TEXT: Book
  Book
  -Of-
  -Of- 
  Beginnings
  Beginnings
  Ben & Bill
  Ben & Bill
  Barsh
  Barsh
  
  Designers:
  Designers: Ben Barsh & Bill Barsh
  Cover art:
  Cover art: lloyD MetCalf
  interior art: 
  interior art: raven everMoor
  Cartography: 
  Cartography: Wonkee
  layout:
  layout: suzy MoseBy
  ISBN: 978-1-62283-945-2 
   Softcover Print
  Book
  Book
  -Of-
  -Of- 
  Beginnings
  Beginnings
  
  2|Book of Beginnings
  2|Book of Beginnings
  CharaCter Creation ................................................................... 4
  Battle of the DanCe ................................................................... 6
  phase 1 ............................................................................. 6
  phase 2 ............................................................................. 6
  phase 3 ............................................................................. 7
  rising tiDes ................................................................................. 8
  the teMple .............................................................................. 8
  1. entranCe hall ............................................................ 8
  2. Bunk ChaMBers ............................................................ 8
  3. offiCes.......................................................................... 9
  4. seCret Door ................................................................. 9
  5.  leaDer’s Quarters ...................................................... 9
  6. storage Closet ............................................................ 9
  7. granD Chapel ............................................................. 9
  seCret of the DroW king ..........................................................11
  1. sealeD Doors ............................................................. 12
  2. the Well.................................................................... 12
  3. the Mural ................................................................. 12
  4. the ghoul ................................................................. 12
  5. pool  .......................................................................... 12
  6. ChasM......................................................................... 13
  7. seCret Door ............................................................... 13
  8. the last DroW king ................................................. 13
  star Master .............................................................................. 14
  the BarroW ........................................................................... 14
  1. entranCe .................................................................... 14
  2. Corpse ........................................................................ 14
  3. the pit ....................................................................... 15
  4. shrine of the frog .................................................... 15
  5. trogloDyte Chieftain ............................................... 15
  6. spear trap ................................................................. 16
  7.  DroiDs ....................................................................... 16
  8. star Master ............................................................... 16
  toWer of senleros .................................................................... 17
  the toWer ............................................................................. 18
  1. arCaniC greeting ...................................................... 18
  2. stairWay ..................................................................... 18
  3. training ChaMBer ..................................................... 18
  4. stairWay ..................................................................... 18
  5. Duel of the fates ...................................................... 18
  DisturBanCe at the Desert oasis ............................................. 19
  expeDition to the oasis ........................................................ 19
  guarDian of the grove ............................................................ 21
  the grove ............................................................................. 22
  1. granD entranCe ....................................................... 22
  2. release the hounD .................................................... 22
  3. over the river, through the WooDs ....................... 22
  4. tree of life ................................................................ 22
  5. huManity’s Worst nightMare.................................. 22
  MayheM at the Mountain pass ................................................ 24
   the investigation................................................................. 25
  the Mountain pass ............................................................... 25
  1. Cave Mouth ................................................................ 25
  2. aBanDon hope ........................................................... 25
  3. Dragon’s Delight ...................................................... 25
  4. shrine of the Dragon priest .................................... 25
  5. lanD of the Dragon ................................................. 26
  6. Where gooD Meets evil ........................................... 26
  sea Devil’s respite.................................................................... 27
  Den of the Devil ................................................................... 28
  1. entranCe .................................................................... 28
  2. Corpse ........................................................................ 28
  3. DefaCeD figureheaD .................................................. 28
  4. eMpty ChaMBer .......................................................... 28
  5. sea hag  .................................................................... 28
  6. BaBy ............................................................................ 28
  toMB of sir CaDogan kerrington  .......................................... 29
  the toMB ............................................................................... 30
  1. entranCe hall .......................................................... 30
  2. offering ChaMBer ..................................................... 30
  3. knights of olD .......................................................... 30
  4. the unseen threat.................................................... 30
  5. the righteous riDDle ................................................ 31
  6. sir CaDogan in the flesh.......................................... 31
  a. treasure hoarD ........................................................... 31
  BarroW of the hill giant Jarls .............................................. 32
  the BarroW ........................................................................... 33
  1. stone Doors .............................................................. 33
  2. stone guarDians ....................................................... 33
  3. Canisters of the DeaD  .............................................. 33
  4. Canisters of the DeaD ii ........................................... 33
  5. ChasM ........................................................................ 33
  6. Collapse ..................................................................... 33
  7. Weapons ..................................................................... 34
  8. Weapons ..................................................................... 34
  9. the first Chief .......................................................... 34
  9a. Cave Bear ............................................................... 34
  9B. treasure of the first Chief ................................... 34
  Mystery at MistWooD ............................................................... 35
  MistWooD .............................................................................. 35
  1. hero’s arrival  ......................................................... 35
  2. fountain .................................................................... 35
  3. teMple of the goDs ................................................... 35
  4. toWn hall ................................................................. 35
  5. MistWooD inn anD tavern ........................................ 35
  the assaults ..................................................................... 36
  appenDix a: Monsters .............................................................. 37
  lesser stone goleM ....................................................... 37
  killer frog .................................................................... 37
  Mana WyrM................................................................... 37
  MuMMy of the Deep ....................................................... 37
  sWorD Wight ................................................................. 38
  appenDix B: MagiC iteMs .......................................................... 39
  Diviner ........................................................................... 39
  greatsWorD of the fallen ChaMpion .......................... 39
  ring of healing ............................................................ 39
  spear of BaCkBiting ....................................................... 39
  staff of the DragonlorD .............................................. 39
  taBle of Contents
  
   The Book of Beginnings  
   The Book of Beginnings  |3
  |3
  plaCing the aDventures
  Each adventure has a unique location that can be easily placed in any 
  fantasy world. However, to ease the burden of the GM, you, we created a 
  town in which each adventure can be started from. The town of Traveler’s 
  Respite is a common village used as a waypoint for adventuring. It is 
  comprised of just over 500 individuals. The demographic is majority 
  human, but all races are represented well as this is a town that is often 
  visited by people from all walks of life. Food is produced by outlying 
  farms and any goods traded come from traveling merchants or adventurers. 
  Significant locations and NPCs in the town are as follows:
  General Store. This is the main source of supplies in the town. The 
  shop is owned by Goren and Leena Daetris. They are a human married 
  couple that co-run the store. They primarily deal in the selling and 
  trading of mundane adventuring supplies. However, if the PCs bring 
  them the treasures they find along their travels, they could be interested 
  in purchasing. They will offer the PCs at most 50% of the value of these 
  collectables. 
  Town Hall. Lord Kerrington Tatum is the mayor of this town, and his 
  office resides here. His few employees can be found here either dozing 
  off or filing clerical work about the town and the bordering regions. 
  Kerrington is a scatter-brained man who seems to change tasks every 
  five minutes. Any time the PCs speak to him, he will be multitasking and 
  possibly ask them to repeat what they said. He means well; however, he 
  severely lacks focus.
  Shrine. This shrine dedicated to Athena is operated by High Priestess 
  Karina. She is a kind, gentle soul who only aims to lend aide to those who 
  travel through her village. If the PCs seek her advice before any of the 
  adventures, she will offer them a potion of healing to protect them from 
  death’s grasp.
  The Silvery Tay Inn. This inn serves as the tavern and resting place 
  for all who travel through Traveler’s Respite. Owners Benny and Maria 
  warmly welcome anyone who comes through their doors. If the PCs 
  complete any of the adventures, the generous couple will extend free stay 
  for life to the adventurers.
  Trader’s Edge. This corner of the town is dedicated to the crafters. 
  There is a blacksmith, alchemist, leatherworker, and clothier. They all 
  perform simple tasks of mundane power; however, the alchemist carries 
  3 potions of healing worth 250 gold each. You may decide what specialty 
  goods they carry. 
  the Book of Beginnings
  Welcome to a world of adventure! The beginning of a new adventure is 
  always exciting. The uncertainty, the creation of characters, and the bond 
  you will soon build with your fellow adventures spawns a delight like 
  none other. With characters rolled up, the game mat ready to display the 
  twists and turns of the darkest dungeons, and anticipation rising, the only 
  question is, where do we begin? 
  The Book of Beginnings offers you and your table a multitude of thrilling 
  adventures used to kick off your 5th edition campaign. All are designed to 
  cover the three main pillars of play: combat, exploration, and roleplay. 
  However, some adventures are more heavily geared to certain pillars. This 
  offers groups with specific interests the most amount of familiarity as 
  possible. There are beginnings for 1st, 3rd, and 5th level; however, any can 
  be easily adapted to different levels of play by altering monsters, DCs, and 
  severity of environmental hazards (traps, noxious gases, evil GMs, etc). 
  Even if you have already begun your latest and greatest campaign, these 
  adventures can easily be adapted to be side quests. Despite level of play, 
  you should know your next best adventure is around the corner. 
  running the gaMe
  This book is a versatile tool for any GM to use when running a campaign. 
  The composition of the book is linear, so first you will find the adventures 
  for 1st level, then 3rd, then 5th. Each adventure will have all the information 
  needed to run the adventure; however, you will want to keep a keen eye 
  out for a text box near the beginning of each adventure. This text box will 
  give the level and pillars of play. The pillars of play section is divided 
  into combat, exploration, and roleplay. To measure the severity of each 
  pillar, we will use a simple three scale system: light, moderate, and heavy. 
  While every adventure will include every pillar in some way, the pillars 
  listed will refer to the majority relevance. Any other necessary to run the 
  adventure will be in the adventure background, adventure overview, 
  adventure location, and adventure hooks. 
  
  4|Book of Beginnings
  4|Book of Beginnings
  raCe
  D10
  Race
  1
  Dragonborn
  2
  Dwarf
  3
  Elf
  4
  Gnome
  5
  Half-Elf
  6
  Halfling
  7
  Half-Orc
  8
  Human
  9
  Tiefling
  10
  Reroll
  Class
  D12
  Class
  1
  Barbarian
  2
  Bard
  3
  Cleric
  4
  Druid
  5
  Fighter
  6
  Monk
  7
  Paladin
  8
  Ranger
  9
  Rogue
  10
  Sorcerer
  11
  Warlock
  12
  Wizard
  allignMent
  D10
  Alignment
  1
  Lawful Good
  2
  Neutral Good
  3
  Chaotic Good
  4
  Lawful Neutral
  5
  True Neutral
  6
  Chaotic Neutral
  7
  Lawful Evil
  8
  Neutral Evil
  9
  Chaotic Evil
  10
  Reroll
  personality trait
  D10
  Personality Trait
  1
  I’ve spent so long in training I know little of the outside 
  world.
  2
  I am very tolerant of any and all beliefs.
  3
  Sarcasm is my most volatile weapon.
  4
  Never tell me the odds.
  5
  I must always be the center of attention.
  6
  I am quite and reserved until you get to know me.
  7
  I react with emotions before seeking logic.
  8
  I seek to find a deeper meaning in anything that comes 
  my way.
  9
  My word means everything.
  10
  I speak what comes to mind, even if it is better unspoken.
  iDeals
  D8
  Ideals
  1
  Tradition. I will follow the traditions in which I was 
  raised and pass it on to my friends and family.
  2
  Greed. I am in it for the coin and the coin alone.
  3
  Wrath. Anyone who crosses myself or my friends will 
  suffer.
  4
  Envy. The shine of a thousand spotlights is never enough.
  5
  Fairness. I treat all equally and how I would like to be 
  treated.
  6
  Charity. I donate a portion of my earnings to local 
  shelters and orphanages.
  7
  Aspiration. I determined to be the greatest at what I do. 
  8
  Independence. No one controls me – I only follow laws 
  that I agree with.
  BonD
  D8
  Bond
  1
  I will always pay 10% of my adventuring profit to my 
  hometown orphanage.
  2
  My honor defines me.
  3
  I am in debt to a leader of a criminal organization. I must 
  pay them back or take their life.
  4
  I will take down any person who strides to harm nature.
  5
  I face every challenge head on and fight my own battles.
  6
  We must protect those who cannot protect themselves.
  7
  Nothing is more important than the pursuit of knowledge.
  8
  I will do anything to be the very best. I will leave my rival 
  in the dust.
  CharaCter Creation
  Since this book is all about new beginnings, the players should have the option to create characters within the same guidelines this book falls 
  within. We have created multiple tables that your players can use for creating their characters. This is a fun and simple way to come together 
  and fine tune your group before you set out on your next best adventure. If your players are interested in using a random character generator, 
  roll one time each on the following charts:
  
   CharaCTer CreaTion  
   CharaCTer CreaTion  |5
  |5
  flaW
  D8
  Flaw
  1
  I grab every loose coin I see, even if it is not mine.
  2
  I struggle with trusting anyone I come across.
  3
  I tend to overthink every situation.
  4
  I have nearly unobtainable expectations for myself.
  5
  I often am careless with my own safety and others.
  6
  I will do anything to be the most well-known adventurer 
  the earth has ever known.
  7
  My first reaction to disagreements is violence.
  8
  Survival of the fittest, and I will survive.
  BaCkgrounD
  D12
  Background
  1
  Acolyte
  2
  Charlatan
  3
  Criminal
  4
  Entertainer
  5
  Folk Hero
  6
  Guild Artisan
  7
  Hermit
  8
  Noble
  9
  Outlander
  10
  Sage
  11
  Sailor
  12
  Urchin
  faMily status
  D6
  Family Status
  1
  My family comes from a long line of conquerors and rulers. 
  However, none of which hold a significant position of power 
  currently.
  2
  My parents run a simple tavern in a distant city. I intend to 
  make them proud.
  3
  I have never met my parents, and I was raised from a young 
  age by my older brother/sister.
  4
  My mother and father are nobles of high court. I have been 
  sent out to prove myself.
  5
  I was raised by bears.
  6
  I grew up close to my sister who had strange ice powers. 
  When our parents died when we were younger, she shut me 
  out. Now she rules over a kingdom of ice and is rumored to 
  sing inspirational songs to herself.
  oBJeCt of great personal attaChMent
  D8
  Object of Great Personal Attachment
  1
  A fine plate that is a family heirloom (worth less than it 
  looks)
  2
  A mundane brass lamp
  3
  A jar of dirt
  4
  A dull training sword from childhood
  5
  A leather bracelet with my mother’s name engraved on it
  6
  A pet mouse
  7
  The first gold coin I ever earned
  8
  A wooden stick I once used as a toy wand
  
  6|Book of Beginnings
  6|Book of Beginnings
  This will quickly help stabilize the realm from the nobles offering 
  monetary and arcanic relief. She escorts them to their table, and then she 
  will give a speech to the attendees. Read:
  “Thank you all who have gathered. Today, we stand together 
  and united as citizens of the realm. Never in my lifetime 
  have I seen a united front of justice and grace. Tonight, 
  we enjoy each other’s company and ponder what direction 
  will we choose for our kingdoms. Let the feast begin!” 
   
  With that, in front of you, food magically appears on 
  your plates and on the tables. Not only does the food look 
  to be of delightful creation, but each plate has been created 
  to your specific taste. Even the drinks filling your chalice 
  are your favorites.
  The feast is a good opportunity for preparation for “Phase 2”. This is 
  when the PCs will wander the banquet and convince the guests to sign the 
  concordat.
  phase 2
  During dinner, the players should talk about who they think best to 
  talk to. This is a good opportunity to introduce an NPC you wish to help 
  lead your campaign. If the PCs succeed the task offered by the leader, the 
  leader will then go sign the concordat. Feel free to add or drop any of the 
  NPCs listed here. The nobles and leaders are:
  Heskin
  Silver Dragonborn
  Leader of the Countrymen, a local group of vigilantes
  Wants to hear that you are all willing to fight until death for 
  your country
  Cortix
  Forest Gnome, Druid of the house of Harthyr
  Has recently created a magic alcoholic juice and requests a 
  drink off
  If the party fails or succeds, Cortix will be pleased
  The PCs accepting the drink off must succeed on a series of 
  Contitution saving throws. The DCs are 10, 15, 17, 20, 22
  Claudia Sherwood
  Master rogue of the human stronghold Baldon from the Isle of 
  Despoilers
  Wishes for a good gamble
  Elder Kaila Swale
  Halfling Grandmaster Monk
  Wishes to hear a story of great adventure
  High Mage Exwyn
  High mage from the Enchanted Isles
  Wishes for you to solve his riddle
  Riddle: “If you are to keep this, you must first give it to me”
  Answer: your word
  The Band
  A group comprised of a halfling and half elf
  You must perform a song with them perfectly
  Success with a successful DC 15 and 17 Performance check 
  Battle of the DanCe
  Designed by Ben Barsh
  aDventure BaCkgrounD
  For many ages, the land of Farrador has been a peaceful and prosperous 
  realm. The citizens remain fed, clothed, and protected. Macandire, the 
  capital city, has been in disarray for many years. Politicians and nobles feud 
  over power and land, trade partners have raised prices, and progression of 
  arcane studies has come to a halt. Lady Aeowynn, an influential noble 
  from Macandire, has called on many notable people to come together at a 
  banquet to discuss the signing of the Gold-Arcane Concordat. Aeowynn is 
  in search of bright-eyed adventurers to help sway the nobles into building 
  a better future for the realm. Heed the call and build a better future for the 
  great kingdom of Farrador!
  Level: 1st
  Combat: Light
  Exploration: Light
  Roleplay: Heavy
  aDventure overvieW
  The nobles of the realm are meeting to unify the realm in which you 
  are adventuring in. Lady Aeowynn has called the PCs to attend a banquet 
  dinner in which they hope to unify outside tribes, benefactors, warriors, 
  etc. If the PCs are still individually adventuring, she will send a courier 
  for each person. However, if they are already a formed party, she will send 
  one courier.
  The PCs will be given the task of acquiring as many benefactors as 
  possible. You, the GM, may determine the timetable of this adventure. It is 
  recommended that 45 minutes be allotted to “Phase 2” and each encounter 
  take approximately 5-10 minutes. Remember, it is possible for the PCs to 
  fail a mission. It is up to you what sort of affect that has on the end reward. 
  You are the final say in all matters as GM! This adventure is optimized for 
  1st level adventurers.
  plaCing the aDventure
  This adventure works best in a capital city full of wealth and wealthy 
  citizens. The banquet will be held in an elegant ballroom in the city’s 
  palace. This is a good kick off to an urban campaign.
  aDventure hooks
  Lady Aeowynn will recruit the PCs via courier. If the party has not yet 
  come together, this is a good opportunity to introduce themselves to each 
  other when they meet in the capital to attend the banquet. These adventure 
  hooks may prove useful if they cannot be convinced by a simple letter:
  For Glory. If you please the nobles gathered at this banquet, they will 
  surely begin to sponsor you as champions of the realm. 
  For the Children. This unique hook will pull at the heartstrings of 
  good aligned players. The nobles have announced they will donate 15% 
  of the profits of the banquet to local orphanages. This pulls the players in 
  because the more people they influence to join, profits go up.
  For the Profit. Let’s be real. They’re going to be working for nobles. 
  They will earn quite a bit of starting gold for their next best adventure.
  phase 1
  During the first phase, Lady Aeowynn will approach the PCs as they 
  arrive to the banquet. She will thank them for attending, and then begin to 
  explain to them her expectations. She needs the PCs to find the people she 
  has listed and convince them to support the new Gold-Arcane Concordat. 
  
