TEXT: 1
  
  2
  Authors  Ismael Alvarez
  Editor  Geoff Gander
  Copy Editor Troy Daniels
  Cover
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  Fat Goblin Hoarde Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor 
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  Publisher Rick Hershey of Fat Goblin Games
  A Dark and Stormy Blight © 2020 Fat Goblin Games 
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  3
  Adventure Primer
  Adventure Level: 2nd-5th Level
  Estimated Duration: 1-3 hours
  Adventure Background
  The threat of a heavy storm threatens the colonies. In 
  the coastal town of Valencourt, the citizens struggle 
  to prepare for the storm, all while in the shadow 
  of an oppressive regime. The regime continues to 
  hoard food and supplies while the storm encroaches, 
  and tensions rise. This tension is the backdrop for a 
  case of murder, intrigue, and Faustian bargains that 
  threaten to damn an entire city.
  As the characters find themselves taking shelter from 
  the storm, they become embroiled in the politics and 
  intrigue of the city. First, the characters are ushered 
  to a crowded shelter, where the people trade rumors 
  and hearsay. Very soon, they hear of the murder of a 
  prominent opposition leader who was working against 
  Valencourt’s mayor. With prompting, as needed, the 
  characters soon go looking for evidence of foul play in 
  one of Valencourt’s libraries as they look for clues.
  While at the library, the characters run afoul a 
  strange creature that stalks them. When the dust has 
  settled, the characters are either victorious or have 
  failed and fled empty handed, but have attracted the 
  attention of a dangerous group of monsters that have 
  ties to the city’s leadership. This attention could lead 
  to future entanglements and danger.
  Adventure Location
   
  ɶ Valencourt is a coastal town on a peninsula, and is 
  exposed to storms and hurricanes. Though Va-
  lencourt is used to these tribulations, the political 
  tensions complicate the safety preparations.
   
  ɶ Located on the eastmost part of the Colonies, 
  Valencourt is often the first port reached by those 
  approaching from the Eastern continents.
  Adventure Hooks
  Valencourt is a large town with a vital role within 
  the ecosystem of the Colonies. Not only is it vital for 
  trade and fishing, but the local politics are of interest 
  to several outside parties — some factions in Grigo-
  ria, in particular. Any number of causes or connec-
  tions may link the party into Valencourt just before 
  the encroaching storm. The GM is free to contrive any 
  means necessary to get the characters to investigate 
  the murder. Some possible ideas include:
   
  ɶ A patron has sent the characters to investigate 
  the political tensions. During this investigation, 
  the murder occurs. Solving the murder may yield 
  invaluable information for the patron.
   
  ɶ A character has a backstory that ties them to Va-
  lencourt, or to a noble lineage with a stake in the 
  court politics at play. Those with such ties might 
  be inclined to intervene on behalf of the opposi-
  tion, or to keep the peace amongst the gentry.
   
  ɶ A character has a connection to the deceased op-
  position leader, perhaps as a close friend, friendly 
  rival, or even a bounty that was meant to be 
  claimed alive. Such ties might call for vengeance, 
  or at the very least for seeking answers to danger-
  ous questions.
   
  ɶ A character with a background in monster hunt-
  ing or occult lore needs to conduct research at the 
  Valencourt library, and the murder investigation 
  occurs in the process. Perhaps the library also 
  holds information that is vital for the characters 
  and their ongoing goals.
   
  ɶ Money. The suspicion is that a serial killer mur-
  dered the opposition killer, and the party is of-
  fered 500 gp each to turn in the killer, dead or 
  alive. This may be the best option for a relatively 
  dispassionate group with few ties to Valencourt 
  itself.
  
