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  Ring Out, Wild Bells
  Introduction
  Adventure Summary
  Chapter 1: Running the Adventure
  Chapter 2: Haren's Watch
  Appendix A: Monsters & NPCs
  Legal
  An Adventure on Tap product
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  COntents
  Author: Emmet Byrne
  Layout: Emmet Byrne
  Editor: Patrick Brophy
  Art Director: LJ Phelan
  Cartograpy: Emmet Byrne
  Interior Art: DMs Guild Resources, Pexels.com
  Special Thanks: My wonderful wife Marie and my beautiful son Max.
  Additional thanks to Christian Eichhorn and everyone from the 
  Dunegon Master's Guild Creator's Circle, and you!
  CRedits
  
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  intROduCtiOn
  The Adventure on Tap series is designed to give you, the 
  Dungeon Master,  everything you need to run an adven-
  ture using the 5th Edition Dungeons & Dragons rules. It 
  was created to enable busy DMs to run an adventure with 
  minimal preparation and still have a great time playing.
  The most important thing to remember when playing is 
  to have fun. If you find something contained within the 
  adventure that doesn't work for your group, or you need 
  to approach events in a different way, then change it! This 
  book is meant to aid DMs in running a great game so cus-
  tomise it in a way that best suits you and your players.
  I have endeavoured to provide as much information as 
  possible for each scenario and location that the charac-
  ters might explore throughout the adventure. I have also 
  provided further information on locations and NPCs the 
  characters might seek out based on my own experience 
  running the adventure (and knowing that no adventure 
  survives contact with the players!).
  Acronyms
  When referring to any of the three core books I have short-
  ened them to the accepted acronym. These are
  • PHB: Player's Handbook
  • DMG: Dungeon Master's Guide
  • MM: Monster Manual
  Feedback
  I strive for ease of use and clarity in the products I release 
  and I am continually refining my adventure format. If you 
  have suggestions and feedback on things you found helpful 
  and especially on things that were unnecessary or confus-
  ing I'd love to hear from you. Thanks for downloading, and 
  happy gaming. Cheers!
  Emmet Byrne
  February 2018
  Email: emmet.s.byrne@gmail.com
  Twitter: @emmetation
  I'm a Note Box!
  I provide helpful hints and tips on running the adven-
  ture, gleaned from "in the trenches" experience over 20 
  years of Games Mastering! I also provide other useful 
  information about unique elements of the adventure.
  I'm read aloud text! Read me out loud!
  I'm an Encounter Box! Rawr!
  I provide the list of enemies in the encounter, 
  where to find them, how much XP they're worth, 
  and the difficulty of the encounter!
  Easy          Medium          Hard          Deadly
  
  4
  Ring Out, Wild Bells is an adventure for 3-5 3rd level 
  characters. It is designed to be played in a single session 
  and should take between 3 to 6 hours. The adventure fa-
  vours characters and players who enjoy roleplaying and ex-
  ploration but contains additional optional encounters for 
  players who enjoy more combat focused play.
  Adventure Overview
  The Hook
  For the past 9 years during the White Pine festival the 
  small town of Haren’s Watch has been plagued by a wick-
  ed fey spirit known only as Mr. Grin. The creature and its 
  fiendish little minions torment the town over the course 
  of three nights, culminating in the kidnap and transmuta-
  tion of one of the village children into a lifeless statue made 
  entirely of coal.
  The party stumble upon the town while seeking shelter 
  from a blizzard and find themselves caught up in events 
  that will shape the future of Haren's Watch.
  Background
  Like all good stories, there is more here than meets the eye. 
  Haren’s Watch is indeed tormented by a fey creature, but 
  what the townsfolk fail to mention is that it was their own 
  cruelty that wrought this punishment.
  Over fifteen years ago a child, a young boy, was born in the 
  village. The boy was the son of Cara Hollis, a widow who 
  had invited an outsider, a drifter and wanderer, into her 
  home. The two found companionship in one another and 
  did what lonely men and women often do. 9 months later a 
  healthy baby boy was born, though the unknown wanderer 
  had already moved on by then.
  Unfortunately the boy, whom Cara named Nollai, was 
  born different. Small protrusions, not unlike horns, grew 
  from his forehead and his skin had a slight red tint to it. 
  The townsfolk were horrified by this and the boy and his 
  mother were left shunned and isolated by almost everyone 
  in the village.
  Five years later while Cara was fetching supplies, their 
  small house caught fire. Cara raced home, scrambling des-
  perately to put it out, throwing handfuls of snow on the 
  flames while she begged the gawking townspeople to help. 
  None did. Cara was forced to watch while her son was con-
  sumed by flames as he cried out for her. The next day she 
  hanged herself from what was left of the rafters.
  That winter as the townsfolk celebrated the White Pine fes-
  tival, a fey creature crept into the village and stole a child 
  from its bed. The child’s brother, who had been in the room 
  at the time, said it was “Mr. Grin” that had taken his broth-
  er. The next night the so-called Mr. Grin returned the child 
  to the village, transformed completely to coal. 
  “Another child to fuel the flames,” it proclaimed to the hor-
  rified townsfolk. Mr. Grin would return every year thereaf-
  ter, ending the celebration of the White Pine festival.
  It is the tenth year of Haren’s Watch suffering this calamity. 
  This year, amidst a raging blizzard, a weary party of adven-
  turers seeks refuge in the small village...
  Getting the Party Involved
  This adventure is meant as a side-trek that can be thrust 
  upon the party as they are traveling from one point to the 
  next. However you may wish to tie the characters more 
  closely into the events of the story, particularly if you de-
  cide to use this as a jumping off point for a new campaign. 
  Below are some suggestions for how you or your players 
  may wish to tie some of the characters to the adventure.
  The Historian 
  The Watchtower of Haren is an important but rarely docu-
  mented part of a war with an undead army centuries ago. 
  The tower was abandoned years ago and has since been left 
  to ruin. You’ve come to investigate just what happened and 
  see for yourself why this was such a valuable site during the 
  war hundreds of years ago.
  The Hunter 
  You’ve heard tales of the legendary golden-crowned chit-
  era that is rumoured to lair near Haren’s Watch and have 
  come to hunt it. These creatures have not been seen since 
  the war with the undead and such a trophy would give you 
  the renown and respect that you desire.
  The Native
  You grew up in the village of Haren’s Rest. One of your 
  siblings was taken years ago by Mr. Grin and you were in 
  the room when it happened. Now that you’re old enough, 
  you are determined to stop what happened to your sibling 
  from happening to others.
  If you choose this hook, work with your GM to choose 
  one of the Lost Children to be your sibling. Some of the 
  children have ties to other characters in the adventure, but 
  some have purposely been left open. Choose one that suits 
  your character.
  