   BaTTle of The DanCe  
   BaTTle of The DanCe  |7
  |7
  
  8|Book of Beginnings
  8|Book of Beginnings
  High Priestess Nyla
  High priestess from a faraway realm
  She left in hopes of finding a better future for her children
  You see her attempting to wrangle together 6 children whom 
  are running around playing and dancing
  Dagmar Steelbane, the brave
  Dagmar is the head clansman of the Steelbane dwarf clan
  He requires a feat of strength to be swayed
  Arm wrestling, fist fight, etc.
  This delightful banquet is not without some corruption. A group of 
  mercenaries has been hired to assassinate Lady Aeowynn. This encounter 
  will happen randomly throughout “Phase 2”.
  The only weapons allowed at the banquet are those brought by the PCs. 
  Aeowynn thought the aesthetic would be beneficial to swaying the nobles. 
  Near the end of “Phase 2”, the PCs might notice some weapons being 
  smuggled in. On a successful DC 20 Perception check, a PC will notice a 
  human man dressed as a server pulling longswords from a large sack and 
  handing them to a group of burly, grotesque looking 
  men in the southeast corner of the ballroom. The 
  PCs will have to act quickly if they mean to catch 
  them before an attack. 
  phase 3
  Phase 3 begins with an attack on Lady Aeowynn 
  from the hired assassins. It is your decision whether 
  they outright assassinate her or severely wound 
  her. Regardless, this attempt will be made if the 
  mercenaries are not spotted at the end of Phase 2.
  When the assassination attempt is made, the 
  leader of the radicals will exclaim, “long live the 
  First Born!”. Immediately after, the rest of the 
  radicals will begin to take anything of value, hold 
  up the nobles for their valuables, and rush the PCs 
  in attempt to catch them off guard. If the PCs spring 
  into battle, the guards will focus on leading the 
  guests out safely and let the adventurers handle the 
  fanatics.
  There is the leader (bandit leader statistically) 
  is a brutish half orc that has no issue cutting down 
  anyone in his path. The other four radicals (bandits 
  statistically) follow the leader. If the leader is slain 
  first, they will attempt to flee the ballroom and city. 
  Once the First Borns are defeated, the PCs will 
  have a unique opportunity to inspire the remaining 
  nobles. If they give an inspiring speech adequate 
  to your personal standards, or DC 15 Performance 
  check, they may swing the remaining guests to sign 
  the Gold-Arcane Concordat. 
  Lastly, a server, secretary, or noble will explain 
  to a PC who the First Born are. They are a group 
  of fanatics who live in strongholds across Farrador. 
  They claim that the realm is their birthright since 
  their ancestors were the first born on its soil. This 
  history is up for debate since there were multiple 
  groups living in Farrador at the time they did not 
  know of. While the First Born have an argument to 
  be made, they have turned to savage actions. They 
  worship exiled and evil gods, raid local farms, and 
  now are making attacks on the capital.
  ConClusion
  The adventure will conclude with either Aeowynn, if she is still alive, 
  or her steward Hadir, a young elven man, rewarding the PCs not only for 
  assisting in the signing of the Gold-Arcane Concordat but also defeating 
  the First Born. They will be awarded 50 gold pieces for each noble who 
  signed the agreement, and they will also be given 100 additional gold 
  pieces and a silver necklace with an emerald pendant worth 75 gold 
  pieces for defeating the First Born. Lastly, they will be given diviner (see 
  Appendix B). If you have an adventuring party that will not make use of a 
  bow, feel free to swap it out with any other low-level magic item.
  A good follow up to this adventure will surely be found in Macandire 
  or whatever capital city you wish to use. If you have no plans for the 
  campaign, the PCs may want to get involved with the feud between the 
  First Born and Farrador. Whatever happens next, know your next best 
  adventure is right around the corner.
  
   rising TiDes  
   rising TiDes  |9
  |9
  aDventure BaCkgrounD
  Long ago, the worship of the god Hades was encouraged. Being that 
  he is not inherently an evil god, many countryfolk worshipped him as to 
  secure their ancestors passage to Elysium. A temple was constructed not 
  far from Traveler’s Respite for any traveler that wished to pay tribute. 
  Over time, the locals lost interest in worshipping Hades. Funds became to 
  diminished, and eventually the temple was abandoned.
  Nearly 100 years later, the temple is active once more. However, the 
  new inhabitants carry a crazed and fanatic vision of Hades. They see their 
  role in the cycle of life as the chosen people meant to feed Hades souls. 
  They believe that if they send enough souls to the underworld, Hades will 
  rise to the prime material plane once again and crown them his champions. 
  They wish for him to grow to such power as to overthrow his brothers 
  Zeus and Poseidon.
  Recently, the cult has done more than worship the “dark lord”. They 
  have snatched and murdered trades, merchants, and travelers that use the 
  roads around the temple. High Priestess Karina will task the PCs with 
  going to the temple and dealing with the fanatics once and for all.
  Level: 1st
  Combat: Moderate
  Exploration: Light
  Roleplay: Light
  aDventure overvieW
  This adventure is a classic “defeat the cult!” adventure. The PCs will 
  hear about this temple taken over by the cult of Hades from High Priestess 
  Karina herself. The PCs will be tasked with going to the abandoned temple 
  and expelling the cult from the area. She will explain that they have 
  snatched several travelers from the trade roads to be “offerings” to Hades. 
  This is a radical group that must be stopped.
  The cult operates nearly exclusively out of the temple. The are 
  unwelcoming to outsides, and they will always attack on sight. They are 
  a severely radical group that intents on feeding souls to Hades himself 
  through savage behaviors like murder. High Priestess Karina will pay the 
  PCs 150 gold pieces to clear out the temple of any of these radicals. They 
  also may keep any treasures and valuables they find in the temple or with 
  the cultists. This adventure is optimized for 1st level adventurers.
  plaCing the aDventure
  The abandoned temple the cult is residing in used to be a worship place 
  to Hades. Since Hades is not inherently an evil god, the old bodies of 
  government allowed these practices to continue; however, the countryfolk 
  lost interest. Thus, the temple became abandoned from lack of funding. 
  The temple should be a placed far from society since the worship of Hades 
  is not particularly popular. 
  rising tiDes
  Designed by Ben Barsh
  
  10|Book of Beginnings
  10|Book of Beginnings
  There are three cultists in this room that will attack the PCs on sight. 
  They will not bargain or give them a chance to leave. If they see the tides 
  of battle turn from their favor quickly, one will attempt to warn the leader 
  in area 7.
  If the PCs search the trunks and backpacks, they will find a moderate 
  amount of treasure. Collectively, they will find 18 gold pieces, 98 silver 
  pieces, six green gems worth 2 gold pieces each, and a potion of healing. 
  The game the cultists were playing was a simple dice game. 5 more gold 
  pieces can be found on the table. 
  3. offiCes
  You enter a workspace clearly meant for temple clerical use. There are 
  multiple tables with stacks and stacks of parchment, bookshelves filled 
  with more parchment, and twine baskets, again, filled with parchment. 
  You notice a hooded cultist turn to you and give a slight grin. From behind 
  him, a two headed dog appears. The dog leads to attack!
  This is an office space used by the original worshippers of Hades. Since 
  the temple got so many donations and visitors, they thought it best to keep 
  all the clerical information in order. Over the years, the documentation has 
  withered. 
  There is a single cultist in this room as well as a death dog. They will 
  both attack the party on sight and fight until death.
  The only item of value in this a necklace the cultist is wearing. It is a 
  golden chain with a pendant made form obsidian. The pendant is shaped 
  to represent Hades’ helm of darkness. This was a worship icon of the old 
  religion of Hades. It is worth 75 gold pieces to the right buyer.
  4. seCret Door
  If the PCs are investigating the walls and building as they travel, they 
  may find a secret door. There is a tapestry in the northwestern alcove 
  depicting tormented souls in the underworld grasping for the prime 
  material plane. The door is behind the tapestry, and it can be found with a 
  DC 15 Investigation check. A sconce carrying a torch is the key to opening 
  the door. If pulled down, the door will swing open to the outside. 
  The only item of value in the closet is the small golden idol of 
  Persephone, daughter of Demeter. The three-foot-tall idol is worth 50 gold 
  pieces.
  5.  leaDer’s Quarters
  You enter a small bed chamber originally made modestly; however, you 
  can sense it has been upgraded by a person with a more elegant taste. 
  Fine carpets cover every inch of the floor, exotic furs cover the bed and 
  couches, and an old oak desk and chair complete the otherwise lethargic 
  room. 
  The leader of this cult has made many upgrades. Before, the inhabitant 
  of this temple thought they should give all wealth as tribute to Hades. 
  Asmondir, the leader, does not follow this tradition. If transported safely 
  from the temple, the carpets and furs are worth 80 gold pieces collectively. 
  While inspecting the value of said luxuries, they will notice a key on the 
  nightstand next to the bed. This key opens the door to area 5.
  There is a single item on the desk, the journal of Asmondir. The journal 
  recounts his experience rediscovering the temple, claiming ownership 
  over it, and his plan to slaughter any “pretenders” in the name of Hades. 
  This journal confirms his goal to feed souls to the underworld so Hades 
  can return to the prime. There is also a secret compartment in the desk that 
  can be found with a successful DC 15 Investigation check. The only item 
  in this compartment is a ceremonial dagger worth 50 gold pieces.
  6. storage Closet
  The door to this room is locked. The lock may be picked with a 
  successful DC 15 Dexterity check using thieves’ tools. Alternatively, the 
  leader’s key will open the door and can be found in area 6. If opened, read:
  You find yourself in a simple storage closet. There is a mop and bucket, 
  extra ink and parchment, rags, and other mundane objects. What stands 
  out to you is a small golden statue of a beautiful human woman. It lies on 
  its side on a shelf in the closet. 
  aDventure hooks
  For the Light. Good aligned PCs will see the cult as a major issue. 
  While it is unrealistic and a bit farfetched the cultists will successfully 
  bring a murderous version of Hades to the prime, the cold-blooded 
  murders and human sacrifices have become a problem
  For the Glory. Defeating the Cult will surely bring honor to their names 
  on a local level. Also, Karina seems to be paying well for this simple 
  excursion.
  the teMple
  Adventuring to the temple will be rather uneventful. If you wish to add 
  some intensity of danger to the adventure, consider adding in a low-level 
  encounter of some wolves or even roaming cultists. They will reach the 
  temple in three hours at a moderate travel pace.
  As the PCs approach the temple, read:
  The tree line breaks as you see a small but mighty temple 
  constructed of stone. Although it seems to have aged 
  rather gracefully, thick vines have taken a stranglehold 
  on the sanctuary. It is certainly apparent that proper care 
  has not been taken for years. As you focus your gaze, you 
  notice two cloaked figures pacing in front of the broad 
  double doors that lead into the unholy place.
  The temple is being guarded by two cultists. If the PCs approach, they 
  will be enormously hostile. They will give the PCs only one chance to 
  turn back and never return. If there is slight hesitation with the PCs, the 
  cultists will attack. They will attempt to kill the PCs; however, if one is 
  slain quickly, the other will bolt into the temple to warn the others. The 
  escaping cultists will first go to area 2 where he knows there will be sure 
  reinforcements.
  There are some alternatives to entering through the front. There are 
  multiple windows leading into the temple. Areas 2, 3, 5, and 6 each have a 
  window and shutter. However, opening these shutters will surely alert any 
  cultists residing inside.
  The last alternative is a secret door on the northern wall. The secret 
  passage leads to area 4. The new cultists have not yet discovered this as an 
  entrance/exit. If the PCs explore the walls around the sanctuary, they will 
  find the secret door with a DC 18 Investigation or Perception check. There 
  is a loose brick that if pushed in, the stone door will swing open. See area 
  4 for more details once inside.
  1. entranCe hall
  You enter a modest yet elegant foyer. Directly in front of you there is 
  a table with an offering bowl. Above that, there is a banner displaying a 
  symbol of a skull with a dagger struck through it. As you gaze left and 
  right, you seem this banner repeated on the eastern and western walls. The 
  hallway continues left and right.
  The entrance hall has kept up well over time. Although it is filled 
  with dust and cobwebs, the structural integrity of the sanctuary remains 
  formidable. 
  The skull with the dagger symbol is often used by fanatic worshipers of 
  Hades. A PC may discern this with a DC 12 Religion check. The offering 
  bowl on the table to the north is empty other than a small collection of 
  dust. It has been long since it has had any use. 
  2. Bunk ChaMBers
  You enter a room that is clearly used as sleeping quarters. There are four 
  beds and five bedrolls lining the walls of the room. Each bed has a trunk, 
  and each bedroll has a backpack. As you complete your scan of the room, 
  you notice three cultists sitting at a table playing a card game. At first, they 
  pay no attention to you; however, once they notice you as intruders, they 
  rise and unsheathe their weapons!
  
   rising TiDes  
   rising TiDes  |11
  |11
  7. granD Chapel
  You enter a chapel of magnificent creation.  Beautiful oak benches and 
  pews perfectly line up leading to a white marble stair. The stairs ascend to 
  an altar made of jet-black obsidian. An idol of Hades rests atop the altar as 
  if commanding his legion of followers. The northern wall is consumed by 
  gorgeous stained-glass windows. The light streams in to create a prismatic, 
  colorful ambiance in an otherwise somber space. A large human man 
  stands behind the altar dressed in red and black robes. As he motions his 
  hand forward, four other cultists rise from the benches and turn to you. 
  They unsheathe their weapons, and the man says, “the tides have already 
  risen.”
  Once Asmondir speaks these words, they will attack. Asmondir acts as 
  a cult fanatic, and the others fight simply as cultists. Asmondir will often 
  taunt his enemies in battle. Speaking of how the dark lord is waiting for 
  their souls. 
  Once the battle has concluded, the PCs may search the chapel. They will 
  find the idol of Hades is indeed made of a high-quality obsidian. It is three-
  foot-tall like the idol of Persephone found in area 5. The idol of Hades 
  alone can be sold for 100 gold pieces. If sold with the idol of Persephone, 
  the price can go up to 200 gold pieces.
  A small chest can be found behind the altar. Inside the chest is 120 gold 
  pieces, 212 silver pieces, a silver necklace worth 20 gold pieces, four red 
  gems worth 10 gold pieces each, and a +1 dagger.
   ConClusion
  The adventure will conclude with the downfall of Asmondir. The PCs 
  will likely return to Traveler’s Respite to report back to High Priestess 
  Karina and collect their reward.
  If you would like to continue with the cult-style adventuring, you can 
  present this victory as one of many. Perhaps these fanatics were just few 
  of a rising tide of savage followers of Hades. Pacesetter Games’ Rise of the 
  Nefarious would be a nearly seamless sequel to this beginning. Although 
  the events of Rise of the Nefarious happen nearly 200 years after these 
  events, it can be a sequel with few tweaks here and there.
  
  12|Book of Beginnings
  12|Book of Beginnings
  seCret of the DroW king
  Designed by Bill Barsh
  aDventure BaCkgrounD
  Lured to the village by the word of a missing man, your group arrived 
  to find nearly everyone in the village gathered around the town’s central 
  well. Candles burn on the well’s rim and form a makeshift shrine to the 
  missing man. It is the very well that is the center of the mystery. The man 
  went down the well, attached to a rope; a guttural scream and then the rope 
  was cut. That is all the villagers know.
  Level: 1st
  Combat: Moderate
  Exploration: Light
  Roleplay: Light
  aDventure overvieW
  The PCs are hired or asked to investigate the strange events centered 
  on a villages well. The well suddenly went dry and a man was sent in to 
  investigate. The man screamed for help and disappeared; he was attached 
  to rope, but it was severed. The man was attacked by ghoul that had been 
  trapped within a hidden tomb beneath the well. 
  The tomb is that of the last drow king. Centuries ago, the dark elves 
  were not the matriarchal society they are today. Lolth was not patron god 
  of the drow, but one of several. However, in a coup, followers of the Lolth 
  overthrew the drow king and killed the entire royal family but for one 
  young boy, Tzath. Rescued by loyal guardsman, the boy was raised on the 
  fringes of drow society and his secret well hidden. As he grew, so did the 
  boy’s desire to retake the thrown and destroy the followers of Lolth who 
  murdered his family, as well as many others. 
  Tzath grew and so did his secret cabal of loyalists. The day finally came, 
  and the rebellion launched. Tzath began by attacking outposts of particular 
  importance and managed to destroy several temples dedicated to Lolth on 
  the edges of the empire. He soon gained popular support and revolution 
  was in full effect. However, the true power of the Lolth was revealed 
  and infiltrators within the rebel command struck. The revolution faltered 
  and soon Tzath was fleeing for his life with those that remained. He was 
  eventually cornered and fell in battle. Soon after, all record of Tzath was 
  erased and the mere mention of his name brought a death sentence. The 
  revolution was over. Though Tzath was killed, his followers managed to 
  drive off the attackers and fled with his corpse. He was laid to rest in a 
  hidden chamber. With him is the one hope of the rebellion, a hope of a 
  future without the Lolth. 
  The well’s spring was sealed with a minor earthquake far below the 
  village. If questioned, some of the villagers will report that they were 
  awoken in the night by some strange rumbling. But it ended as fast 
  as it started, and none gave it much thought. The absence of the 
  water pressure beneath the well caused a collapse of the well floor 
  and a shaft, which previous was water-filled, cleared. Stone fell down the 
  shaft and smashed through into a large chamber directly beneath the well. 
  The debris fell into the chamber and smashed through the roof of Tzath’s 
  mausoleum. Soon after, a villager investigated the well to see what the 
  disturbance was. The ghoul, that was trapped within heard sounds from 
  above and, having survived for centuries on fish and insects, investigated, 
  and killed the villager. The ghoul has retreated to his lair to feed. 
  The PCs must enter the complex through the well and shaft. They will 
  arrive at location 2. The complex was carved out of massive stalactite 
  within a water-filled cavern. The entire cavern, while several thousand 
  feet in diameter, has a ceiling height of 25 feet. The stalactite is at the 
  center of the cavern, surrounded by water. The interior of the complex is 
  made of purple and black stone. This adventure is optimized for 1st level 
  adventurers. 
  plaCing the aDventure
  This adventure takes place in any small town. No particular location 
  is required. The main part of the adventure takes place in the Deep 
  (the underworld). If you wish to adventure in the town of Traveler’s 
  Respite, this would be a good start to that campaign!
  aDventure hooks
  The PCs are either recruited to come to the village or they may 
  just be passing through. Either way, a small reward of 50 gp is all the 
  village can produce.
  