  4
  Welcome to the world of Shadows over 
  Vathak, a realm of dwindling hope and de-
  spair. As players, your characters fight to sur-
  vive in a land threatened with destruction by 
  the rise of the ancient and evil Old Ones and 
  their spawn. Your characters may represent 
  points of light in the darkness or give in to 
  wicked temptations. Most will fall somewhere 
  in between — survivors struggling to eke out 
  another day. Though the followers of the One 
  True God speak of divine providence while 
  battling the Old Ones, the sins of the Church 
  often rival those of their enemies. In the 
  world of Vathak, your character’s perceptions 
  of heroes and villains is a thin line drawn by 
  their own personal morality and, of course, 
  determined by the victor.
  This adventure is set in the dark fantasy 
  world of Vathak. As such there are references 
  to the history, characters, and locations of that 
  world. However, with a little bit of alteration, 
  these adventures can be suited for any horror 
  themed 5th edition game.
  If you are new to Shadows over Vathak, 
  make sure you join our Patreon and receive 
  a free copy of the Explorer’s Guide to Vathak. 
  RunninG this AdventuRe
  To run this adventure, it is recomended that you 
  have copies of the 5th Edition core rulebooks. 
  In this adventure you might come across spells, 
  abilities, creatures, magic items, and other references 
  to content from these corebooks. When this happens 
  that item will appear in bold/red text, like this:
  “The goblins are waiting to attack the caravan as it 
  comes around the steep bend.”
  If the content is new (such as monsters or equip-
  ment) and not included in one of the corebooks, we 
  will make note of the source or include the item in an 
  appendix to the adventure.
  AbbReviAtions
  The following are a collection of common abbrevia-
  tions that might be used in this adventure.
  AC
  Armor Class
  CE
  Chaotic Evil
  CG
  Chaotic Good
  CN
  Chaotic Neutral
  cp
  Copper pieces
  CR
  Challenge Rating
  d% 
  Two d10s die one 
  as the 10s the 
  other as the 1s
  d10
  A die of 10 sides
  d12
  A die of 12 sides
  d20
  A die of 20 sides
  d4
  A die of 4 sides
  d6
  A die of 6 sides
  d8
  A die of 8 sides
  DC
  Difficulty Class
  EL
  Encounter Level
  EP
  Electrum Pieces
  GM
  Game Master
  GP
  Gold pieces
  HP
  Hit Points
  LE
  Lawful Evil
  LG
  Lawful Good
  LN
  Lawful Neutral
  N or TN
  Neutral, or     
  True Neutral
  NE
  Neutral Evil
  NG
  Neutral Good
  NPC
  Non-Player  
  Character
  PC
  Player Character
  pp
  Platinum pieces
  sp
  Silver Pieces
  Stats
  The statistical 
  representation   
  of a character
  XP
  Experience Points
  
  5
  Beginning the Adventure - The characters find 
  themselves in Valencourt, either by coincidence or 
  design, as outlined in the adventure hooks. When 
  they arrive, they are more likely than not kept there by 
  the encroaching storm, which threatens travel both 
  by air and sea, and shuts down most of Valencourt 
  itself. Captains refuse to sail, caravans take shelter, 
  and even riding animals refuse to travel for fear of 
  the storm. From the start of the adventure, the day is 
  dimly–lit due to heavy cloud cover blocking out the 
  sun. Torches similarly provide only dim light during 
  stormy conditions, due to the adverse weather and 
  wet winds.
  As the characters enter Valencourt, they are given 
  the option to stay at a number of different makeshift 
  shelters. Within whichever shelter they choose, the 
  characters are approached by Dalem Langley, a local 
  wharfmaster. Dalem is a fatherly figure to the dock 
  workers, and commands a great deal of respect, espe-
  cially as he chooses to shelter with them and not with 
  the middle class of Valencourt. Dalem takes a warm 
  and patient approach with the characters.
  A character with a noble background may secure a 
  more upscale shelter for the group, as the nobility is 
  seeking to watch out for their own. Within the upscale 
  shelter, the group is instead approached by Lady Ev-
  elin Burnley White, who is a renowned entrepreneur 
  and philanthropist. Though she is also respected by 
  the common folk, many of her peers dismiss her as 
  eccentric and even a little mad. Lady Evelin tends to 
  speak in circles, taking several sentences to say what 
  might only require one.
  No matter the petitioner, the characters are asked 
  the same thing: to investigate a murder that occured 
  at the Valencourt Municipal Library. If the characters 
  accept, they are promised 500 gold each for their 
  troubles, as well as a letter of good standing with 
  Valencourt, which could allow them to do business, 
  trade, or even purchase land within the city limits. 
  Make it known that those of lower and middle class 
  labour for years for such an honor and privilege. If 
  the characters are not interested, consider allowing 
  them to gift the letter to one of their contacts or al-
  lies. Such a gesture would go a long way in securing 
  both loyalty and influence.
  If they agree, the petitioner explains that a local 
  resistance leader, codenamed Rawls, has been mur-
  dered. Dalem doesn’t support the resistance, but the 
  murdered man was his cousin, and he wants to know 
  who killed him for closure. Lady Evelin reveals to 
  the characters that she secretly funnels funds to the 
  