  5
  Sequence of Events
  The following sequence of events outlines what happens 
  over the course of the three nights during which this ad-
  venture takes place. Some or all of these events may change 
  depending on the party’s actions.
  1st Night
  The party seeks refuge in the village of Haren’s Watch in 
  the midst of a vicious snow storm. Most of the village is 
  gathered in the inn-cum-townhall and is on edge as the 
  group enters.
  The villagers have left out offerings of candied walnuts 
  and whiskey for the phooka, the strange little creatures 
  that serve Mr. Grin. The phooka plunder the town of these 
  gifts, getting progressively more drunk (and hopped up 
  on sugar) over the course of the night as they run through 
  the streets wildly ringing their oversized bells. Any house 
  without an offering, or with a meager offering, is ransacked 
  or sometimes even burned down (though this may be ac-
  cidental rather than malicious). Villagers drape the doors 
  and windows of their homes in holly to try to prevent this, 
  knowing the phooka are deathly allergic to it.
  2nd Night
  On the second night Mr. Grin enters Haren’s Watch while 
  the phooka circle the village. Their bells chime gently in 
  the night as Mr. Grin moves through the village, investi-
  gating each house carefully. After some consideration, he 
  removes a sprig of mistletoe from a small sack and pins it 
  to the door of the Lodge. This sends the gathered townsfolk 
  into a panic, until they realise the only child under 12 who 
  lives in the Lodge is Daisy Donahy. 
  3rd Night
  Mr. Grin and his phooka return to the village to claim Hol-
  ly. The phooka restrain (and kill if necessary) anyone who 
  tries to stop Mr. Grin. Mr. Grin seeks out Daisy, using his 
  fey magic to charm her, and carries her away in its sack. 
  The next day Daisy is returned, transformed completely to 
  coal, and is placed in the ruins of Cara’s house with the rest 
  of the lost children.
  Mr. Grin
  The creature known as Mr. Grin has lived in the forests and 
  bogs around Haren’s Watch since before the village was 
  founded. He regarded the short-lived people who began 
  to appear in his lands as one might regard a robin in your 
  Chapter 1: Running the Adventure
  
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  garden. He would even leave the people gifts from time to 
  time: a large felled tree for wood, a fertile swath of bogland 
  for fuel, and occasionally a particularly slow deer for food.
  It was only years later when Mr. Grin encountered a small 
  boy named Nollai that he took an interest in the town. Nol-
  lai would bring Mr. Grin gifts and tell him stories of his 
  mother and the townsfolk. Mr. Grin would in turn share 
  stories of the trees and animals, and gift the boy with little 
  trinkets he had found lost in the bog and the underbrush.
  Mr. Grin generally avoided the town but was drawn there 
  one day by the acrid smell of smoke and the sight of danc-
  ing flames. He watched as the boy Nollai burned and the 
  townsfolk did nothing, and was overcome with disgust and 
  rage. He watched as the boy’s mother hung herself from 
  the charred rafters, and he swore to the body of the hang-
  ing woman that he would ensure the townsfolk shared her 
  pain.
  For more on Mr. Grin see Appendix A.
  The Phooka
  The phooka that torment the people of Haren’s Watch 
  ahead of Mr. Grin’s arrival are fey creatures like Mr. Grin. 
  They are nine in number during the events of this adven-
  ture. Astute players and characters will note that the num-
  ber of phooka directly corresponds to the number of miss-
  ing children, and will likely deduce that the phooka are in 
  fact the lost children. There is some truth to this. For more 
  information on the phooka see Appendix A.
  Though the villagers of Haren’s Watch can clearly see the 
  numbers of phooka increasing year on year, many have a 
  mental block towards this and refuse to admit the seem-
  ingly obvious. Those that have allowed themselves to ac-
  cept the truth of what is happening simply stay quiet.
  Resolving the Adventure
  Ring Out, Wild Bells plays out over the course of three 
  nights. During this time the party will be asked to stop the 
  events laid out above from transpiring or may take it upon 
  themselves to save the village. The following section gives 
  advice on how to handle the most likely ways in which the 
  party may approach the adventure, and also provides sug-
  gestions on how to steer the party if they need a little guid-
  ance.
  Kill Mr. Grin
  More than likely, a party of adventurers will default to this 
  approach. After all, if the party learn nothing of the town’s 
  history there is no reason for them to believe that Mr. Grin 
  is anything more than a malevolent creature who has tor-
  mented the town for years.
  Mr. Grin is a fey being with magical abilities, resistance to 
  mundane weapons not made of pure iron, and has advan-
  tage on spell saving throws. He is a CR5 monster and could 
  be challenging for a level 3 party, particularly if they are 
  not equipped with magical items. As well as this, Mr. Grin 
  has nine phooka in his service. Though these creatures are 
  not particularly difficult individually, in a large group they 
  could overwhelm a level 3 party. If Mr. Grin is added to the 
  mix then some if not all of the party could be killed.
  If the party are intent on solving the town’s problems with 
  violence, you will want to flag the potential dangers to 
  them early. You can do this by simply having the villag-
  ers tell them of the odds they face, perhaps recounting the 
  story of a few years ago when a number of villagers tried to 
  fight off Mr. Grin and the phooka and failed. You can also 
  have a character like Marl in the Lodge inform that party 
  that he has seen Mr. Grin recoil from cold iron - this could 
  potentially lead to the party trying to scavenge iron tools, 
  nails, and perhaps weapons from around town in order to 
  aid them in battle. Lastly, you can simply have characters 
  roll to see what they know of fey creatures (the Nature, Ar-
  cana, and History skills may be apt depending on the char-
  acter's class and background) - if the character rolls over 10 
  they know fey creatures are often resistant to magic; over 
  15 and they know that mundane weapons don’t affect them 
  as they should; and over 18 and they learn of a potential 
  weakness to iron.
  Once armed with this knowledge, it us up to the party how 
  best to use it.
  Reason with Mr. Grin
  Mr. Grin may appear as a monster to the party but he is an 
  intelligent being who can be reasoned with. Exactly how 
  the party can accomplish this is up to you, but reading the 
  history behind the events and familiarising yourself with 
  Mr. Grin’s entry in Appendix A should give you a strong 
  grasp of Mr. Grin’s personality and motivations. It may be 
  the case that the party can convince him that the town has 
  suffered enough or perhaps have one of the villagers beg for 
  forgiveness for what happened. In the end it will most like-
  ly be a combination of roleplaying and social skill checks 
  that determine the outcome of a diplomatic approach.
  Lay Nollai to Rest
  When Nollai was killed in the fire, his spirit did not go to 
  rest as it should have. The boy's ghost can be encountered 
  some nights in the Children’s Garden (see page 9) and may 
  be willing to speak to the party.
  Nollai’s spirit can be laid to rest in a number of different 
  ways. Firstly, a small amount of Nollai’s remains are still ly-
  ing amongst the rubble of his former home in the Children’s 
  Garden. Searching the rubble is a tedious task, requiring 
  