   seCreT of The Drow king  
   seCreT of The Drow king  |13
  |13
  DoWn the Well
  1. sealeD Doors
  An intricately etched brass bar is stretched across the doors 
  before you. The etching depicts what appear to be dark 
  elves standing hand-in-hand. The doors are unadorned 
  and made of black granite with veins of purple swirling 
  throughout. 
  These doors are the entrance to the crypt from the exterior. An arcane 
  lock has been cast on the doors; the brass bar is simply a backup. Removing 
  the brass bar negates the arcane lock spell. 
  2. the Well
  The collapse of this structure’s ceiling has created a pile of 
  debris that nearly reaches the gaping hole in the ceiling. 
  The walls, ceiling, and floor are made of polished black 
  granite. The walls are made of 10-foot square slabs and 
  veins of purple run throughout. The floor is solid black 
  while the ceiling is dotted with yellow and gold flecks. 
  The hole in the ceiling leads to a shaft that eventually ends in the fallen 
  floor of the well (described in the introduction). The shaft is formed within 
  limestone and is irregular but steadily leads upward. Water drips in places 
  down the shaft. The shaft was previously part of an aquifer that was 
  diverted by an earthquake far below this location. Within the rubble are 
  several pieces of tattered clothing and a smashed lantern. This clothing, 
  which is blood-stained, was torn from the villager that was killed by the 
  ghoul (see introduction). He was carrying a lantern.
  3. the Mural
  The south wall of this chamber is entirely covered by a 
  mural. A young drow, wearing a silver crown, battles other 
  dark elves and giant spiders in the foreground of a massive 
  underground city. 
  The mural depicts the last drow king. The dark elves he battles all wear 
  the sigil of the Lolth – a spider. The PCs most likely have little knowledge 
  of the dark elves; it is possible one or more may know the dark elves 
  worship Lolth. With a successful DC 10 Investigation check, it is clear a 
  bloody corpse was dragged beyond the western archway toward location 4.
  4. the ghoul
  A sickening stench greets you as you move past the 
  curtain. Scattered about this chamber are small bones 
  and bits of fur, clearly from rats, bats, and mice. Hunched 
  over a bloodied and now partially dismembered corpse, a 
  human-like figure glares at your approach. The creature is 
  mishappen and its skin is colored with mottled gray and 
  brown tones. Its barred teeth are long and pointed. Blood 
  drips from its chin. Yellow eyes hold pitch black pupils. 
  The only sound in the room is the gurgling of water from 
  two statues that stand against the south wall. Each holds 
  a decanter with water spill out into a shallow fountain 
  bowl in which they stand. 
  A ghoul has survived in this chamber for centuries. It has fed, when it 
  could, on intruding vermin. Rats and mice occasionally enter the chamber 
  in search of food. A narrow crack in the ceiling provides access for bats. 
  The ghoul was formerly a drow spy in the employ of the Lloth. He was 
  discovered and sealed in the barrow whereupon he begged the Lloth for 
  help. Her answer was to make him ghoul upon death. 
  Each statue is a well-crafted depiction of a drow warrior, one male and 
  one female. Each holds a decanter from which a trickle of water falls into 
  a pool at the statue’s feet. The small drain hole insures the pool at each 
  statue does not flood. This feature is an artistic answer to intruding water 
  which would eventually fill most of the barrow if left unchecked. Algae 
  grows around each decanter and the pool. A few snails crawl around the 
  algae. 
  5. pool 
  The door to this room is locked. The lock may be picked with a 
  successful DC 10 Dexterity check using thieves’ tools.
  Two statues, identical to those in the previous chamber, 
  hold decanters in which water trickles to the floor. 
  However, there are no pools, but shallow trenches that 
  flow into a large, square pool that occupies nearly the 
  entire chamber. On entering the chamber, a sudden surge 
  within the pool produces ripples as well as soft splash. 
  The doors to this chamber, from location 4, are locked. There is no key 
  in the complex. There is nothing remarkable about the statues and they 
  are identical to those at location 4. The pool is full of water, but it is tinted 
  green. Visibility, in the water or from above the pool, is limited to five 
  feet. Algae grows thick on the pool walls – this produces the discoloration. 
  Small water-borne insects feed and live in the pool and feed on the algae. 
  Three killer frogs (see Appendix A) live in the pool – they feed on the 
  insects and the occasional vermin (mouse, bat, rat) that find their way into 
  the room. The frogs have retreated to the bottom of the pool (10’ deep) and 
  will attack anything that enters. Lying at the bottom of the pool is the key 
  for all the doors within the complex. The key is made of gold and worth 
  75 gp. 
  6. ChasM
  The door to this room is locked. The lock may be picked with a 
  successful DC 15 Dexterity check using thieves’ tools. The door can also 
  be opened with the key found at the bottom of the pool in area 5.
  A deep chasm splits this chamber. The void is approximately 
  15 feet wide; its depth cannot be seen. Cool air billows up 
  from the depths. Across the chamber a crystalline throne 
  is occupied by a skeletal figure. The yellow crystals that 
  form the entire throne glow a soft purple light. Strangely, 
  a dirty yellow smoke billows from the throne but dissipates 
  after drifting just a few feet into the air. The skeleton is 
  clad in chainmail and wears purple clothing. A long sword 
  lies across the lap of the skeleton. 
  Leaping across the chasm requires a DC 15 Athletics or Acrobatics 
  check. The chasm is 300 feet deep; 50 feet of which is water. The smoke 
  that comes off the throne is actually steam as the chamber is extremely 
  damp and the throne radiates light and heat which creates the vapors 
  from the heavy air. When the PCs enter the chamber, four steam mephits 
  form (at the throne) and move to attack. They will use the chasm to their 
  advantage if all possible (hovering over the chasm and using their breath 
  weapon). The skeleton on the throne is false and trapped. Any who touch 
  the throne or the skeleton trigger an explosion and shards of crystal may 
  strike any in the room. Each PC must make a DC 12 Dexterity saving 
  
  14|Book of Beginnings
  14|Book of Beginnings
  throw to avoid suffering the full force of the explosion (1d10 damage); a 
  successful saving throw results in half damage. The long sword is a spider 
  slayer +1/ +2 vs spiders. The sword functions as a normal +1 weapon; 
  however, it acts as a +2 weapon vs spiders. 
  7. seCret Door
  If the throne (location 6) detonates, the secret door behind it shatters 
  revealing the chamber beyond. Otherwise, the PCs must successfully 
  locate the secret door (behind the throne) that leads to location 8. The door 
  can be found with a successful DC 15 Investigation check. The secret door 
  is also locked (the key at area 5 opens the lock). 
  8. the last DroW king
  This chamber is nearly identical to the previous room; 
  however, there is no chasm. A skeletal figure rests on a 
  crystalline throne. The figure holds golden staff. No smoke 
  drifts from this throne. Three chests are scattered on the 
  floor. 
  This chamber holds the remains of the last drow king. The staff the 
  skeleton holds is the royal scepter of the drow royal family. The staff 
  radiates magic but has no obvious use. The chests are all locked, but not 
  trapped. They key from location 4 will open all the chests. The chests 
  contain:
  • Chest #1: 500 gp and 300 sp
  • Chest #2: 5 +1 crossbow bolts, a cloak of protection (+1 to 
  AC), and a blood scarab (advantage on saves vs. poison)
  • Chest #3: Six bars of silver worth 50 gp each, 10 bars of 
  copper worth 10 gp each, a silver scroll tube containing a 
  scroll inscribed in drow: The Staff will find One. 
  The staff held by the last drow king is indeed magical but has one 
  purpose; locate any dark elves that are in direct lineage to the drow royal 
  family. While most believed the king (who resides on this throne) was the 
  last of his family, this was not the case. The king, although very young, 
  was secretly married and had a daughter before his death. That daughter 
  was hidden and never told her actual lineage. In the thousand years since 
  the Lolth’s coup, the descendants of the royal family have survived. Only 
  a few rebels survived and just a handful of dissidents remain in drow 
  society. If the PCs manage to find them, or pursue the truth, the staff will 
  eventually lead them to the last of the drow royals and a new hope for 
  rebellion. 
  When the drow king was slain and secreted away, a Lolth agent was 
  yet to be discovered among the surviving rebels. The spy helped hide the 
  fallen king in the secret mausoleum but was discovered and locked into the 
  tomb to die. He begged the Lolth for help, but she cursed him to undeath 
  as a ghoul. However, the agent’s task was not completely a failure. He 
  managed to deposit a magical spider (it is the size of a tarantula) and place 
  it at location 8. The spider is silver with eight small ruby eyes. Whatever 
  the spider “sees,” is magically connected to an enormous spider statue 
  within temple of the Lolth in the drow capital. That statue has eight eyes 
  made flat red rubies (the size of a beach ball). Each of these eyes is directly 
  connected to one of eight the small silver spiders. When the PCs enter, 
  the spider will watch the proceedings from its perch on the throne. The 
  drow high priestess will witness the actions of the PCs and then determine 
  to find and kill the PCs and recover the staff. She has no idea where the 
  secret mausoleum is located. The silver spider will reveal itself to the PCs 
  (if they have not found it first). It can move much like a spider of its size, 
  but it will remain motionless. The spider will follow the PCs in any case 
  and spy on their movements for the high priestess is in hopes of divulging 
  their location.
  ConClusion
  This adventure can lead the PCs into a campaign to restore the drow 
  royal family and depose the Lolth as the drow leader.
  
   sTar MasTer  
   sTar MasTer  |15
  |15
  aDventure BaCkgrounD
  Riversmeet is a bit off the beaten track and on the fringes of the wild. 
  Not much of village, with just a dozen actual structures, its namesake is 
  the confluence of the Diremarsh and Felwood rivers. The village serves 
  a menagerie of farmers, woodsman, trappers, and herdsmen that live on 
  this borderland. Goblins from the Felwood Forest occasionally raid the 
  area, but regular army patrols generally keep the raids in check. But none 
  of these domestic intrigues are what have brought you to the town. Word 
  has reached you that an ancient barrow has recently been found near the 
  village. 
  Level: 1st
  Combat: Moderate
  Exploration: Moderate
  Roleplay: Light
  aDventure overvieW
  Star Master is an adventure for first level characters with a party size of 
  4-6. No particular character class is required. This adventure can be used 
  to start a campaign wherein science fiction aspects; particularly, alien life 
  is interjected. Additionally, Pacesetter’s Red Queen series offers adventure 
  opportunities for this genre. 
  In Star Master, the PCs are alerted to the presence of a new cave system 
  that was recently exposed by a mud slide near the banks of a river. Prior to 
  the arrival of the PCs, an intrepid thief gained entrance to the cave system, 
  which he quickly deduced was an ancient barrow (and therefore filled with 
  valuables). Unfortunately for the thief, he perished before escaping the 
  barrow. This event is an optional plot hook as the PCs may be hired to find 
  the thief (of course, under false premise).
  The barrow system has two distinct sections. The first is an actual crypt 
  of a troglodyte chieftain. This part of the complex is roughhewn and 
  somewhat cave-like and was indeed carved out of a natural cave system. It 
  is damp and no artificial light is present, and it is home to a small colony 
  of vampiric bats. 
  plaCing the aDventure
  Riversmeet can be any small, frontier village that serves a community 
  of settlers living on the edge of civilization. The area is very large valley, 
  fertile and diverse. Bordered by a mountain range to the north and an 
  ancient wood to the east, it is a dangerous place. 
  aDventure hooks
  Rumor has come to the PCs that an ancient barrow has recently been 
  uncovered near the village. It has yet to be investigated as Riversmeet is on 
  the border of civilized lands. It is also possible for the PCs to be passing by 
  when they are approached by a woman whose husband went to investigate 
  the newfound barrow and has not returned. 
  star Master
  Designed by Bill Barsh
  
  16|Book of Beginnings
  16|Book of Beginnings
  the BarroW
  1. entranCe
  A narrow, but swift-flowing stream cuts through a series 
  of steep hills. The hills are dotted with tall pines and 
  sandstone projections and walls. Just ahead, where the 
  stream turns and cuts away from a particularly steep hill, 
  an obvious landslide has recently occurred. Several trees, 
  freshly sheered and uprooted, lie in a heap across the 
  stream. But more important is the circular slab of stone 
  that leans precariously across and dark opening in the 
  center of the steep hill.
  Climbing the hill is a difficult but not dangerous task. Asking the 
  players to make a DC 10 Dexterity check is applicable, but the result is 
  simply an embarrassing fall and roll into the stream. The circular stone 
  slab is roughly 10 feet in diameter and at one time was etched depicting 
  a troglodyte chieftain standing over his fallen enemies. However, the 
  etching has significantly eroded and is now hardly recognizable (DC 15 
  Intelligence check). The stone has shifted due to the landslide, and there is 
  room for a PC to squeeze into the passage beyond (one PC per round). The 
  ambient light from outside illuminates the stairs that descend into the hill 
  but fades to darkness after 40 feet. 
  2. Corpse
  Lying face down, in the center of this circular chamber, 
  is the decapitated body of what looks to be a human. 
  However, the body has been adjusted to form a gruesome 
  scene. A short spear or javelin protrudes from the back 
  of the corpse with the head of the body impaled thereon 
  and facing the stair. The eyes, pinned open, stare blankly 
  forward. Next to the corpse, just beyond its outstretched 
  hand, lies a metallic slab roughly the size of a thin book. 
  The corpse is that of a thief that learned of the barrow from a woodsman 
  that traps in the area. He entered the crypt and managed to reach location 8 
  where he found the metal book, which is actually an alien device (similar 
  to a tablet device); referred to hereinafter as electronic tablet. The thief, 
  upon fleeing the complex when he triggered the device at location 8, was 
  surprised by a group of bullywugs that live at location 4. The bullywugs 
  are visiting the barrow where they have a shrine (location 4). They killed 
  the thief and left his body as a warning to other intruders. The electronic 
  tablet is out of power but will come to life if exposed to sunlight for five 
  turns or brought within 10 feet of the sarcophagus at location 8. When 
  “on,” it automatically displays a satellite view of an area that includes 
  the nearest village (should be where the PCs’ originated this adventure). 
  Also, strange symbols (a countdown clock is ticking down) change once 
  per second. A read languages spell will reveal the numbers for what they 
  are, though the concept may take a minute to understand. Regardless of 
  when the PCs exit the barrow, the counter will allow them two hours to 
  reach the village. 
  The corpse was stripped of any valuables including weapons by the 
  bullywugs; they are currently at location 4. 
  3. the pit
  The loud echo of a raging wind drowns out all other noise 
  in this chamber. The pull of air rushes into a black pit 
  in the center of this chamber. Otherwise, this chamber is 
  empty.
  Any lantern or torch in this chamber has a chance of being extinguished 
  by the rushing air 1-2d6 per round. The pit descends 300 feet into another 
  chamber within the Deep. There is no further description for that environ 
  in this adventure. However, a darkmantle lives in this chamber and will 
  attack any intruders after their light source is extinguished. 
  4. shrine of the frog
  This room is dominated by a large pool. Ripples cross its 
  surface from droplets that fall from the ceiling. A pile of 
  small skulls, mostly from various animals, form a four-foot 
  tall pyramid. Atop the pyramid, a human-like skull, stares 
  forward with two glowing green eyes. 
  This shrine was made by a clan of bullywugs that happened upon this 
  barrow years ago. The bullywugs use the pool, which is connected to an 
  underground river and lake just a few miles away. The ripples that cross 
  the pool deflect light and any attempt to see more than a few inches into 
  the water. Four bullywugs are hiding several feet beneath the surface of 
  the pool. They have detected the intrusion of the PCs and await in ambush. 
  The skull totem is composed of various animal and fish bones, though 
  mostly skulls. The topmost skull is that of a human and each eye socket 
  is filled with a dozen small emeralds that have been glued to form a solid 
  mass. The emeralds are worth 10 gp each (24 total). Lying in a heap next 
  to the totem are the valuables from the corpse at location 2: a tarnished 
  short sword, a +1 dagger, a pouch that contains 12 sp, and one chipped 
  emerald worth 10 gp, and a copper necklace (value 2 gp). The bullywugs 
  will attack if any PC touches or approaches within five feet of the totem. 
  5. trogloDyte Chieftain
  Torn, tattered, and faded tapestries line the walls of this 
  large chamber. Across from the entrance, a mummified 
  figure of a grotesque creature sits on stone throne. The 
  creature appears to be almost amphibian-like as it has 
  a frog-shaped head, though huge and filled with ragged 
  teeth. The creature, when standing must be at least eight 
  foot tall. Lying against the throne is a massive stone axe 
  with an onyx head. The tapestries clearly depict battles 
  within underground caverns, but any detail has faded and 
  deteriorated with age.
  Attached to the rocky ceiling near the throne are four swarms of bats. 
  They will remain motionless, and therefore, nearly undetectable in the 
  darkness of the craggy ceiling, unless someone approaches within 10 
  feet of the throne. If this occurs, they will swoop down and attack any 
  PCs within the complex. The stone axe is to brittle with age to be of any 
  service. Equally, if the troglodyte chieftain is disturbed, it will begin to 
  crumble and fall. The dead chieftain wears a silver ring of protection +1. 
  The secret door behind the tapestry is easily found (Perception DC 8) as 
  the thief failed to close it completely on his expeditious retreat from the 
  chambers beyond. 
  6. spear trap
  The walls, ceiling, and floors are made of carved block stone 
  which dark grey in color. The ceiling height throughout 
  is 20’ and there is no illumination. The entire section is 
  covered with a thick layer of dust. 
  