  6
  resistance, and wants revenge for the murder of one 
  of her most prized cats paws. Rawls was allegedly on 
  the verge of uncovering an important secret when he 
  was murdered.
  If this appeal is not enough to call the characters to 
  action, the petitioner may “notice” that the murder 
  victim’s next of kin has left the shelter and is on their 
  way to investigate the crime. As an added draw, the 
  kin may be a child wishing to investigate or avenge 
  their parent’s murder. In this case, the characters 
  may be guilted into going at the very least to save an 
  innocent life. More importantly, the petitioner may 
  point out that the innocent kin could give the “en-
  emy” information on the resistance, and cause further 
  senseless death.
  Hello Gutter
  Upon agreeing to make their way to the library, the 
  characters are beset by the force of the storm. Navi-
  gating the streets would normally require no roll, 
  but in the face of the storm it requires a DC 15 group 
  Wisdom (Survival) check. A failure sends the charac-
  ters for shelter in an old abandoned factory. As soon 
  as they enter, they are beset by a smog throttle (see 
  Appendix). Describe the smog throttles as disgruntled 
  spirits that once worked in the factory, mimicking 
  their former work before turning on the characters. 
  This can be a slow boil horror, if you want to play up 
  the tension, or it can be a quick encounter if the play-
  ers are not interested in being scared. This could even 
  have the potential for a jump scare as you describe 
  the group looking into an old factory kiln, making 
  your voice go quieter with each descriptive phrase, 
  until you BOOM your voice and reveal the screeching 
  smog throttles attacking by surprise.
  An especially strong group may fight two smog 
  throttles, but this fight is not meant to be challeng-
  ing, only harrying. Once they have dealt with the smog 
  throttles, they can either take a short rest in the factory, 
  or move on to the library. It may help to cause a brief 
  break in the storm to encourage them to move.
  Provided that the group succeeds, or if they take 
  care of the threat, they arrive at the library soaked 
  to the bone. Impose a disadvantage to any Dexter-
  ity (Stealth) checks unless they spend a few minutes 
  drying off. The lobby of the library has a few braziers 
  filled with coal that could be employed for warming 
  up and drying off. 
  Stacks on Stacks
  Once the characters are ready to investigate the 
  library, describe to them the looming book shelves, 
  the howling wind outside, and the dancing shadows 
  made more disturbing by the occasional distant light-
  ning strike. With the rain beating down every window, 
  and the lightning growing closer, the characters may 
  become artificially pressed for time as the pace of the 
  storm urges them forward.
  If the characters wish to search the book shelves for 
  something interesting, allow them one group Intelli-
  gence (Investigation) check. Do not allow them to roll 
  individually unless you want them to become dis-
  tracted with books. The result will yield a book based 
  on the check as follows: 
  1-5: Baby’s First Bestiary. This book is meant 
  for children, and gives gross misinformation 
  about a spawn of the old ones. If the book is 
  researched later, it is revealed that the author 
  has gone mad since writing the book.
  5-8: Wrath of the Spider. A mystery novel about an 
  assassin named “The Spider”. The inside cover 
  alleges it was based on true accounts. The Spider 
  is a boogeyman that may or may not have a 
  1000 gold bounty on their heads, dead or alive.
  9-13: Histories of the Vampire Lords. This book 
  is a revisionist history of the vampire lords, 
  painting them in a humorous but unflattering 
  light. One chapter alleges that they sparkle 
  in the sunlight. Such a book is worth 200 
  gold to agents of the vampire lords, if only 
  to ensure it is eliminated from circulation.
  