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  three successful DC 15 checks taken over the course of a 
  number of hours. Characters can use Wisdom (Percep-
  tion) or Intelligence (Investigation) to perform these tasks. 
  A character succeeding on a DC 12 Intelligence (Medi-
  cine) check prior to undertaking the search has advantage 
  on all checks to search for the remains during this time. 
  Once the remains have been found, the spirit can be laid 
  to rest by performing appropriate funerial right over them. 
  The party can also seek Marl’s aid in this regard as he is a 
  follower of the God of the Lost.
  The second way in which the party can lay Nollai’s spirit 
  to rest is by having the hallow spell cast over the Children’s 
  Graveyard, specifically Nollai’s former home. This spell 
  will most likely be beyond the abilities of a level 3 party but 
  they may have powerful allies who can aid them. 
  Lastly, the party can engineer a meeting between Nollai 
  and Mr. Grin. Mr. Grin is unaware that Nollai’s spirit still 
  haunts the town and if the party learns of the previous rela-
  tionship between the two they may wish for them to meet. 
  If this occurs Mr. Grin will offer Nollai a new life by bring-
  ing the boy’s spirit into the fey realm, to which Nollai will 
  happily agree. Once this happens Mr. Grin and Nollai van-
  ish and never return to Haren’s Watch. If Mr. Grin is ever 
  encountered again he is accompanied by a tenth phooka 
  with tiny flaming horns.
  Save the Children
  The impact that the loss of the 9 children (10 including 
  Nollai) has had on this community should be obvious to 
  the party. Those who would call themselves heroes will 
  want to do what they can to bring the town peace.
  Astute adventurers may reason (correctly) that the chil-
  dren were not in fact turned to stone and have instead 
  been transformed into the phooka that Mr. Grin surrounds 
  himself with. Unfortunately, bar the use of a wish spell or 
  divine interference, there is no way to return the children 
  to their previous lives. The only other way to lay the chil-
  dren’s spirits to rest is to find the phooka in the Feywild 
  and end their lives there (see Appendix A for more details).
  Nollai's Death
  The source of the fire is not listed here in order to allow 
  you, the DM, to create a story that fits your group. If 
  players propose a theory as to what happened to Nollai 
  you can wrap in these ideas in order to make them feel 
  clever.
  However, when the adventure was written I envisioned 
  that the fire was simply a tragic accident, a stray spark 
  from the stove which took flame. 
  Another option is that Wess Hacob, who was openly 
  cruel to Cara and Nollai, purposely started the fire. If 
  you choose this route then another option for resolv-
  ing the adventure presents itself: revenge against Wess 
  Hacob
  
  8
  The small village of Haren’s Watch is home to 99 families 
  spread across a few miles of fertile farm and bogland. The 
  titular watchtower of Haren was built atop a hillock within 
  a cluster of trees, most of which have long since been cut-
  away to be used as lumber to build homes.
  The town served as a goliath outpost centuries ago during 
  the war with the undead armies, when the dead swarmed 
  down from the north under the control of powerful nec-
  romancers. The war is long over and Haren’s Watch is a 
  mostly forgotten hamlet in an isolated part of the country. 
  And the people prefer it that way.
  The People
  The townsfolk of Haren’s Watch are a very insular people 
  and prefer to keep to themselves. For the most part they can 
  manage this thanks to the fertile lands surrounding the vil-
  lage, but the scarcity of good metal forces them into trade 
  with other settlements. The population of Haren’s Watch is 
  almost exclusively human and the lack of contact with the 
  world at large means that what the people know of other 
  races amounts to little more than stereotypes: dwarves like 
  ale and metal, elves are aloof and like trees, and halflings 
  are tiny thieves. They’re not exactly racist, just… sheltered.
  Some of the prominent members of the village are listed 
  below, Unless otherwise noted all of the villagers have the 
  statistics of commoners (MM p.345).
  Marek Lees
  Marek is the finest carpenter in Haren’s Watch, and he is 
  not short about letting people know. He aided in the refur-
  bishment of the Lodge a few years back and is often called 
  upon by the other townsfolk when they want to add a new 
  room to their homes or an outhouse for their garden. He 
  speaks wistfully of rebuilding the town’s watchtower and 
  dedicating it to his daughter Elys, who was taken by Mr. 
  Chapter 2: Haren's Watch
  