   sTar MasTer  
   sTar MasTer  |17
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  18|Book of Beginnings
  18|Book of Beginnings
  A pressure plate is disguised as stone at the end of the secret door 
  corridor where it connects to the larger, 20-foot-wide hall. It can be found 
  with a DC 15 Investigation check, and then easily disabled with a DC 12 
  Dexterity check using thieves’ tools. However, if stepped on, four spears 
  will launch from the opposite wall if the plate is triggered. The spears 
  attack at +2 and inflict 1d6 +2 piercing damage. The spears will “attack” 
  random PCs that are in the hall (10 feet). The shafts of the spears are 
  ancient and rotting; they will break on any contact. 
  7.  DroiDs
  A series of three alcoves flank each side of the hall. 
  Within each is dust-covered statue of an odd-looking 
  humanoid creature. Even through the thick dust, it 
  appears the figures, about four foot tall, are completely 
  armored. Strangely, each appears to have patchwork of 
  colored armor pieces which are red, yellow, or blue. Clear, 
  crystalline or glass beads are set in square and rectangular 
  patterns across the statues’ chest and arms. The figures 
  hold no weapons. 
  These statues are robots (use orc statistics), though only two of the six 
  are still functional. If the PCs enter the alcove area, two will activate; the 
  glass beads will flash varying colored lights. The robots will command 
  the PCs to “halt,” though the language is alien to the PCs. The robots will 
  attempt to block passage in the direction of area 8. If attacked, the robots 
  will fight. If ignored and the PCs return the way they came, the robots 
  will retreat to their alcoves and turn themselves off (sleep mode). Both 
  robots only have enough battery power to act for two turns. They can be 
  recharged in full sunlight (one hour). The four robots that do not function 
  can also be recharged in this way and will function normally. The robots 
  will only follow the commands of the Star Master at location 8. 
  8. star Master
  A large sarcophagus is set against the west wall. It sits 
  upon a raised dais, nearly two feet above floor level of the 
  chamber. Strange ruins, like no other you have ever seen, 
  run across the front of the stone sarcophagus. Flanking the 
  platform are two chests, but they are completely unalike. 
  The larger of the two is made of wood with iron bands 
  and it is open revealing a pile coins within. The other is 
  made of shiny steel; silver-like in appearance. This chest 
  is closed but has rounded edges and no apparent hinges. 
  Within the stone sarcophagus is another coffin-like container. This one 
  is made of the same metal as the smaller chest. It is completely sealed but 
  has what appears to be a square, black piece of glass set near the top of one 
  end. If touched, the glass flickers and more strange ruins appear (much like 
  those on the sarcophagus). Also, a large green circle appears on the screen. 
  The green circle flashes slowly. A read languages spell identifies the runes 
  on the sarcophagus as “Major Walker” and those on the black glass as 
  “Activate.” If the circle is touched, see next paragraph. 
  If the PCs have the electronic tablet from location 2, and it is within 10 
  feet of the sarcophagus, it will spring to life (See location 2). Additionally, 
  the black glass screen on the sarcophagus will illuminate and the green 
  circle spins faster and faster, and then stops. A hissing sound of escaping 
  air rushes from the metal coffin and it opens to reveal a man inside. He 
  is armored, but unlike anything the PCs have ever seen. It is very form-
  fitting. The man slowly begins to move and will rise. He makes no 
  threatening actions. 
  The man attempts to speak to the PCs, but his language is alien. He 
  then touches his helmet and tries again, this time speaking Common. The 
  man, Major Walker, is an astronaut from the far future. He crash landed 
  about 150 years prior to the start of this adventure. He landed near the 
  village where the PCs started this adventure. He attempted to call down an 
  emergency satellite/spaceship but was not successful. For a time, he lived 
  in the village and helped them along; he was celebrated as a hero. After a 
  time, Walker realized he might adversely affect a future timeline and he 
  placed himself in a stasis pod. The villagers buried him in this barrow. 
  Walker connected his stasis device to a monitoring system that would 
  awaken him if in some unlikely event the orbiting satellite/spaceship 
  would activate and return to earth. That event has occurred with the PCs’ 
  arrival. 
  The chest filled with coins contains 320 gp, 410 sp, and 790 cp. 
  ConClusion
  Major Walker will await the arrival of his starship (which is an automated 
  ship with no living beings; it is essentially a time travel device). However, 
  he will point to some potential further adventures such as Pacesetter’s 
  module I3 Ruins of the Red Moon or any other adventure module that 
  details a crashed starship. 
  
   Tower of senleros  
   Tower of senleros  |19
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  aDventure BaCkgrounD
  Long ago, a powerful elven wizard named Senleros 
  became quite the local icon. He perfected every school of 
  magic except necromancy. He never had an interest in the 
  dark arts. For years he performed local acts of heroism, 
  trained apprentices, and adventured to legendary dungeons. 
  However, as he grew older, his hunger for more power grew 
  with him. He decided to set out in search of a rumored elder 
  dragon. This dragon is rumored to be the last of the original 
  dragons that aided in the creation of this world. Before 
  Senleros left his tower, he set traps and enchanted objects 
  to attack any intruders. He left the tower to be claimed by 
  the next greatest mage of the realm.
  Level: 1st
  Combat: Moderate
  Exploration: Light
  Roleplay: Light
  aDventure overvieW
  The PCs will set out to explore and claim the knowledge 
  the tower beholds. Inside they will find some traps and 
  enchanted objects left behind by Senleros. However, Raylar, 
  a young human wizard, will already have explored most of 
  the tower. This adventure is well suited for new players; 
  however, veterans still may find some parts challenging. 
  This adventure is optimized for 1st level adventurers.
  plaCing the aDventure
  The location of the tower does not have any specific 
  requirements; however, a secluded location would be ideal. 
  aDventure hooks
  Powerful magic. Senleros was one of the most powerful wizards in the 
  realm. There must be secrets he left behind on how to acquire more power!
  Bountiful Treasures. Since Senleros’ name was synonymous with 
  “adventurer”, there must be some wealth left behind in his tower.
  the toWer
  1. arCaniC greeting
  The decrepit wooden door swings open to the base floor 
  of the tower. A large carpet covers most of the limestone 
  flooring. Although dilapidated in age, it still retains its 
  elegant and fine look. Bookshelves line the walls as well as 
  a small table and chair on the western wall. 
  The entrance hall is fairly simple. A small library is housed here with old, 
  dated books. They depict years old weather patterns, farming techniques, 
  and magic spells. However, the spells depicted are not innovative or 
  anything the PCs would not be familiar with already. However, if the PCs 
  spend more than five minutes searching the room, they will eventually find 
  a spell scroll of magic missiles in the eastern bookcase.
  Before Senleros left his tower abandoned, he left small challenges for 
  anyone attempting to acquire his secret knowledge. There are four arcane 
  runes embedded to the floor. One in front of each bookcase and one in 
  front of the table. If a PC steps on any of the runes, four mana wyrms 
  (see appendix A) will be conjured. They will attack the PCs as that is 
  their creation purpose. The runes can be spotted with a DC 20 Perception 
  check as Senleros was skilled in the creation of these runes. They can be 
  destroyed by a dispel magic spell or similar magic.
  If the PCs attempt to discern tracks, they will need to succeed on a DC 
  15 Survival check to discover a set of human tracks. If they succeed, they 
  will find a single set of tracks pacing the room then journeying up the 
  stairs. This can be seen by a disturbance in the thin layer of dust and debris 
  atop the floor. Although the PCs cannot specifically determine if they are 
  human tracks, the boot tracks certainly determine they belong to a smaller 
  humanoid. The tracks do indeed belong to Raylar in area 5. 
  toWer of senleros
  Designed by Ben Barsh
  
  20|Book of Beginnings
  20|Book of Beginnings
  
   Tower of senleros  
   Tower of senleros  |21
  |21
  2. stairWay
  The staircase is completely normal. No, it is not a mimic. Unless you 
  want it to be!
  3. training ChaMBer
  The stairs ascend into what appears to be a room designed 
  for arcane practice. Three training dummies align the 
  stairs leading up, a table on the eastern wall is piled with 
  diagrams on casting technique, and display case housing 
  tomes, vials, and miscellaneous material components 
  make up this room. 
  This room was used by Senleros for himself to practice and to teach 
  apprentices the way of the wizard. The training dummies have burn marks 
  from use, the books on the shelves are like the introductory wizarding 
  books on the first level, and the diagrams on the tables are rudimentary 
  techniques for casting cantrips like firebolt. Any spellbook of advance use 
  was already taken by Raylar.
  The challenge set in this room comes in mimic form (yay!). A large 
  book on the table is a mimic. However, since Raylar already weakened 
  it, it only has 40 hit points. The mimic will attack the first PC to interact 
  with it. 
  4. stairWay
  You guessed it. The staircase is a… normal staircase. 
  5. Duel of the fates
  You ascend the final staircase to find a young human boy 
  cowering in fear. Quickly closing in on him is a suit of 
  armor with no face and two flying swords. You take the 
  top step, he averts his gaze to you, and screams, “help!”
  The PCs will find this room to be Senleros’ sleeping quarters. In this 
  room, there is a fine bed with a chest at the foot, two windows, a bookshelf, 
  and a table and chairs. The room is in disarray from Raylar searching and 
  fighting.
  Raylar (apprentice wizard statistically) is cowering from an animated 
  armor and two flying swords. If you wish to lower the challenge for 
  your party, take some hit points off the monsters from Raylar successfully 
  landing some spells. The animated objects will fight until death as that is 
  their original creation. Raylar will take a round to get his bearings then 
  join the fight.
  Once the animations are defeated, Raylar will rejoice and praise the 
  PCs. He will incessantly thank them for saving his life, and he will admit 
  he may have been slightly too eager when exploring the tower. He will 
  inform the party he is an apprentice wizard with no master searching for 
  knowledge to advance in any of the schools of magic (except necromancy). 
  He will ask the party if he can tag along, thus making him an NPC follower, 
  henchmen, hireling (whichever you prefer). 
  If the PCs accept Raylar’s offer, he will split the gold he has found on 
  the lower levels of the tower. That total is 78 gold pieces. 
  The other treasure found in Senleros’ quarters is 24 gold pieces, 87 
  silver pieces, a silver circlet with a flawless garnet worth 120 gold pieces, 
  and a wand of the warmage +1. Senleros took most of his treasure when 
  he set out to find the elder dragon. 
  ConClusion
  Once Senleros’ tower has been cleared out, the PCs may want to set 
  out to find Senleros. If this is the case, this could be the start to your next 
  best campaign. Perhaps leave a map on the table detailing the first location 
  Senleros went in search of the elder dragon. If not, they may want to head 
  back to Traveler’s Respite to find a new adventure. Whatever happens 
  next, know your next best adventure is right around the corner.
  
  22|Book of Beginnings
  22|Book of Beginnings
  aDventure BaCkgrounD
  Far to the south of a civilized settlement lies the vast and vacant 
  Shadowed Waste, a large uninhabited desert often traversed solely for trade 
  with southern cities. A small oasis lies near the middle of this wasteland. 
  The oasis is often used as a waypoint of rest for travelers or traders. Until 
  recently this waypoint has been one of few safe locations to rest at during 
  the transit. Many travelers have reported that a monstrosity has taken over 
  the oasis. Even the frequent cabbage merchant had to abandon his cart 
  near the pool. When he returned to town he exclaimed, “my cabbages!”
  These travelers all agree they believe this monster to be of undead 
  nature. Some even think that a mummy escaped from one of the lost 
  pyramids the desert wasteland swallowed up years ago.
  Fear has overcome the village. Without a safe middle point, the common 
  folk cannot traverse the Shadowed Waste. You are tasked with rooting out 
  the disturbance at the desert oasis!
  Level: 3rd
  Combat: High
  Exploration: Moderate
  Roleplay: Light
  aDventure overvieW
  The PCs will hear of the danger at the oasis from merchants in either 
  the southern desert villages or the northern cities above the Shadowed 
  Wastes. They will adventure through the desert and to the oasis. Along the 
  way they will be attacked by a bulette, and once they arrive to the shrine, 
  they will investigate and then be attacked by a mummy of the deep. This 
  adventure is simpler and shorter than most adventures within this book. It 
  is meant to be a quick introductory session for the GMs who have a clear-
  cut campaign ready to run.
  The mummy terrorizing the oasis has escaped from his burial pyramid 
  that the ruthless wasteland swallowed up long ago. The mummy’s name 
  is Vizier Tor, and he was once the most notable advisor to Pharaoh Nabil 
  (Nah-beel), the greatest and fairest leader the Shadowed Waste has ever 
  known. Before Tor died, he was cursed by an ancient relic of the Shadowed 
  Waste that cursed him to forever live as an undead monstrosity of himself. 
  plaCing the aDventure
  The main locational concern with this adventure is that it must take 
  place in a desert. Where the PCs depart from is up to you. Perhaps they 
  depart from a desert settlement that relies on the trade routes that have 
  been disturbed. 
  aDventure hooks
  For the People. The merchants rely on the oasis as a waypoint of travel. 
  Without it, journeying through the desert is too risky.
  For the Profit. The leader of the village the PCs depart from is willing 
  to pay 50 gold pieces to each adventurer who is apart of the sanctifying 
  of the oasis.
  For the Cabbages. The cabbage merchant is offering a free head of 
  cabbage to each adventurer who aides in the return of his cabbage cart.
  expeDition to the oasis
  The PCs will have to traverse the desert for four days before coming 
  upon the oasis. The journey will be relatively uneventful since few people 
  are willing to travel without the safety of the oasis. However, they will 
  have one sure encounter along their travels.
  The day they are set to arrive at the oasis, they will encounter a bulette. 
  It will charge the PCs from underground and use its deadly leap ability. 
  Ultimately, it is up to you what day the PCs encounter the hungry bulette. 
  However, if they encounter it just before the arrive at the oasis, the fight 
  there will likely be more challenging.
  Other hazards the PCs may encounter are exhaustion or purely damage 
  taken based on environment. Levels of exhaustion may be given out to PCs 
  in heavy armor since the heat take a larger toll. Also, a random counter is 
  always a fun way to add to travels! Perhaps roll 2-3 times a day depending 
  on the challenge you wish to offer. If you wish to add random encounters, 
  roll on this table:
  D10
  Encounter
  1-2
  3d8 scorpions
  3-4
  2d6 tribal warriors
  5
  A brass lamp atop a pedestal in the sand (worth 15 gold 
  pieces… no genie in this one)
  6-7
  1d4 giant vultures
  8-9
  1 lamia
  10
  1 air elemental
  the oasis
  As the PCs approach the oasis, read:
  After a long trek through the desolate wasteland, you 
  finally arrive to the desert oasis. It truly is a diamond in the 
  rough. A beautiful pool of fresh spring water ripples softly 
  with the warm breeze. You see bold and brilliant palm 
  trees swaying as if dancing with the wind. On the eastern 
  side, you see a tipped over cabbage cart as described to 
  you in the town. Spread across the oasis is miscellaneous 
  gear left from fleeing adventurers. Although this is truly 
  a beautiful and relaxing sight, you cannot help but feel 
  an inhospitable atmosphere… almost as if something or 
  someone is watching you.
  The PCs will approach the beautiful oasis yet feel unsettled. The 
  entire scene could be described as a soup sandwich, an absolute mess. 
  Adventuring gear and cabbages are thrown all over the oasis as if people 
  meant to flee the scene as fast as possible. While there is some valuable 
  loot to be found, it was requested the PCs not steal any of the gear or 
  equipment.
  DisturBanCe at the Desert oasis
  Designed by Ben Barsh
  
   DisTurBanCe aT The DeserT oasis  
   DisTurBanCe aT The DeserT oasis  |23
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  The unearthed threat to the oasis is a mummy of the deep (see Appendix 
  A). When the PCs approach, the mummy will be wading under the water 
  waiting for a good opportunity to ambush them. There is also a swarm 
  of insects that will attack when the mummy does. Each will attack to the 
  death.
  Once the mummy and insects have been defeated, the PCs may gather 
  the equipment they find and head back to town. If they search the mummy’s 
  body, they will find a ring of mind shielding on its right-hand index finger. 
  When the mummy was slain, the soul of that person went into the ring. If 
  a PC attunes with the ring, the soul of Vizier Tor will speak to the player. 
  He will thank the adventurer from saving him from the undead prison he 
  was cursed to live on in. Tor will now pledge himself as an advisor to the 
  new host and his or her adventuring friends.
  ConClusion
  Once the mummy has been slain, the PCs will head back to town where 
  they will inform the travelers and villagers that the oasis is once again safe. 
  They will be awarded 50 gold pieces each. 
  If you would like to continue with the desert theme of adventuring, 
  consider having the spirit of Tor lead the PCs to his pyramid where they 
  can uncover his treasures. Perhaps you make the spirit of Tor evil and 
  attempting to trick the PCs into their death in a hazardous temple in the 
  Shadowed Waste. Whatever happens next, know your next best adventure 
  is right around the corner.
  