  7
  14-18: Biography of a Saint. This tome is written 
  by a cloistered monk of the One True God, 
  and is meant to be a mostly truthful telling of 
  a given saint’s life. The book has no intrinsic 
  monetary worth, but a cleric of the One True 
  God can use the book as a holy symbol, and 
  may even be able to commune with the saint 
  in question with an appropriate spell.
  19+: A blank book. This book seems to be 
  an empty journal. It registers as magic. 
  But what could its magic yield?
  If they try again after the first time, interrupt their at-
  tempt with an attack by a pair of animated armor.
  If they press on with the investigation, the char-
  acters find the scene of the murder. Rawls has been 
  left in a library atrium measuring 30 square feet, with 
  15 foot high ceilings, and the only entrance being a 
  10 foot wide doorless entryway to the south. As the 
  murder occurred shortly before the storm began 
  encroaching on Valencourt, Rawls is left face–down 
  with a knife in his back, surrounded by a large pool of 
  dried blood. If the characters can somehow contact 
  the dead or bring Rawls back to life, the resistance 
  leader is unintelligible (see below), and is of no help 
  in revealing what happened or who the murderer is. 
  It is possible to eventually heal Rawls’ mind, but the 
  characters have no time to do so now. Rawls is carry-
  ing a scimitar, a jeweled necklace worth 80 gold, and 
  a letter bearing an eldritch seal.
  If they choose to inspect the crime scene, a DC 12 
  Intelligence (Investigation) check reveals that it has 
  been tampered with in the last hour. Something has 
  cut out the area between Rawl’s neck and chin, and 
  emptied out his brain. If the group reads the let-
  ter (see Appendix), Rawls’s body comes to life as the 
  letter glows green and is consumed by a strange 
  eldritch flame. Rawls becomes a wight. If the group 
  is especially strong, the wight has an additional 20 
  hit points, and can make three longsword attacks. 
  Regardless of the outcome, the investigation yields at 
  least one clue that points to the nobility in the town 
  being responsible, and reading the letter proves that 
  they employed dark arts to preform this murder and 
  subsequent reanimation.
  
  8
  Overdue
  Once the characters have defeated Rawls’ wight form, 
  or if they conclude their investigation, they see an ee-
  rie light emanating from beneath the basement door. 
  If they go downstairs,  the characters find what ap-
  pears to be Rawls deep in conversation with a well–at-
  tired woman. If the sight of a man the characters had 
  thought they had found dead — who now appears to 
  be very much alive — deep in conversation with an 
  aristocratic woman was not strange enough, the two 
  appear to be speaking in a strange, guttural tongue 
  (Deep Speech), and in conspiratorial tones. 
  This scene is strange — and shocking — enough 
  that the characters must succeed a Wisdom save at 
  DC 12 or be Stunned for one minute. If the characters 
  were trying to be stealthy, the two conspirators must 
  succeed Passive Perception rolls (at 14) in order to no-
  tice the newcomers; otherwise they are too involved 
  in their discussion, and too assured that no one could 
  possibly track them down to the library, and continue 
  to converse. Any character who understands Deep 
  Speech knows that the two are plotting a sacrificial 
  ritual at a high class party in a few weeks. It is likely 
  that the sacrifices will be innocents plucked from the 
  streets. Also, any character familiar with Valencourt 
  high society will recognize the woman as Melba Krutz, 
  the mayor’s wife.
  Melba is a cult fanatic, and has a summoned chuul 
  minion hiding in the shadows. The man resembling 
  Rawls decides to make an escape, and has the statistics 
  for a veteran, should anyone decide to give chase. Mel-
  ba and her minion fight to the death, and she appears 
  quite bloodthirsty when engaged in combat, laughing 
  and taunting the characters. The imposter surrenders if 
  surrounded or outclassed, and will go willingly. 
  If either the imposter Rawls or Melba are subdued 
  they can be taken to the authorities, who brush the 
  incident under a proverbial rug. If they are turned 
  over to the resistance, it is possible that this could 
  cause an intensification of the brewing civil unrest.
  Epilogue
  The characters can decide to either engage Melba and 
  the second Rawls, or leave them to plot so they can 
  report back to their petitioner and receive their re-
  ward. Once they have decided, have another break in 
  the storm occur, perhaps accompanied with a prover-
  bial silver lining. They return, to their benefactor, and 
  are protected from any ensuing consequences until 
  the morning of the next day.
  The characters may have decided to ignore the 
  second Rawls and Melba, or intercede and cause a 
  stir. In either case, the conflict between the upper 
  and lower classes boils over, and the characters may 
  find themselves embroiled in it. Their witnessing of 
  strange eldritch energies being controlled by Melba 
  only complicates issues. The chuul disappears a min-
  ute after the fight ceases, apparently called back by 
  some darker power, so its presence does not become 
  implicated with Melba’s ties to dark powers.
  If the characters had revived the murdered Rawls, 
  they can eventually try to cure his affliction, and 
  he tells them that the nobility is trucking with dark 
  forces, and the other Rawls is an imposter hired by 
  the tRuth is out theRe...
  This adventure is written with the assumption that the characters will get embroiled in the political strife brew-
  ing in Valencourt to some extent; although the way is open for them to withdraw from it if they wish. At this 
  point the conflict is still in its fairly early stages, and therefore there is relatively little for the characters to learn 
  beyond what is presented in this module. No explanations have been provided for Melba’s involvement or 
  what exactly is planned for the ritual, and realistically the characters will not have time to dig very deep during 
  this adventure to learn the truth. After the storm clears (figuratively and literally) further investigations will be 
  possible, and the GM is free to develop reasons for Melba’s actions, as well as for the planned sacrificial ritual. 
  Future products may explore this conflict in more detail.
  