  9
  Grin a few years ago, but so far all he has to show for his 
  talk are a few tear stained sketches.
  Holly Donahy
  Holly’s younger brother Alson was taken by Mr. Grin a few 
  years ago when Holly was 16. In the intervening years her 
  mother and father left the village, abandoning Holly and 
  her younger sister Daisy. When Marl’s wife passed away a 
  few years ago, Holly offered to help out around the Lodge 
  in exchange for her and Daisy being able to take one of 
  the rooms on the second floor. Holly helps with cleaning, 
  prepares food, and bakes fresh sourdough bread daily, and 
  Daisy, now 11, helps with the small root garden at the back 
  of the Lodge. 
  Holly was one of the few people in town who remained 
  close to Cara after Nollai was born and gets emotional 
  whenever she and Nollai are brought up.
  Trelayn Gywnlis
  Trelayn (NG female elf scout, MM p.349, but with a speed 
  20ft) is one of the few non-humans in the village, though 
  she makes a point of wearing a wool cap to hide the point-
  ed ears of her elven heritage. For a number of years Trelayn 
  brought fresh meat and animal hides to the village to sell 
  and built up a good relationship with the townsfolk. After 
  suffering a gruesome leg break on one of her hunts, she 
  struggled back to the village for aid. Once the break had 
  healed it became clear that Trelayn’s hunting days were 
  over. These days she serves as the town’s butcher, tanner, 
  and part time bowyer. She still walks with a limp.
  Henrikh Albarite 
  Henrikh (LG male human scout, MM p.349) is a well-built 
  young man in his early twenties. As a teenager he had a 
  crush of Trelayn and begged her to teach him how to shoot 
  and track as an excuse to be around her. He turned out to 
  have an aptitude for hunting however and, since Trelayn’s 
  injury, has become the main source of fresh meat for the 
  village. Henrikh has a decent knowledge of the Beating 
  Woods and the Boora Bog beyond. 
  Henrikh is very protective of his younger brother Markuss, 
  and is particularly on edge at this time of year.
  Wess Hacob 
  Wess is a sour old man full of spite and hate. He is a fol-
  lower of a god whose teachings warn of consorting with 
  demons. When Cara’s house burned and she begged for 
  help, Wess spit in her face and told her that she and her 
  hellspawn son were reaping what they had sown. He be-
  lieves that Mr. Grin is the town’s punishment for allowing 
  Cara to live amongst them for as long as she did.
  Cora Morgan
  Cora lives on her own on the outskirts of Haren’s Watch in 
  what could easily be taken for an abandoned house were 
  it not for the candlelight that always burns in the window. 
  Of all the people in the village who have suffered, Cora has 
  perhaps suffered the most. Her little girl Julia was the sec-
  ond child to be taken by Mr Grin, some 8 years ago, only 
  for her her young boy Wymar to be taken a few years later. 
  Within a year of the loss of Wymar, her husband was killed 
  by bandits while returning to Haren’s Watch with a ship-
  ment or iron ore. 
  Since then Cora has rarely left her home and days would 
  often go by without anyone from the village having seen 
  her. Marl Duggen, the proprietor of the Lodge, now makes 
  a point of checking on her every day, bringing fresh food 
  for her and scraps for her elderly wolfhound companion.
  1. The Watchtower
  The Watchtower of Haren was erected almost 300 years ago 
  by Duccia Haren, the so-called Three-River Queen. Duc-
  cia lead her goliath army against the undead horde during 
  the war and Haren’s Watch was a crucial tactical outpost 
  during the height of the conflict. The tower provided clear 
  line of sight in all directions and contained a great iron bell 
  that could be rung when the dead were seen approaching.
  The tower remained manned for a number of years after 
  the war but when the Duccia’s armies attention was drawn 
  elsewhere it was abandoned and let fall into disrepair. To-
  day it is little more than a curved shard of rock jutting up 
  from a hilltop, its ceiling and floors having rotted and fall-
  en away long ago. The great iron bell now lies silent among 
  a jagged pile of rocks and debris at the bottom of  what 
  remains of the tower.
  2. The Lodge
  Constructed within a year of the end of the war with the 
  undead by an entrepreneurial human nobleman, the Lodge 
  served as a hunting lodge for years afterward. It was fre-
  quented by an eclectic mix of nobles, knights, and barbar-
  ian huntsmen who sought to slay the rare golden-crowned 
  chitera - a huge batlike creature that once made its home 
  in the bog around Haren’s Watch. When the watchtower 
  was abandoned by Duccia Haren’s goliath warriors and the 
  roads grew wild and difficult to travel, visitors to the lodge 
  dwindled before eventually ceasing entirely. 
  Today the Lodge is the beating heart of Haren’s Watch. It 
  is a stocky two storey building made of stone and thick 
  wooden logs, with the inside divided into a number of 
  large rooms. The main room is one hundred feet to a side 
  and serves intermittently as a tavern, a church, and a town 
  hall as needed. Smaller rooms to the side function as stor-
  age, private rooms, and one has been set aside as a per-
  petual place of worship. The upper floor has a number of 
  dusty disused bedrooms, and the cool basement serves as 
  