  24|Book of Beginnings
  24|Book of Beginnings
  aDventure BaCkgrounD
  Since Farrador’s existence, agricultural families have given praise and 
  honor to the goddess Persephone. Known for bountiful harvests and quality 
  ingredients, the farms surrounding the town of Traveler’s Respite began to 
  building shrines honoring Persephone. The most beautiful of all these was 
  a grotto build into the earth itself. Hidden deep into the Tangled Forest, 
  this grove was a secret haven for those who worshipped her greatness. 
  Years of the most efficient the farms have ever been went by. With this 
  success, word spead. Marauders from Mog Boldar traveled to the grotto 
  from rumors of a beautiful golden statue of Persephone. They believed this 
  to be the ultimate score. The day they made the hit on the grove was when 
  most of the farmers met at the shrine. They attempted to fight the bandits 
  back, and when all hope seemed lost, they were saved by a what they 
  described as an “apparition of Persephone”. A brilliantly beautiful unicorn 
  charged into the grotto and made waste of the bandits. The common folk 
  were so grateful, they held a weeks long festival honoring this fantastic, 
  magical being. Since that day, the unicorn has remained in the grotto 
  defending it from any invades. However, a rising radical cult of Hades 
  has set their nefarious gaze on the grove. Brave adventurers are needed to 
  defend the shrine and the guardian of the grove!
  Level: 3rd 
  Combat: Moderate
  Exploration: Moderate
  Roleplay: Light
  aDventure overvieW
  The adventurers will catch word of the grove being assaulted from local 
  citizens of Traveler’s Respite. The grotto is only thirty minutes travel to 
  the east into the Tangled Forest. From there, the PCs will enter the shrine 
  and rid it of the cult of Hades.
  This adventure is a good follow up to Rising Tides, a level one adventure 
  earlier in this book. 
  plaCing the aDventure
  This adventure will do well in any forest region where agriculture is a 
  main role of society. It should also be a close journey from whatever town 
  the PCs set out from. If not, they may decide not to go since they could 
  reason they will not catch the cult in time.
  aDventure hooks
  For the Light. You are the last line of defense in the survival of the 
  shrine. Make haste before it is defiled!
  For the People. The local farmers put great thought into their worship 
  of Persephone. They would surely be grateful if you expelled the cultists.
  For the Profit. Hedda, the head of agricultural trade for the mayor, will 
  pay the PCs 50 gold pieces each to go save the grotto.
  guarDian of the grove
  Designed by Ben Barsh
  
   guarDian of The grove  
   guarDian of The grove  |25
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  The river is generally easy to cross; however, if the PCs are fleeing 
  out of the grotto, it will pose as an obstacle. However, if there are no 
  life-threatening forces rushing them, some may be able to cross simply 
  by jumping. Perhaps they use a tree stump to guarantee safe passage. If 
  a PC means to use the stone risen out of the river, they must succeed on 
  a DC 10 Dexterity check to keep their balance. This check can be higher 
  during a rush. 
  The river is moving fast enough to sweep a small or medium creature 
  down the tunnel to the southeast. If a PC falls into the river, they must 
  succeed on a DC 12 Dexterity saving throw to grasp the riverbed before 
  being dragged into an underground water basin. From the water basin, the 
  PC will find a small tunnel that leads up to the surface. They will climb out 
  and appear in the valley outside of the forest. 
  4. tree of life
  A great tree stands in the northern section of this chamber. 
  Unlike the other flora in the grove, this tree has multiple 
  different colors of leaves: yellow, red, green, light blue, 
  orange, and brown. It glistens and sways with the slight 
  breeze flowing from the gaps in the ceiling. 
  This tree is a unique reward available to them if they save the unicorn 
  in area 5. If the PCs take any of the leaves without the blessing of the 
  unicorn, they will have no effect in anyway.
  If the PCs come upon the tree with the unicorn, see area 5.
  5. huManity’s Worst nightMare
  You approach the end of the grotto. What should be a sight 
  of amazement and holy wonder is a battle between good 
  and evil. You see a cultist dashing towards a gallant and 
  ethereal mythical beast. A beautiful pure white horse with 
  a single horn extending from its head, you can only assume 
  this creature to be that of fables: a unicorn. Flanking the 
  unicorn is another horse creature, however, this seems 
  to be the opposite. A jet-black horse with a mane of fire 
  is charging its opposition. Riding this nightmare beast is 
  another member of the cult. As you leap into battle, the 
  rider slashes his dagger down at the unicorn sending it 
  into unconsciousness.
  As soon as the PCs enter the battle, the unicorn will be struck down. 
  There is a cultist fighting on foot and a nightmare and cult fanatic riding 
  the nightmare. They will leave the unicorn to battle the PCs. 
  If the PCs heal the unicorn, it will leap back into combat and fight by 
  side of the PCs. This is a unique combat scenario where you should roll 
  death saving throws for the unicorn. That way there still is a chance it 
  lives even if the PCs do not have healing available to them. If the PCs flee, 
  the cultists and nightmare will follow them until they reach a civilized 
  settlement.
  If the cultists and nightmare are defeated and the unicorn lives, the 
  unicorn will telepathically speak to a PC who speaks Celestial, Elven, or 
  Sylvan. If none speak any of these languages, you may allow it to speak 
  Common. It will first thank the PCs for the assistance in defending the 
  grotto. Then, it will award the PCs with the unique ring of healing (see 
  Appendix B). They will also find 48 gold pieces between the two cultists 
  and two green gems worth 50 gold pieces each.
  The unicorn will also allow the PCs to experience a unique gift from 
  Persephone. The unicorn will escort the adventurers to the tree of life in 
  area 4. It will explain that each leaf offers a unique boon from the goddess. 
  However, it will not disclose what each color offers. The player must 
  simply choose a leaf and consume it. The boons are as follows:
  the grove
  The PCs will set out from town and make haste to the grotto. The 
  adventure will be relatively uneventful. They will cross bright green plains 
  then enter the Tangled Forest. After five minutes of fast pace through the 
  forest, they will come upon the entrance of the grotto. When they read this 
  location, read:
  After a small expedition through the forest, you come upon 
  what was described to you as the entrance to the grotto. A 
  wooden door placed into a raised mound lies before you. 
  However, the door is not closed and swings with the wind.
  If the PCs choose to check for tracks outside of the entrance, they will 
  find fresh tracks with a successful DC 12 Survival check. They will find 
  prints from human sized boots, dog tracks, and hoof prints. The hoof prints 
  are indistinguishable from unicorn or nightmare (see area 5). 
  1. granD entranCe
  You swing the door open and begin the trek into the grotto. 
  Immediately the path begins to slope down into the earth. 
  Down and down you go, the light dwindling behind you. As 
  the path evens out, you can see the end of the tunnel come 
  into sight. As you approach, you can see sunlight return 
  into view. At the end of the tunnel, the magnificent grotto 
  comes into view. It appears to be an entire living ecosystem 
  functioning underground. Inhabited inside is massive 
  trees, an icy-blue river, butterflies dancing through the 
  air, and bright flower beds. Where you assume a ceiling to 
  be, you see natural gaps formed allowing the sunlight to 
  stream in. A welcoming warmth comforts you as you step 
  into this extravagant grotto.
  The PCs will enter the grotto and quickly encounter the cult. Since the 
  shrine to Persephone has not yet been defiled, the comforting feeling still 
  radiates in the grove. 
  2. release the hounD
  You turn the corner entering the massive underground 
  cavern. Standing before a rushing, pure river is a jet-black 
  dog with fire spewing from its jaw. On its left and right 
  are daunting humans with black robes drawing scimitars. 
  The cult’s captain Gandir has stationed these two cultists and hell 
  hound to be the first line of defense against any invaders. They will not 
  negotiate with the party in anyway, and they will attack on sight. 
  Only 12 gold pieces can be found between the two cultists. They each 
  have a skull with a dagger sticking through it embroidered on their robes 
  in silver thread. 
  3. over the river, through the WooDs
  Before you is a quickly flowing river running from 
  northwest to southeast. The water is so clear you can even 
  see lake trout following the flow of the aquatic stream. 
  Fifteen feet across the river, the ground continues again. 
  A single stone in the middle of the river creates a waypoint 
  for travelers moving across.
  
  26|Book of Beginnings
  26|Book of Beginnings
  • Yellow: Gain proficiency on Religion checks
  • Red: Gain proficiency on Survival checks
  • Green: Gain proficiency on Persuasion checks
  • Light Blue: Gain the ability to speak the language Aquan
  • Orange: An increase of 1 point to the characters lowest 
  ability score
  • Brown: An increase of 1 point to the characters highest 
  ability score. This will not exceed 20, and if it will exceed 
  20, it will go to the next highest.
  The unicorn will again thank the PCs for the help and wish them the best 
  on the rest of their adventures. 
  ConClusion
  Once the cult has been expelled from the shrine, the unicorn will thank 
  the PCs and send them on their way. The local farmers will organize to 
  assist the unicorn in cleaning up the shrine. The PCs could gain some good 
  favor for offering a day of their time after the adventure assisting. Hedda 
  will also award each PC with 50 gold pieces each for the victory.
  If you would like to continue with the cult-style adventuring, you can 
  present this victory as one of many. Perhaps these fanatics were just few 
  of a rising tide of savage followers of Hades. Pacesetter Games’ Rise of the 
  Nefarious would be a nearly seamless sequel to this beginning. Although 
  the events of Rise of the Nefarious happen nearly 200 years after these 
  events, it can be a sequel with few tweaks here and there.
  
   MayheM aT The MounTain Pass  
   MayheM aT The MounTain Pass  |27
  |27
  aDventure overvieW
  In years past, great dragons roamed the Canith Mountain range. The 
  Canith Mountain range was a special area where dragons of good and 
  evil found peace. Red and gold, blue and silver, white and brass came 
  together to forge a new path for dragonkin. A small group of devote 
  followers lived among these dragons. They called themselves the dragon 
  priests. The dragon priests were dedicated on protecting and assisting in 
  the establishing of this new path. Instead of being infatuated by greed, the 
  dragons used their world-old magic to make Mog Boldar, the region in 
  which the mountains lie, a better place. 
  Over time, the dragon priests became corrupt. They saw a world where 
  they could lead with the dragons. Unfortunately for them, this “leadership” 
  fell harshly under the category of domination. A war of dragons vs. dragon 
  priests broke out. The war was settled in under a month. Every dragon 
  priest was killed or taken prisoner. However, not all dragon priests were 
  evil and not all dragons were good. Individuals changed sides as they saw 
  fit. Once the war ended, the dragons slowly began to separate again. The 
  “good” aligned dragons flew west to make a new home in a new region, 
  and the “evil” dragons made themselves great dungeons in the mountains. 
  Legend says the remaining dragon priests stayed in the Canith Mountains 
  to reposition their might.
  No person alive in Mog Boldar can trace their lineage back to the 
  dragon priests. Although this once great religion has passed, activity in the 
  mountains has risen. The most credible claim comes from a local farm that 
  argues a smaller dragon comes in the night and snatches their livestock. 
  It is up to a brave band of adventurers to investigate this rising mayhem!
  Level: 3rd 
  Combat: Moderate
  Exploration: High
  Roleplay: Light
  aDventure overvieW
  This adventure may start as an investigation, but it will end as a pure 
  dungeon dive. A farm just north of Traveler’s Respite claims they have 
  seen a small dragon snatching livestock in the night. It comes infrequently. 
  They assume whenever it is hungry. They have not been able to discern 
  what color the dragon is; however, they are convinced it does not have 
  good intentions. 
  The PCs may travel to this farm to investigate. After, they will likely 
  adventure to the Canith Mountain rage, a day travel north, and begin the 
  dive into the dragon’s lair. Tracking the beast will be simple since it is a 
  wyrmling and not yet fully developed intelligence. Inside the PCs will 
  fight the dragon’s followers and the dragon itself.
  plaCing the aDventure
  The adventurers may start this adventure in Traveler’s Respite. They 
  will then journey north to the Mando Family Farm. They will investigate 
  Mando’s farm, and then track the dragon north to the mountains.
  If you wish to place this adventure in your own world, any area where 
  a dragon might make a lair is preferable. Since Fercryx (fair-cri-x) is a red 
  dragon wyrmling, a mountainous area is perfect.
  MayheM at the Mountain pass
  Designed by Ben Barsh
  
  28|Book of Beginnings
  28|Book of Beginnings
  aDventure hooks
  For the People. The local farmers who support towns like Traveler’s 
  Respite are suffering from the dragon menace. Defenseless citizens are 
  calling for your aide!!
  For the Glory. Slaying a dragon of any kind is a heroic deed. Your name 
  will live in honor among the people of Traveler’s Respite.
  For the Profit. The mayor of Traveler’s respite is offering a 300 gold 
  pieces bounty on the dragon menace.
   the investigation
  If the PCs choose to investigate Mando’s farm, they will travel north 
  for three hours at a moderate pace before reaching their destination. Once 
  they reach the farm, they will meet Terrington Mando. He was born into a 
  noble family; however, he wanted a simpler life for his wife Cassandra and 
  his child, a young boy named Jaren. Terrington prefers to simply be called 
  Mando, and he will be the one interacting with the PCs.
  Mando will explain that a small dragon has appeared on multiple 
  occasions to rip his livestock from his farm. He farms primarily wheat and 
  corn; however, he raises livestock to assist in feeding his family. He has 
  lost two cows, a horse, three pigs, and a chicken so far. He has started to 
  house the animals in small buildings he has built on his property, but he 
  has many upgrades to perform since he has not rebuilt since the winter. 
  If the PCs venture over to the stock houses, they can perform an 
  Investigation check to see what sort of damage has been done by the 
  dragon. With a successful DC 15 Investigation check, they will find claw 
  marks on the wooden structures and in the soil, dry blood staining the 
  wood, and clumps of skin and feathers scattered about. If they succeed 
  on the Investigation check my 5 or more, they will find a single red scale 
  sticking out of the soil. On a successful DC 15 Survival check, the PCs 
  will find tracks the dragon clumsily left behind. The tracks are small, so 
  they can narrow it down to a large wyrmling or a small young dragon. 
  Mando will also inform the PCs he last saw the beast flying toward 
  the Canith Mountains to the north. The mountains are approximately a 
  day travel away. Mando is sure the dragon has its lair in the base of those 
  mountains. The PCs can easily track the monster with a DC 10 Survival 
  check. Fercryx flew low to the ground with the snatched animals as to not 
  be seen. This results in a blood trail leading all the way to his lair in base 
  of the mountains. Lucky for them, the region is experiencing a bit of a 
  drought, so the trail is still hot. Thus begins, the mayhem at the mountain 
  pass.
  the Mountain pass
  Once the PCs enter the Canith Mountain range, the road will slim down 
  to adhere to the rough mountain terrain. The mountain pass the PCs are 
  traveling in is jagged and poorly maintained by the local lords. However, 
  after a couple minutes of traveling, a cave mouth will come into view. The 
  trail of blood will lead up and into the cave.
  1. Cave Mouth
  The thin trail of blood diverts from the mountain pass 
  and into a large cave. The outside light streams in, but it 
  only gives you a preview of what is inside. The cave seems 
  naturally formed from the uneven path and walls.
  The PCs will easily find the cave mouth as it is the only one for another 
  hour worth of travel. If they caught the trail of blood at the farm, they will 
  easily be able to keep the trail in the cave. There is nothing of value, other 
  than the trail, in this room.
  2. aBanDon hope
  You turn the corner to find what was a camp. There 
  are three tents, a fire pit, stumps, and random supplies 
  scattered around the chamber. As you fix your eyes on 
  the scene, a feeling of unease falls over you. You see three 
  lifeless bodies lying motionless on the cold cave floor. As 
  you approach, you notice they have been ravaged to beyond 
  the point of identification. 
  The camp before the PCs was formed from adventurers attempting to 
  seek shelter for the night. Little did they know, they walked into the belly 
  of the beast. 
  Fercryx and his minions have already taken any valuables the adventurers 
  had; however, they did leave behind a journal owned by one of them. All 
  but one of the pages have been ripped out, and the only writing on the page 
  reads, “I can feel a nefarious force controlling this land. If you find this, 
  turn back now and abandon all hope”.
  3. Dragon’s Delight
  The rancid smell of rotten flesh overwhelms you as you 
  enter this death chamber. Animal carcasses fill nearly 
  every inch of the floor. You see cow, horse, goat, and pig 
  remains among the lot.
  This is a feeding room used by Fercryx. Unless the PCs have an appetite 
  for rotting, uncooked meat, this room has no value.
  4. shrine of the Dragon priest
  Before you is a small shrine. There are three pews and 
  two chairs leading up to a statue of a slender human 
  grasping an elegant staff. The staff’s detail is far beyond a 
  normal statue. The shaft has been methodically designed 
  to represent the skin of a dragon. It is so realistic you may 
  mistake it for actual dragon scales. These scales lead up 
  to a dragon’s head adorned at the top. The entire statue 
  seems to be made from a very fine dark marble stone. 
  This statue is a dedication to the dragon priests that once lived among the 
  dragons. A player can discern this with a DC 12 Religion check, or if they 
  know the history of the dragon priests, they may know this information 
  instantly. 
  As they approach, they will see the staff in the statue’s right hand, but 
  they will also see his left hand outstretched. Inside his left hand is the key 
  to opening the door in area 5. They will find the small out cut of the sun 
  that is needed to be pushed back into place.
  If the sun is taken from the statue’s hand, the statue will come to life and 
  begin to attack the PCs. It will fight as a living stone statue (see appendix 
  B). The statue will radiate as magical if a detect magic spell is cast or 
  similar magic. However, only a 7th level dispel magic spell or higher can 
  dispel the statue. The statue is magically bound to the star, so it will chase 
  the PCs as long as they have the star in their possession.
  
   MayheM aT The MounTain Pass  
   MayheM aT The MounTain Pass  |29
  |29
  5. lanD of the Dragon
  A grand mural is painted on a large stone door. The mural 
  depicts dragons of all color flying among a mountain 
  range. This visual is hard to grasp since painting seems to 
  be consumed by darkness. As you look closer, you change 
  your view to the sky above the dragons. You notice a piece 
  of the mural is missing. The sun seems to be cut out of the 
  door as if rid from this world. 
  The on the door is missing a key component, the sun. Without the sun 
  in place, the door cannot be opened. If a PC runs his or her hand along the 
  surface of the door, they will indeed notice the sun has been cut out of the 
  door. The diameter of the figure is a mere foot long. Nothing short of a 
  wish spell can open the door other than the sun figure. The only exception 
  to this is that the door will open with the presence of Fercryx.
  Once the PCs find the sun in area 4 and place it in the mural, read:
  You place the figure of the sun into the slot. As you do so, 
  it begins to magically fuse back into the door. A light starts 
  to emanate from the star, and that light spreads to this 
  fairytale land the dragons fly in. As if the mural comes to 
  life, you see the dragons flying around the mountains in a 
  thankful way. With that, the door swings open. 
  6. Where gooD Meets evil
  As your gaze shifts from the door to the room beyond, 
  an overwhelming feeling of malevolence comes over you. 
  You see a grand pile of treasure directly ahead; however, 
  standing atop the small fortune is a small red dragon. As 
  you enter, it steps down from the pile, and gives a guttural 
  growl. 
  This is where the PCs will meet and battle Fercryx the red dragon 
  wyrmling. Fercryx is being controlled by a cursed staff implanted into the 
  ground behind his treasure pile. A dark wizard enchanted staff to corrupt 
  Fercryx to cultivate his personal wealth. One day the wizard will return to 
  take all the treasure Fercryx has amassed. The dragon is not innately evil. 
  He is a spawn of the good red dragons that roamed Mog Boldar in the age 
  of the dragon priests. However, due to this curse, he does fit the nefarious 
  stereotype.
  It is up to you, the GM, the decide whether you would like to make it 
  obvious Fercryx is being controlled by the staff. It emanates the evil it 
  was corrupted with, so as a PC moves closer, he or she will feel that evil 
  grow stronger. You may require a Perception check for one of them to 
  see the staff, or you may reveal it to them after the first or second round 
  of combat. Perhaps a successful DC 15 Arcana check to discern its true 
  nature. Whatever you decide, having the staff destroyed and Fercryx’s true 
  nature revealed could be a fun spin on normal “hack and slash”. If the PCs 
  decide to destroy the staff, it has AC 12 and 20 hit points.
  If Fercryx is released from this mental prison, he will immediately begin 
  to speak to the PCs expressing his apologies. He speaks enough Common 
  to explain his situation; however, if a PC speaks Draconic, he prefers to 
  converse in his native tongue. He will apologize for attacking them. He 
  will explain he had no control of his actions. It is like being trapped in your 
  own body but someone else holds commands it. He has no knowledge of 
  the sorcerer who enslaved him. He only knows that he had an insatiable 
  need to acquire a fortune… and eat.
  Fercryx will beg the PCs to inform the mayor of Traveler’s Respite that 
  they killed him. This will make it so he can live in peace without being 
  tracked and hunted. It is up to the PCs whether they honor his wishes. 
  Fercryx will offer the PCs a portion of his treasure. The rest he will return 
  to where he stole it from. He also asks them to bring some gold to the 
  farmer so he can rebuild his destroyed buildings. 
  If Fercryx is slain, the task will be complete. However, the staff must 
  have a host. Every creature in the room must make a DC 18 Constitution 
  saving throw. On a success, the creature resists the curse of the staff. 
  On a failure, the creature will become a thrall of the curse. They will 
  immediately feel an overwhelming evil presence take over their body. 
  They will see through their own eyes but have no control over their 
  actions. They will then begin to attack their compatriots. The curse may be 
  broken by destroying the staff. If there are two or more creatures who fail 
  the saving throw, the closest creature is enslaved. 
  Fercryx will share the following treasures with the party:
  • 460 gold pieces, 325 silver pieces, and 120 copper pieces
  • Four purple gems worth 15 gold pieces each
  • An elegant golden ewer worth 50 gold pieces
  • A crystal glowing yellow worth 25 gold pieces
  • A silver ring inlaid with an emerald worth 125 gold pieces
  • Bag of Holding
  • Staff of the Dragon Lord (see Appendix B)
  If the PCs kill Fercryx, they will have more loot available. They will 
  find an additional 200 gold pieces and 45 platinum pieces.
  ConClusion
  The adventure officially concludes with the PCs returning to Traveler’s 
  Respite to collect their reward. If they accepted the mission from the 
  mayor, they could collect their 300 gold pieces.
  If the PCs tell the mayor that Fercryx was under a spell, he will at first 
  be furious. He will come to his senses as he will slowly remember the 
  legends of the dragons not being innately born a certain alignment. He will 
  still reward the PCs the 300 gold pieces for resolving the issue.
  If you would like to continue with this storyline, perhaps the PCs can 
  find word of a dragon priest lurking in the Canith Mountains. This would 
  explain the curse that has fallen over Fercryx. Whatever happens next, 
  know your next best adventure is right around the corner.
  