  9
  the nobility to discredit him. This won’t sway any au-
  thorities, and Rawls only redoubles his efforts towards 
  rooting out the corrupt gentry. If the second Rawls 
  survives and is returned to the authorities, he makes a 
  pompous spectacle of joining the gentry and betray-
  ing the resistance. This occurs even if the first Rawls 
  is revived, and causes no small amount of drama 
  between both Rawls, and both sides of the conflict.
  Ultimately, the characters may find themselves frus-
  trated and unfulfilled. If they kill Melba or the second 
  Rawls, they are ultimately blamed for it, and must 
  run to the resistance. If they do not, the authorities 
  pretend as though nothing happened. It is clear that 
  something is rotten in Valencourt, and the characters 
  may either be motivated to leave quickly, or stay and 
  get to the bottom of the corruption. The characters 
  can ultimately decide which path to choose.
  
  10
  Appendix
  mAGic item- A blAnk book
  Wondrous magic item, uncommon
  The blank book is a magical item that was created to 
  understand the dark powers that threaten mortal life. 
  When the command word is spoken, the book can rep-
  licate any writing within 30 feet — whether it is a tome 
  of forbidden knowledge, or the scrawlings of an an-
  cient race upon a cave wall — and renders the text into 
  the owner’s native language. Reading these writings 
  does not pose any inherent danger, even if the original 
  source would cause madness or trigger a trap, magical 
  or otherwise. This book has been passed down through 
  the ages as a means of interpreting the darkness 
  without succumbing to it. However, it is not without 
  risk. Just because the reader is not directly exposed to 
  eldritch energies does not mean that prolonged expo-
  sure to forbidden readings might not still cause a sliver 
  of corruption to burn like a glowing ember.
   