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  the town’s larder and store during the winter.
  The custodian of the Lodge is Marl Duggen (NG human 
  male acolyte, MM p.342), a descendent of Hester Duggen, 
  the man who originally built The Lodge. Marl is a com-
  fortably plump man in his early 60s, with grey hair and a 
  bushy goatee, who speaks softly and is always welcoming. 
  Along with maintaining the Lodge, Marl is also a servant 
  the God of the Lost, and tends to the spiritual needs of 
  Haren’s Watch. He oversees sermons, weddings, funerals 
  and provides any other services that could be expected of 
  a holyman. 
  Roleplaying Marl
  Marl is a quiet man who deeply cares about the people of 
  Haren’s Watch. He thinks the best of them and does not 
  wish to speak ill of his neighbours but what happened to 
  Cara and Nollai weighs heavily on his soul. If the party can 
  gain his trust he is one of the best sources of information 
  to the truth of Mr Grin and the lost children. He wants the 
  curse, for that’s what he feels it is, to end and wishes Mr 
  Grin gone. If the party are trying to stop the attacks and 
  gain his trust, he will do what he can to aid them.
  3. General Store
  The general store is where the people of Haren’s Watch 
  come to trade - not just in goods, but in gossip and ru-
  mours as well. The shop’s walls are lined with groaning 
  shelves loaded with various foods, grains, and trinkets, 
  with no discernable system to how they are organised. The 
  floor likewise is littered with old crates and barrels stuffed 
  with clothes, blankets, toys, broken tools, and spare parts. 
  The store is run by Dallis and Bryn Larsson, whose little 
  girl Kali was taken by Mr Grin a few years ago. Outwardly 
  the Larsson’s are a happy couple who have come through 
  tragedy together. The truth however is that the loss of their 
  daughter destroyed their relationship and the two are con-
  stantly bickering and hurling vicious insults at one another 
  when no-one is around. The only thing they enjoy doing 
  together these days is devising and sharing cruel rumours 
  about their customers and so-called friends.
  Any characters looking for weapons or armour here are 
  out of luck, though there are some sharp kitchen knives 
  available in a pinch.
  4. The Children’s Garden
  Amongst the burnt out husk of what was once the home of 
  Cara Hollis and Nollai, 9 stone statues of children of vari-
  ous ages stand silent and lifeless.
  The first statue, a boy named Cristin was left here by Mr. 
  Grin the day after his first visit to Haren’s Watch. Since 
  then 8 other children, boys and girls from the ages of 5 to 
  12, have joined Cristin. The townsfolk have tried to move 
  the children from the site of Cara’s suicide but the statues 
  are always returned, usually along with a sweet treat at 
  their feet.
  Unable to move the children somewhere else, the villagers 
  have done their best to make the so called Children’s Gar-
  den somewhere pleasant to be. Much of the burnt wood 
  and charred stone was removed (though some of this too 
  was returned shortly after) and a small white picket fence 
  has been erected. The garden has been decorated with flow-
  ers, wind chimes, and brightly painted toys in the hopes of 
  bringing some semblance of joy to such a morose place. 
  The table below shows a list of the children here and the 
  year they were lost.
  Child
  lost
  Cristin, a 7 year old boy
  9 years ago
  Julia, an 8 year old girl
  8 years ago
  Elysande, a 5 year old girl
  7 years ago
  Wymar, a 5 year old boy
  6 years ago
  Kali, a 10 year old girl
  5 years ago
  Alson, a 12 year old boy
  4 years ago
  Jasper, a 6 year old boy
  3 years ago
  Auron, an 11 year old boy
  2 years ago
  Layla, a 9 year old girl
  1 years ago
  The Spirit of Nollai
  It is whispered around town that ghosts and apparitions 
  haunt the garden, and most townsfolk refuse to visit it at 
  night. Should the party choose to do so they may encoun-
  ter the spirit of Nollai, the poor young boy who was burned 
  up in the fire. 
  Roleplaying Nollai
  Nollai is a pleasant, smart boy but his death was terrible 
  and traumatic. His soul has become fractured in the years 
  since his death and his spirit has been corrupted with rage 
  and fear. When the party meet him there is a 50% chance 
  that Nollai is calm and aware that he is a spirit. When he 
  is like this Nollai is friendly, though understandably sad 
  about being a ghost. He will answer any questions that the 
  party may have that he is able to answer. Mostly Nollai only 
  knows about the villagers who visit the garden and which 
  statues they come to see. He does not know what caused 
  the fire in which he died. 
  The other 50% of the time, Nollai is panicked and confused 
  and doesn’t understand what happened to his home or why 
  the other children won’t play with him. All he wants is to 
  find his mother and have a story and go to sleep. When 
  Nollai is like this his spirit leaves blackened scorch marks 
  wherever it walks, melting snow if there is any. A character 
  
  11
  can calm Nollai or convince him he is a spirit with a DC 14 
  Charisma (Persuasion) check. If the check fails, Nollai flies 
  into a rage and attacks, becoming a lesser rachtgeist (see 
  rachtgeist in Appendix A). If he is reduced to 0 hit points 
  in this form Nollai returns to normal, now aware thay he 
  is a spirit.
  The Beating Woods
  Tall evergreen trees create a natural border around the vil-
  lage of Haren’s Watch, providing the isolation that the vil-
  lagers so enjoy. These woods are referred to as “The Beat-
  ing Woods”, though no-one is quite sure where the name 
  comes from. Some think it gets its name from the beating 
  wings of the batlike chitera that once made it their home, 
  others think it is because of the “beating hearts” of the 
  game that provide food for the people of Haren’s Watch, 
  and those who want to terrify their children claim that it 
  is because the woods will actively attack bold children who 
  venture into it without permission.
  Whatever the truth is behind the name, the woods are 
  filled with wild game that provide the townsfolk with fresh 
  meat and much needed furs for the cold winters. Wind-
  ing streams and rivers snake between the trees and are 
  ripe with fish for a skilled fisherman or someone willing to 
  brave the cold water with a net.
  For the most part travel through the woods is not danger-
  ous, particularly if one follows the well worn hunting trails. 
  However, if your group enjoys more combat oriented ad-
  ventures or you simply want a change of pace, you can roll 
  on the table below for a random combat encounter.
  1d100
  EnCountEr
  1-20
  2d6 Wolves
  21-40
  Brown Bear
  41-60
  Giant Boar
  61-80
  1d6 Giant Spiders
  81-90
  Owlbear
  91-95
  Winter Wolf
  96-100
  Golden-Crowned Chitera
  Brown Bear
  This female brown bear (MM p.319) is searching for its 
  lost cub when the party comes across it. Any character with 
  a passive Perception of 12 or higher that comes within 30 
  feet of the bear can hear a rustling and the crunch of snow 
  up ahead in a thick copse of trees. If the party fail to notice 
  the bear it lunges from the trees and attacks the nearest 
  party member, fearing for the safety of its cub. If the bear 
  drops below half its hit points it will flee. If the party kills 
  the mother bear, later during their travels they find a lost 
  
  12
  and scared bear cub.
  Giant Boar
  This giant boar (MM p.323) has its snout to the ground 
  searching for food when the party come upon it. Once it 
  notices the party it will grow angry and feign charging, 
  hoping to scare them off. If the party do not leave the boar 
  attacks in earnest, trying to gore the nearest party member. 
  If it drops below half hit points, the boar flees.
  Giant Spiders
  These giant spiders (MM p.328) are hiding in the trees, 
  awaiting live prey. Characters who make a DC 17 Wisdom 
  (Perception) check can spot the spiders before the party 
  is ambushed. Otherwise, read or paraphrase the following 
  text:
  Small frozen spider webs glisten in the winter light as you 
  make your way through the woods. As you continue along 
  the trail you notice that there are more and more webs 
  stretched between the branches, and even stretching be-
  tween tree trunks along the trail. Just when you realise what 
  exactly these giant webs mean, the webs begin to vibrate 
  and you are face to face with a giant spider!
  Golden-Crowned Chitera
  Save for the crunch of your footfalls in the snow, the woods 
  have gone strangely quiet. You can hear no sound of ani-
  mals in the underbrush or birds in the trees and it is hard 
  not to be unsettled. The sky darkens and snow begins to fall 
  from the trees, shaken free by the beating of great wings. 
  Looking up you see a huge bat-like creature fly overhead. It 
  seems to be flying to the north east.
  The creature the party see is known as a golden-crowned 
  chitera (see Appendix A). This rare bat-like creature was 
  thought to have been hunted to extinction after the undead 
  war, yet this one has managed to survive for many long 
  years while remaining largely hidden. Should the party 
  wish to pursue the beast, refer to the golden-crowned chi-
  tera entry in Appendix A for tips on how that might play 
  out.
  Owlbear
  Unbeknownst to the party they have unwittingly stumbled 
  into the hunting ground of a vicious owbear (MM p.249). 
  You may allow a druid, ranger, or a character with the out-
  lander background to make a DC 15 Intelligence (Nature) 
  check to recognise the signs, but other characters will most 
  likely be caught completely unawares. When the party en-
  ter the hunting grounds, read or paraphrase the following 
  text:
  