  30|Book of Beginnings
  30|Book of Beginnings
  
   sea Devil's resPiTe  
   sea Devil's resPiTe  |31
  |31
  aDventure BaCkgrounD
  The town of Saltmire is in turmoil. A 
  small seaside town with a large port is a hub 
  of merchant shipping and a bustling fishing 
  industry. But for all its thriving business, 
  it is still a simple place with a close-knit 
  community. The people are good-natured and 
  hard-working. It is truly and idyllic place. What 
  brought you here was anything but adventure. 
  You are looking for a fresh start in some far-off 
  land. Saltmire is the best place to catch a ship 
  for a fantastic land. However, instead of hope, 
  you have entered a town filled with despair. A 
  child, just an infant, has been stolen. The entire 
  town is searching, but more help is needed.
  Level: 3rd 
  Combat: Moderate
  Exploration: Moderate
  Roleplay: Moderate
  aDventure overvieW
  Near Saltmire, a busy coastal town, a sea 
  hag lurks with a diabolical mission straight 
  from the Prince of Demons. The town is 
  home to a strategic port that is used by nearly 
  every merchant house within 500 miles. It is 
  also the home of the Glavest Imgenf and his 
  wife, Laures. The couple owns an apothecary, 
  which is quite successful. Glavest, a former 
  adventuring wizard, retired young after falling 
  in love with Laures. The two have just had 
  their first child, a daughter. Unfortunately for 
  the couple, Glavest’s last adventure ran him 
  afoul of the Prince of Demons (see adventure 
  module B2.5 Blizzard on the Borderlands by 
  Pacesetter Games & Simulations). Not one 
  to ever pass on an opportunity for revenge, 
  Demogorgon has notified the local sea hag of 
  the birth. She is to steal the child and replace it with her own.
  Demogorgon sent three merrow to help the sea hag perform the deed. 
  The sea hag has successfully kidnapped the baby and returned to her lair. 
  Unknown to her, the merrow have killed a local fisherman and his boat 
  has come ashore much to near to the sea hag’s lair. The adventure begins 
  with the PCs learning of the kidnapping; none know it was a sea hag. 
  The entire town is mobilized in the search and Glavest, possible through 
  some acquaintance, has pleaded with the PCs for help. With most of the 
  town already searching, the PCs get word that a fisherman (the same the 
  merrow killed) is missing but his boat was spotted some miles away, near 
  a rough patch of sea cliffs. Assuming the PCs investigate this lead, they 
  will easily find the boat and from that vantage point locate a sea cave as 
  the tide is low.
  plaCing the aDventure
  This adventure is set in, and the land about, the town of Saltmire. This 
  town is a very busy, but not large, sea-side town that is a busy merchant 
  port and boasts an equally busy fishing fleet. So long as the adventure is set 
  on some an ocean or sea, it can be placed easily in any campaign. 
  aDventure hooks
  Saltmire is in complete search mode for the missing child. The PCs are 
  asked to help. If they defer, they will find no place to stay or even have a 
  meal in the town.
  sea Devil’s respite
  Designed by Bill Barsh
  
  32|Book of Beginnings
  32|Book of Beginnings
  Den of the Devil
  1. entranCe
  With the tide low, a narrow, sandy path leads to an opening 
  in the cliff. Waves batter the path and the going is slow. 
  The cave entrance is nearly completely concealed by an 
  outcropping or rock and from above or out at sea, it would 
  be impossible to locate. The cave entrance is wide, and 
  its floor made up of pure white sand. Large shells, mostly 
  broken, litter the sand. 
  As the PCs enter, two merrow that lurk under the water have watched 
  the approach. They will wait for the PCs to enter and then attempt to 
  surprise them from behind. The remains of the fisherman lie scattered in 
  the alcove that is just west of the entrance. One of the merrow wears a 
  golden pendant in the shape of a trident (350 gp value). The sound of 
  a battle may alert the sea hag (location 4), GM discretion. She will use 
  her soul bag to summon the vile soul within and force it to inhabit the 
  corpse of a dead soldier that lies at location 2. The dead soldier arises 
  immediately as a wight and seeks to attack the PCs. 
  2. Corpse
  The dismembered corpses of several humans, mostly 
  fisherman or sailors, lie in this chamber. Only a single 
  corpse remains intact. Rusted weapons and pieces of torn 
  and tattered armor lie among the bones. 
  When the sea hag is aware of the PCs intrusion, she will open her soul 
  bag and release a vile soul she has trapped within. She commands the soul 
  to take possession of the corpse in this chamber. This may happen at any 
  time; the effect is immediate. The corpse rises as a wight and it will attack 
  the PCs, either by searching them out or if they happen to enter this area as 
  it possesses the corpse. If the sea hag is confronted by the PCs prior to her 
  releasing the soul, she will do this as her first action. In the mix of carnage, 
  a ring of water breathing is buried just under the sand; any who wear the 
  ring can breathe water. The ring is intricately designed in the shape of sea 
  serpent and worth 2,000 gp.
  3. DefaCeD figureheaD
  Propped in the sand, the massive prow of a ship faces you. 
  A figurehead, of what may have been a beautiful woman 
  with wings has been badly defaced. Scars crisscross the 
  face so much so that it is barely recognizable as a human 
  female. Equally, so the body has been badly damaged. The 
  arms of the hold a sword and shield at her side. The entire 
  figurehead appears to made of an almost black mahogany 
  wood. 
  This figurehead was dedicated to the lesser god, Furiosium. The symbol 
  of the god (a trident and net) are emblazoned on the shield, but badly 
  defaced. A successful DC 12 Religion check will identify it as Furiosium’s 
  symbol. If the PCs return the figurehead to the appropriate temple, they are 
  rewarded (as the DM determines; possibly another adventure opportunity). 
  4. eMpty ChaMBer
  There is nothing of value in this chamber.
  5. sea hag 
  The sea hag resides in this chamber. The entrance is so well hidden and 
  disguised, it functions as a secret door and can be found with a successful 
  DC 15 Perception or Investigation check.
  Hanging from the ceiling, suspended by fronds of kelp, are 
  the skulls are dozens of creatures, though most appear to 
  be human. The floor is equally littered with small bones. It 
  is impossible to see more than five feet due to the macabre 
  curtain. 
  The sea hag hides in the rear of the chamber and will release a soul she 
  has trapped within her soul bag (see location 1). If the soul is released 
  when the PCs enter, they will feel a rush of cold air blow past and the kelp 
  fronds will momentarily sway as if breeze moved by. The soul will return 
  in the form of a wight two rounds later unless this has previously occurred. 
  Due to the confined space and limited vision, it is impossible for a PC to 
  avert his eyes when initially confronted by the sea hag (see fear ability). 
  PCs that are affected by the fear will run and full speed for the entrance 
  until they successfully make the appropriate saving throw. The sea hag’s 
  first attack is her death glare.
  The hag does not maintain any treasure in this chamber. If the PCs 
  bypass this chamber and move to location 5, she will exit and attack them 
  from behind (again, having released the soul to form the wight; she will 
  attempt to jointly attack the PCs with the wight. 
  6. BaBy
  A large stone chest lies against the back wall of this 
  chamber. Clearly ornately carved at one time, the chest 
  has been badly chipped and defaced. Stains of black 
  spatter all sides. The chest is open and red cloth, tattered 
  and torn, hang over the open chest. From within, you can 
  hear a baby crying softly. 
  Within the chest is the either the baby of Glavest and Laures or the 
  daughter of the sea hag. Either is indistinguishable; to all eyes the baby 
  is the daughter of wizard. The determination of which is left entirely up 
  the GM. Only by powerful divination can the true identity of the child 
  be discerned. The determination of child’s origin is what can drive 
  further adventure. If the child is indeed the actual daughter of Glavest, 
  then Demogorgon will surely be angered. His effort at revenge has been 
  thwarted and he will add the PCs to his revenge list. If the baby is the 
  daughter of the sea hag, the PCs may be called upon again at some future 
  date in the event the truth is discovered. An adventure or mini-campaign 
  to find a cure is certainly a possibility. 
  ConClusion
  With the return of the child, the PCs are lauded as heroes (again, no one 
  will consider the baby is the daughter of the sea hag as their reproduction 
  habits are a mystery). Glavest rewards the PCs with several magical 
  potions (GM determines). The town will hold a celebration. The story of 
  the PCs’ triumph travels quickly and further adventure will find them. If 
  the plan was foiled, and the sea hag has not made the switch, Demogorgon 
  will take a mild notice of the irritation and assign some minor priest with 
  the task of destroying the PCs. 
  
   sea Devil's resPiTe  
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  |33
  
  34|Book of Beginnings
  34|Book of Beginnings
  aDventure BaCkgrounD
  Sir Cadogan Kerrington was had an adventurous soul since he was a 
  child. Cadogan was not born into a wealthy family, so he had to earn each 
  copper, silver, or gold piece he could scrounge up. His father, a human, 
  was a drunk who passed away when Cadogan was six years old. His 
  mother, however, was the hardest working elf he ever met. She owned 
  a small bakery in their simple mining village. Business was steady from 
  the miners and their families; however, these profits only went toward 
  feeding Cadogan. When he was 16, he heard the miners speaking of an 
  abandoned mine shaft a couple miles to the north. They spoke of hidden 
  gems, gold, and knowledge left behind by the family who once owned this 
  mine. Cadogan leap to his feet, rushed to see a friend in the town guard, 
  and begged for supplies. His friend eventually gave in outfitting him with 
  old hide armor that would not fit him even after a month of fasting, arming 
  him with a simple greatsword, and encouraging him that he should not 
  throw away his shot.
  Cadogan set out for the mine one week later 
  after gathering any and all rumors from the 
  townsfolk. Fortunately, he was able to keep 
  this a secret from his mother so she would 
  not worry. Cadogan arrived at the mine an 
  hour later. He drew his greatsword and began 
  his approach. Inside the mine he fought back 
  giant spiders, goblin rovers, and a necromancer 
  beginning to animate those who died working 
  in the mine. However, just before he cut down 
  the necromancer, he put a curse of Cadogan 
  and his family to live forever as servants of the 
  dead. Cadogan figured this to be babbling of 
  an old man and defeated him. Along with his 
  heroic victory, he found over a hundred gold 
  pieces left behind. This was enough money to 
  change his mother’s life. 
  They moved away from the small mining 
  town to the local capital. His mother opened 
  a new a larger bakery. She was finally settled 
  into the comfortable life she had dreamed of. 
  However, this was not enough for Cadogan. He 
  kept going on adventures. He always kept the 
  strange feeling that the curse bestowed by the 
  necromancer was not a bluff.
  He amassed a small fortune faster than 
  anyone had seen any adventurer collect. His 
  mother tried to convince him that the life they 
  had was enough for her, but she could never 
  get through to him. He purchased land, found 
  a loving wife, and was even granted the title of 
  knight by his fiefdom. 
  While on one of his expeditions, his mother 
  and wife passed away with a plague thought to 
  be uncurable. Cadogan was broken. He created 
  a tomb and placed their bodies inside himself. 
  He donated half of his fortune to the less 
  fortunate still living in his hometown, and the 
  other half would be buried with the two women 
  most important to him. 
  Cadogan soon grew tired of adventuring as 
  he no longer had anyone to shower in wealth. 
  He made note of his retirement and lived in his 
  rundown childhood home until he passed of 
  old age. The townsfolk brought his body to the 
  tomb where he could finally be at rest with his 
  dear mother and wife.
  Level: 3rd 
  Combat: Moderate
  Exploration: Moderate
  Roleplay: Light
  aDventure overvieW
  Cadogan’s final wish was for his tomb to be a challenge for any 
  adventurer seeking out his famed greatsword. After his death, his friends 
  and colleagues enchanted and trapped the tomb to fend off typical 
  grave robbers. Cadogan also requested they spread the word that only 
  the mightiest of adventurers would be able to recover Cadogan’s prized 
  treasures. A task Cadogan himself encouraged. This adventure is optimized 
  for 3rd level adventurers. 
  toMB of sir CaDogan kerrington
  Designed by Ben Barsh
  
   ToMB of sir CaDogan kerringTon  
   ToMB of sir CaDogan kerringTon  |35
  |35
  plaCing the aDventure
  The location of Cadogan’s tomb is open to convenience of your world. 
  The tomb should be secluded from society and in good condition. It would 
  make sense that it be near Traveler’s Respite if you choose to use this town 
  as your starting village.
  aDventure hooks
  Wealth and Glory. Cadogan’s prized weapon, greatsword of the fallen 
  champion, lies in the tomb with the rest of his small fortune. Upon his 
  death, he challenged any adventurer worthy of claiming his treasures to 
  complete the trials laid before them. Are you a worthy champion of this 
  fallen knight?
  This hook is the most probable used in this scenario. Cadogan challenged 
  and adventurer to bypass his complex tomb to acquire his fortune. This 
  should pull on the pocket string of most adventurers.
  No Rest for the Wicked. Rumors of Cadogan being cursed have begun 
  to spread. Knowing the nobility of Sir Cadogan Kerrington, it is only 
  just that he may rest eternally. Take up arms and defeat the undead blight 
  controlling this once great knight!
  This hook will work well with a good aligned party. This one will pull 
  at the heart strings (as well as the pockets). 
  the toMB
  1. entranCe hall
  You exit the forest and enter an enclosed entrance hall. 
  While the burial tomb is old, it has aged with grace. The 
  stone columns supporting the finely crafted limestone 
  structure remain stalwart through the years of wear. A 
  seemingly stable staircase descends into the heart of the 
  tomb.
  The PCs will not find much of value in the entrance hall. The stairs that 
  lead down to the offering chamber have indeed kept up over time. They 
  should have no trouble with this part of the dungeon.
  2. offering ChaMBer
  The end of the staircase brings you to a small room of 
  offering. A table sits in the middle of the room with a total 
  of six wooden chairs. On the table you see a couple silver 
  coins, pewter goblets, and a gallon of seemingly old wine. 
  At the western end of the table, you see a brazier housing 
  a bright, burning flame. It creates an uneasy warmth in an 
  otherwise desolate chamber. Behind the burning brazier is 
  a statue of Sir Cadogan Kerrington himself. 
  This offering chamber was constructed by order of Sir Cadogan himself. 
  He wanted a way for his fans to give back to him even upon his untimely 
  demise. The table is meant for travelers to have a comfortable place to 
  have a meal after a long journey. There is a total of 4 silver pieces on the 
  table, pewter goblets worth no more than a couple copper each, and the 
  wine is far past enjoyable consumption.
  The offering brazier is magically enchanted to always be lit. A DC 12 
  History or Religion check will allow the PCs to recall that it is believed 
  by many to be a sacrificial brazier. Whatever is cast into the flame, will be 
  received by the host (in this case Sir Cadogan) in the afterlife. Any object 
  cast into the flame will be instantaneously consumed by the flame. 
  The statue of Sir Cadogan Kerrington is admittedly astonishing. His 
  ornate greatsword rests on his shoulders as he extends his arm to the sky 
  signifying his reach for greatness. His shield is buried into the ground 
  behind him as well. The statue’s objects are all replicas, and nothing on 
  the statue has inherent value.
  3. knights of olD
  A ten-foot-wide hallway is broken apart by eight separate 
  alcoves. Each alcove hosts a statue of a knight gripping 
  a sword, battleaxe, or maul. You seem the dim glow of 
  campfire in a room at the opposite end of the hallway.
  These statues are of knights that adventured with Sir Cadogan in his 
  “prime”. However, not much can be discerned about them. They had name 
  plates; however, an enemy of Cadogan came long ago and smashed them 
  to pieces. 
  Four of the statues have been rigged as traps. A request made by 
  Cadogan to ensure only the strong could visit his tomb. The second and 
  fourth statues of each row are trapped. There is a small pressure plate 
  directly in front of each, and if any more than 20 pounds of pressure is 
  on the plate, the trap will trigger. The giant stone weapon (greatsword, 
  battleaxe, or maul) will swing down, and the PC must succeed on a DC 
  12 Dexterity saving throw or take 2d8 slashing or bludgeoning damage 
  (GM’s choice). These traps can be spotted with a DC 15 Investigation or 
  Perception check, and then disabled with a successful DC 15 Dexterity 
  check using thieves’ tools.
  4. the unseen threat
  You come across an encampment set up in what was a 
  shrine to Sir Cadogan. Three tents surround a glowing 
  campfire. There is no flame present; however, the coals still 
  glow. Above the tents hanging on the walls are paintings 
  of Cadogan in battle. One shows him defeating a large, 
  menacing red dragon. Another demonstrates him battling 
  an army of sea-creatures on a ship. Lastly, Cadogan is 
  fighting off an army of undead with his greatsword alone. 
  This camp was set up by multiple grave robbers (use goblin statistics). 
  These grave robbers are attempting to recover Cadogan’s magical 
  greatsword from the tomb. They will most likely have heard the PCs enter 
  the tomb, then begin to set up an ambush. They will be hiding in and 
  behind the tents when the PCs enter this area. Only a DC 18 Perception 
  check walking into area 4 will be good enough to see the tip of a shoe 
  showing from behind the southern tent. If the PCs enter the room, they will 
  be ambushed. The grave robbers will have a full round to shoot arrows or 
  rush to melee combat. Another option is to have the robbers rush the PCs 
  if they set off one of the traps.
  The robbers have acquired a small amount of treasure in their careers 
  thus far. If the camp is searched, the PCs will find a total of 6 gold pieces, 
  15 silver pieces, a silver ring worth 5 gold pieces, and a potion of poison. 
  Remember, this potion resembles a potion of healing. The user will not 
  know the difference unless inspected by an educated eye or consumed. 
  The paintings are also worth some gold to the right buyer; however, it 
  may take awhile to find a buyer interested in Sir Cadogan. Each painting 
  is worth 10 gold pieces each if preserved. If the PCs can find a way to 
  carefully bring the frames back to town, they paintings are worth an 
  additional 5 gold each. 
  