  mysteRious letteR-
  “Dearest Rawls,
   
  If you are reading this, it is too late for you. We have 
  already sent you a warning. No doubt, as you read this letter, 
  you are filled with a sense of dread, and a migraine. It will 
  all be over soon, and your death will be in vain. Perhaps you 
  will find solace in the fact that we will control Valencourt, and 
  enforce a peace such as it has never known. You will be the 
  cornerstone of that peace, though you will never know it. Even 
  now, your lifeless corpse is likely rising, and those who have 
  come to investigate your murder are questioning their san-
  ity. In death, you will kill far more of the resistance than you 
  harmed our cause in life. Enjoy eternity as our dark servant.
  Signed,
  A well wisher.
   smoG thRottle 
                   700 XP totAl
  Medium undead, chaotic evil
  Armor Class 14 (natural armor)
  Hit Point 75 (10d8+30)
  Speed 0 ft., fly 30 ft. (hover)
   Str
  Dex
  Con
  Int
  Wis
  Cha
   19 (+4)
  15 (+2)
  17 (+3)
  2 (-4)
  5 (-3)
  1 (-5)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 7
  Condition Immunities charmed, exhaustion, fright-
  ened, grappled, paralyzed, petrified, poisoned, prone, 
  restrained
  Languages understands all languages it knew in life, 
  but can’t speak
  Challenge 3 (700 xp)
  Aura of Choking Smog. A creature that starts its 
  turn within 20 feet of one or more smog throttles 
  must make a DC 13 Constitution saving throw. On 
  a failure, the creature gains a level of exhaustion as 
  its breathing is labored. Creatures that do not need 
  to breathe are immune to this effect. A creature that 
  intentionally holds its breath while in the smog 
  throttle’s aura has advantage on this saving throw.
  Incorporeal Movement. The smog throttle can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object.
  Inured to Smog. When it is in smog, the smog throttle 
  has truesight out to a range of 100 feet when perceiv-
  ing creatures that breathe, and has advantage on Dex-
  terity (Stealth) checks. Ranged attacks against a smog 
  throttle that is in smog are made with disadvantage.
  Actions
  Choking Smog. Melee: +6 to hit, reach 5 ft., one tar-
  get. Hit: 10 (3d6) poison damage.
  tActics
  Before Combat The smog throttle manifests in pea 
  soup fog, and waits for a creature to attack. A lone 
  smog throttle will seek out weak and single targets. 
  A group of smog throttles, called a thickness, can be 
  emboldened to descend on a group of people.
  During Combat A smog throttle will usually seek out 
  
  11
  the nearest breathing creature and attempt to kill it, 
  then move on to any other creature within range.
  Morale Smog throttles tend to fight until they are 
  destroyed, or their prey are. They are the angry 
  spirits of those who die alone in the smog, and have 
  no morals or remorse. They will chase creatures up 
  to 200 feet away from their place of death and no 
  further, but otherwise fight until destroyed.
  Smog throttles, as they are called in Grigoria, are the 
  evil spirits of those who die slow deaths in smog. 
  Though they are seen outside of Grigoria, its many 
  factories give rise to these undead menaces. At first 
  thought to be the work of a serial murderer, the smog 
  throttle tends to leave the same asphyxiated corpses 
  behind. This has also led to some unfortunate copycat 
  killers, further compounding the issue. It has become 
  common practice at many factories to perform spe-
  cial rituals to prevent the creation of these murder-
  ous spirits. And yet, for every factory that takes these 
  precautions, there are often one or two factories that 
  indirectly cause the formation of these foul spirits.
  
  12
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  2. The License: This License applies to any Open Game Content that 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors: Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson.
  Bride of the Darkened Rider © 2017, Fat Goblin Games; Author: Kim C. 
  Frandsen
  Shadows over Vathak © 2012, Fat Goblin Games, Authors: Rick Hershey and 
  Jason Stoffa.
  Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: 
  Ismael Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J Gray, 
  Rick Hershey, Taylor Hubler, Lucus Palosaari, Jennifer Povey, Michael Riter, and 
  Matt Roth.
  Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin 
  Games; Author: Lucus Palosaari
  Shadows over Vathak: Explorer’s Guide to Vathak © 2020, Fat Goblin 
  Games; Author: Rick Hershey, Lucus Palosaari, Ismael Alvarez
  A Dark and Stormy Blight  © 2020, Fat Goblin Games; Author: Ismael 
  Alvarez
  Looking for more creatures, items,                     
  adventures, player options, and horror 
  for your 5th Edition Fantasy Game? 
  then join ouR PAtReon!
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Shadows over Vathak/SoV Adventures - A Dark and Stormy Blight.pdf