  13
  “The trees thin a little and you find yourself walking in an 
  open patch of land, the snow crunching beneath your feet. 
  After a moment you pause and look down. Too late you 
  realise that it is not snow crunching beneath your feet but 
  tiny shards of bone! Suddenly you hear a what sounds like 
  the screech of a predatory bird and before you can react a 
  huge half-owl, half-bear monstrosity leaps from the treeline 
  and attacks.”
  Winter Wolf
  This lone winter wolf (MM p.340) has come down from 
  the mountains seeking food, and it aims to make one of the 
  party members its dinner. Roll a Dexterity (Stealth) check 
  for the winter wolf (with advantage due to its Snow Cam-
  ouflage ability) and have it stalk the party. The wolf will 
  look for any isolated member of the party, such as someone 
  scouting ahead or someone who has fallen behind, and will 
  attack them in the hopes of dragging the party member 
  away. If the party put up too much of a fight and the wolf 
  drops below half its hit points it will flee.
  The pelt of a winter wolf is prized by many, and could be 
  worth up to 200gp to the right buyer. In the right hands the 
  pelt can be fashioned into a cloak that retains some of the 
  winter wolf's magical properties.
  Winter Wolf Cloak
  Wondrous item, rare (requires attunement)
  While wearing this cloak you have advantage on Dexter-
  ity (Stealth) checks while in snowy environments. You also 
  gain the benefits of a ring of warmth (DMG p.193)
  Wolves
  Any character with a passive Perception of 14 or higher 
  can spot this pack of wolves (MM p.341) before the party 
  come upon it. Otherwise, read or paraphrase the following 
  text:
  It is too late before you realise your mistake: you’ve stum-
  bled into a pack of wolves feeding upon a fresh kill. Bloodied 
  muzzles turn to you, bearing wickedly sharp teeth. The low 
  growl from the wolf pack seems to reverberate in your chest.
  Boora Bog
  The Boora Bog lies to the north east of Haren’s Watch and 
  covers an area of almost two miles. Clawing briars pull at 
  travellers clothes as they try to traverse fallen trees and 
  avoid sudden sinkholes. During the warmer months the 
  bog teems with life, with insects, frogs, birds, and spiders 
  making the bog their home. 
  In the winter the bog can be both more and less danger-
  ous to traverse. The colder weather causes the wet peat and 
  some of the sink holes and ponds to freeze, but relying on 
  these new paths can just as easily lead to becoming trapped 
  in the cold, wet muck or below the icy surface of the water. 
  Any character trying to traverse the bog must make a DC 
  15 Wisdom (Survival) check to find a safe path.
  Mr. Grin’s Hut
  Deep in the Boora Bog the husk of an ancient stonewood 
  tree lays toppled, half submerged in the thick bog. The 
  mouth of the trunk of the tree is almost ten feet in diam-
  eter and is half covered by old roots, sticky brambles, and 
  creeping ivy. This is the entrance to Mr. Grin’s hut, where 
  he and the phooka reside.
  Coming upon the trunk during the day a party may be im-
  pressed by its size but would notice nothing out of the or-
  dinary. However, when viewed in the moonlight a strange 
  twinkling haze covers the entrance and the hanging vines 
  billow like curtains in a breeze. The mouth of the tree is a 
  
  14
  gateway to a small isolated region in the Feywild but is only 
  accessible to non-fey creatures when moonlight shines 
  upon the tree. If the party enter the gateway read or para-
  phrase the following text:
  Walking into the hollow of the tree is a disorienting feeling.  
  The wood around you begins to warp and distend as the 
  tree seems to expand and grow before you (or perhaps you 
  are shrinking). A pathway lined with frost-capped flowers 
  winds lazily along the ground in front of you and you sud-
  denly realise the tree is gone. You stand in a moonlit clear-
  ing ringed with evergreen trees. Snow gently swirls around 
  you - not falling, but caught in an unfelt breeze and per-
  petually held aloft. A brightly painted patchwork hut stands 
  nearby, its snow capped roof tilted at you as if enquiring as 
  to what it can help you with.
  At any time there are 1d6 phooka (see Appendix A) out 
  amongst the evergreen trees, climbing, chasing one an-
  other, or creating extravagant snow structures. Mr. Grin is 
  typically within the hut.
  If the phooka notice the party they will begin hooting 
  and hollering, crying out to one another, giggling, bran-
  dishing their strange stone daggers, or dashing off to fetch 
  Mr. Grin. Mr. Grin will be immediately wary of the char-
  acters intentions but is willing to speak with them. While 
  he speaks some of the phooka will move around the party, 
  attempting to hide and encircle them. If the party become 
  aggressive Mr. Grin and the phooka attack.
  If and when the party leave the Feywild and return to the 
  material plane, you may wish to consult the optional planar 
  travel rules (DMG p.50) to see if they suffer any ill effects.
  