  36|Book of Beginnings
  36|Book of Beginnings
  5. the righteous riDDle
  You enter a small, nearly empty chamber. The only object that occupies 
  this room is an ornate carpet that covers most of the floor. A door leading 
  north also stands before you.
  This room was created by Cadogan to test his follower’s 
  intellect. As soon as a PC moves to open the door, writing 
  will appear on the door. The words seem as if they were 
  etched in with flame that is still glowing. When the PCs 
  attempt to open the door, read:
  You must keep it after giving it.
  Cadogan was not the brightest knight in the realm, so the riddle is 
  slightly lack luster. However, it may pose a challenge to some adventurers. 
  The answer is “Your word”. If spoke aloud, the door will open into area 
  6. However, if a wrong answer is spoken aloud, the carpet under the PCs 
  feet will ignite in a burst of flame dealing 1d6 fire damage. This carpet is 
  magically bound to the room. The carpet is unmoving from the ground, 
  and only a casting dispel magic or similar spell can stop the effect. If such 
  spell is cast, the carpet may be removed. The magic will be lost forever. It 
  will fetch a price of 5 gold pieces if sold to a merchant.
  6. sir CaDogan in the flesh
  The door swings open to reveal the tomb of Sir Cadogan 
  Kerrington. Straight ahead of you is an ornate altar 
  housing a casket made of silver inlaid with fine gems. 
  To the east and west, you see two more caskets leaning 
  against the wall. Finally, you see a casket lying on the 
  ground to your left. The air is deathly still, and it seems 
  as if no living soul has traveled here in many, many years.
  The tomb houses Cadogan, his lover’s, and his brother’s bodies. 
  However, they will all animate if Cadogan’s casket is tampered with (the 
  northern casket on the altar). Cadogan will arise as a sword wight (see 
  Appendix A) and his lover and brother will arise simply as skeletons. 
  They will fight the PCs to the death; however, they will not follow the PCs 
  if they flee. This is Cadogan’s final challenge to anyone wishing to inherit 
  his treasure.
  Cadogan does not house his treasures within the coffin. The casket 
  standing up on the eastern wall has a false back that leads into area A. This 
  can be found with a DC 15 Investigation check. Once found, the PCs may 
  travel through with ease.
  a. treasure hoarD
  The treasure of Sir Cadogan Kerrington’s efforts is housed here. In the 
  treasure hoard, there is:
  • 189 gold pieces
  • 345 silver pieces
  • 410 copper pieces
  • Four blue gems worth 5 gold pieces each
  • A silver necklace with an amulet pendant worth 40 gold 
  pieces
  • 3 silver ewers worth 3 gold pieces each
  • Potion of healing
  • Greatsword of the Fallen Champion (see Appendix B)
  ConClusion
  Upon acquiring the greatsword of the fallen, the PCs epic story will 
  surely spread through the local realm. This will bring a fair amount of 
  praise; however, it may also bring a fair amount of attention from the wrong 
  crowd. If you wish to make the PCs lives that much more exciting, throw 
  in some mercenaries or thieves stalking their every movement. Where 
  you go from here is up to you or your adventurers. Maybe they wish to 
  seek council with political officials using the greatsword as proof of their 
  strength. Perhaps Cadogan left a journal in his treasure hoard detailing a 
  list of dungeons he did not yet explore before his death. Whatever happens 
  next, know your next best adventure is right around the corner.
  
   Barrow of The hill gianT Jarls  
   Barrow of The hill gianT Jarls  |37
  |37
  aDventure BaCkgrounD
  The giants are planning something. Raids by hill giants and their minions 
  have increased. To make matters worse, fire, frost, and cloud giants are 
  also emerging from their far-off lairs to raid and plunder. It cannot be a 
  coincidence. Your group has been hired to search out a hill giant steading, 
  a sort of town all under one roof, and discern the intent of the giants. 
  Level: 5th
  Combat: Moderate
  Exploration: Light
  Roleplay: Light
  aDventure overvieW
  The PCs are having trouble locating the hill giants, but they have 
  discovered a shrine. It would make a good base of operations and provide 
  a safe camp. Found overlooking the low-land hills on the edge of desolate 
  mountain range (any mountain range will work), this barrow is the 
  repository of dead hill giant chiefs. When a hill giant chieftain dies, he is 
  incinerated, and his ashes collected and placed in a decorative urn and then 
  taken to this barrow. Only the chieftain’s favorite weapon accompanies the 
  urn – his other mortal possessions are past down to his successor (typically 
  a son or relative). 
  The barrow was originally the resting place of dwarven prince that 
  died in the giant wars of old, but the first hill giant chieftain found and 
  desecrated the shrine. Furthermore, he declared the vault would be used as 
  his own final resting place. Hill giants thereafter have followed tradition 
  (they have very few) and use the complex to as a giant mausoleum. Not 
  all hill giant clans adhere to the tradition; many have completely forgotten 
  about the barrow.
  This complex has been carved into the side of a hill. It is made of carved 
  stone with bare earth floors. It is only visited on the death of hill giant 
  chieftain. This adventure is optimized for 5th level characters.
  plaCing the aDventure
  The adventure can take place in any hilly terrain or at the base of a 
  mountain chain. The concept for this adventure is to set the campaign for a 
  story that involves the machinations of several giant types. 
  BarroW of the hill giant Jarls
  Designed by Bill Barsh
  
  38|Book of Beginnings
  38|Book of Beginnings
  aDventure hooks
  The PCs are most likely to be hired to locate a hill giant steading in 
  hopes of discerning their plans. Alternatively, they might be on a treasure 
  hunt brought about by a wealthy sponsor. 
  the BarroW
  1. stone Doors
  A series of broken hills descend from the oppressive and 
  jagged mountains beyond. One hill, nearest the mountains 
  and flanked by tall pines, appears almost sheared in half. 
  A vertical cliff face has clearly been carved from the hill. 
  At its center, accessible by crude stairs, is a set of massive 
  stone doors. The doors are ten feet wide and 20 feet tall.
  The entrance to the barrow is very large and easily identifiable as two 
  massive statues of hill giants flank the stone slab doors. The doors move 
  easily despite their size. There is no artificial light within the complex; the 
  PCs must provide their own illumination. 
  2. stone guarDians
  Next to each door is an equally tall statue of a hill giant 
  – misshapen and crude in design, but evident enough to 
  resemble a hill giant. On close inspection, both statues are 
  identical; so much so that it is impossible to differentiate 
  between the two. Such carving must have been completed 
  by a true master sculptor. Each wears no actual clothing, 
  but leather sack hangs from their waists. 
  Standing guard within the entrance corridor are two stone statues that 
  are identical to those at location 1. Both are lesser stone golems (see 
  Appendix A) and will attack any non-hill giants that enter the complex or 
  if they are disturbed in anyway. They wield petrified clubs and have five 
  small boulders for throwing if necessary. The stone guardians will attempt 
  to force the PCs out of the complex and close the stone doors. They will 
  hurl boulders from the entrance to force PCs to leave the general area, but 
  they will not move beyond the entrance area. 
  3. Canisters of the DeaD 
  Large clay canisters, some nearing 10 feet tall, are 
  scattered about this chamber. All are unique in color, style, 
  size, and decoration. The urns are sealed, their lids waxed 
  in place. Depictions are crude but appear to be giants in 
  various poses and acts of violence. 
  This chamber is unadorned but for 17 large, clay urns. The urns are 
  sealed and contain the ashes of various hill giant chieftains. The exterior of 
  each urn is painted – mostly faded – with a depiction of the chief defeating 
  some monster or similar conquest (destroying a human or demi-human 
  village, raiding a caravan, etc.). The urns do vary in size and shape. One of 
  the urns contains a ring of fire resistance (missed during the incineration 
  ceremony). 
  4. Canisters of the DeaD ii
  Large clay canisters, some nearing 10 feet tall, are 
  scattered about this chamber. All are unique in color, style, 
  size, and decoration. The urns are sealed, their lids waxed 
  in place. Depictions are crude but appear to be giants in 
  various poses and acts of violence. 
  This chamber is identical to location 3. However, there are only 15 
  urns in this chamber. One of the urns contains six large rubies (3-500 gp, 
  2-1,000 gp, and one at 1,500 gp). Also, the same urn holds the spirit of one 
  of the few hill giant shaman chiefs – it is rare for a hill giant chieftain to 
  also be a shaman. The spirit, a specter, will manifest if the urn is disturbed 
  and will attack the PCs.
  5. ChasM 
  Spanning this chamber, a deep chasm blocks your path. 
  Cold air surges from its depths. Across the chasm, a single 
  statue, identical to the pair that stood at the entrance, 
  remains motionless. 
  This massive chasm descends approximately 700 feet. The gap from 
  one ledge to another is 15 feet. At the bottom is a large debris field of 
  broken stone, sand, and loose earth. A narrow tunnel leads from the area 
  to a cavern that is used by deep gnomes as a fungi farm. This area is 
  not detailed in this adventure but can be used to expand this adventure or 
  lead to some other within the Deep. Obviously, any PC that falls into the 
  chasm will die upon striking the bottom. Scattered amongst the stones and 
  boulders below, are the remains of various trespassers who were killed by 
  the galeb duhr at location 6. 
  Standing guard on the opposite end from the entrance is another lesser 
  stone golem (see Appendix A). However, this guardian is invisible 
  (permanent). It will attempt to hurl a rock at any PC leaping across the 
  chasm in hopes of sending the PC to a plummeting death. If the rock 
  strikes a jumping PC, the PC suffers the appropriate damage and must 
  make a Dexterity saving throw or fall into the chasm. If you wish to make 
  this even more challenging, the PCs make the Dexterity saving throw at 
  disadvantage. 
  6. Collapse
  Most of this chamber lies in ruin. The ceiling has clearly 
  failed. Broken stone that formed the walls of the room is 
  scattered amongst piles of dirt and rocks of varying size. 
  A galeb duhr has taken up residence in this collapsed chamber. The 
  room is full of broken stone and boulders are of various size that were 
  once part of a shrine – the personal rocks hurled by the entombed hill giant 
  chieftains. The galeb duhr was summoned by powerful drow wizard who 
  allied himself with one of the more powerful hill giant clans. It guards the 
  inner chambers of the shrine but prefers to surprise trespasser by waiting 
  in this chamber, hidden within the rubble. It will animate two boulders 
  when the PCs enter this chamber. Under a pile of smaller pieces of broken 
  stone, the galeb duhr has assembled the finer pieces treasure it has retained 
  from its victims: a sack with 432 gp, six small rubies worth 100 gp each, 
  a platinum necklace bejeweled with emerald chips worth 2,000 gp, and a 
  scarab of protection. 
  
   Barrow of The hill gianT Jarls  
   Barrow of The hill gianT Jarls  |39
  |39
  7. Weapons
  Every wall of this chamber is covered with massive 
  weapons. Some hang from pegs, others are mounted on 
  pegs, and others hang by wires. Each weapon is huge, 
  clearly used by a giant, and all appear worn, tarnished, 
  and somewhat damaged. 
  Hanging on all four walls are various weapons that include clubs (more 
  of these than anything else), stone axes, and spears. All the weapons appear 
  crude in manufacture and massively oversized – they are fit for hill giants. 
  None of the weapons are magical or particularly valuable. However, one 
  of the spears has a silver tip (tarnished) that is worth 100 gp.
  8. Weapons
  Every wall of this chamber is covered with massive 
  weapons. Some hang from pegs, others are mounted on 
  pegs, and others hang by wires. Each weapon is huge, 
  clearly used by a giant, and all appear worn, tarnished, 
  and somewhat damaged. Only a single spear, set in the 
  middle of the south wall, stands apart. The spear is clearly 
  made for a human-sized hand. 
  Hanging on all four walls are various weapons that include clubs (more 
  of these than anything else), stone axes, and spears. All, but one, of the 
  weapons appear crude in manufacture and massively oversized – they 
  are fit for hill giants. None of the weapons are magical or particularly 
  valuable. The one weapon that is sized for a human, a spear, hangs in the 
  center of the south wall. The weapon radiates as magical and is a spear 
  of backbiting (see Appendix B). Runes, in elvish, describe the spear as a 
  spear of slaying undead – this is false. When held, the spear’s head glows 
  red illuminating a 30’ radius.
  9. the first Chief
  Lining all the walls, a series of tapestries illustrate the 
  achievements of a singular, yet monstrously large hill 
  giant. A throne, made completely of animal antlers, is 
  occupied by a massive, fur-clad skeleton – clearly a long 
  dead hill giant. On its lap, a huge club, bound with three 
  rings of brass, appears almost precariously balanced. Next 
  to the throne, two large braziers burn with a bright, green 
  light. 
  Red tapestries line all walls of this chamber. Each tapestry depicts 
  a particularly hideous and huge hill giant performing various acts of 
  violence against monsters, human knights, dwarves, and even elves. One 
  depiction shows the hill giant chief smashing an elf knight and taking his 
  glowing red spear (an exact replica of the spear at location 8). 
  A massive throne, made of the antlers of elf and moose, holds skeletal 
  remains of a hill giant. The skeleton is clad in rotting furs and holds a 
  wooden club that is bound by three brass rings. Two braziers burn with 
  bright green light next to the throne. If any non-hill giant enters the 
  chamber, the skeleton rises from the throne and points his club at the 
  intruders. Wisps of green light quickly drift to the outstretched club and 
  spin furiously, tiny bolts of lightning crackle from the brass bands into the 
  surrounding green mist. If the PCs do not exit within one round, a green 
  lightning bolt shoots from the club, striking any in its path for 4d6 lightning 
  damage. With a successful DC 15 Dexterity saving throw, the PC takes 
  half damage. Any attacks on the skeleton do no apparent damage; only 
  by damaging the braziers will the lightning attacks cease. Each brazier 
  has AC 10 and can sustain 35 damage. For each brazier destroyed, the 
  lightning bolt is reduced by 2d6 damage; therefore, if both are destroyed 
  the function immediately ceases and skeletal hill giant resumes its seat. On 
  the giant’s belt, a gold dangles in plain sight. The key is worth 100 gp and 
  opens the chest at location 9b (it also disables the trap). 
  9a. Cave Bear
  The first chief’s cave bear has been mummified and placed in this 
  alcove. If the skeletal chief fires a lightning bolt (see above) the bear 
  animates and rushes from the alcove to attack the nearest PC. The cave 
  bear is treated as a zombie, but it cannot be turned by a cleric. 
  9B. treasure of the first Chief
  A single, extremely large, wooden chest is all that occupies this alcove. 
  It stands nearly five feet tall and three wide and long. It is locked and 
  trapped. The key to the chest is on the skeletal giant at location 9. The 
  trap is magical and triggers if the chest is opened without using the key. 
  A green gas fills the small alcove and all within must succeed on a DC 15 
  Constitution saving throw or fly into a berserk rage and attack any living 
  creature for the next 10 rounds. 
  Within the chest is the following treasure: 2,000 gp, 5,000 sp, a pair of 
  diamond earrings (400 gp each), a silver bracelet in the form of a snake 
  worth 200 gp, a dagger with a golden pommel worth 500 gp, and a small 
  silver statuette of a cave bear (this is a figurine of wondrous power – cave 
  bear). This magic item acts as a figurine of wonderous power – onyx dog; 
  however, a cave bear is replaced with mastiff.
  ConClusion
  The barrow can be used by the PCs as an operating base as they foray 
  into a nearby dungeon – a hill giant steading, for example. The complex 
  is only visited on the occasion of a hill giant chief’s demise, and therefore 
  years can pass between use by hill giants. When the intrusion is finally 
  detected, the hill giants will be angered to such a state that they call a 
  council between clans – something that is very rare. This could lead to 
  open war against neighboring settlements, alliances with other nefarious 
  creatures, etc. It would be difficult, at best, for the hill giants to determine 
  the identities of the PCs, but not impossible. They would certainly need 
  help but are not against hiring out for aid. In the end, this adventure can 
  lead to more interactions with giants and their minions. 
  
