (1/Day). While on the Ethereal Plane, the 
  hag magically touches a sleeping humanoid on the Material Plane. 
  A protection from evil and good spell cast on the target prevents 
  this contact, as does a magic circle. As long as the contact 
  persists, the target has dreadful visions. If these visions last for at 
  least 1 hour, the target gains no benefit from its rest, and its hit 
  point maximum is reduced by 5 (1d10). If this effect reduces the 
  target's hit point maximum to 0, the target dies, and if the target 
  was evil, its soul is trapped in the hag's soul bag. The reduction to 
  the target's hit point maximum lasts until removed by the greater 
  restoration spell or similar magic. 
   
  
   
  17 
  CONCLUSION 
  MOUNTEBANK DEFEATED 
   
  If Mountebank was the one defeated in the battle, Abigail 
  is the first one to reach the party as they make their way 
  back up to the surface. She insists that she knew he was up 
  to no good, but she never would have imagined something 
  like this. She’ll also let the party know that the Squire has 
  arrived at last and is waiting for them at the Ample Arbor. 
  As the party turns to head back to the inn, they see her lay 
  a hand on the Treant, smirking. She pulls a small bottle out 
  of her pocket and lets it spill on the ground at the base of 
  the trunk, her skin taking on the slightest tinge of blue. 
  ABIGAIL DEFEATED 
   
  If Abigail was the one defeated, Jenny and Clementine let 
  down a rope to get the party out of the now ruined wine 
  cellar. They thank them for their help, informing them 
  that the town already feels more lively. If Mountebank 
  survived the battle, they’ll pull him up too, but his 
  presence disturbs the Treant, it begins to move 
  aggressively. Clementine rushes over to it and lays a 
  comforting hand on its trunk, it begins to settle.  
   
  She calls over to the group “You all better go see the 
  Squire, they’re waiting for you. Looks like we’ve got plenty 
  to do here. ”  
   
  The Dryads gather around her, staring expectantly, she 
  gives them a kind smile. 
   
  REWARDS 
  As the party turns to leave the now ruined manor, a Dryad 
  approaches them, slowly, cautiously. They hold out a small 
  bag full of clinking glass bottles. Opening the bag, the 
  party discovers several (one for each player) small bottles 
  of Port, identical to the ones Mountebank gave them in the 
  Tasting Room. Each one, when drunk, has the effect of a 
  Heroes’ Feast. 
   
   
  
   
  18 
   
  AUTHOR BIO: 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/A Vital Vintage.pdf