  15
  Chitera
  The sight of the huge batlike chitera as it swoops down on 
  unsuspecting livestock is terrifying to behold. When fully 
  grown a chitera’s great leathery wings spread out to a wing-
  span of close to 50 feet. 
  Bat Family. The chitera’s thick fur, large wings, and sharp 
  fangs immediately bring an association to bats. While 
  some believe that they may be related to bats in some way, 
  there are differences. A chitera’s head is small for its body, 
  and its skull is curved and smooth, aside from a flat, square 
  forehead. Unlike the large ears and piglike snouts seen on 
  a lot of species of bat, chitera have small indentations in 
  place of ears and no discernible noses. Elongated claws on 
  their feet are used to grasp animals as they fly by, and they 
  have sharp teeth and long fangs that are used for piercing 
  flesh and draining blood.
  Bad Reputation. Chitera are naturally reclusive creatures, 
  preferring to make their homes in secluded caves or over-
  grown swamps. They rarely if ever attack humans unless 
  provoked, instead preferring to steal away livestock and re-
  turn to the safety of their home to feed in peace. Neverthe-
  less, stories are regularly told of “great winged blood suck-
  ers” swooping down and plucking people from the streets. 
  This misconception has lead to the chitera being hunted 
  nearly to extinction.
  Weapons of War. A large part of the misconception around 
  the chitera is due to their use during the undead war. The 
  vampire lords were losing battles to the griffon-mounted 
  goliath armies and needed to even the odds. A vampire 
  lord who had a particularly twisted sense of humour de-
  cided that the chitera were the perfect mounts for he and 
  his followers. He ordered dozens hunted and killed, then 
  had his necromancers return the creatures to life under his 
  control. To this day the sight of the great black wings of the 
  chitera inspires fear in the hearts of the living.
  Hunting the Chitera
  The chitera is a solitary creature, making its home in 
  warm, dark areas that are far from civilisation. This 
  particular chitera has made a nest in the Boora Bog. 
  Traversing the bog is difficult in itself, and tracking a 
  flying creature may prove impossible. Searching the 
  bog in the hopes of finding the chitera takes 1d6 days, 
  requiring a successful DC 18 Wisdom (Survival) check 
  on each day. 
  However, canny players might try to leave traps for 
  the chitera, such as live bait, in the hopes of catching it 
  away from the safety of its lair.
  Appendix A: Monsters & NPCs
  Actions
  Multiattack. The chitera makes three attacks, only one of which 
  can be a bite attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. 
  Hit: 14 (2d10+3) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one creature. 
  Hit: 10 (2d6+3) slshing damage. Instead of dealing damage the 
  chitera can grapple the target (escape DC 13).
  Psychic Screech. The chitera emits a high-pitched blast of sound 
  in a 15-foot cone. Each creature in that area must succeed on 
  a DC 15 Constitution saving throw or be stunned for 1 min-
  ute. A creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
  Golden-Crowned Chitera
  Large beast, unaligned
  Armor Class 15 (natural armour)
  Hit Points 142 (15d10 + 60)
  Speed 30 ft., fly 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  18 (+4)
  6 (-2)
  14 (+2)
  6 (-2)
  Skills Perception +8, Stealth +5
  Senses blindsight 120ft., passive Perception 18
  Languages -
  Challenge 5 (1,800 XP)
  Keen Sight. The chitera has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Flyby. The chitera doesn't provoke opportunity attacks when it 
  flies out of an enemy's reach.
  
  16
  Mr. Grin
  This tall, gnarled fey creature has skin of the texture of pet-
  rified wood and is clad in tattered robes thick with moss 
  and brambles. Small bells, chimes, and hollow wood hang 
  from a long branch clutched in its thin hands, and an un-
  naturally bright grin can be seen from beneath its shroud-
  ed head.
  Unseelie Fey. The creature known as Mr. Grin comes from 
  one of the most isolated parts of the Feywild. His demesne 
  falls within the lands governed by the Unseelie Court of 
  the Fey but, though he is bound to serve his queen, he does 
  not have the cruel streak that is associated with the Winter 
  Court.
  Hidden Away. In both the material plane and the plane of 
  faerie, Mr. Grin’s home is difficult to locate. He has always 
  been a solitary creature and saw no need for companion-
  ship until he met a young boy named Nollai. He had spent 
  so much time alone that he could not even remember his 
  own name when the boy asked. Only after the boy dubbed 
  him “Mr. Grin” and the two became friends did he realise 
  what he had been missing. Mr. Grin’s home is still hidden 
  away, but now is populated by the sounds of many phooka 
  yelling and playing pranks.
  Oathbound. Promises and pacts are an integral part of the 
  faerie courts and in fey dealings with all creatures. Break-
  ing of a bond or reneging on a deal can have actual physical 
  consequences for the offending party.
  When Mr. Grin swore to Cara that he would make the 
  people of Haren’s Watch suffer the pain she had suffered he 
  made a pact with her, one he considers to be binding. To 
  his mind the only way that his contract with Cara’s spirit 
  will be complete is when every person in the town has suf-
  fered the pain of the loss of a child.
  Mr. Grin
  Large fey, neutral
  Armor Class 15 (natural armour)
  Hit Points 136 (16d10 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  12 (+1)
  12 (+1)
  17 (+3)
  18 (+4)
  Skills Nature +4, Perception +6, Persuasion +7, Stealth +6
  Damage Resistances cold; blundgeoning, piercing, and slashing 
  from nonmagical attacks not made with iron weapons
  Condition Immunities charmed
  Senses darkvision 60ft., passive Perception 16
  Languages Common, Elvish, Giant, Sylvan
  Challenge 7 (2,900 XP)
  Magic Resistance. Mr. Grin has resistance on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. Mr. Grin's innate spellcasting ability is 
  Charisma (spell save DC 15, +7 to hit with spell attacks). He 
  can innately cast the following spells, requiring no material 
  components: 
  At will: armour of agathys, charm person, dissonant whispers, 
  ice knife
  2/day each: pass without trace, shatter
  1/day each: cone of cold
  Actions
  Jingle Bells. Melee Weapon Attack: +5 to hit, reach 10ft., one 
  creature. Hit: 7 (1d10+2) bludgeoning damage plus 7 (2d6) psy-
  chic damage. Instead of dealing damage, Mr. Grin can grapple 
  the target (escape DC 12). 
  Fey Walk. Mr. Grin magically enters the Feywild and appears 
  at a point he can see within 100 feet. When doing this Mr. 
  Grin can bring one willing creature, or a creature that he has 
  grappled. An unwilling creature suffers one of the following ef-
  fects (roll 1d6 to determine which effect):
  1. Blinded
  2. Deafened
  3. Frightened
  4. Incapacitated
  5. Poisoned
  6. Prone
  