  40|Book of Beginnings
  40|Book of Beginnings
  
   MysTery aT MisTwooD  
   MysTery aT MisTwooD  |41
  |41
  aDventure BaCkgrounD
  The town of Mistwood has historically been a quiet, provincial town. It 
  was originally founded as a free town apart from normal governing bodies. 
  The town has been able to keep this status as being a refuge for those 
  who wish to live a humbler life. However, this does not come without 
  consequence. They receive no aide from a capital city, have few trade 
  partners, and defend themselves if there is threat of invades. The last issue 
  has never been problematic… until now.
  The citizens of Mistwood have reported a violent howling in the night. 
  This has been mistaken for common wolves and the night breeze; however, 
  this shriek seems to be nothing of this earth. Inhabitants of Mistwood who 
  have been active at night have sworn to see a ghost haunting the village. 
  Over the last week, three townsfolk have mysteriously disappeared in the 
  night. The elders have sent out a request for brave heroes to assist them in 
  solving the Mystery at Mistwood!
  Level: 5th 
  Combat: High
  Exploration: Light
  Roleplay: High
  aDventure overvieW
  The PCs will travel to Mistwood where they will meet an elder named 
  Larrion (lare-e-on). Larrion will explain there is a midnight menace 
  disturbing the peace of Mistwood. He believes it to be tormented souls of 
  the native people to Farrador haunting them. However, he explains he is 
  no expert on souls stuck between planes of existence. 
  The PCs will be able to investigate the town by speaking to the locals, 
  speaking to the families whose members have gone missing, and in the 
  end, fighting off the undead monstrosities. There are eight specters and 
  one wraith controlling them. The wraith simply has a deep disdain for 
  living life, and it wishes to see the living eradicated from the world. 
  Over the next couple of nights, the town will be assaulted by specters. 
  On the final night, the wraith and one specter will attack the town. The 
  only way to eliminate this evil is to expel it back to permanent death. 
  This adventure’s events occur differently to many of the adventures in 
  this book. This is a “time-based” adventure where events will unfold based 
  on the in-game time system. It is a systematic progression to completion as 
  opposed to exploring a dungeon, cave, or ancient ruin. However, exploring 
  the town will trigger extra, unique events that will assist the PCs in the 
  oncoming assault of the undead. 
  plaCing the aDventure
  The adventure will preferably be placed in a town that does not often 
  mingle with the realm in which it is placed. Considering there are only 
  few town guards, it would make more sense for the PCs to lend aide to the 
  town instead of the government issued militia.
  aDventure hooks
  For the People. The residents of Mistwood need your help. If not for 
  you, the entire town could go to ruin.
  For the Light. The evil tormenting the town of Mistwood seems to be of 
  undead origin. Expel this spectral foe back from whence it came.
  For the Profit. The elders of Mistwood are offering 300 gold pieces to 
  the adventurers who best the midnight menace. 
  MistWooD
  Mistwood is a small, self-governed village far outside the reach of any 
  major city. With few trade partners, Mistwood survives off local farming 
  and cattle. With just 124 members residing withing its boundaries, 
  Mistwood is truly a recluse for those wishing to live out a simple life 
  living on the land. 
  1. hero’s arrival 
  When the PCs arrive to Mistwood after hearing of the turmoil, they will 
  immediately be greeted by Larrion, a village elder. He will bring the PCs 
  to area 4 the town hall. Once there, he will explain the following to them:
  Recently, Mistwood has fallen under a “curse”. Some members, 
  including Larrion, of the settlement believe the town is being haunted 
  by tormented souls of fallen First Borns. The First Borns are the self-
  proclaimed natives to the land of Farrador. At best, this is an unproven 
  theory to explain the haunting. 
  The first couple of days this was reported to the elders, nothing more 
  happened other than guttural howls and screeches in the night. However, 
  over a week’s time, the land and vegetation started to deteriorate and die. 
  Also, the overall feeling of most townsfolk became somber. The last straw 
  per se was the death of the village’s general goods store owner, Hadvar. 
  His body was found near the fountain, area 2, as cold as the grasp of death 
  itself. This is very strange for a person who has been deceased for only 
  one night. Hadvar’s body is in the catacombs of the Temple of the Gods, 
  area 3. 
  The PCs will be allowed to investigate the town to hopefully lead to the 
  conclusion of the midnight menace. While there are homes surrounding 
  the town itself, all townsfolk have been sleeping in the temple and town 
  hall since Hadvar’s death.
  2. fountain
  3. teMple of the goDs
  This temple gives praise to the main Greek gods. Generally, townsfolk 
  visit this shrine on a normal basis to give thanks to them; however, due 
  to recent events, it has been transformed into sleeping quarters. They 
  think they are safer staying together rather than retiring to their individual 
  homes at night. 
  4. toWn hall
  The town hall serves as the operating quarters of the elders and their 
  apprentices. While the elders are quite literally elders, they are also known 
  as the wise people of society presiding over the few laws they have. This 
  building has also been turned into a safe haven for the villagers. 
  5. MistWooD inn anD tavern
  The Mistwood Inn and Tavern’s business has drastically dropped in the 
  last week. With people frightened to go for a drink at night, their business 
  solely revolves around the folk coming in for breakfast or lunch.
  If the PCs visit the inn, the owner Hilda (female middle-aged woman) 
  will be overly hospitable to adventurers. While she is a caring, friendly 
  woman, she will pressure the PCs into spending some coin. She offers 
  the PCs rooms in the inn if they wish to sleep away from the town hall 
  or temple. The rooms she will offer to them for free because they are 
  assisting the town.
  Mystery at MistWooD
  Designed by Ben Barsh
  
  42|Book of Beginnings
  42|Book of Beginnings
  the assaults
  Night 1. The first night will be uneventful. The wraith that is 
  controlling all the specters is an intelligent being. It spends the 
  first night scouting and preparing for the oncoming onslaught. It 
  also intends to sow seeds of distrust in the PCs minds with the 
  townsfolk. 
  Night 2. During the second night the PCs are in the town, 
  three specters will attack. They will first strike a building the 
  PCs are not in to lure them out. For example, if the PCs are 
  staying in the tavern, the specters will attack a village person 
  sleeping in the town hall. The specters will use this to lure the 
  PCs out where they will attempt to drain their lives. 
  Night 3. The third night is when the attacks will be directed 
  right at the PCs. Five specters will seek out the PCs and attack. 
  They will gang up on the weakest member of the party to make 
  the last attack easier. If the PCs handle this attack well, the last 
  living specter will attempt to flee into the forest and join the 
  attack during night 4.
  Night 4. This is the last night of attacks on the town. On the 
  final night, the wraith will travel into town with one specter 
  with the PCs and attack. They will attempt to kill one PC quickly 
  in order to use the create specter ability. 
  Once the wraith has been defeated, it will fall to a pile of 
  plasm-like dust on the ground. Lying atop the pile is a ring of 
  protection the wraith was wearing. The wraith bears no other 
  treasures; however, the elders will award the PCs 300 gold 
  pieces for their victory.
  The townsfolk will be ecstatic the midnight menace has 
  been defeated. They will hold a three-day long festival with 
  games, food, and song in honor of the adventurers. This will be 
  henceforth called 
  There is a chance the PCs will venture into the forest in 
  attempt to challenge the undead. Depending on what night they 
  set out, they may be vastly outnumbered. The wraith does not 
  have a specific “headquarters” where it and the specters will be 
  stationed at. Adding a ruin or desecrated tomb would fit well. 
  Specifically, the Tomb of Sir Cadogan Kerrington earlier in this 
  book would work well if you are looking for a pre-mapped area. 
  ConClusion
  Once the wraith and its specters have been defeated, the town 
  will noticeably regain life. The vegetation surrounding the city, 
  townsfolk, and skies will all seem a little brighter. The elders 
  will pay the PCs 300 gold pieces for this victory. 
  Where you go from here is very open. Perhaps there is 
  a necromancer that is raising these spirits from the grave. 
  Whatever happens next, know your next best adventure is right 
  around the corner.
  
   MysTery aT MisTwooD  
   MysTery aT MisTwooD  |43
  |43
  
  44|Book of Beginnings
  44|Book of Beginnings
  appenDix a: Monsters
  lesser stone goleM
  Large construct, unaligned
  Armor Class 17 (Natural armor)
  Hit Points 50 (8d10 +16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHR
  18 (+4)
  9 (-1)
  15 (+2)
  3 (-4)
  11 (+0)
  1 (-5)
  Damage Immunities poison, psychic; bludgeoning, slashing, and 
  piercing from nonmagical attacks
  Condition Immunities charm, exhaustion, fear, paralyzation, 
  petrification 
  Senses darkvision 120 ft., passive Perception 10
  Languages Understands Common but cannot speak 
  Challenge 3 (500 XP)
  Actions
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 11 
  (2d8 +4) bludgeoning damage.
  Rock. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target, 
  Hit: 13 (2d10 +4) bludgeoning damage.
  killer frog
  Small beast, unaligned
  Armor Class: 12 (Natural armor)
  Hit Points: 11 (2d6 +4)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHR
  12 (+1)
  3 (+1)
  14 (+2)
  2 (-4)
  9 (-1)
  6 (-2)
  Skills Perception +3
  Senses passive Perception 13 
  Languages None
  Challenge ¼ (50 xp)
  Amphibious. The frog can breathe air and water
  Keen Smell. The killer frog has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Standing Leap. The killer frog’s long jump is up to 15 feet and its 
  high jump 10 feet, with or without a running start. 
  Actions
  Actions
  Multiattack. The Killer frog makes two attacks: one with its bite and 
  one with its claws.
  Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target, Hit: 3 
  (1d4 +1) piercing damage.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target, Hit: 3 (1d4 
  +1) slashing damage.
  Mana WyrM
  Small elemental, unaligned
  Armor Class: 12
  Hit Points: 13 (2d10 +2)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHR
  10 (+0)
  14 (+2)
  12 (+1)
  2 (-4)
  9 (-1)
  6 (-2)
  Senses passive Perception 9 
  Languages understands the language of its creator
  Challenge ¼ (50 xp)
  Jolt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 3 (1d4 
  +2) piercing damage.
  Arcane Outburst (Recharge 6). The mana wyrm lets out a blast of 
  arcane energy. Each creature in that area must succeed on a DC 10 
  Dexterity saving throw, taking 4 (1d8) psychic damage on a failed 
  save, or half as much on a successful one.
  
   aPPenDix a: MonsTers  
   aPPenDix a: MonsTers  |45
  |45
  MuMMy of the Deep
  Medium undead (aquatic), neutral evil
  Armor Class: 14 (Natural armor)
  Hit Points: 52 (8d8 +16)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHR
  17 (+3)
  10 (+0)
  14 (+2)
  6 (-2)
  14 (+2)
  15 (+2)
  Saving Throws Con +5, Wis +5
  Skills Athletics +6, Perception +3, Stealth +3
  Damage immunities necrotic, poison
  Condition immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Amphibious. Mummies of the deep can breathe air and water
  Innate Spellcasting (1/day). The mummy can innately cast control 
  water, requiring no material components. Its innate spellcasting 
  ability is Wisdom
  Actions
  Actions
  Multiattack. The mummy can use its Dreadful Glare and makes one 
  attack with its necrotizing strike.
  Necrotizing Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic 
  damage. If the target is a creature, it must succeed on a DC 12 
  Constitution saving throw or be cursed with necrotic fever. The 
  target cursed can’t regain hit points, and its hit point maximum 
  decreases by 10 (3d6) for every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, that target dies, and its 
  body turns to pluff mud. The curse lasts until removed by the remove 
  curse spell or other magic.
  Dreadful Glare. The mummy targets one creature it can see within 
  60 feet of it. If the target can see the mummy, it must succeed on a 
  DC 12 Wisdom saving throw against this magic or become frightened 
  until the end of the mummy’s next turn. If the target fails the saving 
  throw by 5 or more, it is also paralyzed for the same duration. A 
  target that succeeds on the saving throw is immune to the Dreadful 
  Glare for all mummies (but no mummy lords) for the next 24 hours.
  Drowning Breath. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: The creature is grappled (escape DC 13). If the creature 
  has not broken the mummy’s grapple by the start of the mummy’s 
  next turn, the mummy uses its next action to press its lips against 
  the creature’s and regurgitates seawater into the creature’s lungs. 
  The creature immediately begins suffocating (see the fifth edition 
  SRD for more information on suffocation). While suffocating, the 
  creature can only use its actions to try and cough the seawater up, 
  requiring a successful DC 12 Constitution saving throw to do so.
  sWorD Wight
  Medium undead, lawful evil
  Armor Class: 16 (chainmail)
  Hit Points: 66 (12d8 +12)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHR
  12 (+1)
  12 (+1)
  13 (+1)
  11 (+0)
  13 (+1)
  15 (+2)
  Skills Perception +4, Stealth +4
  Damage resistances necrotic; bludgeoning, piercing and slashing 
  from nonmagical weapons that are not silvered 
  Damage immunities poison 
  Condition immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP)
  Improved Critical. Greatsword attacks score a critical hit on a roll of 
  19 or 20. 
  Magical Weapons. Attacks by the sword wight using its weapons are 
  considered to be magical. 
  Sunlight Sensitivity. While in sunlight, the sword wight has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Weapon Master. When using its greatsword attack, a sword wight 
  may reroll any 1 on damage dice, keeping the second result.
  Multiattack. The sword wight makes two greatsword attacks or two 
  longbow attacks. It can use its life drain in place of one greatsword 
  attack. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 8 (2d6 + 1) slashing. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6 + 1) necrotic damage. The target must succeed on a DC 
  15 Constitution saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken. This reduction lasts until the 
  target finishes a long rest. The target dies if this effect reduces its hit 
  point maximum to 0. 
  A humanoid slain by this attack rises 24 hours later as a zombie under 
  the wight’s control, unless the humanoid is restored to life or its body 
  is destroyed. The wight can have no more than twelve zombies under 
  its control at one time. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Reactions
  Parry. The sword wight adds 2 to its AC against one melee attack that 
  would hit it. To do so, the sword wight must see the attacker and be 
  wielding a melee weapon.
  
  46|Book of Beginnings
  46|Book of Beginnings
  appenDix B: MagiC iteMs
  Diviner
  Weapon (longbow), rare (requires attunement)
  Diviner was once the longbow of choice of a great angel who watched 
  over the prime material plane. However, the angel was challenged to a one 
  on one combat by a great demon lord. The demon lord won the duel, and 
  Diviner was cast somewhere in the prime material plane. Its location was 
  unknown, until now.
  The wielder gains a +1 bonus to attack and damage rolls made with this 
  weapon.
  When firing an arrow from this weapon, the wielder can declare 
  an oracle shot, allowing them to project their sight through the arrow they 
  fire for up to 10 minutes. They cannot use this ability again until they 
  finish a short rest.
  This weapon does an extra 1d4 radiant damage on a hit.
  greatsWorD of the fallen ChaMpion
  Weapon (greatsword), rare (requires attunement)
  This greatsword was crafted by Sir Cadogan Kerrington himself when 
  he required some extra vigor in battle. The sword was taken to what was 
  called the Godforge, a legendary forged located at the peak of the tallest 
  mountain in Mog Boldar. The forge is so close to the clouds that it is 
  said that the gods themselves will reach down and bless weapons cast into 
  these fires.
  You gain +1 to attack and damage rolls made with this greatsword.
  When you attack a creature with this magical greatsword and roll a 20 
  on the attack roll, the target takes an extra 1d10 radiant damage. You also 
  gain the number rolled as temporary hit points.
  ring of healing
  Ring, Rare
  The ring of healing was crafted by a priest of the war god Ares. It was 
  delicately crafted to be given to warriors who often needed an extra bit 
  of rejuvenation during a battle. These rings were often buried with the 
  warrior whom is was gifted to.
  While wearing this ring, you can cast cure wounds as a second level 
  spell once per day. This spell may only be used on the wearer.
  spear of BaCkBiting
  Weapon (spear), rare (requires attunement)
  You gain +2 to attack and damage rolls made with this spear. After you 
  throw it, it returns back to your hand immediately, regardless if you hit or 
  miss the target.
  Curse. This weapon is cursed. When you attune with this spear, the 
  curse binds with you. Whenever you miss the target with a ranged weapon 
  attack, the spear flies around to hit you in the back. This will require a new 
  attack roll at advantage. If it hits, roll the damage as if you hit another 
  creature.
  This curse can only be broken with a remove curse spell or similar 
  magic.
  staff of the DragonlorD
  Staff, rare, (requires attunement by a spellcaster)
  The staff of the dragon was long ago created by dragonlords. It is made 
  of pure dragon bones, and it is adorned with a sculpting of a fierce dragon 
  head at the top. Dragonlords were considered masters of dragons. They 
  would often befriend them; however, there were situations where they 
  found against them in times of dire need. Each dragonlord had a staff he or 
  she would be given once his or her training was complete. Every staff was 
  specific to his or her personality. This staff was made for a dragonlord that 
  began to study the rare and untamed dungeon dragons. 
  While a creature is attuned to this staff, they gain advantage on any 
  saving throw made against a dragon. 
  You can now speak, read and write Draconic, given you could not 
  before. 
  This staff has 5 charges. While holding it, you can use an action to 
  expend 1 or more of its charges to cast one of the following spells from it, 
  using your spellcasting ability: fly (1 charge), burning hands (2 charges), 
  and stoneskin (3 charges).
  The staff regains 1d4 + 1 expended charges daily at dawn. If you expend 
  the last charge, roll a d20. On a 1, the staff crumbles into dust.
  Roar of the Dragonlord. You can use your action to expend a great blast 
  of destructive energy. The energy explodes from the dragonhead on the 
  top of the staff. Each creature in a 40-foot cone must make a Constitution 
  saving throw (against your spellcaster DC). A creature takes 4d8 of the 
  given damage type on a failed save, or half as much damage on a successful 
  one. Once used, it cannot be used again until the next dawn. 
  Each damage type is specific to each wielder of the staff. The 
  damage matches the personality of its user. For example, fire is often 
  synonymous with passion, cold is sternness, lightning is pure, upbeat 
  energy, etc. 
  
   aPPenDix B: MagiC iTeMs  
   aPPenDix B: MagiC iTeMs  |47
  |47
  
  48|Book of Beginnings
  48|Book of Beginnings
  This product contains Open Game Content, which may only be used under and 
  in terms of the Open Game License Version 1.0a, distributed by Wizards of the 
  Coast, Inc. Open Game Content includes all new monsters and all game mechanics 
  (including the methods, procedures, processes and routines to the extent of such 
  content does not embody Product Identity). 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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  procedures, processes and routines to the extent such content does not embody 
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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. 
  Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Tome of Horrors, 
  Copyright 2005, Necromancer Games, Inc.;
  Tome of Horrors© 2018, Frog God Games, LLC, Authors: Kevin Baase, Erica 
  Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, 
  Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan 
  Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnson, 
  Bill Kenowner, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, 
  James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, 
  Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb
  Product Identity includes, “Pacesetter Games & Simulations,” “PGS,” “Book of 
  Beginnings,” artwork, cartography, and all logos and trade dress contained herein. 
  
  Welcome to a world of adventure! The beginning of a new adventure is always ex-
  citing. The uncertainty, the creation of characters, and the bond you will soon build 
  with your fellow adventures spawns a delight like none other. With characters rolled 
  up, the game mat ready to display the twists and turns of the darkest dungeons, and 
  anticipation rising, the only question is, where do we begin? 
  The Book of Beginnings offers you and your table a multitude of thrilling adven-
  tures used to kick off your 5th edition campaign. All are designed to cover the three 
  main pillars of play: combat, exploration, and roleplay. However, some adventures 
  are more heavily geared to certain pillars. This offers groups with specific interests 
  the most amount of familiarity as possible. There are beginnings for 1st, 3rd, and 5th 
  level; however, any can be easily adapted to different levels of play by altering mon-
  sters, DCs, and severity of environmental hazards (traps, noxious gases, evil GMs, 
  etc). Even if you have already begun your latest and greatest campaign, these adven-
  tures can easily be adapted to be side quests. Despite level of play, you should know 
  your next best adventure is around the corner. 
  Book of Beginnings is designed for a variety of character levels for the 5th edition 
  game system.
  Book
  Book
  -Of-
  -Of- 
  Beginnings
  Beginnings
  Price: $15.00
  Product Number: 1801
  ISBN: 978-1-64871-223-4
  ©2020, Pacesetter Games & Simulations
  Your Next Great Adventure is Right Around the Corner!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Book of Beginnings.pdf