  17
  Phooka
  There are stories told in small towns and villages that warn 
  of creatures of faerie coming and stealing children in the 
  night, replacing them with their own young to be raised 
  by the unknowing parents. Phooka are the result of the op-
  posite side of that tale: what happens when a fey creature 
  kidnaps a child and raises them in the Feywild?
  Raised in Faerie. Phooka were once children, typically un-
  der the age of ten, that were kidnapped and brought to a 
  secluded part of the plane of faerie by a fey creature. There 
  the child stays for what amounts to years, though may only 
  be a few months in the material plane. The children are 
  still young and malleable, and the magic that permeates 
  the Feywild shapes and twists them into something new.
  Their skin takes on a blue hue, their eyes grow wide and 
  angular, their hair becomes coarse and grassy, and their 
  hands and feet distend and widen. Eventually the children 
  lose all memory of their former life and become true crea-
  tures of faerie.
  Surrogate Parents. There are many reasons a fey creature 
  would kidnap a child: a debt for a pact made, as a warning 
  or punishment for some perceived slight, and sometimes 
  even loneliness. Whatever the reason, phooka will usually 
  stay close to the creature that brought them to the fade - 
  if the creature is still around. Even if they are abandoned, 
  phooka are quick to latch onto another, usually larger, be-
  ing. Hags, ogres, dryads and other powerful creatures are 
  often likely to find themselves with a small retinue of stray 
  phooka in tow.
  Mischievous & Cruel. Phooka have little care for the con-
  sequences of their actions. They enjoy pranks and tricks, 
  but they are not sophisticated in their execution. Phooka 
  take great joy in the simplicity of breaking things and mak-
  ing others look foolish: a hurled rock thrown through a 
  window or soaking someone in sewage is the height of wit 
  to a phooka.
  Stone Effigies
  When Mr. Grin takes one of the children, he uses his mag-
  ic to return to his home on the plane of faerie (see Mr. 
  Grins Hut on page 11). During this time Mr. Grin carves 
  a stone likeness of the children as a tribute to the person 
  they once were. These are the stone statues that are found 
  in the Children’s Garden in Haren’s Watch.
  Phooka
  Small fey, chaotic neutral
  Armor Class 13
  Hit Points 36 (10d6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  16 (+3)
  10 (+0)
  8 (-1)
  10 (+0)
  9 (-1)
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Sylvan
  Challenge 1/2 (100 XP)
  Actions
  Something Pointy. Melee Weapon Attack: +5 to hit, reach 5ft., 
  one creature. Hit: 5 (1d4+3) piercing damage.
  Catch! Ranged Weapon Attack: +5 to hit, range 30ft., one 
  creature. The phooka throws something at the target which it is 
  either carrying or is within easy reach. Choose or roll 1d4 to see 
  what the phooka throws.
  1. A rock. 6 (1d6 + 3) bludgeoning damage.
  2. A pile of mud or snow. The target is blinded until it takes 
  an action to wipe itself off.
  3. A bag of marbles. A 5-foot circle around the target be-
  comes difficult terrain.
  4. A very dead rat. The target is poisoned until the end of its 
  next turn.
  
  18
  Rachtgeist
  Spirits of flame who have taken tangible form, these vi-
  cious creatures haunt the place of their death and lash out 
  at anyone who is unlucky enough to come upon them.
  Infernal Spirit. A rachtgeist is created when a creature 
  with infernal blood, such as a tiefling, is killed under trau-
  matic and torturous circumstances. As the spirit leaves the 
  creature's body, a fragment of their infernal soul latches on 
  to it. Over time this infernal shard grows and twists the 
  spirit, transforming and shaping it into a creature of flame 
  and fury.
  Creature of Rage. Unlike ghosts and other spirits, a 
  rachtgeist is always malevolent. They are created from 
  great pain and suffering, and these cursed creatures car-
  ry that pain with them. They are beings consumed by 
  rage and blinded by anger, and want nothing more than 
  to bring pain and destruction to all that they encounter. 
  Rachtgeist’s are fueled by a need for vengeance but are un-
  aware who it is they seek vengeance upon. Not knowing 
  who or what they seek only leads to them becoming more 
  frustrated and angry, creating an unending cycle of suffer-
  ing and rage.
  Hellish Appearance. A rachtgeist creates a solid form for 
  itself, typically trying to approximate a vaguely humanoid 
  shape. They usually appear as human-sized creatures of fire 
  and magma, with elongated arms ending in wicked claws 
  made of blackened stone, and have only a vague semblance 
  of a humanoid head with piercing eyes of flame. Their low-
  er halves are typically less well defined, often appearing as 
  a rolling pillar of flame or boiling magma. The spirit with-
  in pulls this form together from the environment around 
  it, charring and twisting stone and wood to create a solid 
  form that can affect the world around it.
  Lesser Rachtgeist
  Medium undead, chaotic evil
  Armor Class 13 (natural armour)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  16 (+3)
  6 (-2)
  10 (+0)
  8 (-1)
  Damage Resistances blundgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities fire
  Condition Immunities poisoned, prone
  Senses darkvision 60ft., passive Perception 10
  Languages The languages it knew in life
  Challenge 2 (450 XP)
  Aura of Fire. At the start of each of the rachtgeist's turns, each 
  creature within 5 feet of it takes 3 (1d6) fire damage, and 
  flammable objects in the aura that aren't being worn or car-
  ried ignite. A creature that touches the rachtgeist or hits it 
  with a melee attack within 5 feet of it takes an additional 3 
  (1d6) fire damage.
  Actions
  Bite. MeleeWeapon Attack: +5 to hit, reach 5ft., one creature. 
  Hit: 6 (1d6+3) slashing damage. If the target is a creature or a 
  flammable object, it ignites. Until a creature takes an action to 
  douse the fire, the target takes 5 (1d10) fire damage at the start 
  of each of its turns.
  Hurl Flame. Ranged Spell Attack: +1 to hit, range 120ft., one 
  creature. Hit: 11 (2d10) fire damage. If the target is a flammable 
  object that isn't being worn or carried, it also catches fire.
  
  19
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  Copyright © 2018 Emmet Byrne
  OtheR PROduCts By emmet ByRne
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Emmet Byrne - Ring Out Wild Bells.pdf